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Viano-Core/src/server/game/Entities/Unit/Unit.h
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef __UNIT_H
#define __UNIT_H
#include "Object.h"
#include "EventProcessor.h"
#include "CombatManager.h"
#include "OptionalFwd.h"
#include "SpellAuraDefines.h"
#include "ThreatManager.h"
#include "Timer.h"
#include "UnitDefines.h"
#include "Util.h"
#include <array>
#include <map>
#define WORLD_TRIGGER 12999
enum SpellInterruptFlags
{
SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01, // why need this for instant?
SPELL_INTERRUPT_FLAG_PUSH_BACK = 0x02, // push back
SPELL_INTERRUPT_FLAG_UNK3 = 0x04, // any info?
SPELL_INTERRUPT_FLAG_INTERRUPT = 0x08, // interrupt
SPELL_INTERRUPT_FLAG_ABORT_ON_DMG = 0x10 // _complete_ interrupt on direct damage
//SPELL_INTERRUPT_UNK = 0x20 // unk, 564 of 727 spells having this spell start with "Glyph"
};
// See SpellAuraInterruptFlags for other values definitions
enum SpellChannelInterruptFlags
{
CHANNEL_INTERRUPT_FLAG_INTERRUPT = 0x08, // interrupt
CHANNEL_FLAG_DELAY = 0x4000
};
enum SpellAuraInterruptFlags
{
AURA_INTERRUPT_FLAG_HITBYSPELL = 0x00000001, // 0 removed when getting hit by a negative spell?
AURA_INTERRUPT_FLAG_TAKE_DAMAGE = 0x00000002, // 1 removed by any damage
AURA_INTERRUPT_FLAG_CAST = 0x00000004, // 2 cast any spells
AURA_INTERRUPT_FLAG_MOVE = 0x00000008, // 3 removed by any movement
AURA_INTERRUPT_FLAG_TURNING = 0x00000010, // 4 removed by any turning
AURA_INTERRUPT_FLAG_JUMP = 0x00000020, // 5 removed by entering combat
AURA_INTERRUPT_FLAG_NOT_MOUNTED = 0x00000040, // 6 removed by dismounting
AURA_INTERRUPT_FLAG_NOT_ABOVEWATER = 0x00000080, // 7 removed by entering water
AURA_INTERRUPT_FLAG_NOT_UNDERWATER = 0x00000100, // 8 removed by leaving water
AURA_INTERRUPT_FLAG_NOT_SHEATHED = 0x00000200, // 9 removed by unsheathing
AURA_INTERRUPT_FLAG_TALK = 0x00000400, // 10 talk to npc / loot? action on creature
AURA_INTERRUPT_FLAG_USE = 0x00000800, // 11 mine/use/open action on gameobject
AURA_INTERRUPT_FLAG_MELEE_ATTACK = 0x00001000, // 12 removed by attacking
AURA_INTERRUPT_FLAG_SPELL_ATTACK = 0x00002000, // 13 ???
AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14
AURA_INTERRUPT_FLAG_TRANSFORM = 0x00008000, // 15 removed by transform?
AURA_INTERRUPT_FLAG_UNK16 = 0x00010000, // 16
AURA_INTERRUPT_FLAG_MOUNT = 0x00020000, // 17 misdirect, aspect, swim speed
AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up (used by food and drink mostly and sleep/Fake Death like)
AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported
AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION = 0x00100000, // 20 removed by auras that make you invulnerable, or make other to lose selection on you
AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21
AURA_INTERRUPT_FLAG_TELEPORTED = 0x00400000, // 22
AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat
AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000, // 24 removed by any direct damage
AURA_INTERRUPT_FLAG_LANDING = 0x02000000, // 25 removed by hitting the ground
AURA_INTERRUPT_FLAG_LEAVE_COMBAT = 0x80000000, // 31 removed by leaving combat
AURA_INTERRUPT_FLAG_NOT_VICTIM = (AURA_INTERRUPT_FLAG_HITBYSPELL | AURA_INTERRUPT_FLAG_TAKE_DAMAGE | AURA_INTERRUPT_FLAG_DIRECT_DAMAGE)
};
enum SpellModOp : uint8
{
SPELLMOD_DAMAGE = 0,
SPELLMOD_DURATION = 1,
SPELLMOD_THREAT = 2,
SPELLMOD_EFFECT1 = 3,
SPELLMOD_CHARGES = 4,
SPELLMOD_RANGE = 5,
SPELLMOD_RADIUS = 6,
SPELLMOD_CRITICAL_CHANCE = 7,
SPELLMOD_ALL_EFFECTS = 8,
SPELLMOD_NOT_LOSE_CASTING_TIME = 9,
SPELLMOD_CASTING_TIME = 10,
SPELLMOD_COOLDOWN = 11,
SPELLMOD_EFFECT2 = 12,
SPELLMOD_IGNORE_ARMOR = 13,
SPELLMOD_COST = 14,
SPELLMOD_CRIT_DAMAGE_BONUS = 15,
SPELLMOD_RESIST_MISS_CHANCE = 16,
SPELLMOD_JUMP_TARGETS = 17,
SPELLMOD_CHANCE_OF_SUCCESS = 18,
SPELLMOD_ACTIVATION_TIME = 19,
SPELLMOD_DAMAGE_MULTIPLIER = 20,
SPELLMOD_GLOBAL_COOLDOWN = 21,
SPELLMOD_DOT = 22,
SPELLMOD_EFFECT3 = 23,
SPELLMOD_BONUS_MULTIPLIER = 24,
// spellmod 25
SPELLMOD_PROC_PER_MINUTE = 26,
SPELLMOD_VALUE_MULTIPLIER = 27,
SPELLMOD_RESIST_DISPEL_CHANCE = 28,
SPELLMOD_CRIT_DAMAGE_BONUS_2 = 29, //one not used spell
SPELLMOD_SPELL_COST_REFUND_ON_FAIL = 30,
MAX_SPELLMOD
};
enum SpellValueMod : uint8
{
SPELLVALUE_BASE_POINT0,
SPELLVALUE_BASE_POINT1,
SPELLVALUE_BASE_POINT2,
SPELLVALUE_RADIUS_MOD,
SPELLVALUE_MAX_TARGETS,
SPELLVALUE_AURA_STACK,
SPELLVALUE_AURA_DURATION
};
class CustomSpellValues
{
typedef std::pair<SpellValueMod, int32> CustomSpellValueMod;
typedef std::vector<CustomSpellValueMod> StorageType;
public:
typedef StorageType::const_iterator const_iterator;
public:
void AddSpellMod(SpellValueMod mod, int32 value)
{
storage_.push_back(CustomSpellValueMod(mod, value));
}
const_iterator begin() const
{
return storage_.begin();
}
const_iterator end() const
{
return storage_.end();
}
private:
StorageType storage_;
};
enum SpellFacingFlags
{
SPELL_FACING_FLAG_INFRONT = 0x0001
};
// high byte (3 from 0..3) of UNIT_FIELD_BYTES_2
enum ShapeshiftForm
{
FORM_NONE = 0x00,
FORM_CAT = 0x01,
FORM_TREE = 0x02,
FORM_TRAVEL = 0x03,
FORM_AQUA = 0x04,
FORM_BEAR = 0x05,
FORM_AMBIENT = 0x06,
FORM_GHOUL = 0x07,
FORM_DIREBEAR = 0x08, // Removed in 4.0.1
FORM_STEVES_GHOUL = 0x09,
FORM_THARONJA_SKELETON = 0x0A,
FORM_TEST_OF_STRENGTH = 0x0B,
FORM_BLB_PLAYER = 0x0C,
FORM_SHADOW_DANCE = 0x0D,
FORM_CREATUREBEAR = 0x0E,
FORM_CREATURECAT = 0x0F,
FORM_GHOSTWOLF = 0x10,
FORM_BATTLESTANCE = 0x11,
FORM_DEFENSIVESTANCE = 0x12,
FORM_BERSERKERSTANCE = 0x13,
FORM_TEST = 0x14,
FORM_ZOMBIE = 0x15,
FORM_METAMORPHOSIS = 0x16,
FORM_UNDEAD = 0x19,
FORM_MASTER_ANGLER = 0x1A,
FORM_FLIGHT_EPIC = 0x1B,
FORM_SHADOW = 0x1C,
FORM_FLIGHT = 0x1D,
FORM_STEALTH = 0x1E,
FORM_MOONKIN = 0x1F,
FORM_SPIRITOFREDEMPTION = 0x20
};
#define MAX_SPELL_CHARM 4
#define MAX_SPELL_VEHICLE 6
#define MAX_SPELL_POSSESS 8
#define MAX_SPELL_CONTROL_BAR 10
#define MAX_AGGRO_RESET_TIME 10 // in seconds
#define MAX_AGGRO_RADIUS 45.0f // yards
enum VictimState
{
VICTIMSTATE_INTACT = 0, // set when attacker misses
VICTIMSTATE_HIT = 1, // victim got clear/blocked hit
VICTIMSTATE_DODGE = 2,
VICTIMSTATE_PARRY = 3,
VICTIMSTATE_INTERRUPT = 4,
VICTIMSTATE_BLOCKS = 5, // unused? not set when blocked, even on full block
VICTIMSTATE_EVADES = 6,
VICTIMSTATE_IS_IMMUNE = 7,
VICTIMSTATE_DEFLECTS = 8
};
//i would like to remove this: (it is defined in item.h
enum InventorySlot
{
NULL_BAG = 0,
NULL_SLOT = 255
};
struct AbstractPursuer;
struct FactionTemplateEntry;
struct LiquidData;
struct LiquidTypeEntry;
struct MountCapabilityEntry;
struct SpellValue;
class Aura;
class AuraApplication;
class AuraEffect;
class Creature;
class DynamicObject;
class GameObject;
class Guardian;
class Item;
class Minion;
class MotionMaster;
class Pet;
class Spell;
class SpellCastTargets;
class SpellHistory;
class SpellInfo;
class Totem;
class Transport;
class TransportBase;
class UnitAI;
class UnitAura;
class Vehicle;
class VehicleJoinEvent;
enum ZLiquidStatus : uint32;
namespace Movement
{
class ExtraMovementStatusElement;
class MoveSpline;
}
typedef std::list<Unit*> UnitList;
class DispelableAura
{
public:
DispelableAura(Aura* aura, int32 dispelChance, uint8 dispelCharges);
~DispelableAura();
Aura* GetAura() const { return _aura; }
bool RollDispel() const;
uint8 GetDispelCharges() const { return _charges; }
void IncrementCharges() { ++_charges; }
bool DecrementCharge()
{
if (!_charges)
return false;
--_charges;
return _charges > 0;
}
private:
Aura* _aura;
int32 _chance;
uint8 _charges;
};
typedef std::vector<DispelableAura> DispelChargesList;
typedef std::unordered_multimap<uint32 /*type*/, uint32 /*spellId*/> SpellImmuneContainer;
enum UnitModifierType
{
BASE_VALUE = 0,
BASE_PCT = 1,
TOTAL_VALUE = 2,
TOTAL_PCT = 3,
MODIFIER_TYPE_END = 4
};
enum WeaponDamageRange
{
MINDAMAGE,
MAXDAMAGE
};
enum TriggerCastFlags : uint32
{
TRIGGERED_NONE = 0x00000000, //! Not triggered
TRIGGERED_IGNORE_GCD = 0x00000001, //! Will ignore GCD
TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD = 0x00000002, //! Will ignore Spell and Category cooldowns
TRIGGERED_IGNORE_POWER_AND_REAGENT_COST = 0x00000004, //! Will ignore power and reagent cost
TRIGGERED_IGNORE_CAST_ITEM = 0x00000008, //! Will not take away cast item or update related achievement criteria
TRIGGERED_IGNORE_AURA_SCALING = 0x00000010, //! Will ignore aura scaling
TRIGGERED_IGNORE_CAST_IN_PROGRESS = 0x00000020, //! Will not check if a current cast is in progress
TRIGGERED_IGNORE_COMBO_POINTS = 0x00000040, //! Will ignore combo point requirement
TRIGGERED_CAST_DIRECTLY = 0x00000080, //! In Spell::prepare, will be cast directly without setting containers for executed spell
TRIGGERED_IGNORE_AURA_INTERRUPT_FLAGS = 0x00000100, //! Will ignore interruptible aura's at cast
TRIGGERED_IGNORE_SET_FACING = 0x00000200, //! Will not adjust facing to target (if any)
TRIGGERED_IGNORE_SHAPESHIFT = 0x00000400, //! Will ignore shapeshift checks
TRIGGERED_IGNORE_CASTER_AURASTATE = 0x00000800, //! Will ignore caster aura states including combat requirements and death state
TRIGGERED_DISALLOW_PROC_EVENTS = 0x00001000, //! Disallows proc events from triggered spell (default)
TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE = 0x00002000, //! Will ignore mounted/on vehicle restrictions
TRIGGERED_IGNORE_BLOCKED_SPELL_FAMILY = 0x00004000, //! Will ignore blocked casts of SPELL_AURA_BLOCK_SPELL_FAMILY
// reuse = 0x00008000,
TRIGGERED_IGNORE_CASTER_AURAS = 0x00010000, //! Will ignore caster aura restrictions or requirements
// reuse = 0x00020000,
TRIGGERED_DONT_REPORT_CAST_ERROR = 0x00040000, //! Will return SPELL_FAILED_DONT_REPORT in CheckCast functions
TRIGGERED_FULL_MASK = 0x0007FFFF, //! Used when doing CastSpell with triggered == true
// debug flags (used with .cast triggered commands)
TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT = 0x00080000, //! Will ignore equipped item requirements
TRIGGERED_IGNORE_TARGET_CHECK = 0x00100000, //! Will ignore most target checks (mostly DBC target checks)
TRIGGERED_FULL_DEBUG_MASK = 0xFFFFFFFF
};
enum UnitMods
{
UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existed order, it's accessed by index values of Stats enum.
UNIT_MOD_STAT_AGILITY,
UNIT_MOD_STAT_STAMINA,
UNIT_MOD_STAT_INTELLECT,
UNIT_MOD_STAT_SPIRIT,
UNIT_MOD_HEALTH,
UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_RUNIC_POWER must be in existed order, it's accessed by index values of Powers enum.
UNIT_MOD_RAGE,
UNIT_MOD_FOCUS,
UNIT_MOD_ENERGY,
UNIT_MOD_UNUSED, // Old UNIT_MOD_HAPPINESS
UNIT_MOD_RUNE,
UNIT_MOD_RUNIC_POWER,
UNIT_MOD_SOUL_SHARDS,
UNIT_MOD_ECLIPSE,
UNIT_MOD_HOLY_POWER,
UNIT_MOD_ALTERNATIVE,
UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existed order, it's accessed by index values of SpellSchools enum.
UNIT_MOD_RESISTANCE_HOLY,
UNIT_MOD_RESISTANCE_FIRE,
UNIT_MOD_RESISTANCE_NATURE,
UNIT_MOD_RESISTANCE_FROST,
UNIT_MOD_RESISTANCE_SHADOW,
UNIT_MOD_RESISTANCE_ARCANE,
UNIT_MOD_ATTACK_POWER,
UNIT_MOD_ATTACK_POWER_RANGED,
UNIT_MOD_DAMAGE_MAINHAND,
UNIT_MOD_DAMAGE_OFFHAND,
UNIT_MOD_DAMAGE_RANGED,
UNIT_MOD_END,
// synonyms
UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH,
UNIT_MOD_STAT_END = UNIT_MOD_STAT_SPIRIT + 1,
UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR,
UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1,
UNIT_MOD_POWER_START = UNIT_MOD_MANA,
UNIT_MOD_POWER_END = UNIT_MOD_ALTERNATIVE + 1
};
enum BaseModGroup
{
CRIT_PERCENTAGE,
RANGED_CRIT_PERCENTAGE,
OFFHAND_CRIT_PERCENTAGE,
SHIELD_BLOCK_VALUE,
BASEMOD_END
};
enum BaseModType
{
FLAT_MOD,
PCT_MOD,
MOD_END
};
enum DeathState
{
ALIVE = 0,
JUST_DIED = 1,
CORPSE = 2,
DEAD = 3,
JUST_RESPAWNED = 4
};
enum UnitState : uint32
{
UNIT_STATE_DIED = 0x00000001, // player has fake death aura
UNIT_STATE_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone
UNIT_STATE_CHARMED = 0x00000004, // having any kind of charm aura on self
UNIT_STATE_STUNNED = 0x00000008,
UNIT_STATE_ROAMING = 0x00000010,
UNIT_STATE_CHASE = 0x00000020,
UNIT_STATE_FOCUSING = 0x00000040,
UNIT_STATE_FLEEING = 0x00000080,
UNIT_STATE_IN_FLIGHT = 0x00000100, // player is in flight mode
UNIT_STATE_FOLLOW = 0x00000200,
UNIT_STATE_ROOT = 0x00000400,
UNIT_STATE_CONFUSED = 0x00000800,
UNIT_STATE_DISTRACTED = 0x00001000,
UNIT_STATE_ISOLATED = 0x00002000, // area auras do not affect other players
UNIT_STATE_ATTACK_PLAYER = 0x00004000,
UNIT_STATE_CASTING = 0x00008000,
UNIT_STATE_POSSESSED = 0x00010000, // being possessed by another unit
UNIT_STATE_CHARGING = 0x00020000,
UNIT_STATE_JUMPING = 0x00040000,
UNIT_STATE_MOVE = 0x00100000,
UNIT_STATE_ROTATING = 0x00200000,
UNIT_STATE_EVADE = 0x00400000,
UNIT_STATE_ROAMING_MOVE = 0x00800000,
UNIT_STATE_CONFUSED_MOVE = 0x01000000,
UNIT_STATE_FLEEING_MOVE = 0x02000000,
UNIT_STATE_CHASE_MOVE = 0x04000000,
UNIT_STATE_FOLLOW_MOVE = 0x08000000,
UNIT_STATE_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
UNIT_STATE_ALL_STATE_SUPPORTED = UNIT_STATE_DIED | UNIT_STATE_MELEE_ATTACKING | UNIT_STATE_CHARMED | UNIT_STATE_STUNNED | UNIT_STATE_ROAMING | UNIT_STATE_CHASE
| UNIT_STATE_FOCUSING | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_FOLLOW | UNIT_STATE_ROOT | UNIT_STATE_CONFUSED
| UNIT_STATE_DISTRACTED | UNIT_STATE_ISOLATED | UNIT_STATE_ATTACK_PLAYER | UNIT_STATE_CASTING
| UNIT_STATE_POSSESSED | UNIT_STATE_CHARGING | UNIT_STATE_JUMPING | UNIT_STATE_MOVE | UNIT_STATE_ROTATING
| UNIT_STATE_EVADE | UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE
| UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE | UNIT_STATE_IGNORE_PATHFINDING,
UNIT_STATE_UNATTACKABLE = UNIT_STATE_IN_FLIGHT,
UNIT_STATE_MOVING = UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE | UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE,
UNIT_STATE_CONTROLLED = UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING,
UNIT_STATE_CANT_CLIENT_CONTROL = UNIT_STATE_CHARMED | UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED | UNIT_STATE_POSSESSED,
UNIT_STATE_LOST_CONTROL = UNIT_STATE_CONTROLLED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING,
UNIT_STATE_CANNOT_AUTOATTACK = UNIT_STATE_CONTROLLED | UNIT_STATE_CHARGING | UNIT_STATE_CASTING,
UNIT_STATE_SIGHTLESS = UNIT_STATE_LOST_CONTROL | UNIT_STATE_EVADE,
UNIT_STATE_CANNOT_TURN = UNIT_STATE_LOST_CONTROL | UNIT_STATE_ROTATING | UNIT_STATE_FOCUSING,
UNIT_STATE_NOT_MOVE = UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DIED | UNIT_STATE_DISTRACTED,
UNIT_STATE_ALL_ERASABLE = UNIT_STATE_ALL_STATE_SUPPORTED & ~(UNIT_STATE_IGNORE_PATHFINDING),
UNIT_STATE_ALL_STATE = 0xffffffff
};
enum UnitMoveType
{
MOVE_WALK = 0,
MOVE_RUN = 1,
MOVE_RUN_BACK = 2,
MOVE_SWIM = 3,
MOVE_SWIM_BACK = 4,
MOVE_TURN_RATE = 5,
MOVE_FLIGHT = 6,
MOVE_FLIGHT_BACK = 7,
MOVE_PITCH_RATE = 8
};
#define MAX_MOVE_TYPE 9
TC_GAME_API extern float baseMoveSpeed[MAX_MOVE_TYPE];
TC_GAME_API extern float playerBaseMoveSpeed[MAX_MOVE_TYPE];
enum CombatRating
{
CR_WEAPON_SKILL = 0,
CR_DEFENSE_SKILL = 1, // Removed in 4.0.1
CR_DODGE = 2,
CR_PARRY = 3,
CR_BLOCK = 4,
CR_HIT_MELEE = 5,
CR_HIT_RANGED = 6,
CR_HIT_SPELL = 7,
CR_CRIT_MELEE = 8,
CR_CRIT_RANGED = 9,
CR_CRIT_SPELL = 10,
CR_HIT_TAKEN_MELEE = 11, // Deprecated since Cataclysm
CR_HIT_TAKEN_RANGED = 12, // Deprecated since Cataclysm
CR_HIT_TAKEN_SPELL = 13, // Deprecated since Cataclysm
CR_RESILIENCE_CRIT_TAKEN = 14,
CR_RESILIENCE_PLAYER_DAMAGE_TAKEN = 15,
CR_CRIT_TAKEN_SPELL = 16, // Deprecated since Cataclysm
CR_HASTE_MELEE = 17,
CR_HASTE_RANGED = 18,
CR_HASTE_SPELL = 19,
CR_WEAPON_SKILL_MAINHAND = 20,
CR_WEAPON_SKILL_OFFHAND = 21,
CR_WEAPON_SKILL_RANGED = 22,
CR_EXPERTISE = 23,
CR_ARMOR_PENETRATION = 24,
CR_MASTERY = 25,
};
#define MAX_COMBAT_RATING 26
enum DamageEffectType : uint8
{
DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells)
SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage
DOT = 2,
HEAL = 3,
NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc
SELF_DAMAGE = 5
};
enum UnitTypeMask
{
UNIT_MASK_NONE = 0x00000000,
UNIT_MASK_SUMMON = 0x00000001,
UNIT_MASK_MINION = 0x00000002,
UNIT_MASK_GUARDIAN = 0x00000004,
UNIT_MASK_TOTEM = 0x00000008,
UNIT_MASK_PET = 0x00000010,
UNIT_MASK_VEHICLE = 0x00000020,
UNIT_MASK_PUPPET = 0x00000040,
UNIT_MASK_HUNTER_PET = 0x00000080,
UNIT_MASK_CONTROLABLE_GUARDIAN = 0x00000100,
UNIT_MASK_ACCESSORY = 0x00000200
};
struct DiminishingReturn
{
DiminishingReturn() : stack(0), hitTime(0), hitCount(DIMINISHING_LEVEL_1) { }
void Clear()
{
stack = 0;
hitTime = 0;
hitCount = DIMINISHING_LEVEL_1;
}
uint16 stack;
uint32 hitTime;
uint32 hitCount;
};
enum MeleeHitOutcome : uint8
{
MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY,
MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL
};
class DispelInfo
{
public:
explicit DispelInfo(Unit* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) :
_dispellerUnit(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) { }
Unit* GetDispeller() const { return _dispellerUnit; }
uint32 GetDispellerSpellId() const { return _dispellerSpell; }
uint8 GetRemovedCharges() const { return _chargesRemoved; }
void SetRemovedCharges(uint8 amount) { _chargesRemoved = amount; }
private:
Unit* _dispellerUnit;
uint32 _dispellerSpell;
uint8 _chargesRemoved;
};
struct CleanDamage
{
CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) { }
uint32 absorbed_damage;
uint32 mitigated_damage;
WeaponAttackType attackType;
MeleeHitOutcome hitOutCome;
};
struct CalcDamageInfo;
struct SpellNonMeleeDamage;
class TC_GAME_API DamageInfo
{
private:
Unit* const m_attacker;
Unit* const m_victim;
uint32 m_damage;
SpellInfo const* const m_spellInfo;
SpellSchoolMask const m_schoolMask;
DamageEffectType const m_damageType;
WeaponAttackType m_attackType;
uint32 m_absorb;
uint32 m_resist;
uint32 m_block;
uint32 m_hitMask;
public:
DamageInfo(Unit* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, DamageEffectType damageType, WeaponAttackType attackType);
explicit DamageInfo(CalcDamageInfo const& dmgInfo);
DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, uint32 hitMask);
void ModifyDamage(int32 amount);
void AbsorbDamage(uint32 amount);
void ResistDamage(uint32 amount);
void BlockDamage(uint32 amount);
Unit* GetAttacker() const { return m_attacker; }
Unit* GetVictim() const { return m_victim; }
SpellInfo const* GetSpellInfo() const { return m_spellInfo; }
SpellSchoolMask GetSchoolMask() const { return m_schoolMask; }
DamageEffectType GetDamageType() const { return m_damageType; }
WeaponAttackType GetAttackType() const { return m_attackType; }
uint32 GetDamage() const { return m_damage; }
uint32 GetAbsorb() const { return m_absorb; }
uint32 GetResist() const { return m_resist; }
uint32 GetBlock() const { return m_block; }
uint32 GetHitMask() const;
};
class TC_GAME_API HealInfo
{
private:
Unit* const _healer;
Unit* const _target;
uint32 _heal;
uint32 _effectiveHeal;
uint32 _absorb;
SpellInfo const* const _spellInfo;
SpellSchoolMask const _schoolMask;
uint32 _hitMask;
public:
HealInfo(Unit* healer, Unit* target, uint32 heal, SpellInfo const* spellInfo, SpellSchoolMask schoolMask);
void AbsorbHeal(uint32 amount);
void SetEffectiveHeal(uint32 amount) { _effectiveHeal = amount; }
Unit* GetHealer() const { return _healer; }
Unit* GetTarget() const { return _target; }
uint32 GetHeal() const { return _heal; }
uint32 GetEffectiveHeal() const { return _effectiveHeal; }
uint32 GetAbsorb() const { return _absorb; }
SpellInfo const* GetSpellInfo() const { return _spellInfo; };
SpellSchoolMask GetSchoolMask() const { return _schoolMask; };
uint32 GetHitMask() const;
};
class TC_GAME_API ProcEventInfo
{
public:
ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, uint32 typeMask,
uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask,
Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo);
Unit* GetActor() { return _actor; }
Unit* GetActionTarget() const { return _actionTarget; }
Unit* GetProcTarget() const { return _procTarget; }
uint32 GetTypeMask() const { return _typeMask; }
uint32 GetSpellTypeMask() const { return _spellTypeMask; }
uint32 GetSpellPhaseMask() const { return _spellPhaseMask; }
uint32 GetHitMask() const { return _hitMask; }
SpellInfo const* GetSpellInfo() const;
SpellSchoolMask GetSchoolMask() const;
DamageInfo* GetDamageInfo() const { return _damageInfo; }
HealInfo* GetHealInfo() const { return _healInfo; }
Spell const* GetProcSpell() const { return _spell; }
private:
Unit* const _actor;
Unit* const _actionTarget;
Unit* const _procTarget;
uint32 _typeMask;
uint32 _spellTypeMask;
uint32 _spellPhaseMask;
uint32 _hitMask;
Spell* _spell;
DamageInfo* _damageInfo;
HealInfo* _healInfo;
};
// Struct for use in Unit::CalculateMeleeDamage
// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
struct CalcDamageInfo
{
Unit *attacker; // Attacker
Unit *target; // Target for damage
uint32 damageSchoolMask;
uint32 damage;
uint32 absorb;
uint32 resist;
uint32 blocked_amount;
uint32 HitInfo;
uint32 TargetState;
// Helper
WeaponAttackType attackType; //
uint32 procAttacker;
uint32 procVictim;
uint32 cleanDamage; // Used only for rage calculation
MeleeHitOutcome hitOutCome; /// @todo remove this field (need use TargetState)
};
// Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode
struct TC_GAME_API SpellNonMeleeDamage
{
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, uint32 _SpellID, uint32 _schoolMask)
: target(_target), attacker(_attacker), SpellID(_SpellID), damage(0), overkill(0), schoolMask(_schoolMask),
absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0), cleanDamage(0), fullBlock(false)
{ }
Unit *target;
Unit *attacker;
uint32 SpellID;
uint32 damage;
uint32 overkill;
uint32 schoolMask;
uint32 absorb;
uint32 resist;
bool physicalLog;
bool unused;
uint32 blocked;
uint32 HitInfo;
// Used for help
uint32 cleanDamage;
bool fullBlock;
};
struct SpellPeriodicAuraLogInfo
{
SpellPeriodicAuraLogInfo(AuraEffect const* _auraEff, uint32 _damage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical)
: auraEff(_auraEff), damage(_damage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical){ }
AuraEffect const* auraEff;
uint32 damage;
uint32 overDamage; // overkill/overheal
uint32 absorb;
uint32 resist;
float multiplier;
bool critical;
};
uint32 createProcHitMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
enum CurrentSpellTypes : uint8
{
CURRENT_MELEE_SPELL = 0,
CURRENT_GENERIC_SPELL = 1,
CURRENT_CHANNELED_SPELL = 2,
CURRENT_AUTOREPEAT_SPELL = 3
};
#define CURRENT_FIRST_NON_MELEE_SPELL 1
#define CURRENT_MAX_SPELL 4
#define UNIT_ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define UNIT_ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAKE_UNIT_ACTION_BUTTON(A, T) (uint32(A) | (uint32(T) << 24))
struct UnitActionBarEntry
{
UnitActionBarEntry() : packedData(uint32(ACT_DISABLED) << 24) { }
uint32 packedData;
// helper
ActiveStates GetType() const { return ActiveStates(UNIT_ACTION_BUTTON_TYPE(packedData)); }
uint32 GetAction() const { return UNIT_ACTION_BUTTON_ACTION(packedData); }
bool IsActionBarForSpell() const
{
ActiveStates Type = GetType();
return Type == ACT_DISABLED || Type == ACT_ENABLED || Type == ACT_PASSIVE;
}
void SetActionAndType(uint32 action, ActiveStates type)
{
packedData = MAKE_UNIT_ACTION_BUTTON(action, type);
}
void SetType(ActiveStates type)
{
packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData), type);
}
void SetAction(uint32 action)
{
packedData = (packedData & 0xFF000000) | UNIT_ACTION_BUTTON_ACTION(action);
}
};
typedef std::list<Player*> SharedVisionList;
enum CharmType
{
CHARM_TYPE_CHARM,
CHARM_TYPE_POSSESS,
CHARM_TYPE_VEHICLE,
CHARM_TYPE_CONVERT
};
typedef UnitActionBarEntry CharmSpellInfo;
enum ActionBarIndex
{
ACTION_BAR_INDEX_START = 0,
ACTION_BAR_INDEX_ATTACK = ACTION_BAR_INDEX_START,
ACTION_BAR_INDEX_FOLLOW = 1,
ACTION_BAR_INDEX_MOVE_TO = 2,
ACTION_BAR_INDEX_PET_SPELL_START = 3,
ACTION_BAR_INDEX_PET_SPELL_END = 7,
ACTION_BAR_INDEX_ASSIST = ACTION_BAR_INDEX_PET_SPELL_END,
ACTION_BAR_INDEX_DEFENSIVE = 8,
ACTION_BAR_INDEX_PASSIVE = 9,
ACTION_BAR_INDEX_END = 10
};
#define MAX_UNIT_ACTION_BAR_INDEX (ACTION_BAR_INDEX_END-ACTION_BAR_INDEX_START)
struct TC_GAME_API CharmInfo
{
public:
explicit CharmInfo(Unit* unit);
~CharmInfo();
void RestoreState();
uint32 GetPetNumber() const { return _petnumber; }
void SetPetNumber(uint32 petnumber, bool statwindow);
void SetCommandState(CommandStates st) { _CommandState = st; }
CommandStates GetCommandState() const { return _CommandState; }
bool HasCommandState(CommandStates state) const { return (_CommandState == state); }
void InitPossessCreateSpells();
void InitCharmCreateSpells();
void InitPetActionBar();
void InitEmptyActionBar(bool withAttack = true);
//return true if successful
bool AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate = ACT_DECIDE, uint8 preferredSlot = 0);
bool RemoveSpellFromActionBar(uint32 spell_id);
void LoadPetActionBar(const std::string& data);
void BuildActionBar(WorldPacket* data);
void SetSpellAutocast(SpellInfo const* spellInfo, bool state);
void SetActionBar(uint8 index, uint32 spellOrAction, ActiveStates type)
{
PetActionBar[index].SetActionAndType(spellOrAction, type);
}
UnitActionBarEntry const* GetActionBarEntry(uint8 index) const { return &(PetActionBar[index]); }
void ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply);
CharmSpellInfo* GetCharmSpell(uint8 index) { return &(_charmspells[index]); }
void SetIsCommandAttack(bool val);
bool IsCommandAttack();
void SetIsCommandFollow(bool val);
bool IsCommandFollow();
void SetIsAtStay(bool val);
bool IsAtStay();
void SetIsFollowing(bool val);
bool IsFollowing();
void SetIsReturning(bool val);
bool IsReturning();
void SaveStayPosition();
void GetStayPosition(float &x, float &y, float &z);
private:
Unit* _unit;
UnitActionBarEntry PetActionBar[MAX_UNIT_ACTION_BAR_INDEX];
CharmSpellInfo _charmspells[4];
CommandStates _CommandState;
uint32 _petnumber;
//for restoration after charmed
ReactStates _oldReactState;
bool _isCommandAttack;
bool _isCommandFollow;
bool _isAtStay;
bool _isFollowing;
bool _isReturning;
float _stayX;
float _stayY;
float _stayZ;
};
// for clearing special attacks
#define REACTIVE_TIMER_START 4000
enum ReactiveType
{
REACTIVE_DEFENSE = 0,
REACTIVE_HUNTER_PARRY = 1,
REACTIVE_OVERPOWER = 2
};
#define MAX_REACTIVE 3
enum PlayerTotemType
{
SUMMON_TYPE_TOTEM_FIRE = 63,
SUMMON_TYPE_TOTEM_EARTH = 81,
SUMMON_TYPE_TOTEM_WATER = 82,
SUMMON_TYPE_TOTEM_AIR = 83
};
struct PositionUpdateInfo
{
void Reset()
{
Relocated = false;
Turned = false;
}
bool Relocated = false;
bool Turned = false;
};
// delay time next attack to prevent client attack animation problems
#define ATTACK_DISPLAY_DELAY 200
#define MAX_PLAYER_STEALTH_DETECT_RANGE 30.0f // max distance for detection targets by player
class TC_GAME_API Unit : public WorldObject
{
public:
typedef std::set<Unit*> AttackerSet;
typedef std::set<Unit*> ControlList;
typedef std::vector<Unit*> UnitVector;
typedef std::multimap<uint32, Aura*> AuraMap;
typedef std::pair<AuraMap::const_iterator, AuraMap::const_iterator> AuraMapBounds;
typedef std::pair<AuraMap::iterator, AuraMap::iterator> AuraMapBoundsNonConst;
typedef std::multimap<uint32, AuraApplication*> AuraApplicationMap;
typedef std::pair<AuraApplicationMap::const_iterator, AuraApplicationMap::const_iterator> AuraApplicationMapBounds;
typedef std::pair<AuraApplicationMap::iterator, AuraApplicationMap::iterator> AuraApplicationMapBoundsNonConst;
typedef std::multimap<AuraStateType, AuraApplication*> AuraStateAurasMap;
typedef std::pair<AuraStateAurasMap::const_iterator, AuraStateAurasMap::const_iterator> AuraStateAurasMapBounds;
typedef std::list<AuraEffect*> AuraEffectList;
typedef std::list<Aura*> AuraList;
typedef std::list<AuraApplication *> AuraApplicationList;
typedef std::vector<std::pair<uint8 /*procEffectMask*/, AuraApplication*>> AuraApplicationProcContainer;
typedef std::vector<ObjectGuid> FormationFollowerGUIDContainer;
typedef std::map<uint8, AuraApplication*> VisibleAuraMap;
typedef std::unordered_map<uint32 /*spellId*/, AuraList> AurasBySpellIdMap;
virtual ~Unit();
UnitAI* GetAI() { return i_AI; }
void SetAI(UnitAI* newAI) { i_AI = newAI; }
void RemoveFromWorld() override;
void CleanupBeforeRemoveFromMap(bool finalCleanup);
void CleanupsBeforeDelete(bool finalCleanup = true) override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
virtual bool IsAffectedByDiminishingReturns() const { return (GetCharmerOrOwnerPlayerOrPlayerItself() != nullptr); }
DiminishingLevels GetDiminishing(DiminishingGroup group) const;
void IncrDiminishing(SpellInfo const* auraSpellInfo, bool triggered);
bool ApplyDiminishingToDuration(SpellInfo const* auraSpellInfo, bool triggered, int32& duration, Unit* caster, DiminishingLevels previousLevel) const;
void ApplyDiminishingAura(DiminishingGroup group, bool apply);
void ClearDiminishings();
// target dependent range checks
float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
virtual void Update(uint32 time) override;
void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; }
bool haveOffhandWeapon() const;
bool CanDualWield() const { return m_canDualWield; }
virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
float GetBoundaryRadius() const { return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS]; }
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
bool IsWithinMeleeRange(Unit const* obj) const { return IsWithinMeleeRangeAt(GetPosition(), obj); }
bool IsWithinMeleeRangeAt(Position const& pos, Unit const* obj) const;
bool IsWithinBoundaryRadius(const Unit* obj) const;
float GetMeleeRange(Unit const* target) const;
virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
uint32 m_extraAttacks;
bool m_canDualWield;
void _addAttacker(Unit* pAttacker); // must be called only from Unit::Attack(Unit*)
void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop()
Unit* getAttackerForHelper() const; // If someone wants to help, who to give them
bool Attack(Unit* victim, bool meleeAttack);
void CastStop(uint32 except_spellid = 0);
bool AttackStop();
void RemoveAllAttackers();
AttackerSet const& getAttackers() const { return m_attackers; }
bool isAttackingPlayer() const;
Unit* GetVictim() const { return m_attacking; }
// Use this only when 100% sure there is a victim
Unit* EnsureVictim() const
{
ASSERT(m_attacking);
return m_attacking;
}
void ValidateAttackersAndOwnTarget();
void CombatStop(bool includingCast = false, bool mutualPvP = true);
void CombatStopWithPets(bool includingCast = false);
void StopAttackFaction(uint32 faction_id);
Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
void SendMeleeAttackStop(Unit* victim = nullptr);
void SendMeleeAttackStart(Unit* victim);
void AddUnitState(uint32 f) { m_state |= f; }
bool HasUnitState(const uint32 f) const { return (m_state & f) != 0; }
void ClearUnitState(uint32 f) { m_state &= ~f; }
bool CanFreeMove() const;
virtual void UpdatePowerRegeneration(Powers /*powerType*/) { }
uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; }
bool IsSummon() const { return (m_unitTypeMask & UNIT_MASK_SUMMON) != 0; }
bool IsMinion() const { return (m_unitTypeMask & UNIT_MASK_MINION) != 0; }
bool IsGuardian() const { return (m_unitTypeMask & UNIT_MASK_GUARDIAN) != 0; }
bool IsPet() const { return (m_unitTypeMask & UNIT_MASK_PET) != 0; }
bool IsHunterPet() const{ return (m_unitTypeMask & UNIT_MASK_HUNTER_PET) != 0; }
bool IsTotem() const { return (m_unitTypeMask & UNIT_MASK_TOTEM) != 0; }
bool IsVehicle() const { return (m_unitTypeMask & UNIT_MASK_VEHICLE) != 0; }
bool IsControlableGuardian() const { return (m_unitTypeMask & UNIT_MASK_CONTROLABLE_GUARDIAN) != 0; }
uint8 getLevel() const { return uint8(GetUInt32Value(UNIT_FIELD_LEVEL)); }
uint8 getLevelForTarget(WorldObject const* /*target*/) const override { return getLevel(); }
void SetLevel(uint8 lvl);
uint8 getRace() const { return GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_RACE); }
uint32 getRaceMask() const { return 1 << (getRace()-1); }
uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS); }
uint32 getClassMask() const { return 1 << (getClass()-1); }
uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER); }
float GetStat(Stats stat) const { return float(GetUInt32Value(UNIT_FIELD_STAT0+stat)); }
void SetStat(Stats stat, int32 val) { SetStatInt32Value(UNIT_FIELD_STAT0+stat, val); }
uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL); }
void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(UNIT_FIELD_RESISTANCES+school); }
uint32 GetResistance(SpellSchoolMask mask) const;
void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES+school, val); }
uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); }
uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); }
void SetHealth(uint32 val);
void SetMaxHealth(uint32 val);
inline void SetFullHealth() { SetHealth(GetMaxHealth()); }
int32 ModifyHealth(int32 val);
int32 GetHealthGain(int32 dVal);
Powers GetPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_POWER_TYPE)); }
void SetPowerType(Powers power);
void UpdateDisplayPower();
int32 GetPower(Powers power) const;
int32 GetMinPower(Powers power) const { return power == POWER_ECLIPSE ? -100 : 0; }
int32 GetMaxPower(Powers power) const;
int32 CountPctFromMaxPower(Powers power, int32 pct) const { return CalculatePct(GetMaxPower(power), pct); }
void SetPower(Powers power, int32 val);
void SetMaxPower(Powers power, int32 val);
void SetPowerBarID(uint32 id) { _powerBarId = id; }
void Regenerate(Powers powerType, uint32 diff);
inline void SetFullPower(Powers power) { SetPower(power, GetMaxPower(power)); }
// returns the change in power
int32 ModifyPower(Powers power, int32 val);
int32 ModifyPowerPct(Powers power, float pct, bool apply = true);
float GetPowerRegen(Powers powerType, bool isInCombat) const;
virtual void RegenerateHealth() { }
uint32 GetAttackTime(WeaponAttackType att) const;
void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att, val*m_modAttackSpeedPct[att]); }
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
void ApplyHasteRegenMod(WeaponAttackType att, float val, bool apply);
void ApplyCastTimePercentMod(float val, bool apply);
SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE)); }
virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE, sheathed); }
// faction template id
uint32 GetFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
void SetFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction); }
FactionTemplateEntry const* GetFactionTemplateEntry() const;
ReputationRank GetReactionTo(Unit const* target) const;
ReputationRank static GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target);
bool IsHostileTo(Unit const* unit) const;
bool IsHostileToPlayers() const;
bool IsFriendlyTo(Unit const* unit) const;
bool IsNeutralToAll() const;
bool IsInPartyWith(Unit const* unit) const;
bool IsInRaidWith(Unit const* unit) const;
void GetPartyMembers(std::list<Unit*> &units);
bool IsContestedGuard() const;
bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_PVP); }
bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_FFA_PVP); }
virtual void SetPvP(bool state);
uint32 GetCreatureType() const;
uint32 GetCreatureTypeMask() const;
uint8 GetStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_STAND_STATE); }
bool IsSitState() const;
bool IsStandState() const;
void SetStandState(uint8 state);
void SetAnimationTier(AnimationTier tier, bool immediate = true);
AnimationTier GetAnimationTier() const { return static_cast<AnimationTier>(GetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER)); }
void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0);
void Dismount();
MountCapabilityEntry const* GetMountCapability(uint32 mountType) const;
void SendDurabilityLoss(Player* receiver, uint32 percent);
void PlayOneShotAnimKitId(uint16 animKitId);
uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
void DealDamageMods(Unit const* victim, uint32 &damage, uint32* absorb) const;
uint32 DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDamage = nullptr, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = nullptr, bool durabilityLoss = true);
void Kill(Unit* victim, bool durabilityLoss = true);
void KillSelf(bool durabilityLoss = true) { Kill(this, durabilityLoss); }
void DealHeal(HealInfo& healInfo);
void ProcSkillsAndAuras(Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget,
uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell,
DamageInfo* damageInfo, HealInfo* healInfo);
void GetProcAurasTriggeredOnEvent(AuraApplicationProcContainer& aurasTriggeringProc, AuraApplicationList* procAuras, ProcEventInfo& eventInfo);
void TriggerAurasProcOnEvent(CalcDamageInfo& damageInfo);
void TriggerAurasProcOnEvent(Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget,
uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell,
DamageInfo* damageInfo, HealInfo* healInfo);
void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, AuraApplicationProcContainer& procAuras);
void HandleEmoteCommand(uint32 anim_id);
void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
void FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType = BASE_ATTACK);
void CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
void HandleProcExtraAttackFor(Unit* victim);
void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false);
void DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss);
// player or player's pet resilience (-1%)
uint32 GetDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_RESILIENCE_PLAYER_DAMAGE_TAKEN, 1.0f, 100.0f, damage); }
void ApplyResilience(Unit const* victim, int32* damage) const;
float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, uint32 spellId) const;
SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo);
SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo);
SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect = false, Optional<uint8> effectMask = nullptr);
float GetUnitDodgeChance(WeaponAttackType attType, Unit const* victim) const;
float GetUnitParryChance(WeaponAttackType attType, Unit const* victim) const;
float GetUnitBlockChance(Unit const* victim) const;
float GetUnitMissChance(Unit const* victim) const;
float GetUnitCriticalChanceDone(WeaponAttackType attackType) const;
float GetUnitCriticalChanceTaken(Unit const* attacker, WeaponAttackType attackType, float critDone) const;
float GetUnitCriticalChanceAgainst(WeaponAttackType attackType, Unit const* victim) const;
int32 GetMechanicResistChance(SpellInfo const* spellInfo) const;
bool CanUseAttackType(uint8 attacktype) const;
virtual uint32 GetBlockPercent() const { return 30; }
uint32 GetUnitMeleeSkill(Unit const* target = nullptr) const;
float GetWeaponProcChance() const;
float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const;
MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackType attType) const;
bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool IsAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool IsServiceProvider() const;
bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsCritter() const { return GetCreatureType() == CREATURE_TYPE_CRITTER; }
bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
/// ====================== THREAT & COMBAT ====================
bool CanHaveThreatList() const { return m_threatManager.CanHaveThreatList(); }
// This value can be different from IsInCombat, for example:
// - when a projectile spell is midair against a creature (combat on launch - threat+aggro on impact)
// - when the creature has no targets left, but the AI has not yet ceased engaged logic
virtual bool IsEngaged() const { return IsInCombat(); }
bool IsEngagedBy(Unit const* who) const { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
void EngageWithTarget(Unit* who); // Adds target to threat list if applicable, otherwise just sets combat state
// Combat handling
CombatManager& GetCombatManager() { return m_combatManager; }
CombatManager const& GetCombatManager() const { return m_combatManager; }
void AtTargetAttacked(Unit* target, bool canInitialAggro);
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
void SetImmuneToAll(bool apply, bool keepCombat);
virtual void SetImmuneToAll(bool apply) { SetImmuneToAll(apply, false); }
bool IsImmuneToPC() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); }
void SetImmuneToPC(bool apply, bool keepCombat);
virtual void SetImmuneToPC(bool apply) { SetImmuneToPC(apply, false); }
bool IsImmuneToNPC() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); }
void SetImmuneToNPC(bool apply, bool keepCombat);
virtual void SetImmuneToNPC(bool apply) { SetImmuneToNPC(apply, false); }
bool IsInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
bool IsInCombatWith(Unit const* who) const { return who && m_combatManager.IsInCombatWith(who); }
void SetInCombatWith(Unit* enemy) { if (enemy) m_combatManager.SetInCombatWith(enemy); }
void ClearInCombat() { m_combatManager.EndAllCombat(); }
void UpdatePetCombatState();
// Threat handling
bool IsThreatened() const;
bool IsThreatenedBy(Unit const* who) const { return who && m_threatManager.IsThreatenedBy(who, true); }
// Exposes the threat manager directly - be careful when interfacing with this
// As a general rule of thumb, any unit pointer MUST be null checked BEFORE passing it to threatmanager methods
// threatmanager will NOT null check your pointers for you - misuse = crash
ThreatManager& GetThreatManager() { return m_threatManager; }
ThreatManager const& GetThreatManager() const { return m_threatManager; }
void SendClearTarget();
bool HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint32 familyFlags) const;
bool virtual HasSpell(uint32 /*spellID*/) const { return false; }
bool HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura = 0) const;
bool HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel = nullptr) const;
bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
bool isInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
bool IsPolymorphed() const;
bool isFrozen() const;
bool isTargetableForAttack(bool checkFakeDeath = true) const;
bool IsValidAttackTarget(Unit const* target) const;
bool _IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, WorldObject const* obj = nullptr) const;
bool IsValidAssistTarget(Unit const* target) const;
bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const;
virtual bool IsInWater() const;
virtual bool IsUnderWater() const;
bool isInAccessiblePlaceFor(Creature const* c) const;
void SendHealSpellLog(HealInfo& healInfo, bool critical = false);
int32 HealBySpell(HealInfo& healInfo, bool critical = false);
void SendEnergizeSpellLog(Unit* victim, uint32 spellId, int32 damage, Powers powerType);
void EnergizeBySpell(Unit* victim, uint32 spellId, int32 damage, Powers powerType);
void EnergizeBySpell(Unit* victim, SpellInfo const* spellInfo, int32 damage, Powers powerType);
void CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(std::nullptr_t, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty) { CastSpell((Unit*)nullptr, spellId, triggered, castItem, triggeredByAura, originalCaster); }
void CastSpell(Unit* victim, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(std::nullptr_t, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty) { CastSpell((Unit*)nullptr, spellId, triggerFlags, castItem, triggeredByAura, originalCaster); }
void CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(float x, float y, float z, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(float x, float y, float z, float o, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(float x, float y, float z, float o, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastSpell(GameObject* go, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastCustomSpell(Unit* victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
void CastCustomSpell(uint32 spellId, CustomSpellValues const &value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
Aura* AddAura(uint32 spellId, Unit* target);
Aura* AddAura(SpellInfo const* spellInfo, uint8 effMask, Unit* target);
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
void SendPlaySpellVisualKit(uint32 id, uint32 type, uint32 duration) const;
void CancelSpellMissiles(uint32 spellId, bool reverseMissile = false);
void DeMorph();
void SendAttackStateUpdate(CalcDamageInfo* damageInfo);
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log);
void SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
void SendSpellDamageResist(Unit* target, uint32 spellId);
void SendSpellDamageImmune(Unit* target, uint32 spellId);
void NearTeleportTo(Position const& pos, bool casting = false);
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false) { NearTeleportTo(Position(x, y, z, orientation), casting); }
void SendTeleportPacket(Position const& pos);
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport = false);
// returns true if unit's position really changed
virtual bool UpdatePosition(const Position &pos, bool teleport = false);
void UpdateOrientation(float orientation);
void UpdateHeight(float newZ);
void SendMoveKnockBack(Player* player, float speedXY, float speedZ, float vcos, float vsin);
void KnockbackFrom(float x, float y, float speedXY, float speedZ);
void JumpTo(float speedXY, float speedZ, bool forward = true, Optional<Position> dest = {});
void JumpTo(WorldObject* obj, float speedZ, bool withOrientation = false);
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false);
void SendSetPlayHoverAnim(bool enable);
void SendMovementSetSplineAnim(AnimationTier anim);
bool IsGravityDisabled() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
bool SetWalk(bool enable);
virtual bool SetDisableGravity(bool disable, bool packetOnly = false, bool updateAnimationTier = true);
bool SetFall(bool enable);
bool SetSwim(bool enable);
bool SetCanFly(bool enable, bool packetOnly = false);
bool SetWaterWalking(bool enable, bool packetOnly = false);
bool SetFeatherFall(bool enable, bool packetOnly = false);
virtual bool SetHover(bool enable, bool packetOnly = false, bool updateAnimationTier = true);
void SetInFront(WorldObject const* target);
void SetFacingTo(float const ori, bool force = true);
void SetFacingToObject(WorldObject const* object, bool force = true);
bool IsAlive() const { return (m_deathState == ALIVE); }
bool isDying() const { return (m_deathState == JUST_DIED); }
bool isDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); }
DeathState getDeathState() const { return m_deathState; }
virtual void setDeathState(DeathState s); // overwrited in Creature/Player/Pet
ObjectGuid GetOwnerGUID() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
void SetOwnerGUID(ObjectGuid owner);
ObjectGuid GetCreatorGUID() const { return GetGuidValue(UNIT_FIELD_CREATEDBY); }
void SetCreatorGUID(ObjectGuid creator) { SetGuidValue(UNIT_FIELD_CREATEDBY, creator); }
ObjectGuid GetMinionGUID() const { return GetGuidValue(UNIT_FIELD_SUMMON); }
void SetMinionGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_SUMMON, guid); }
ObjectGuid GetCharmerGUID() const { return GetGuidValue(UNIT_FIELD_CHARMEDBY); }
void SetCharmerGUID(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_CHARMEDBY, owner); }
ObjectGuid GetCharmGUID() const { return GetGuidValue(UNIT_FIELD_CHARM); }
void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; }
ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; }
void SetCritterGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CRITTER, guid); }
ObjectGuid GetCritterGUID() const { return GetGuidValue(UNIT_FIELD_CRITTER); }
ObjectGuid GetOwnerOrCreatorGUID() const { return GetOwnerGUID() ? GetOwnerGUID() : GetCreatorGUID(); }
bool IsControlledByPlayer() const { return m_ControlledByPlayer; }
ObjectGuid GetCharmerOrOwnerGUID() const;
ObjectGuid GetCharmerOrOwnerOrOwnGUID() const;
bool IsCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGUID().IsPlayer(); }
Player* GetSpellModOwner() const;
Unit* GetOwner() const;
Guardian* GetGuardianPet() const;
Minion* GetFirstMinion() const;
Unit* GetCharmer() const;
Unit* GetCharm() const;
Unit* GetCharmerOrOwner() const;
Unit* GetCharmerOrOwnerOrSelf() const;
Player* GetCharmerOrOwnerPlayerOrPlayerItself() const;
Player* GetAffectingPlayer() const;
void SetMinion(Minion *minion, bool apply);
void GetAllMinionsByEntry(std::list<Creature*>& Minions, uint32 entry);
void RemoveAllMinionsByEntry(uint32 entry);
void SetCharm(Unit* target, bool apply);
Unit* GetNextRandomRaidMemberOrPet(float radius);
bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp = nullptr);
void RemoveCharmedBy(Unit* charmer);
void RestoreFaction();
ControlList m_Controlled;
Unit* GetFirstControlled() const;
void RemoveAllControlled();
bool IsCharmed() const { return !GetCharmerGUID().IsEmpty(); }
bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); }
bool isPossessedByPlayer() const;
bool isPossessing() const;
bool isPossessing(Unit* u) const;
CharmInfo* GetCharmInfo() { return m_charmInfo; }
CharmInfo* InitCharmInfo();
void DeleteCharmInfo();
void UpdateCharmAI();
// returns the unit that this player IS CONTROLLING
Unit* GetUnitBeingMoved() const;
// returns the player that this player IS CONTROLLING
Player* GetPlayerBeingMoved() const;
// returns the player that this unit is BEING CONTROLLED BY
Player* GetPlayerMovingMe() const { return m_playerMovingMe; }
// only set for direct client control (possess effects, vehicles and similar)
Player* m_playerMovingMe;
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
void AddPlayerToVision(Player* player);
void RemovePlayerFromVision(Player* player);
bool HasSharedVision() const { return !m_sharedVision.empty(); }
void RemoveBindSightAuras();
void RemoveCharmAuras();
Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id = 0);
Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id = 0);
bool InitTamedPet(Pet* pet, uint8 level, uint32 spell_id);
// aura apply/remove helpers - you should better not use these
Aura* _TryStackingOrRefreshingExistingAura(SpellInfo const* newAura, uint8 effMask, Unit* caster, int32* baseAmount = nullptr, Item* castItem = nullptr, ObjectGuid casterGUID = ObjectGuid::Empty);
void _AddAura(UnitAura* aura, Unit* caster);
AuraApplication * _CreateAuraApplication(Aura* aura, uint8 effMask);
void _ApplyAuraEffect(Aura* aura, uint8 effIndex);
void _ApplyAura(AuraApplication * aurApp, uint8 effMask);
void _UnapplyAura(AuraApplicationMap::iterator &i, AuraRemoveFlags removeMode);
void _UnapplyAura(AuraApplication * aurApp, AuraRemoveFlags removeMode);
void _RemoveNoStackAurasDueToAura(Aura* aura);
void _RegisterAuraEffect(AuraEffect* aurEff, bool apply);
// m_ownedAuras container management
AuraMap & GetOwnedAuras() { return m_ownedAuras; }
AuraMap const& GetOwnedAuras() const { return m_ownedAuras; }
void RemoveOwnedAura(AuraMap::iterator &i, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
void RemoveOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
void RemoveOwnedAura(Aura* aura, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
Aura* GetOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, Aura* except = nullptr) const;
// m_appliedAuras container management
AuraApplicationMap & GetAppliedAuras() { return m_appliedAuras; }
AuraApplicationMap const& GetAppliedAuras() const { return m_appliedAuras; }
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveFlags mode = AuraRemoveFlags::ByDefault);
void RemoveAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
void RemoveAura(AuraApplication * aurApp, AuraRemoveFlags mode = AuraRemoveFlags::ByDefault);
void RemoveAura(Aura* aur, AuraRemoveFlags mode = AuraRemoveFlags::ByDefault);
// Convenience methods removing auras by predicate
void RemoveAppliedAuras(std::function<bool(AuraApplication const*)> const& check);
void RemoveOwnedAuras(std::function<bool(Aura const*)> const& check);
// Optimized overloads taking advantage of map key
void RemoveAppliedAuras(uint32 spellId, std::function<bool(AuraApplication const*)> const& check);
void RemoveOwnedAuras(uint32 spellId, std::function<bool(Aura const*)> const& check);
void RemoveAurasByType(AuraType auraType, std::function<bool(AuraApplication const*)> const& check);
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveFlags removeMode = AuraRemoveFlags::ByDefault);
void RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, Unit* dispeller, uint8 chargesRemoved = 1);
void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, Unit* stealer);
void RemoveAurasDueToItemSpell(uint32 spellId, ObjectGuid castItemGuid);
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID = ObjectGuid::Empty, Aura* except = nullptr, bool negative = true, bool positive = true);
void RemoveNotOwnLimitedTargetAuras(bool onPhaseChange = false);
void RemoveAurasWithInterruptFlags(uint32 flag, uint32 except = 0, Spell* interruptingSpell = nullptr);
void RemoveAurasWithAttribute(uint32 flags);
void RemoveAurasWithFamily(SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID);
void RemoveAurasWithMechanic(uint32 mechanic_mask, AuraRemoveFlags removemode = AuraRemoveFlags::ByDefault, uint32 except = 0);
void RemoveMovementImpairingAuras();
void RemoveAreaAurasDueToLeaveWorld();
void RemoveAllAuras();
void RemoveArenaAuras();
void RemoveAurasOnEvade();
void RemoveAllAurasOnDeath();
void RemoveAllAurasRequiringDeadTarget();
void RemoveAllAurasExceptType(AuraType type);
void RemoveAllAurasExceptType(AuraType type1, AuraType type2); /// @todo: once we support variadic templates use them here
void RemoveAllGroupBuffsFromCaster(ObjectGuid casterGUID);
void DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime);
void _RemoveAllAuraStatMods();
void _ApplyAllAuraStatMods();
AuraEffectList const& GetAuraEffectsByType(AuraType type) const { return m_modAuras[type]; }
AuraList& GetLimitedCastAuras(uint32 spellId) { return m_ltAuras[spellId]; }
AurasBySpellIdMap& GetAllLimitedCastAuras() { return m_ltAuras; }
AuraEffect* GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
AuraEffect* GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const; // spell mustn't have familyflags
AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID = ObjectGuid::Empty) const;
AuraEffect* GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const;
AuraApplication * GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication * except = nullptr) const;
Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
AuraApplication * GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication * except = nullptr) const;
Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
void GetDispellableAuraList(Unit* caster, uint32 dispelMask, DispelChargesList& dispelList, bool isReflect = false) const;
bool HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster = ObjectGuid::Empty) const;
uint32 GetAuraCount(uint32 spellId) const;
bool HasAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
bool HasAuraType(AuraType auraType) const;
bool HasAuraTypeWithCaster(AuraType auraType, ObjectGuid caster) const;
bool HasAuraTypeWithMiscvalue(AuraType auraType, int32 miscValue) const;
bool HasAuraTypeWithAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const;
bool HasAuraTypeWithValue(AuraType auraType, int32 value) const;
bool HasNegativeAuraWithInterruptFlag(uint32 flag, ObjectGuid guid = ObjectGuid::Empty) const;
bool HasAuraWithMechanic(uint32 mechanicMask) const;
bool HasStrongerAuraWithDR(SpellInfo const* auraSpellInfo, Unit* caster, bool triggered) const;
AuraEffect* IsScriptOverriden(SpellInfo const* spell, int32 script) const;
uint32 GetDiseasesByCaster(ObjectGuid casterGUID, bool remove = false);
uint32 GetDoTsByCaster(ObjectGuid casterGUID) const;
int32 GetTotalAuraModifier(AuraType auraType) const;
float GetTotalAuraMultiplier(AuraType auraType) const;
int32 GetMaxPositiveAuraModifier(AuraType auraType) const;
int32 GetMaxNegativeAuraModifier(AuraType auraType) const;
int32 GetTotalAuraModifier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
float GetTotalAuraMultiplier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
int32 GetMaxPositiveAuraModifier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
int32 GetMaxNegativeAuraModifier(AuraType auraType, std::function<bool(AuraEffect const*)> const& predicate) const;
int32 GetTotalAuraModifierByMiscMask(AuraType auraType, uint32 misc_mask) const;
float GetTotalAuraMultiplierByMiscMask(AuraType auraType, uint32 misc_mask) const;
int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auraType, uint32 misc_mask, AuraEffect const* except = nullptr) const;
int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auraType, uint32 misc_mask) const;
int32 GetTotalAuraModifierByMiscValue(AuraType auraType, int32 misc_value) const;
float GetTotalAuraMultiplierByMiscValue(AuraType auraType, int32 misc_value) const;
int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auraType, int32 misc_value) const;
int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auraType, int32 misc_value) const;
int32 GetTotalAuraModifierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const;
float GetTotalAuraMultiplierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const;
int32 GetMaxPositiveAuraModifierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const;
int32 GetMaxNegativeAuraModifierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const;
float GetResistanceBuffMods(SpellSchools school, bool positive) const;
void SetResistanceBuffMods(SpellSchools school, bool positive, float val);
void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply);
void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply);
void InitStatBuffMods();
void ApplyStatBuffMod(Stats stat, float val, bool apply);
void ApplyStatPercentBuffMod(Stats stat, float val, bool apply);
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); }
uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); }
void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); }
uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); }
int32 GetCreatePowers(Powers power) const;
float GetPosStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_POSSTAT0+stat); }
float GetNegStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_NEGSTAT0+stat); }
float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
ObjectGuid GetChannelObjectGuid() const { return GetGuidValue(UNIT_FIELD_CHANNEL_OBJECT); }
void SetChannelObjectGuid(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CHANNEL_OBJECT, guid); }
void SetCurrentCastSpell(Spell* pSpell);
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true, Spell* interruptingSpell = nullptr);
void FinishSpell(CurrentSpellTypes spellType, bool ok = true);
// set withDelayed to true to account delayed spells as cast
// delayed+channeled spells are always accounted as cast
// we can skip channeled or delayed checks using flags
bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false, bool isAutoshoot = false, bool skipInstant = true) const;
// set withDelayed to true to interrupt delayed spells too
// delayed+channeled spells are always interrupted
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0, bool withInstant = true, Spell* interruptingSpell = nullptr);
Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
int32 GetCurrentSpellCastTime(uint32 spell_id) const;
SpellInfo const* GetCastSpellInfo(SpellInfo const* spellInfo) const;
virtual bool HasSpellFocus(Spell const* /*focusSpell*/ = nullptr) const { return false; }
virtual bool IsMovementPreventedByCasting() const;
SpellHistory* GetSpellHistory() { return m_spellHistory; }
SpellHistory const* GetSpellHistory() const { return m_spellHistory; }
ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT];
ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT];
ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM)); }
void SetShapeshiftForm(ShapeshiftForm form);
bool IsInFeralForm() const;
bool IsInDisallowedMountForm() const;
float m_modMeleeHitChance;
float m_modRangedHitChance;
float m_modSpellHitChance;
int32 m_baseSpellCritChance;
float m_modAttackSpeedPct[3];
// Event handler
EventProcessor m_Events;
// stat system
bool HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply);
void SetModifierValue(UnitMods unitMod, UnitModifierType modifierType, float value) { m_auraModifiersGroup[unitMod][modifierType] = value; }
float GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const;
float GetTotalStatValue(Stats stat) const;
float GetTotalAuraModValue(UnitMods unitMod) const;
SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
Stats GetStatByAuraGroup(UnitMods unitMod) const;
Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
bool CanModifyStats() const { return m_canModifyStats; }
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
virtual bool UpdateStats(Stats stat) = 0;
virtual bool UpdateAllStats() = 0;
virtual void UpdateResistances(uint32 school) = 0;
virtual void UpdateAllResistances();
virtual void UpdateArmor() = 0;
virtual void UpdateMaxHealth() = 0;
virtual void UpdateMaxPower(Powers power) = 0;
virtual uint32 GetPowerIndex(Powers power) const = 0;
virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
virtual void UpdateDamagePhysical(WeaponAttackType attType);
float GetTotalAttackPowerValue(WeaponAttackType attType) const;
float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type) const;
void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) = 0;
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct);
float GetAPMultiplier(WeaponAttackType attType, bool normalized);
bool isInFrontInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
bool isInBackInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
// Visibility system
bool IsVisible() const;
void SetVisible(bool x);
// common function for visibility checks for player/creatures with detection code
void OnPhaseChange();
void UpdateObjectVisibility(bool forced = true) override;
SpellImmuneContainer m_spellImmune[MAX_SPELL_IMMUNITY];
uint32 m_lastSanctuaryTime;
VisibleAuraMap const* GetVisibleAuras() { return &m_visibleAuras; }
AuraApplication * GetVisibleAura(uint8 slot) const;
void SetVisibleAura(uint8 slot, AuraApplication * aur);
void RemoveVisibleAura(uint8 slot);
uint32 GetInterruptMask() const { return m_interruptMask; }
void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; }
void UpdateInterruptMask();
virtual float GetNativeObjectScale() const { return 1.0f; }
virtual void RecalculateObjectScale();
uint32 GetDisplayId() const { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
virtual void SetDisplayId(uint32 modelId);
uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
void RestoreDisplayId();
void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); }
void setTransForm(uint32 spellid) { m_transform = spellid;}
uint32 getTransForm() const { return m_transform;}
// DynamicObject management
void _RegisterDynObject(DynamicObject* dynObj);
void _UnregisterDynObject(DynamicObject* dynObj);
DynamicObject* GetDynObject(uint32 spellId) const;
std::vector<DynamicObject*> GetDynObjects(uint32 spellId) const;
void RemoveDynObject(uint32 spellId);
void RemoveAllDynObjects();
GameObject* GetGameObject(uint32 spellId) const;
std::vector<GameObject*> GetGameObjects(uint32 spellId) const;
void AddGameObject(GameObject* gameObj);
void RemoveGameObject(GameObject* gameObj, bool del);
void RemoveGameObject(uint32 spellid, bool del);
void RemoveAllGameObjects();
void ModifyAuraState(AuraStateType flag, bool apply);
uint32 BuildAuraStateUpdateForTarget(Unit* target) const;
bool HasAuraState(AuraStateType flag, SpellInfo const* spellProto = nullptr, Unit const* Caster = nullptr) const;
void UnsummonAllTotems();
bool IsMagnet() const;
Unit* GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo);
Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = nullptr);
int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask) const;
int32 SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask) const;
uint32 SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint8 effIndex, uint32 stack = 1) const;
float SpellDamagePctDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype) const;
uint32 SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype) const;
int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask) const;
int32 SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask) const;
uint32 SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint8 effIndex, uint32 stack = 1) const;
float SpellHealingPctDone(Unit* victim, SpellInfo const* spellProto) const;
uint32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1) const;
uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, bool useSpellBonusData = true);
uint32 MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr);
bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto);
bool isBlockCritical();
float SpellCritChanceDone(SpellInfo const* spellInfo, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
float SpellCritChanceTaken(Unit const* caster, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType = BASE_ATTACK) const;
static uint32 SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage);
static uint32 SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage);
uint32 GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime) const;
float CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffectType damagetype) const;
uint32 GetRemainingPeriodicAmount(ObjectGuid caster, uint32 spellId, AuraType auraType, uint8 effectIndex = 0) const;
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply);
virtual bool IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster, Optional<uint8> effectMask = nullptr) const; // redefined in Creature
uint32 GetSchoolImmunityMask() const;
uint32 GetMechanicImmunityMask() const;
bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask) const;
bool IsImmunedToDamage(SpellInfo const* spellInfo) const;
virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const; // redefined in Creature
static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr, int8 effIndex = -1);
uint32 CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = MAX_ATTACK);
uint32 CalcSpellResistance(Unit* victim, SpellSchoolMask schoolMask, SpellInfo const* spellInfo) const;
void CalcAbsorbResist(DamageInfo& damageInfo);
void CalcHealAbsorb(HealInfo& healInfo) const;
void UpdateSpeed(UnitMoveType mtype);
float GetSpeed(UnitMoveType mtype) const;
float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
void SetSpeed(UnitMoveType mtype, float newValue);
void SetSpeedRate(UnitMoveType mtype, float rate);
float ApplyEffectModifiers(SpellInfo const* spellProto, uint8 effect_index, float value) const;
int32 CalculateSpellDamage(Unit const* target, SpellInfo const* spellProto, uint8 effect_index, int32 const* basePoints = nullptr) const;
int32 ModSpellDuration(SpellInfo const* spellProto, Unit const* target, int32 duration, bool positive, uint32 effectMask);
void ModSpellCastTime(SpellInfo const* spellProto, int32& castTime, Spell* spell = nullptr);
void ModSpellDurationTime(SpellInfo const* spellProto, int32& castTime, Spell* spell = nullptr);
// Makes the unit follow the given target. Use this function above using the MotionMaster::MoveFollow for default follow behaivior.
void FollowTarget(Unit* target);
FormationFollowerGUIDContainer GetFormationFollowers() { return _formationFollowers; }
void AddFormationFollower(Unit* follower) { _formationFollowers.push_back(follower->GetGUID()); }
void RemoveFormationFollower(Unit* follower);
bool HasFormationFollower(Unit* follower) const;
void PursuerAdded(PursuingType type, AbstractPursuer* pursuer) { _unitsPursuingMe[AsUnderlyingType(type)].insert(pursuer); };
void PursuerRemoved(PursuingType type, AbstractPursuer* pursuer) { _unitsPursuingMe[AsUnderlyingType(type)].erase(pursuer); };
// Sets the target of all stored AbstractPursuers to nullptr, allowing the involved movement generators to do safe nullptr checks
void RemoveAllPursuers();
MotionMaster* GetMotionMaster() { return i_motionMaster; }
MotionMaster const* GetMotionMaster() const { return i_motionMaster; }
bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); }
void StopMoving();
void PauseMovement(uint32 timer = 0, uint8 slot = 0, bool forced = true); // timer in ms
void ResumeMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms
void AddUnitMovementFlag(uint32 f) { m_movementInfo.AddMovementFlag(f); }
void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.RemoveMovementFlag(f); }
bool HasUnitMovementFlag(uint32 f) const { return m_movementInfo.HasMovementFlag(f); }
uint32 GetUnitMovementFlags() const { return m_movementInfo.GetMovementFlags(); }
void SetUnitMovementFlags(uint32 f) { m_movementInfo.SetMovementFlags(f); }
void AddExtraUnitMovementFlag(uint16 f) { m_movementInfo.AddExtraMovementFlag(f); }
void RemoveExtraUnitMovementFlag(uint16 f) { m_movementInfo.RemoveExtraMovementFlag(f); }
uint16 HasExtraUnitMovementFlag(uint16 f) const { return m_movementInfo.HasExtraMovementFlag(f); }
uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.GetExtraMovementFlags(); }
void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.SetExtraMovementFlags(f); }
bool IsSplineEnabled() const;
void SetControlled(bool apply, UnitState state);
void ApplyControlStatesIfNeeded();
void AddComboPointHolder(ObjectGuid lowguid) { m_ComboPointHolders.insert(lowguid); }
void RemoveComboPointHolder(ObjectGuid lowguid) { m_ComboPointHolders.erase(lowguid); }
void ClearComboPointHolders();
///----------Pet responses methods-----------------
void SendPetActionFeedback (uint8 msg);
void SendPetTalk (uint32 pettalk);
void SendPetAIReaction(ObjectGuid guid);
///----------End of Pet responses methods----------
void PropagateSpeedChange();
// reactive attacks
void ClearAllReactives();
void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
void UpdateReactives(uint32 p_time);
// group updates
void UpdateAuraForGroup(uint8 slot);
// proc trigger system
bool CanProc() const { return !m_procDeep; }
void SetCantProc(bool apply);
uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId) const;
uint32 GetModelForTotem(PlayerTotemType totemType);
friend class VehicleJoinEvent;
bool IsAIEnabled, NeedChangeAI;
ObjectGuid LastCharmerGUID;
bool CreateVehicleKit(uint32 id, uint32 creatureEntry);
void RemoveVehicleKit();
Vehicle* GetVehicleKit()const { return m_vehicleKit; }
Vehicle* GetVehicle() const { return m_vehicle; }
void SetVehicle(Vehicle* vehicle) { m_vehicle = vehicle; }
bool IsOnVehicle(Unit const* vehicle) const;
Unit* GetVehicleBase() const;
Creature* GetVehicleCreatureBase() const;
ObjectGuid GetTransGUID() const override;
/// Returns the transport this unit is on directly (if on vehicle and transport, return vehicle)
TransportBase* GetDirectTransport() const;
bool m_ControlledByPlayer;
bool HandleSpellClick(Unit* clicker, int8 seatId = -1);
void EnterVehicle(Unit* base, int8 seatId = -1);
void ExitVehicle(Position const* exitPosition = nullptr);
void ChangeSeat(int8 seatId, bool next = true);
// Should only be called by AuraEffect::HandleAuraControlVehicle(AuraApplication const* auraApp, uint8 mode, bool apply) const;
void _ExitVehicle(Position const* exitPosition = nullptr);
void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = nullptr);
void WriteMovementInfo(WorldPacket& data, Movement::ExtraMovementStatusElement* extras = nullptr);
bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); }
bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); }
virtual bool CanFly() const = 0;
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsFalling() const;
virtual bool CanSwim() const;
float GetHoverOffset() const
{
return HasUnitMovementFlag(MOVEMENTFLAG_HOVER) ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f;
}
void RewardRage(uint32 baseRage, bool attacker);
void OutDebugInfo() const;
virtual bool IsLoading() const { return false; }
bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;}
Pet* ToPet() { if (IsPet()) return reinterpret_cast<Pet*>(this); else return nullptr; }
Pet const* ToPet() const { if (IsPet()) return reinterpret_cast<Pet const*>(this); else return nullptr; }
Totem* ToTotem() { if (IsTotem()) return reinterpret_cast<Totem*>(this); else return nullptr; }
Totem const* ToTotem() const { if (IsTotem()) return reinterpret_cast<Totem const*>(this); else return nullptr; }
TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast<TempSummon*>(this); else return nullptr; }
TempSummon const* ToTempSummon() const { if (IsSummon()) return reinterpret_cast<TempSummon const*>(this); else return nullptr; }
ObjectGuid GetTarget() const { return GetGuidValue(UNIT_FIELD_TARGET); }
virtual void SetTarget(ObjectGuid /*guid*/) = 0;
// Movement info
Movement::MoveSpline * movespline;
// Part of Evade mechanics
time_t GetLastDamagedTime() const { return _lastDamagedTime; }
void UpdateLastDamagedTime(SpellInfo const* spellProto);
void SetLastDamagedTime(time_t val) { _lastDamagedTime = val; }
int32 GetHighestExclusiveSameEffectSpellGroupValue(AuraEffect const* aurEff, AuraType auraType, bool checkMiscValue = false, int32 miscValue = 0) const;
bool IsHighestExclusiveAura(Aura const* aura, bool removeOtherAuraApplications = false);
bool IsHighestExclusiveAuraEffect(SpellInfo const* spellInfo, AuraType auraType, int32 effectAmount, uint8 auraEffectMask, bool removeOtherAuraApplications = false);
virtual void Talk(std::string const& text, ChatMsg msgType, Language language, float textRange, WorldObject const* target);
virtual void Say(std::string const& text, Language language, WorldObject const* target = nullptr);
virtual void Yell(std::string const& text, Language language, WorldObject const* target = nullptr);
virtual void TextEmote(std::string const& text, WorldObject const* target = nullptr, bool isBossEmote = false);
virtual void Whisper(std::string const& text, Language language, Player* target, bool isBossWhisper = false);
virtual void Talk(uint32 textId, ChatMsg msgType, float textRange, WorldObject const* target);
virtual void Say(uint32 textId, WorldObject const* target = nullptr);
virtual void Yell(uint32 textId, WorldObject const* target = nullptr);
virtual void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false);
virtual void Whisper(uint32 textId, Player* target, bool isBossWhisper = false);
float GetCollisionHeight() const override;
// returns if the unit is allowed to enter combat
bool IsIgnoringCombat() const { return _isIgnoringCombat; }
// enables/disables combat permission of this unit
void SetIgnoringCombat(bool apply) { _isIgnoringCombat = apply; }
protected:
explicit Unit (bool isWorldObject);
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const override;
void DestroyForPlayer(Player* target, bool onDeath = false) const override;
UnitAI* i_AI, *i_disabledAI;
void _UpdateSpells(uint32 time);
void _DeleteRemovedAuras();
void _UpdateAutoRepeatSpell();
bool m_AutoRepeatFirstCast;
uint32 m_attackTimer[MAX_ATTACK];
float m_createStats[MAX_STATS];
AttackerSet m_attackers;
Unit* m_attacking;
DeathState m_deathState;
int32 m_procDeep;
typedef std::list<DynamicObject*> DynObjectList;
DynObjectList m_dynObj;
typedef std::list<GameObject*> GameObjectList;
GameObjectList m_gameObj;
uint32 m_transform;
Spell* m_currentSpells[CURRENT_MAX_SPELL];
AuraMap m_ownedAuras;
AuraApplicationMap m_appliedAuras;
AuraList m_removedAuras;
AuraMap::iterator m_auraUpdateIterator;
uint32 m_removedAurasCount;
AuraEffectList m_modAuras[TOTAL_AURAS];
AurasBySpellIdMap m_ltAuras; // cast limited target auras
AuraApplicationList m_interruptableAuras; // auras which have interrupt mask applied on unit
AuraStateAurasMap m_auraStateAuras; // Used for improve performance of aura state checks on aura apply/remove
uint32 m_interruptMask;
float m_auraModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_END];
float m_weaponDamage[MAX_ATTACK][2];
bool m_canModifyStats;
VisibleAuraMap m_visibleAuras;
float m_speed_rate[MAX_MOVE_TYPE];
CharmInfo* m_charmInfo;
SharedVisionList m_sharedVision;
MotionMaster* i_motionMaster;
uint32 m_reactiveTimer[MAX_REACTIVE];
Vehicle* m_vehicle;
Vehicle* m_vehicleKit;
uint32 m_unitTypeMask;
LiquidTypeEntry const* _lastLiquid;
uint32 _powerBarId;
float _powerFraction[MAX_POWERS_PER_CLASS];
int32 _regenerationTimer;
int32 _healthRegenerationTimer;
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
bool IsAlwaysDetectableFor(WorldObject const* seer) const override;
void DisableSpline();
void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override;
virtual void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData);
// notifiers
virtual void AtEnterCombat() { }
virtual void AtExitCombat();
virtual void AtEngage(Unit* /*target*/) {}
virtual void AtDisengage() {}
void InterruptMovementBasedAuras();
private:
void UpdateSplineMovement(uint32 t_diff);
void UpdateSplinePosition();
// player or player's pet
float GetCombatRatingReduction(CombatRating cr) const;
uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const;
void ProcSkillsAndReactives(bool isVictim, Unit* procTarget, uint32 typeMask, uint32 hitMask, WeaponAttackType attType);
uint32 GetRegenerationInterval() const { return IsPlayer() ? PLAYER_REGENERATION_INTERVAL : UNIT_REGENERATION_INTERVAL; }
protected:
void SetFeared(bool apply);
void SetConfused(bool apply);
void SetStunned(bool apply);
void SetRooted(bool apply, bool packetOnly = false);
uint32 m_movementCounter; ///< Incrementing counter used in movement packets
private:
uint32 m_state; // Even derived shouldn't modify
TimeTrackerSmall m_splineSyncTimer;
DiminishingReturn m_Diminishing[DIMINISHING_MAX];
// Threat+combat management
bool m_isEngaged;
// Manage all Units that are threatened by us
friend class CombatManager;
CombatManager m_combatManager;
friend class ThreatManager;
ThreatManager m_threatManager;
GuidSet m_ComboPointHolders;
bool m_cleanupDone; // lock made to not add stuff after cleanup before delete
bool m_duringRemoveFromWorld; // lock made to not add stuff after begining removing from world
uint32 _oldFactionId; ///< faction before charm
bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed?
time_t _lastDamagedTime; // Part of Evade mechanics
SpellHistory* m_spellHistory;
PositionUpdateInfo _positionUpdateInfo;
FormationFollowerGUIDContainer _formationFollowers;
std::array<std::unordered_set<AbstractPursuer*>, AsUnderlyingType(PursuingType::Max)> _unitsPursuingMe;
bool _isIgnoringCombat;
};
namespace Trinity
{
// Binary predicate for sorting Units based on percent value of a power
class PowerPctOrderPred
{
public:
PowerPctOrderPred(Powers power, bool ascending = true) : _power(power), _ascending(ascending) { }
bool operator()(WorldObject const* objA, WorldObject const* objB) const
{
Unit const* a = objA->ToUnit();
Unit const* b = objB->ToUnit();
float rA = (a && a->GetMaxPower(_power)) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f;
float rB = (b && b->GetMaxPower(_power)) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f;
return _ascending ? rA < rB : rA > rB;
}
bool operator()(Unit const* a, Unit const* b) const
{
float rA = a->GetMaxPower(_power) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f;
float rB = b->GetMaxPower(_power) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f;
return _ascending ? rA < rB : rA > rB;
}
private:
Powers const _power;
bool const _ascending;
};
// Binary predicate for sorting Units based on percent value of health
class HealthPctOrderPred
{
public:
HealthPctOrderPred(bool ascending = true) : _ascending(ascending) { }
bool operator()(WorldObject const* objA, WorldObject const* objB) const
{
Unit const* a = objA->ToUnit();
Unit const* b = objB->ToUnit();
float rA = (a && a->GetMaxHealth()) ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f;
float rB = (b && b->GetMaxHealth()) ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f;
return _ascending ? rA < rB : rA > rB;
}
bool operator() (Unit const* a, Unit const* b) const
{
float rA = a->GetMaxHealth() ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f;
float rB = b->GetMaxHealth() ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f;
return _ascending ? rA < rB : rA > rB;
}
private:
bool const _ascending;
};
}
#endif