/* * Copyright (C) 2005-2008 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "Log.h" #include "Opcodes.h" #include "WorldPacket.h" #include "WorldSession.h" #include "World.h" #include "ObjectMgr.h" #include "SpellMgr.h" #include "Unit.h" #include "QuestDef.h" #include "Player.h" #include "Creature.h" #include "Spell.h" #include "Group.h" #include "SpellAuras.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "CreatureAI.h" #include "Formulas.h" #include "Pet.h" #include "Util.h" #include "Totem.h" #include "BattleGround.h" #include "MovementGenerator.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include float baseMoveSpeed[MAX_MOVE_TYPE] = { 2.5f, // MOVE_WALK 7.0f, // MOVE_RUN 1.25f, // MOVE_WALKBACK 4.722222f, // MOVE_SWIM 4.5f, // MOVE_SWIMBACK 3.141594f, // MOVE_TURN 7.0f, // MOVE_FLY 4.5f, // MOVE_FLYBACK 7.0f // MOVE_MOUNTED }; // auraTypes contains attacker auras capable of proc'ing cast auras static Unit::AuraTypeSet GenerateAttakerProcCastAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_DUMMY); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_SPELL); auraTypes.insert(SPELL_AURA_MOD_HASTE); return auraTypes; } // auraTypes contains victim auras capable of proc'ing cast auras static Unit::AuraTypeSet GenerateVictimProcCastAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_DUMMY); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_SPELL); return auraTypes; } // auraTypes contains auras capable of proc effect/damage (but not cast) for attacker static Unit::AuraTypeSet GenerateAttakerProcEffectAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_MOD_CASTING_SPEED); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_DAMAGE); auraTypes.insert(SPELL_AURA_MOD_DAMAGE_DONE); return auraTypes; } // auraTypes contains auras capable of proc effect/damage (but not cast) for victim static Unit::AuraTypeSet GenerateVictimProcEffectAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_PROC_TRIGGER_DAMAGE); auraTypes.insert(SPELL_AURA_MOD_PARRY_PERCENT); auraTypes.insert(SPELL_AURA_MOD_BLOCK_PERCENT); auraTypes.insert(SPELL_AURA_MOD_RESISTANCE); return auraTypes; } static Unit::AuraTypeSet attackerProcCastAuraTypes = GenerateAttakerProcCastAuraTypes(); static Unit::AuraTypeSet attackerProcEffectAuraTypes = GenerateAttakerProcEffectAuraTypes(); static Unit::AuraTypeSet victimProcCastAuraTypes = GenerateVictimProcCastAuraTypes(); static Unit::AuraTypeSet victimProcEffectAuraTypes = GenerateVictimProcEffectAuraTypes(); // auraTypes contains auras capable of proc'ing for attacker and victim static Unit::AuraTypeSet GenerateProcAuraTypes() { Unit::AuraTypeSet auraTypes; auraTypes.insert(attackerProcCastAuraTypes.begin(),attackerProcCastAuraTypes.end()); auraTypes.insert(attackerProcEffectAuraTypes.begin(),attackerProcEffectAuraTypes.end()); auraTypes.insert(victimProcCastAuraTypes.begin(),victimProcCastAuraTypes.end()); auraTypes.insert(victimProcEffectAuraTypes.begin(),victimProcEffectAuraTypes.end()); return auraTypes; } static Unit::AuraTypeSet procAuraTypes = GenerateProcAuraTypes(); bool IsPassiveStackableSpell( uint32 spellId ) { if(!IsPassiveSpell(spellId)) return false; SpellEntry const* spellProto = sSpellStore.LookupEntry(spellId); if(!spellProto) return false; for(int j = 0; j < 3; ++j) { if(std::find(procAuraTypes.begin(),procAuraTypes.end(),spellProto->EffectApplyAuraName[j])!=procAuraTypes.end()) return false; } return true; } Unit::Unit( WorldObject *instantiator ) : WorldObject( instantiator ), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this) { m_objectType |= TYPE_UNIT; m_objectTypeId = TYPEID_UNIT; // 2.3.2 - 0x70 m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HASPOSITION); m_attackTimer[BASE_ATTACK] = 0; m_attackTimer[OFF_ATTACK] = 0; m_attackTimer[RANGED_ATTACK] = 0; m_modAttackSpeedPct[BASE_ATTACK] = 1.0f; m_modAttackSpeedPct[OFF_ATTACK] = 1.0f; m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f; m_state = 0; m_form = 0; m_deathState = ALIVE; for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) m_currentSpells[i] = NULL; m_addDmgOnce = 0; m_TotemSlot[0] = m_TotemSlot[1] = m_TotemSlot[2] = m_TotemSlot[3] = 0; m_ObjectSlot[0] = m_ObjectSlot[1] = m_ObjectSlot[2] = m_ObjectSlot[3] = 0; //m_Aura = NULL; //m_AurasCheck = 2000; //m_removeAuraTimer = 4; //tmpAura = NULL; waterbreath = false; m_Visibility = VISIBILITY_ON; m_detectInvisibilityMask = 0; m_invisibilityMask = 0; m_transform = 0; m_ShapeShiftForm = 0; m_canModifyStats = false; for (int i = 0; i < IMMUNITY_MECHANIC; i++) m_spellImmune[i].clear(); for (int i = 0; i < UNIT_MOD_END; i++) { m_auraModifiersGroup[i][BASE_VALUE] = 0.0f; m_auraModifiersGroup[i][BASE_PCT] = 1.0f; m_auraModifiersGroup[i][TOTAL_VALUE] = 0.0f; m_auraModifiersGroup[i][TOTAL_PCT] = 1.0f; } // implement 50% base damage from offhand m_auraModifiersGroup[UNIT_MOD_DAMAGE_OFFHAND][TOTAL_PCT] = 0.5f; for (int i = 0; i < 3; i++) { m_weaponDamage[i][MINDAMAGE] = BASE_MINDAMAGE; m_weaponDamage[i][MAXDAMAGE] = BASE_MAXDAMAGE; } for (int i = 0; i < MAX_STATS; i++) m_createStats[i] = 0.0f; m_attacking = NULL; m_modMeleeHitChance = 0.0f; m_modRangedHitChance = 0.0f; m_modSpellHitChance = 0.0f; m_baseSpellCritChance = 5; m_CombatTimer = 0; //m_victimThreat = 0.0f; for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) m_threatModifier[i] = 1.0f; m_isSorted = true; for (int i = 0; i < MAX_MOVE_TYPE; ++i) m_speed_rate[i] = 1.0f; m_removedAuras = 0; m_charmInfo = NULL; m_moveRun = false; // remove aurastates allowing special moves for(int i=0; i < MAX_REACTIVE; ++i) m_reactiveTimer[i] = 0; } Unit::~Unit() { // set current spells as deletable for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) { // spell may be safely deleted now if (m_currentSpells[i]) m_currentSpells[i]->SetDeletable(true); m_currentSpells[i] = NULL; } // remove references to unit for(std::list::iterator i = m_gameObj.begin(); i != m_gameObj.end();) { (*i)->SetOwnerGUID(0); (*i)->SetRespawnTime(0); (*i)->Delete(); i = m_gameObj.erase(i); } RemoveAllDynObjects(); if(m_charmInfo) delete m_charmInfo; } void Unit::RemoveAllDynObjects() { while(!m_dynObjGUIDs.empty()) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(dynObj) dynObj->Delete(); m_dynObjGUIDs.erase(m_dynObjGUIDs.begin()); } } void Unit::Update( uint32 p_time ) { /*if(p_time > m_AurasCheck) { m_AurasCheck = 2000; _UpdateAura(); }else m_AurasCheck -= p_time;*/ // WARNING! Order of execution here is important, do not change. // Spells must be processed with event system BEFORE they go to _UpdateSpells. // Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad. m_Events.Update( p_time ); _UpdateSpells( p_time ); //update combat timer only for players and pets if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->isPet() || ((Creature*)this)->isCharmed())) { if(m_HostilRefManager.isEmpty()) { // m_CombatTimer set at aura start and it will be freeze until aura removing if ( m_CombatTimer <= p_time ) ClearInCombat(); else m_CombatTimer -= p_time; } } if(uint32 base_att = getAttackTimer(BASE_ATTACK)) { setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) ); } // update abilities avaiable only for fraction of time UpdateReactives( p_time ); ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth()*0.20f); ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, GetHealth() < GetMaxHealth()*0.35f); i_motionMaster.UpdateMotion(p_time); } bool Unit::haveOffhandWeapon() const { if(GetTypeId() == TYPEID_PLAYER) { Item *tmpitem = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); return tmpitem && !tmpitem->IsBroken() && (tmpitem->GetProto()->InventoryType == INVTYPE_WEAPON || tmpitem->GetProto()->InventoryType == INVTYPE_WEAPONOFFHAND); } else return false; } void Unit::SendMoveToPacket(float x, float y, float z, bool run, uint32 transitTime) { float dx = x - GetPositionX(); float dy = y - GetPositionY(); float dz = z - GetPositionZ(); if (!transitTime) { float dist = ((dx*dx) + (dy*dy) + (dz*dz)); if(dist<0) dist = 0; else dist = sqrt(dist); double speed = GetSpeed(run ? MOVE_RUN : MOVE_WALK); if(speed<=0) speed = 2.5f; speed *= 0.001f; transitTime = static_cast(dist / speed + 0.5); } //float orientation = (float)atan2((double)dy, (double)dx); SendMonsterMove(x,y,z,0,run,transitTime); } void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, bool Run, uint32 Time) { WorldPacket data( SMSG_MONSTER_MOVE, (41 + GetPackGUID().size()) ); data.append(GetPackGUID()); // Point A, starting location data << GetPositionX() << GetPositionY() << GetPositionZ(); // unknown field - unrelated to orientation // seems to increment about 1000 for every 1.7 seconds // for now, we'll just use mstime data << getMSTime(); data << uint8(type); // unknown switch(type) { case 0: // normal packet break; case 1: // stop packet SendMessageToSet( &data, true ); return; case 3: // not used currently data << uint64(0); // probably target guid break; case 4: // not used currently data << float(0); // probably orientation break; } data << uint32(Run ? 0x00000100 : 0x00000000); // flags (0x100 - running, 0x200 - taxi) /* Flags: 512: Floating, moving without walking/running */ data << Time; // Time in between points data << uint32(1); // 1 single waypoint data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B SendMessageToSet( &data, true ); } void Unit::resetAttackTimer(WeaponAttackType type) { if (GetTypeId() == TYPEID_PLAYER) m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]); else m_attackTimer[type] = uint32(BASE_ATTACK_TIME * m_modAttackSpeedPct[type]); } bool Unit::canReachWithAttack(Unit *pVictim) const { assert(pVictim); float reach = GetFloatValue(UNIT_FIELD_COMBATREACH); if( reach <= 0.0f ) reach = 1.0f; return IsWithinDistInMap(pVictim, reach); } void Unit::RemoveSpellsCausingAura(AuraType auraType) { if (auraType >= TOTAL_AURAS) return; AuraList::iterator iter, next; for (iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end(); iter = next) { next = iter; ++next; if (*iter) { RemoveAurasDueToSpell((*iter)->GetId()); if (!m_modAuras[auraType].empty()) next = m_modAuras[auraType].begin(); else return; } } } bool Unit::HasAuraType(AuraType auraType) const { return (!m_modAuras[auraType].empty()); } /* Called by DealDamage for auras that have a chance to be dispelled on damage taken. */ void Unit::RemoveSpellbyDamageTaken(AuraType auraType, uint32 damage) { if(!HasAuraType(auraType)) return; // The chance to dispell an aura depends on the damage taken with respect to the casters level. uint32 max_dmg = getLevel() > 8 ? 25 * getLevel() - 150 : 50; float chance = float(damage) / max_dmg * 100.0f; if (roll_chance_f(chance)) RemoveSpellsCausingAura(auraType); } void Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchools damageSchool, SpellEntry const *spellProto, bool durabilityLoss) { if (!pVictim->isAlive() || pVictim->isInFlight() || pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return; //You don't lose health from damage taken from another player while in a sanctuary //You still see it in the combat log though if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER) { const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId()); if(area && area->flags & 0x800) //sanctuary return; } // remove affects from victim (including from 0 damage and DoTs) if(pVictim != this) pVictim->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); // remove affects from attacker at any non-DoT damage (including 0 damage) if( damagetype != DOT) { RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); if(pVictim != this) RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY); } //Script Event damage Deal if( GetTypeId()== TYPEID_UNIT && ((Creature *)this)->AI()) ((Creature *)this)->AI()->DamageDeal(pVictim, damage); //Script Event damage taken if( pVictim->GetTypeId()== TYPEID_UNIT && ((Creature *)pVictim)->AI() ) ((Creature *)pVictim)->AI()->DamageTaken(this, damage); if(!damage) { // Rage from physical damage received . if(cleanDamage && cleanDamage->damage && damageSchool==SPELL_SCHOOL_NORMAL && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE)) ((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false); return; } pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_FEAR, damage); // root type spells do not dispell the root effect if(!spellProto || spellProto->Mechanic != MECHANIC_ROOT) pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage); if(pVictim->GetTypeId() != TYPEID_PLAYER) { //pVictim->SetInFront(this); // no xp,health if type 8 /critters/ if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) { pVictim->setDeathState(JUST_DIED); pVictim->SetHealth(0); pVictim->CombatStop(); pVictim->DeleteThreatList(); // allow loot only if has loot_id in creature_template CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo(); if(cInfo && cInfo->lootid) pVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); // some critters required for quests if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID()); return; } if(!pVictim->isInCombat() && ((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->AttackStart(this); } DEBUG_LOG("DealDamageStart"); uint32 health = pVictim->GetHealth(); sLog.outDetail("deal dmg:%d to health:%d ",damage,health); // duel ends when player has 1 or less hp bool duel_hasEnded = false; if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->duel && damage >= (health-1)) { // prevent kill only if killed in duel and killed by opponent or opponent controlled creature if(((Player*)pVictim)->duel->opponent==this || ((Player*)pVictim)->duel->opponent->GetGUID() == GetOwnerGUID()) damage = health-1; duel_hasEnded = true; } //Get in CombatState if(pVictim != this && damagetype != DOT) { SetInCombat(); pVictim->SetInCombat(); } // Rage from Damage made (only from direct weapon damage) if( cleanDamage && damagetype==DIRECT_DAMAGE && this != pVictim && GetTypeId() == TYPEID_PLAYER && (getPowerType() == POWER_RAGE)) { uint32 weaponSpeedHitFactor; switch(cleanDamage->attackType) { case BASE_ATTACK: { if(cleanDamage->hitOutCome == MELEE_HIT_CRIT) weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 7); else weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f); ((Player*)this)->RewardRage(damage, weaponSpeedHitFactor, true); break; } case OFF_ATTACK: { if(cleanDamage->hitOutCome == MELEE_HIT_CRIT) weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f); else weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 1.75f); ((Player*)this)->RewardRage(damage, weaponSpeedHitFactor, true); break; } case RANGED_ATTACK: break; } } if(pVictim->GetTypeId() == TYPEID_PLAYER && GetTypeId() == TYPEID_PLAYER) { if(((Player*)pVictim)->InBattleGround()) { Player *killer = ((Player*)this); if(killer != ((Player*)pVictim)) if(BattleGround *bg = killer->GetBattleGround()) bg->UpdatePlayerScore(killer, SCORE_DAMAGE_DONE, damage); } } if (health <= damage) { // battleground things if(pVictim->GetTypeId() == TYPEID_PLAYER && (((Player*)pVictim)->InBattleGround())) { Player *killed = ((Player*)pVictim); Player *killer = NULL; if(GetTypeId() == TYPEID_PLAYER) killer = ((Player*)this); else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) { Unit *owner = GetOwner(); if(owner && owner->GetTypeId() == TYPEID_PLAYER) killer = ((Player*)owner); } if(killer) { if(BattleGround *bg = killed->GetBattleGround()) { bg->HandleKillPlayer(killed, killer); // drop flags and etc // add +1 deaths bg->UpdatePlayerScore(killed, SCORE_DEATHS, 1); if(killer) // add +1 kills bg->UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1); // to be able to remove insignia killed->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE ); } } } DEBUG_LOG("DealDamage: victim just died"); DEBUG_LOG("DealDamageAttackStop"); pVictim->CombatStop(); // if talent known but not triggered (check priest class for speedup check) Aura* spiritOfRedemtionTalentReady = NULL; if( (!spellProto || spellProto->Id != 27795 ) && // not called from SPELL_AURA_SPIRIT_OF_REDEMPTION pVictim->GetTypeId()==TYPEID_PLAYER && pVictim->getClass()==CLASS_PRIEST ) { AuraList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); ++itr) { if((*itr)->GetSpellProto()->SpellIconID==1654) { spiritOfRedemtionTalentReady = *itr; break; } } } DEBUG_LOG("SET JUST_DIED"); if(!spiritOfRedemtionTalentReady) pVictim->setDeathState(JUST_DIED); DEBUG_LOG("DealDamageHealth1"); if(spiritOfRedemtionTalentReady) { // save value before aura remove uint32 ressSpellId = pVictim->GetUInt32Value(PLAYER_SELF_RES_SPELL); //Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers) pVictim->RemoveAllAurasOnDeath(); // restore for use at real death pVictim->SetUInt32Value(PLAYER_SELF_RES_SPELL,ressSpellId); // FORM_SPIRITOFREDEMPTION and related auras pVictim->CastSpell(pVictim,27827,true,NULL,spiritOfRedemtionTalentReady); } else pVictim->SetHealth(0); // Call KilledUnit for creatures if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI()) ((Creature*)this)->AI()->KilledUnit(pVictim); // 10% durability loss on death // clean InHateListOf if (pVictim->GetTypeId() == TYPEID_PLAYER) { if (GetTypeId() != TYPEID_PLAYER && durabilityLoss) { DEBUG_LOG("We are dead, loosing 10 percents durability"); ((Player*)pVictim)->DurabilityLossAll(0.10); // durability lost message WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0); ((Player*)pVictim)->GetSession()->SendPacket(&data); } pVictim->getHostilRefManager().deleteReferences(); Pet *pet = pVictim->GetPet(); if(pet && pVictim->GetTypeId() != TYPEID_PLAYER) { pet->setDeathState(JUST_DIED); pet->CombatStop(); pet->SetHealth(0); pet->addUnitState(UNIT_STAT_DIED); pet->getHostilRefManager().deleteReferences(); } } else // creature died { DEBUG_LOG("DealDamageNotPlayer"); if(((Creature*)pVictim)->isPet()) pVictim->getHostilRefManager().deleteReferences(); else { pVictim->DeleteThreatList(); pVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); } // Call creature just died function if (((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->JustDied(this); } //judge if GainXP, Pet kill like player kill,kill pet not like PvP bool PvP = false; Player *player = NULL; if(GetTypeId() == TYPEID_PLAYER) { player = (Player*)this; if(pVictim->GetTypeId() == TYPEID_PLAYER) PvP = true; if(player->GetPetGUID()) if(Unit* pet = player->GetPet()) pet->ClearInCombat(); if(player->GetCharmGUID()) if(Unit* pet = player->GetCharm()) pet->ClearInCombat(); } // FIXME: or charmed (can be player). Maybe must be check before GetTypeId() == TYPEID_PLAYER else if(GetCharmerOrOwnerGUID()) // Pet or timed creature, etc { Unit* pet = this; Unit* owner = pet->GetCharmerOrOwner(); if(owner && owner->GetTypeId() == TYPEID_PLAYER) { player = (Player*)owner; player->ClearInCombat(); if(pVictim->GetTypeId() == TYPEID_PLAYER) PvP = true; } if(pet->GetTypeId()==TYPEID_UNIT && ((Creature*)pet)->isPet()) { uint32 petxp = MaNGOS::XP::BaseGain(getLevel(), pVictim->getLevel()); ((Pet*)pet)->GivePetXP(petxp); } } // self or owner of pet if(player) { if(player!=pVictim) { // prepare data for near group iteration (PvP and !PvP cases uint32 xp = 0; bool honored_kill = false; Group *pGroup = player->GetGroup(); if(pGroup) { uint32 count = 0; uint32 sum_level = 0; Player* member_with_max_level = NULL; pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level); if(member_with_max_level) { xp = PvP || IsNoDamageXPArea(player->GetAreaId()) ? 0 : MaNGOS::XP::Gain(member_with_max_level, pVictim); // skip in check PvP case (for speed, not used) bool is_raid = PvP ? false : MapManager::Instance().GetBaseMap(player->GetMapId())->IsRaid() && pGroup->isRaidGroup(); bool is_dungeon = PvP ? false : MapManager::Instance().GetBaseMap(player->GetMapId())->IsDungeon(); float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid); for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *pGroupGuy = pGroup->GetMemberForXPAtKill(itr->getSource(),pVictim); if(!pGroupGuy) continue; // honor can be in PvP and !PvP (racial leader) cases if(pGroupGuy->RewardHonor(pVictim,count) && player==pGroupGuy) honored_kill = true; // xp and reputation only in !PvP case if(!PvP) { float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level; // if is in dungeon then all receive full reputation at kill pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate); uint32 itr_xp = uint32(xp*rate); pGroupGuy->GiveXP(itr_xp, pVictim); if(Pet* pet = pGroupGuy->GetPet()) { pet->GivePetXP(itr_xp/2); } // normal creature (not pet/etc) can be only in !PvP case if(pVictim->GetTypeId()==TYPEID_UNIT) pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID()); } } } } else // if (!pGroup) { xp = PvP || IsNoDamageXPArea(player->GetAreaId()) ? 0 : MaNGOS::XP::Gain(player, pVictim); // honor can be in PvP and !PvP (racial leader) cases if(player->RewardHonor(pVictim,1)) honored_kill = true; // xp and reputation only in !PvP case if(!PvP) { player->RewardReputation(pVictim,1); player->GiveXP(xp, pVictim); if(Pet* pet = player->GetPet()) { pet->GivePetXP(xp); } // normal creature (not pet/etc) can be only in !PvP case if(pVictim->GetTypeId()==TYPEID_UNIT) player->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID()); } } if(xp || honored_kill) player->ProcDamageAndSpell(pVictim,PROC_FLAG_KILL_XP_GIVER,PROC_FLAG_NONE); } } else // if (player) { DEBUG_LOG("Monster kill Monster"); } // last damage from non duel opponent or opponent controlled creature if(duel_hasEnded) { assert(pVictim->GetTypeId()==TYPEID_PLAYER); Player *he = (Player*)pVictim; assert(he->duel); CombatStop(); // for case killed by pet if (IsNonMeleeSpellCasted(true)) InterruptNonMeleeSpells(true); if(he->duel->opponent!=this) { he->duel->opponent->CombatStop(); if(he->duel->opponent->IsNonMeleeSpellCasted(true)) he->duel->opponent->InterruptNonMeleeSpells(true); } he->CombatStop(); if(he->IsNonMeleeSpellCasted(true)) he->InterruptNonMeleeSpells(true); he->DuelComplete(DUEL_INTERUPTED); } } else // if (health <= damage) { DEBUG_LOG("DealDamageAlive"); pVictim->ModifyHealth(- (int32)damage); // Check if health is below 20% (apply damage before to prevent case when after ProcDamageAndSpell health < damage if(pVictim->GetHealth()*5 < pVictim->GetMaxHealth()) { uint32 procVictim = PROC_FLAG_NONE; // if just dropped below 20% (for CheatDeath) if((pVictim->GetHealth()+damage)*5 > pVictim->GetMaxHealth()) procVictim = PROC_FLAG_LOW_HEALTH; ProcDamageAndSpell(pVictim,PROC_FLAG_TARGET_LOW_HEALTH,procVictim); } if(damagetype != DOT) { if(getVictim()) { // if have target and damage pVictim just call AI recation if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->AttackedBy(this); } else { // if not have main target then attack state with target (including AI call) //start melee attacks only after melee hit Attack(pVictim,(damagetype == DIRECT_DAMAGE)); } } // polymorphed and other negative transformed cases if(pVictim->getTransForm() && pVictim->hasUnitState(UNIT_STAT_CONFUSED)) pVictim->RemoveAurasDueToSpell(pVictim->getTransForm()); if (pVictim->GetTypeId() != TYPEID_PLAYER) { if(spellProto && IsDamageToThreatSpell(spellProto)) damage *= 2; pVictim->AddThreat(this, damage, damageSchool, spellProto); } else // victim is a player { // Rage from damage received if(this != pVictim && pVictim->getPowerType() == POWER_RAGE) { uint32 rage_damage = damage + (cleanDamage ? cleanDamage->damage : 0); ((Player*)pVictim)->RewardRage(rage_damage, 0, false); } // random durability for items (HIT) if (urand(0,300) == 10) { DEBUG_LOG("HIT: We decrease durability with 5 percent"); ((Player*)pVictim)->DurabilityLossAll(0.05f); } } // TODO: Store auras by interrupt flag to speed this up. AuraMap& vAuras = pVictim->GetAuras(); for (AuraMap::iterator i = vAuras.begin(), next; i != vAuras.end(); i = next) { const SpellEntry *se = i->second->GetSpellProto(); next = i; next++; if( se->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DAMAGE ) { bool remove = true; if (se->procFlags & (1<<3)) { if (!roll_chance_i(se->procChance)) remove = false; } if (remove) { pVictim->RemoveAurasDueToSpell(i->second->GetId()); // FIXME: this may cause the auras with proc chance to be rerolled several times next = vAuras.begin(); } } } if (damagetype != NODAMAGE) { if(pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL] && pVictim->GetTypeId() == TYPEID_PLAYER && damage) { if (pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() == SPELL_STATE_CASTING) { uint32 channelInterruptFlags = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->ChannelInterruptFlags; if( channelInterruptFlags & CHANNEL_FLAG_DELAY ) { sLog.outDetail("Spell %u delayed (%d) at damage!",pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id,(int32)(0.25f * GetDuration(pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo))); pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->DelayedChannel((int32)(0.25f * GetDuration(pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo))); } else if( (channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)) ) { sLog.outDetail("Spell %u canceled at damage!",pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id); pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL); } } else if (pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() == SPELL_STATE_DELAYED) // break channeled spell in delayed state on damage { sLog.outDetail("Spell %u canceled at damage!",pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id); pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL); } } } // last damage from duel opponent if(duel_hasEnded) { assert(pVictim->GetTypeId()==TYPEID_PLAYER); Player *he = (Player*)pVictim; assert(he->duel); he->SetHealth(1); CombatStop(); // for case killed by pet if(he->duel->opponent!=this) he->duel->opponent->CombatStop(); he->CombatStop(); he->CastSpell(he, 7267, true); // beg he->DuelComplete(DUEL_WON); } } DEBUG_LOG("DealDamageEnd"); } void Unit::CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %i\n", spellId); return; } CastSpell(Victim,spellInfo,triggered,castItem,triggredByAura, originalCaster); } void Unit::CastSpell(Unit* Victim,SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { if(!spellInfo) { sLog.outError("WORLD: unknown spell "); return; } if (castItem) DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id); if(!originalCaster && triggredByAura) originalCaster = triggredByAura->GetCasterGUID(); Spell *spell = new Spell(this, spellInfo, triggered, originalCaster ); SpellCastTargets targets; targets.setUnitTarget( Victim ); spell->m_CastItem = castItem; spell->prepare(&targets, triggredByAura); } void Unit::CastCustomSpell(Unit* Victim,uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %i\n", spellId); return; } CastCustomSpell(Victim,spellInfo,bp0,bp1,bp2,triggered,castItem,triggredByAura, originalCaster); } void Unit::CastCustomSpell(Unit* Victim,SpellEntry const *spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { if(!spellInfo) { sLog.outError("WORLD: unknown spell "); return; } if (castItem) DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id); if(!originalCaster && triggredByAura) originalCaster = triggredByAura->GetCasterGUID(); Spell *spell = new Spell(this, spellInfo, triggered, originalCaster); if(bp0) spell->m_currentBasePoints[0] = *bp0; if(bp1) spell->m_currentBasePoints[1] = *bp1; if(bp2) spell->m_currentBasePoints[2] = *bp2; SpellCastTargets targets; targets.setUnitTarget( Victim ); spell->m_CastItem = castItem; spell->prepare(&targets, triggredByAura); } void Unit::DealDamageBySchool(Unit *pVictim, SpellEntry const *spellInfo, uint32 *damage, CleanDamage *cleanDamage, bool *crit, bool isTriggeredSpell) { // TODO this in only generic way, check for exceptions DEBUG_LOG("DealDamageBySchool (BEFORE) SCHOOL %u >> DMG:%u", spellInfo->School, *damage); // Per-school calc switch (spellInfo->School) { // Physical damage school case SPELL_SCHOOL_NORMAL: { // Calculate physical outcome MeleeHitOutcome outcome = RollPhysicalOutcomeAgainst(pVictim, BASE_ATTACK, spellInfo); //Used to store the Hit Outcome cleanDamage->hitOutCome = outcome; // Return miss/evade first (sends miss message) switch(outcome) { case MELEE_HIT_EVADE: { SendAttackStateUpdate(HITINFO_MISS, pVictim, 1, SpellSchools(spellInfo->School), 0, 0,0,VICTIMSTATE_EVADES,0); *damage = 0; return; } case MELEE_HIT_MISS: { SendAttackStateUpdate(HITINFO_MISS, pVictim, 1, SpellSchools(spellInfo->School), 0, 0,0,VICTIMSTATE_NORMAL,0); *damage = 0; if(GetTypeId()== TYPEID_PLAYER) ((Player*)this)->UpdateWeaponSkill(BASE_ATTACK); CastMeleeProcDamageAndSpell(pVictim,0,BASE_ATTACK,MELEE_HIT_MISS,spellInfo,isTriggeredSpell); return; } } // Hitinfo, Victimstate uint32 hitInfo = HITINFO_NORMALSWING; VictimState victimState = VICTIMSTATE_NORMAL; //Calculate armor mitigation uint32 damageAfterArmor; damageAfterArmor = CalcArmorReducedDamage(pVictim, *damage); cleanDamage->damage += *damage - damageAfterArmor; *damage = damageAfterArmor; uint32 blocked_amount = 0; // Classify outcome switch (outcome) { case MELEE_HIT_CRIT: { uint32 bonusDmg = *damage; // Apply crit_damage bonus if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, bonusDmg); *damage += bonusDmg; // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) { uint32 resilienceReduction = ((Player*)pVictim)->GetMeleeCritDamageReduction(*damage); cleanDamage->damage += resilienceReduction; *damage -= resilienceReduction; } *crit = true; hitInfo |= HITINFO_CRITICALHIT; ModifyAuraState(AURA_STATE_CRIT, true); StartReactiveTimer( REACTIVE_CRIT ); if(getClass()==CLASS_HUNTER) { ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, true); StartReactiveTimer( REACTIVE_HUNTER_CRIT ); } break; } case MELEE_HIT_PARRY: { // this special attack can't be parryed if ( spellInfo->Attributes & 0x200000 ) { outcome = MELEE_HIT_NORMAL; cleanDamage->hitOutCome = MELEE_HIT_NORMAL; break; } cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; victimState = VICTIMSTATE_PARRY; // Counter-attack ( explained in Unit::DoAttackDamage() ) { // Get attack timers float offtime = float(pVictim->getAttackTimer(OFF_ATTACK)); float basetime = float(pVictim->getAttackTimer(BASE_ATTACK)); // Reduce attack time if (pVictim->haveOffhandWeapon() && offtime < basetime) { float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20; float percent60 = 3 * percent20; if(offtime > percent20 && offtime <= percent60) { pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20)); } else if(offtime > percent60) { offtime -= 2 * percent20; pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime)); } } else { float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20; float percent60 = 3 * percent20; if(basetime > percent20 && basetime <= percent60) { pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20)); } else if(basetime > percent60) { basetime -= 2 * percent20; pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime)); } } } // Update victim defense ? if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); // Set parry flags pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); // Mongoose bite - set only Counterattack here if (pVictim->getClass() == CLASS_HUNTER) { pVictim->ModifyAuraState(AURA_STATE_HUNTER_PARRY,true); pVictim->StartReactiveTimer( REACTIVE_HUNTER_PARRY ); } else { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } break; } case MELEE_HIT_DODGE: { // this special attack can't be dodged if ( spellInfo->Attributes & 0x200000 ) { outcome = MELEE_HIT_NORMAL; cleanDamage->hitOutCome = MELEE_HIT_NORMAL; break; } if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; hitInfo |= HITINFO_SWINGNOHITSOUND; victimState = VICTIMSTATE_DODGE; // Set dodge flags pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); // Overpower if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR) { ((Player*)this)->AddComboPoints(pVictim, 1); StartReactiveTimer( REACTIVE_OVERPOWER ); } // Riposte if (pVictim->getClass() != CLASS_ROGUE) { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } break; } case MELEE_HIT_BLOCK: { // this special attack can't be blocked if ( spellInfo->Attributes & 0x200000 ) { outcome = MELEE_HIT_NORMAL; cleanDamage->hitOutCome = MELEE_HIT_NORMAL; break; } blocked_amount = uint32(pVictim->GetShieldBlockValue()); if (blocked_amount >= *damage) { hitInfo |= HITINFO_SWINGNOHITSOUND; victimState = VICTIMSTATE_BLOCKS; cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; } else { // To Help Calculate Rage cleanDamage->damage += blocked_amount; *damage = *damage - blocked_amount; } pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); break; } case MELEE_HIT_EVADE: // already processed early case MELEE_HIT_MISS: // already processed early case MELEE_HIT_GLANCING: case MELEE_HIT_CRUSHING: case MELEE_HIT_NORMAL: break; } // Not correct, but this is what is used elsewhere to send misses and resists if ( hitInfo & (HITINFO_ABSORB|HITINFO_RESIST|HITINFO_MISS) ) SendAttackStateUpdate(hitInfo & (HITINFO_ABSORB|HITINFO_RESIST|HITINFO_MISS), pVictim, 1, SpellSchools(spellInfo->School), *damage, 0,0,victimState,blocked_amount); // do all damage=0 cases here if(damage <= 0) CastMeleeProcDamageAndSpell(pVictim,0,BASE_ATTACK,outcome,spellInfo,isTriggeredSpell); break; } // Other schools case SPELL_SCHOOL_HOLY: case SPELL_SCHOOL_FIRE: case SPELL_SCHOOL_NATURE: case SPELL_SCHOOL_FROST: case SPELL_SCHOOL_SHADOW: case SPELL_SCHOOL_ARCANE: //Spell miss (sends resist message) if( SpellMissChanceCalc(pVictim) > urand(0,10000) ) { cleanDamage->damage = 0; *damage = 0; ProcDamageAndSpell(pVictim, PROC_FLAG_TARGET_RESISTS, PROC_FLAG_RESIST_SPELL, 0, spellInfo,isTriggeredSpell); SendAttackStateUpdate(HITINFO_RESIST|HITINFO_SWINGNOHITSOUND, pVictim, 1, SpellSchools(spellInfo->School), 0, 0,0,VICTIMSTATE_NORMAL,0); return; } // Calculate damage bonus *damage = SpellDamageBonus(pVictim, spellInfo, *damage, SPELL_DIRECT_DAMAGE); // Calculate critical bonus if(spellInfo->DmgClass==SPELL_DAMAGE_CLASS_MELEE) { // Calculate physical outcome if(RollPhysicalOutcomeAgainst(pVictim, BASE_ATTACK, spellInfo) == MELEE_HIT_CRIT) { *crit = true; *damage *= 2; // Resilience - reduce crit damage by if (pVictim->GetTypeId()==TYPEID_PLAYER) { uint32 resilienceReduction = ((Player*)pVictim)->GetMeleeCritDamageReduction(*damage); cleanDamage->damage += resilienceReduction; *damage -= resilienceReduction; } } } else *crit = SpellCriticalBonus(spellInfo, damage, pVictim); if(*crit) cleanDamage->hitOutCome = MELEE_HIT_CRIT; // spell proc all magic damage==0 case in this function if(damage <= 0) { // Procflags uint32 procAttacker = PROC_FLAG_HIT_SPELL; uint32 procVictim = (PROC_FLAG_STRUCK_SPELL|PROC_FLAG_TAKE_DAMAGE); ProcDamageAndSpell(pVictim, procAttacker, procVictim, 0, spellInfo, isTriggeredSpell); } break; } // TODO this in only generic way, check for exceptions DEBUG_LOG("DealDamageBySchool (AFTER) SCHOOL %u >> DMG:%u", spellInfo->School, *damage); } uint32 Unit::SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage, bool isTriggeredSpell, bool useSpellDamage) { if(!this || !pVictim) return 0; if(!this->isAlive() || !pVictim->isAlive()) return 0; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); if(!spellInfo) return 0; CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL); bool crit = false; if (useSpellDamage) DealDamageBySchool(pVictim, spellInfo, &damage, &cleanDamage, &crit, isTriggeredSpell); // If we actually dealt some damage (spell proc's for 0 damage (normal and magic) called in DealDamageBySchool) if(damage > 0) { // Calculate absorb & resists uint32 absorb = 0; uint32 resist = 0; CalcAbsorbResist(pVictim,SpellSchools(spellInfo->School), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist); // Only send absorbed message if we actually absorbed some damage if(damage > 0) { // Handle absorb & resists if(damage <= absorb + resist && absorb) { SendAttackStateUpdate(HITINFO_ABSORB|HITINFO_SWINGNOHITSOUND, pVictim, 1, SpellSchools(spellInfo->School),damage, absorb,resist,VICTIMSTATE_NORMAL,0); return 0; } else if(damage <= resist) // If we didn't fully absorb check if we fully resisted { ProcDamageAndSpell(pVictim, PROC_FLAG_TARGET_RESISTS, PROC_FLAG_RESIST_SPELL, 0, spellInfo,isTriggeredSpell); SendAttackStateUpdate(HITINFO_RESIST|HITINFO_SWINGNOHITSOUND, pVictim, 1, SpellSchools(spellInfo->School), damage, absorb,resist,VICTIMSTATE_NORMAL,0); return 0; } } // Send damage log sLog.outDetail("SpellNonMeleeDamageLog: %u (TypeId: %u) attacked %u (TypeId: %u) for %u dmg inflicted by %u,absorb is %u,resist is %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damage, spellID, absorb,resist); SendSpellNonMeleeDamageLog(pVictim, spellID, damage, SpellSchools(spellInfo->School), absorb, resist, false, 0, crit); // Deal damage done DealDamage(pVictim, (damage-absorb-resist), &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchools(spellInfo->School), spellInfo, true); // Procflags uint32 procAttacker = PROC_FLAG_HIT_SPELL; uint32 procVictim = (PROC_FLAG_STRUCK_SPELL|PROC_FLAG_TAKE_DAMAGE); if (crit) { procAttacker |= PROC_FLAG_CRIT_SPELL; procVictim |= PROC_FLAG_STRUCK_CRIT_SPELL; } ProcDamageAndSpell(pVictim, procAttacker, procVictim, (damage-absorb-resist), spellInfo, isTriggeredSpell); return damage-absorb-resist; } else { // all spell proc for 0 normal and magic damage called in DealDamageBySchool //Check for rage if(cleanDamage.damage) // Rage from damage received. if(pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE)) ((Player*)pVictim)->RewardRage(cleanDamage.damage, 0, false); return 0; } } void Unit::PeriodicAuraLog(Unit *pVictim, SpellEntry const *spellProto, Modifier *mod, uint8 effect_idx, uint64 const& itemGuid) { if(!this || !pVictim || !isAlive() || !pVictim->isAlive()) { return; } switch(mod->m_auraname) { case SPELL_AURA_PERIODIC_DAMAGE: case SPELL_AURA_PERIODIC_DAMAGE_PERCENT: { if( spellProto->Effect[effect_idx]==SPELL_EFFECT_PERSISTENT_AREA_AURA && SpellHitResult(pVictim,spellProto,false)!=SPELL_MISS_NONE) return; uint32 absorb=0; uint32 resist=0; CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL ); // ignore non positive values (can be result apply spellmods to aura damage uint32 amount = mod->m_amount > 0 ? mod->m_amount : 0; uint32 pdamage; if(mod->m_auraname == SPELL_AURA_PERIODIC_DAMAGE) { pdamage = amount; //Calculate armor mitigation if it is a physical spell if (spellProto->School == SPELL_SCHOOL_NORMAL) { uint32 pdamageReductedArmor = CalcArmorReducedDamage(pVictim, pdamage); cleanDamage.damage += pdamage - pdamageReductedArmor; pdamage = pdamageReductedArmor; } pdamage = SpellDamageBonus(pVictim,spellProto,pdamage,DOT); } else pdamage = uint32(pVictim->GetMaxHealth()*amount/100); //As of 2.2 resilience reduces damage from DoT ticks as much as the chance to not be critically hit // Reduce dot damage from resilience for players if (pVictim->GetTypeId()==TYPEID_PLAYER) pdamage-=((Player*)pVictim)->GetDotDamageReduction(pdamage); CalcAbsorbResist(pVictim, SpellSchools(spellProto->School), DOT, pdamage, &absorb, &resist); sLog.outDetail("PeriodicAuraLog: %u (TypeId: %u) attacked %u (TypeId: %u) for %u dmg inflicted by %u abs is %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), pdamage, spellProto->Id,absorb); WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(spellProto->Id); data << uint32(1); data << uint32(mod->m_auraname); data << (uint32)pdamage; data << (uint32)spellProto->School; data << (uint32)absorb; data << (uint32)resist; SendMessageToSet(&data,true); DealDamage(pVictim, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), &cleanDamage, DOT, SpellSchools(spellProto->School), spellProto, true); ProcDamageAndSpell(pVictim, PROC_FLAG_HIT_SPELL, PROC_FLAG_TAKE_DAMAGE, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), spellProto); break; } case SPELL_AURA_PERIODIC_LEECH: { if( spellProto->Effect[effect_idx]==SPELL_EFFECT_PERSISTENT_AREA_AURA && SpellHitResult(pVictim,spellProto,false)!=SPELL_MISS_NONE) return; uint32 absorb=0; uint32 resist=0; CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL ); uint32 pdamage = mod->m_amount > 0 ? mod->m_amount : 0; //Calculate armor mitigation if it is a physical spell if (spellProto->School == SPELL_SCHOOL_NORMAL) { uint32 pdamageReductedArmor = CalcArmorReducedDamage(pVictim, pdamage); cleanDamage.damage += pdamage - pdamageReductedArmor; pdamage = pdamageReductedArmor; } pdamage = SpellDamageBonus(pVictim,spellProto,pdamage,DOT); //As of 2.2 resilience reduces damage from DoT ticks as much as the chance to not be critically hit // Reduce dot damage from resilience for players if (pVictim->GetTypeId()==TYPEID_PLAYER) pdamage-=((Player*)pVictim)->GetDotDamageReduction(pdamage); CalcAbsorbResist(pVictim, SpellSchools(spellProto->School), DOT, pdamage, &absorb, &resist); if(pVictim->GetHealth() < pdamage) pdamage = uint32(pVictim->GetHealth()); sLog.outDetail("PeriodicAuraLog: %u (TypeId: %u) health leech of %u (TypeId: %u) for %u dmg inflicted by %u abs is %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), pdamage, spellProto->Id,absorb); SendSpellNonMeleeDamageLog(pVictim, spellProto->Id, pdamage, SpellSchools(spellProto->School), absorb, resist, false, 0); DealDamage(pVictim, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), &cleanDamage, DOT, SpellSchools(spellProto->School), spellProto, false); ProcDamageAndSpell(pVictim, PROC_FLAG_HIT_SPELL, PROC_FLAG_TAKE_DAMAGE, (pdamage <= absorb+resist) ? 0 : (pdamage-absorb-resist), spellProto); if (!pVictim->isAlive() && IsNonMeleeSpellCasted(false)) { for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) { if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id == spellProto->Id) m_currentSpells[i]->cancel(); } } float multiplier = spellProto->EffectMultipleValue[effect_idx] > 0 ? spellProto->EffectMultipleValue[effect_idx] : 1; if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_MULTIPLE_VALUE, multiplier); int32 gain = ModifyHealth(int32(pdamage * multiplier)); getHostilRefManager().threatAssist(this, float(gain) * 0.5f, spellProto); if(GetTypeId() == TYPEID_PLAYER) SendHealSpellOnPlayer(this, spellProto->Id, uint32(pdamage * multiplier)); break; } case SPELL_AURA_PERIODIC_HEAL: case SPELL_AURA_OBS_MOD_HEALTH: { // ignore non positive values (can be result apply spellmods to aura damage uint32 amount = mod->m_amount > 0 ? mod->m_amount : 0; uint32 pdamage; if(mod->m_auraname==SPELL_AURA_OBS_MOD_HEALTH) pdamage = uint32(pVictim->GetMaxHealth() * amount/100); else pdamage = amount; pdamage = SpellHealingBonus(spellProto, pdamage, DOT, pVictim); sLog.outDetail("PeriodicAuraLog: %u (TypeId: %u) heal of %u (TypeId: %u) for %u health inflicted by %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), pdamage, spellProto->Id); WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(spellProto->Id); data << uint32(1); data << uint32(mod->m_auraname); data << (uint32)pdamage; SendMessageToSet(&data,true); int32 gain = pVictim->ModifyHealth(pdamage); //Do check before because mod->auraName can be invalidate by DealDamage. bool procSpell = (mod->m_auraname == SPELL_AURA_PERIODIC_HEAL && pVictim != this); pVictim->getHostilRefManager().threatAssist(this, float(gain) * 0.5f, spellProto); // heal for caster damage if(pVictim!=this && spellProto->SpellVisual==163) { uint32 dmg = spellProto->manaPerSecond; if(GetHealth() <= dmg && GetTypeId()==TYPEID_PLAYER) { RemoveAurasDueToSpell(spellProto->Id); // finish current generic/channeling spells, don't affect autorepeat if(m_currentSpells[CURRENT_GENERIC_SPELL]) { m_currentSpells[CURRENT_GENERIC_SPELL]->finish(); } if(m_currentSpells[CURRENT_CHANNELED_SPELL]) { m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); } } else { SendSpellNonMeleeDamageLog(this, spellProto->Id, gain, SpellSchools(spellProto->School), 0, 0, false, 0, false); CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL ); DealDamage(this, gain, &cleanDamage, NODAMAGE, SpellSchools(spellProto->School), spellProto, true); } } // ignore item heals if(procSpell && itemGuid==0) ProcDamageAndSpell(pVictim,PROC_FLAG_HEAL, PROC_FLAG_HEALED, pdamage, spellProto); break; } case SPELL_AURA_PERIODIC_MANA_LEECH: { if( spellProto->Effect[effect_idx]==SPELL_EFFECT_PERSISTENT_AREA_AURA && SpellHitResult(pVictim,spellProto,false)!=SPELL_MISS_NONE) return; // ignore non positive values (can be result apply spellmods to aura damage uint32 pdamage = mod->m_amount > 0 ? mod->m_amount : 0; sLog.outDetail("PeriodicAuraLog: %u (TypeId: %u) power leech of %u (TypeId: %u) for %u dmg inflicted by %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), pdamage, spellProto->Id); if(mod->m_miscvalue < 0 || mod->m_miscvalue > 4) break; Powers power = Powers(mod->m_miscvalue); int32 drain_amount = pVictim->GetPower(power) > pdamage ? pdamage : pVictim->GetPower(power); pVictim->ModifyPower(power, -drain_amount); float gain_multiplier = 0; if(GetMaxPower(power) > 0) { gain_multiplier = spellProto->EffectMultipleValue[effect_idx]; if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_MULTIPLE_VALUE, gain_multiplier); } WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(spellProto->Id); data << uint32(1); data << uint32(mod->m_auraname); data << (uint32)power; // power type data << (uint32)drain_amount; data << (float)gain_multiplier; SendMessageToSet(&data,true); int32 gain_amount = int32(drain_amount*gain_multiplier); if(gain_amount) { int32 gain = ModifyPower(power,gain_amount); pVictim->AddThreat(this, float(gain) * 0.5f, SpellSchools(spellProto->School), spellProto); } break; } case SPELL_AURA_PERIODIC_ENERGIZE: { // ignore non positive values (can be result apply spellmods to aura damage uint32 pdamage = mod->m_amount > 0 ? mod->m_amount : 0; sLog.outDetail("PeriodicAuraLog: %u (TypeId: %u) energize %u (TypeId: %u) for %u dmg inflicted by %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), pdamage, spellProto->Id); if(mod->m_miscvalue < 0 || mod->m_miscvalue > 4) break; Powers power = Powers(mod->m_miscvalue); if(pVictim->GetMaxPower(power) == 0) break; WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(spellProto->Id); data << uint32(1); data << uint32(mod->m_auraname); data << (uint32)power; // power type data << (uint32)pdamage; SendMessageToSet(&data,true); int32 gain = pVictim->ModifyPower(power,pdamage); pVictim->getHostilRefManager().threatAssist(this, float(gain) * 0.5f, spellProto); break; } case SPELL_AURA_OBS_MOD_MANA: { // ignore non positive values (can be result apply spellmods to aura damage uint32 amount = mod->m_amount > 0 ? mod->m_amount : 0; uint32 pdamage = uint32(pVictim->GetMaxPower(POWER_MANA) * amount/100); sLog.outDetail("PeriodicAuraLog: %u (TypeId: %u) energize %u (TypeId: %u) for %u mana inflicted by %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), pdamage, spellProto->Id); if(GetMaxPower(POWER_MANA) == 0) break; WorldPacket data(SMSG_PERIODICAURALOG, (21+16));// we guess size data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(spellProto->Id); data << uint32(1); data << uint32(mod->m_auraname); data << (uint32)0; // ? data << (uint32)pdamage; SendMessageToSet(&data,true); int32 gain = ModifyPower(POWER_MANA, pdamage); getHostilRefManager().threatAssist(this, float(gain) * 0.5f, spellProto); break; } } } void Unit::HandleEmoteCommand(uint32 anim_id) { WorldPacket data( SMSG_EMOTE, 12 ); data << anim_id << GetGUID(); WPAssert(data.size() == 12); SendMessageToSet(&data, true); } uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage) { uint32 newdamage = 0; float armor = pVictim->GetArmor(); AuraList const& mModTargetRes = GetAurasByType(SPELL_AURA_MOD_TARGET_RESISTANCE); for(AuraList::const_iterator i = mModTargetRes.begin(); i != mModTargetRes.end(); ++i) if ((*i)->GetModifier()->m_miscvalue & int32(1 << SPELL_SCHOOL_NORMAL)) armor += float((*i)->GetModifier()->m_amount); if (armor<0.0f) armor=0.0f; float tmpvalue = 0.0f; if(getLevel() <= 59) //Level 1-59 tmpvalue = armor / (armor + 400.0f + 85.0f * getLevel()); else if(getLevel() < 70) //Level 60-69 tmpvalue = armor / (armor - 22167.5f + 467.5f * getLevel()); else //Level 70+ tmpvalue = armor / (armor + 10557.5f); if(tmpvalue < 0.0f) tmpvalue = 0.0f; if(tmpvalue > 0.75f) tmpvalue = 0.75f; newdamage = uint32(damage - (damage * tmpvalue)); return (newdamage > 1) ? newdamage : 1; } void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchools school, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist) { if(!pVictim || !pVictim->isAlive() || !damage) return; // Magic damage, check for resists if (school != SPELL_SCHOOL_NORMAL) { float tmpvalue2 = 0.0f; tmpvalue2 += (float)pVictim->GetResistance(SpellSchools(school)); AuraList const& mModTargetRes = GetAurasByType(SPELL_AURA_MOD_TARGET_RESISTANCE); for(AuraList::const_iterator i = mModTargetRes.begin(); i != mModTargetRes.end(); ++i) if ((*i)->GetModifier()->m_miscvalue & int32(1 << school)) tmpvalue2 += (float)((*i)->GetModifier()->m_amount); tmpvalue2 *= (float)(0.15f / getLevel()); if (tmpvalue2 < 0.0f) tmpvalue2 = 0.0f; if (tmpvalue2 > 0.75f) tmpvalue2 = 0.75f; uint32 ran = urand(0, 100); uint32 faq[4] = {24,6,4,6}; uint8 m = 0; float Binom = 0.0f; for (uint8 i = 0; i < 4; i++) { Binom += 2400 *( powf(tmpvalue2, i) * powf( (1-tmpvalue2), (4-i)))/faq[i]; if (ran > Binom ) m++; else break; } if (damagetype == DOT && m == 4) *resist += uint32(damage - 1); else *resist += uint32(damage * m / 4); if(*resist > damage) *resist = damage; } else *resist = 0; int32 RemainingDamage = damage - *resist; // absorb without mana cost AuraList const& vSchoolAbsorb = pVictim->GetAurasByType(SPELL_AURA_SCHOOL_ABSORB); for(AuraList::const_iterator i = vSchoolAbsorb.begin(), next; i != vSchoolAbsorb.end() && RemainingDamage > 0; i = next) { next = i; next++; if (((*i)->GetModifier()->m_miscvalue & int32(1<= (*i)->GetModifier()->m_amount) { currentAbsorb = (*i)->GetModifier()->m_amount; pVictim->RemoveAurasDueToSpell((*i)->GetId()); next = vSchoolAbsorb.begin(); } else { currentAbsorb = RemainingDamage; (*i)->GetModifier()->m_amount -= RemainingDamage; } RemainingDamage -= currentAbsorb; } // absorb by mana cost AuraList const& vManaShield = pVictim->GetAurasByType(SPELL_AURA_MANA_SHIELD); for(AuraList::const_iterator i = vManaShield.begin(), next; i != vManaShield.end() && RemainingDamage > 0; i = next) { next = i; next++; // check damage school mask if(((*i)->GetModifier()->m_miscvalue & int32(1<< school))==0) continue; int32 currentAbsorb; if (RemainingDamage >= (*i)->GetModifier()->m_amount) currentAbsorb = (*i)->GetModifier()->m_amount; else currentAbsorb = RemainingDamage; float manaMultiplier = (*i)->GetSpellProto()->EffectMultipleValue[(*i)->GetEffIndex()]; if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod((*i)->GetId(), SPELLMOD_MULTIPLE_VALUE, manaMultiplier); int32 maxAbsorb = int32(pVictim->GetPower(POWER_MANA) / manaMultiplier); if (currentAbsorb > maxAbsorb) currentAbsorb = maxAbsorb; (*i)->GetModifier()->m_amount -= currentAbsorb; if((*i)->GetModifier()->m_amount <= 0) { pVictim->RemoveAurasDueToSpell((*i)->GetId()); next = vManaShield.begin(); } int32 manaReduction = int32(currentAbsorb * manaMultiplier); pVictim->ApplyPowerMod(POWER_MANA, manaReduction, false); RemainingDamage -= currentAbsorb; } AuraList const& vSplitDamageFlat = pVictim->GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_FLAT); for(AuraList::const_iterator i = vSplitDamageFlat.begin(), next; i != vSplitDamageFlat.end() && RemainingDamage >= 0; i = next) { next = i; next++; // check damage school mask if(((*i)->GetModifier()->m_miscvalue & int32(1<< school))==0) continue; // Damage can be splitted only if aura has an alive caster Unit *caster = (*i)->GetCaster(); if(!caster || caster == pVictim || !caster->IsInWorld() || !caster->isAlive()) continue; int32 currentAbsorb; if (RemainingDamage >= (*i)->GetModifier()->m_amount) currentAbsorb = (*i)->GetModifier()->m_amount; else currentAbsorb = RemainingDamage; RemainingDamage -= currentAbsorb; pVictim->SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, currentAbsorb, SpellSchools((*i)->GetSpellProto()->School), 0, 0, false, 0, false); CleanDamage cleanDamage = CleanDamage(currentAbsorb, BASE_ATTACK, MELEE_HIT_NORMAL); pVictim->DealDamage(caster, currentAbsorb, &cleanDamage, DIRECT_DAMAGE, SpellSchools((*i)->GetSpellProto()->School), (*i)->GetSpellProto(), false); } AuraList const& vSplitDamagePct = pVictim->GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_PCT); for(AuraList::const_iterator i = vSplitDamagePct.begin(), next; i != vSplitDamagePct.end() && RemainingDamage >= 0; i = next) { next = i; next++; // check damage school mask if(((*i)->GetModifier()->m_miscvalue & int32(1<< school))==0) continue; // Damage can be splitted only if aura has an alive caster Unit *caster = (*i)->GetCaster(); if(!caster || caster == pVictim || !caster->IsInWorld() || !caster->isAlive()) continue; int32 splitted = int32(RemainingDamage * (*i)->GetModifier()->m_amount / 100.0f); RemainingDamage -= splitted; pVictim->SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, SpellSchools((*i)->GetSpellProto()->School), 0, 0, false, 0, false); CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL); pVictim->DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, SpellSchools((*i)->GetSpellProto()->School), (*i)->GetSpellProto(), false); } *absorb = damage - RemainingDamage - *resist; } void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDamage, uint32 *blocked_amount, SpellSchools damageType, uint32 *hitInfo, VictimState *victimState, uint32 *absorbDamage, uint32 *resistDamage, WeaponAttackType attType, SpellEntry const *spellCasted, bool isTriggeredSpell) { bool unavoidable = spellCasted && (spellCasted->Attributes & 0x200000); MeleeHitOutcome outcome; // If is casted Melee spell, calculate like physical if(!spellCasted) outcome = RollMeleeOutcomeAgainst (pVictim, attType); else outcome = RollPhysicalOutcomeAgainst (pVictim, attType, spellCasted); switch(outcome) { case MELEE_HIT_EVADE: { *hitInfo |= HITINFO_MISS; *damage = 0; cleanDamage->damage = 0; return; } case MELEE_HIT_MISS: { *hitInfo |= HITINFO_MISS; *damage = 0; cleanDamage->damage = 0; if(GetTypeId()== TYPEID_PLAYER) ((Player*)this)->UpdateWeaponSkill(attType); return; } } /// If this is a creature and it attacks from behind it has a probability to daze it's victim if( (outcome==MELEE_HIT_CRIT || outcome==MELEE_HIT_CRUSHING || outcome==MELEE_HIT_NORMAL || outcome==MELEE_HIT_GLANCING) && GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) ) { // -probability is between 0% and 40% // 20% base chance float Probability = 20; //there is a newbie protection, at level 10 just 7% base chance; assuming linear function if( pVictim->getLevel() < 30 ) Probability = 0.65f*pVictim->getLevel()+0.5; uint32 VictimDefense=pVictim->GetDefenseSkillValue(); uint32 AttackerMeleeSkill=GetUnitMeleeSkill(); Probability *= AttackerMeleeSkill/(float)VictimDefense; if(Probability > 40) Probability = 40; if(roll_chance_f(Probability)) CastSpell(pVictim, 1604, true); } //Calculate the damage after armor mitigation if SPELL_SCHOOL_NORMAL if (damageType == SPELL_SCHOOL_NORMAL) { uint32 damageAfterArmor = CalcArmorReducedDamage(pVictim, *damage); cleanDamage->damage += *damage - damageAfterArmor; *damage = damageAfterArmor; } if(GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() != CREATURE_TYPE_CRITTER ) ((Player*)this)->UpdateCombatSkills(pVictim, attType, outcome, false); if(GetTypeId() != TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateCombatSkills(this, attType, outcome, true); switch (outcome) { case MELEE_HIT_CRIT: { //*hitInfo = 0xEA; // 0xEA *hitInfo = HITINFO_CRITICALHIT | HITINFO_NORMALSWING2 | 0x8; // Crit bonus calc uint32 crit_bonus; crit_bonus = *damage; // Apply crit_damage bonus for melee spells if (spellCasted) { if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellCasted->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus); } *damage += crit_bonus; uint32 resilienceReduction = 0; if(attType == RANGED_ATTACK) { int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE); *damage = int32((*damage) * float((100.0f + mod)/100.0f)); // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) resilienceReduction = ((Player*)pVictim)->GetRangedCritDamageReduction(*damage); } else { int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE); *damage = int32((*damage) * float((100.0f + mod)/100.0f)); // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) resilienceReduction = ((Player*)pVictim)->GetMeleeCritDamageReduction(*damage); } *damage -= resilienceReduction; cleanDamage->damage += resilienceReduction; if(GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() != CREATURE_TYPE_CRITTER ) ((Player*)this)->UpdateWeaponSkill(attType); ModifyAuraState(AURA_STATE_CRIT, true); StartReactiveTimer( REACTIVE_CRIT ); if(getClass()==CLASS_HUNTER) { ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, true); StartReactiveTimer( REACTIVE_HUNTER_CRIT ); } pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL); break; } case MELEE_HIT_PARRY: if(attType == RANGED_ATTACK || unavoidable) //range attack - no parry { outcome = MELEE_HIT_NORMAL; break; } cleanDamage->damage += *damage; *damage = 0; *victimState = VICTIMSTATE_PARRY; // instant (maybe with small delay) counter attack { float offtime = float(pVictim->getAttackTimer(OFF_ATTACK)); float basetime = float(pVictim->getAttackTimer(BASE_ATTACK)); // after parry nearest next attack time will reduced at %40 from full attack time. // The delay cannot be reduced to less than 20% of your weapon’s base swing delay. if (pVictim->haveOffhandWeapon() && offtime < basetime) { float percent20 = pVictim->GetAttackTime(OFF_ATTACK)*0.20; float percent60 = 3*percent20; // set to 20% if in range 20%...20+40% of full time if(offtime > percent20 && offtime <= percent60) { pVictim->setAttackTimer(OFF_ATTACK,uint32(percent20)); } // decrease at %40 from full time else if(offtime > percent60) { offtime -= 2*percent20; pVictim->setAttackTimer(OFF_ATTACK,uint32(offtime)); } // ELSE not changed } else { float percent20 = pVictim->GetAttackTime(BASE_ATTACK)*0.20; float percent60 = 3*percent20; // set to 20% if in range 20%...20+40% of full time if(basetime > percent20 && basetime <= percent60) { pVictim->setAttackTimer(BASE_ATTACK,uint32(percent20)); } // decrease at %40 from full time else if(basetime > percent60) { basetime -= 2*percent20; pVictim->setAttackTimer(BASE_ATTACK,uint32(basetime)); } // ELSE not changed } } if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); if (pVictim->getClass() == CLASS_HUNTER) { pVictim->ModifyAuraState(AURA_STATE_HUNTER_PARRY,true); pVictim->StartReactiveTimer( REACTIVE_HUNTER_PARRY ); } else { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } CastMeleeProcDamageAndSpell(pVictim, 0, attType, outcome, spellCasted, isTriggeredSpell); return; case MELEE_HIT_DODGE: if(attType == RANGED_ATTACK || unavoidable ) //range attack - no dodge { outcome = MELEE_HIT_NORMAL; break; } cleanDamage->damage += *damage; *damage = 0; *victimState = VICTIMSTATE_DODGE; if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); if (pVictim->getClass() != CLASS_ROGUE) // Riposte { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } // Overpower if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR) { ((Player*)this)->AddComboPoints(pVictim, 1); StartReactiveTimer( REACTIVE_OVERPOWER ); } CastMeleeProcDamageAndSpell(pVictim, 0, attType, outcome, spellCasted, isTriggeredSpell); return; case MELEE_HIT_BLOCK: if( unavoidable ) { outcome = MELEE_HIT_NORMAL; break; } *blocked_amount = pVictim->GetShieldBlockValue(); if (pVictim->GetUnitBlockChance()) pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD); else pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); //Only set VICTIMSTATE_BLOCK on a full block if (*blocked_amount >= uint32(*damage)) { *victimState = VICTIMSTATE_BLOCKS; *blocked_amount = uint32(*damage); } if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); pVictim->ModifyAuraState(AURA_STATE_DEFENSE,true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); break; case MELEE_HIT_GLANCING: { float reducePercent = 1.0f; //damage factor // calculate base values and mods float baseLowEnd = 1.3; float baseHighEnd = 1.2; switch(getClass()) // lowering base values for casters { case CLASS_SHAMAN: case CLASS_PRIEST: case CLASS_MAGE: case CLASS_WARLOCK: case CLASS_DRUID: baseLowEnd -= 0.7; baseHighEnd -= 0.3; break; } float maxLowEnd = 0.6; switch(getClass()) // upper for melee classes { case CLASS_WARRIOR: case CLASS_ROGUE: maxLowEnd = 0.91; //If the attacker is a melee class then instead the lower value of 0.91 } // calculate values int32 diff = pVictim->GetDefenseSkillValue() - GetWeaponSkillValue(attType); float lowEnd = baseLowEnd - ( 0.05f * diff ); float highEnd = baseHighEnd - ( 0.03f * diff ); // apply max/min bounds if ( lowEnd < 0.01f ) //the low end must not go bellow 0.01f lowEnd = 0.01f; else if ( lowEnd > maxLowEnd ) //the smaller value of this and 0.6 is kept as the low end lowEnd = maxLowEnd; if ( highEnd < 0.2f ) //high end limits highEnd = 0.2f; if ( highEnd > 0.99f ) highEnd = 0.99f; if(lowEnd > highEnd) // prevent negative range size lowEnd = highEnd; reducePercent = lowEnd + rand_norm() * ( highEnd - lowEnd ); *damage = uint32(reducePercent * *damage); cleanDamage->damage += *damage; *hitInfo |= HITINFO_GLANCING; break; } case MELEE_HIT_CRUSHING: { // 150% normal damage *damage += (*damage / 2); cleanDamage->damage = *damage; *hitInfo |= HITINFO_CRUSHING; // TODO: victimState, victim animation? break; } default: break; } // apply melee damage bonus and absorb only if base damage not fully blocked to prevent negative damage or damage with full block if(*victimState != VICTIMSTATE_BLOCKS) { MeleeDamageBonus(pVictim, damage,attType,spellCasted); CalcAbsorbResist(pVictim, damageType, DIRECT_DAMAGE, *damage-*blocked_amount, absorbDamage, resistDamage); } if (*absorbDamage) *hitInfo |= HITINFO_ABSORB; if (*resistDamage) *hitInfo |= HITINFO_RESIST; cleanDamage->damage += *blocked_amount; if (*damage <= *absorbDamage + *resistDamage + *blocked_amount) { //*hitInfo = 0x00010020; //*hitInfo |= HITINFO_SWINGNOHITSOUND; //*damageType = 0; CastMeleeProcDamageAndSpell(pVictim, 0, attType, outcome, spellCasted, isTriggeredSpell); return; } // update at damage Judgement aura duration that applied by attacker at victim if(*damage) { AuraMap& vAuras = pVictim->GetAuras(); for(AuraMap::iterator itr = vAuras.begin(); itr != vAuras.end(); ++itr) { SpellEntry const *spellInfo = (*itr).second->GetSpellProto(); if( (spellInfo->AttributesEx3 & 0x40000) && spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && ((*itr).second->GetCasterGUID() == GetGUID() && (!spellCasted || spellCasted->Id == 35395)) ) { (*itr).second->SetAuraDuration((*itr).second->GetAuraMaxDuration()); (*itr).second->UpdateAuraDuration(); } } } CastMeleeProcDamageAndSpell(pVictim, (*damage - *absorbDamage - *resistDamage - *blocked_amount), attType, outcome, spellCasted, isTriggeredSpell); // victim's damage shield // yet another hack to fix crashes related to the aura getting removed during iteration std::set alreadyDone; uint32 removedAuras = pVictim->m_removedAuras; AuraList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD); for(AuraList::const_iterator i = vDamageShields.begin(), next = vDamageShields.begin(); i != vDamageShields.end(); i = next) { next++; if (alreadyDone.find(*i) == alreadyDone.end()) { alreadyDone.insert(*i); pVictim->SpellNonMeleeDamageLog(this, (*i)->GetId(), (*i)->GetModifier()->m_amount, false, false); if (pVictim->m_removedAuras > removedAuras) { removedAuras = pVictim->m_removedAuras; next = vDamageShields.begin(); } } } if (pVictim->GetTypeId() == TYPEID_PLAYER && *damage) { for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) { // skip channeled spell (processed differently below) if (i == CURRENT_CHANNELED_SPELL) continue; if(pVictim->m_currentSpells[i]) { sLog.outDetail("Spell Delayed!%d",(int32)(0.25f * pVictim->m_currentSpells[i]->casttime)); pVictim->m_currentSpells[i]->Delayed((int32)(0.25f * pVictim->m_currentSpells[i]->casttime)); } } // process channeled spell separately if (pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]) { if (pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() == SPELL_STATE_CASTING) { uint32 channelInterruptFlags = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->ChannelInterruptFlags; if( channelInterruptFlags & CHANNEL_FLAG_DELAY ) { sLog.outDetail("Spell Delayed!%d",(int32)(0.25f * GetDuration(pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo))); pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->DelayedChannel((int32)(0.25f * GetDuration(pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo))); return; } else if( !(channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)) ) return; sLog.outDetail("Spell Canceled!"); pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->cancel(); } else if (pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() == SPELL_STATE_DELAYED) { // break channeled spell in delayed state on damage sLog.outDetail("Spell Canceled!"); pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]->cancel(); } } } } void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool isTriggered) { if(hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_STUNDED | UNIT_STAT_FLEEING) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) ) return; if (!pVictim->isAlive()) return; if(!isTriggered) { if(IsNonMeleeSpellCasted(false)) return; // melee attack spell casted at main hand attack only if (m_currentSpells[CURRENT_MELEE_SPELL] && attType == BASE_ATTACK) { m_currentSpells[CURRENT_MELEE_SPELL]->cast(); return; } } uint32 hitInfo; if (attType == BASE_ATTACK) hitInfo = HITINFO_NORMALSWING2; else if (attType == OFF_ATTACK) hitInfo = HITINFO_LEFTSWING; else return; VictimState victimState = VICTIMSTATE_NORMAL; CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL ); uint32 blocked_dmg = 0; uint32 absorbed_dmg = 0; uint32 resisted_dmg = 0; SpellSchools meleeSchool = GetMeleeDamageSchool(); if( meleeSchool == SPELL_SCHOOL_NORMAL && pVictim->IsImmunedToPhysicalDamage() ) { SendAttackStateUpdate (HITINFO_MISS, pVictim, 1, meleeSchool, 0, 0, 0, VICTIMSTATE_IS_IMMUNE, 0); return; } uint32 damage = CalculateDamage (attType); DoAttackDamage (pVictim, &damage, &cleanDamage, &blocked_dmg, meleeSchool, &hitInfo, &victimState, &absorbed_dmg, &resisted_dmg, attType); if (hitInfo & HITINFO_MISS) //send miss SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchool, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); else { //do animation SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchool, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); if (damage > (absorbed_dmg + resisted_dmg + blocked_dmg)) damage -= (absorbed_dmg + resisted_dmg + blocked_dmg); else damage = 0; DealDamage (pVictim, damage, &cleanDamage, DIRECT_DAMAGE, meleeSchool, NULL, true); if(GetTypeId() == TYPEID_PLAYER && pVictim->isAlive()) { for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) ((Player*)this)->CastItemCombatSpell(((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0,i),pVictim,attType); } } if (GetTypeId() == TYPEID_PLAYER) DEBUG_LOG("AttackerStateUpdate: (Player) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.", GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damage, absorbed_dmg, blocked_dmg, resisted_dmg); else DEBUG_LOG("AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.", GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damage, absorbed_dmg, blocked_dmg, resisted_dmg); } MeleeHitOutcome Unit::RollPhysicalOutcomeAgainst (Unit const *pVictim, WeaponAttackType attType, SpellEntry const *spellInfo) { // Miss chance based on melee int32 miss_chance = MeleeMissChanceCalc(pVictim, attType); // Critical hit chance float crit_chance = GetUnitCriticalChance(attType, pVictim); // Only players can have Talent&Spell bonuses if (GetTypeId() == TYPEID_PLAYER) { // Talents AuraList const& mSpellCritSchool = GetAurasByType(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL); for(AuraList::const_iterator i = mSpellCritSchool.begin(); i != mSpellCritSchool.end(); ++i) if((*i)->GetModifier()->m_miscvalue == -2 || ((*i)->GetModifier()->m_miscvalue & (int32)(1<School)) != 0) crit_chance += (*i)->GetModifier()->m_amount; } // Spellmods if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance); float modHitChance = 0.0f; if (attType == RANGED_ATTACK) modHitChance = m_modRangedHitChance; else modHitChance = m_modMeleeHitChance; DEBUG_LOG("PHYSICAL OUTCOME: hit %f crit %f miss %u",modHitChance,crit_chance,miss_chance); return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance * 100 ), miss_chance, int32(modHitChance)); } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType) const { // This is only wrapper // Miss chance based on melee int32 miss_chance = MeleeMissChanceCalc(pVictim, attType); // Critical hit chance float crit_chance = GetUnitCriticalChance(attType, pVictim); float modHitChance = 0.0f; if (attType == RANGED_ATTACK) modHitChance = m_modRangedHitChance; else modHitChance = m_modMeleeHitChance; // Useful if want to specify crit & miss chances for melee, else it could be removed DEBUG_LOG("MELEE OUTCOME: hit %f crit %u miss %u", modHitChance,crit_chance,miss_chance); return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance * 100 ), miss_chance, int32(modHitChance)); } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 hit_chance) const { if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return MELEE_HIT_EVADE; int32 skillDiff = GetWeaponSkillValue(attType) - pVictim->GetDefenseSkillValue(); // Add rating bonuses for attacker if(GetTypeId() == TYPEID_PLAYER) { skillDiff+=int32(((Player*)this)->GetRatingBonusValue(PLAYER_FIELD_ALL_WEAPONS_SKILL_RATING)); switch (attType) { case BASE_ATTACK: skillDiff+=int32(((Player*)this)->GetRatingBonusValue(PLAYER_FIELD_MELEE_WEAPON_SKILL_RATING));break; case OFF_ATTACK: skillDiff+=int32(((Player*)this)->GetRatingBonusValue(PLAYER_FIELD_OFFHAND_WEAPON_SKILL_RATING));break; case RANGED_ATTACK: skillDiff+=int32(((Player*)this)->GetRatingBonusValue(PLAYER_FIELD_RANGED_WEAPON_SKILL_RATING));break; } } // bonus from skills is 0.04% int32 skillBonus = skillDiff * 4; int32 skillBonus2 = 4 * ( GetWeaponSkillValue(attType) - pVictim->GetBaseDefenseSkillValue() ); int32 sum = 0, tmp = 0; int32 roll = urand (0, 10000); DEBUG_LOG ("RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus); DEBUG_LOG ("RollMeleeOutcomeAgainst: rolled %d, +hit %d, dodge %u, parry %u, block %u, crit %u", roll, hit_chance, (uint32)(pVictim->GetUnitDodgeChance()*100), (uint32)(pVictim->GetUnitParryChance()*100), (uint32)(pVictim->GetUnitBlockChance()*100), crit_chance); if(attType == RANGED_ATTACK) { int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); miss_chance -= mod * 100; } else { int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); miss_chance -= mod * 100; } // Inherit if passed tmp = miss_chance - skillBonus; if(tmp > 6000) tmp = 6000; if (tmp > 0 && roll < (sum += tmp )) { DEBUG_LOG ("RollMeleeOutcomeAgainst: MISS"); return MELEE_HIT_MISS; } // always crit against a sitting target (except 0 crit chance) if( pVictim->GetTypeId() == TYPEID_PLAYER && crit_chance > 0 && !pVictim->IsStandState() ) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRIT (sitting victim)"); return MELEE_HIT_CRIT; } // stunned target cannot dodge and this is check in GetUnitDodgeChance() float dodge = pVictim->GetUnitDodgeChance(); // Reduce dodge chance by attacker expertise rating if (GetTypeId() == TYPEID_PLAYER) dodge-=((Player*)this)->GetExpertiseDodgeOrParryReduction(); tmp = (int32)(dodge*100.0f); if ( (tmp > 0) // check if unit _can_ dodge && ((tmp -= skillBonus2) > 0) && roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: DODGE <%d, %d)", sum-tmp, sum); return MELEE_HIT_DODGE; } int32 modCrit = 0; // check if attack comes from behind if (!pVictim->HasInArc(M_PI,this)) { // ASSUME +10% crit from behind DEBUG_LOG ("RollMeleeOutcomeAgainst: attack came from behind."); modCrit += 1000; } else { // cannot parry or block attacks from behind, but can from forward float parry = pVictim->GetUnitParryChance(); // Reduce parry chance by attacker expertise rating if (GetTypeId() == TYPEID_PLAYER) parry-=((Player*)this)->GetExpertiseDodgeOrParryReduction(); int32 tmp = int32(parry * 100.0f); if ( (tmp > 0) // check if unit _can_ parry && ((tmp -= skillBonus2) > 0) && (roll < (sum += tmp))) { DEBUG_LOG ("RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum-tmp, sum); return MELEE_HIT_PARRY; } tmp = (int32)(pVictim->GetUnitBlockChance()*100); if ( (tmp > 0) // check if unit _can_ block && ((tmp -= skillBonus2) > 0) && (roll < (sum += tmp))) { DEBUG_LOG ("RollMeleeOutcomeAgainst: BLOCK <%d, %d)", sum-tmp, sum); return MELEE_HIT_BLOCK; } } // reduce crit chance from Rating for players if (pVictim->GetTypeId()==TYPEID_PLAYER) { if (attType==RANGED_ATTACK) modCrit -= int32(((Player*)pVictim)->GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING)*100); else modCrit -= int32(((Player*)pVictim)->GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING)*100); } // Critical chance tmp = crit_chance + skillBonus + modCrit; if (tmp > 0 && roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRIT <%d, %d)", sum-tmp, sum); return MELEE_HIT_CRIT; } // Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon) if( attType != RANGED_ATTACK && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->isPet()) && pVictim->GetTypeId() != TYPEID_PLAYER && getLevel() < pVictim->getLevel() ) { // cap possible value (with bonuses > max skill) int32 skill = GetWeaponSkillValue(attType); int32 maxskill = GetMaxSkillValueForLevel(); skill = (skill > maxskill) ? maxskill : skill; tmp = (10 + (pVictim->GetDefenseSkillValue() - skill)) * 100; tmp = tmp > 4000 ? 4000 : tmp; if (roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: GLANCING <%d, %d)", sum-4000, sum); return MELEE_HIT_GLANCING; } } // mobs can score crushing blows if they're 3 or more levels above victim // or when their weapon skill is 15 or more above victim's defense skill tmp = pVictim->GetDefenseSkillValue(); int32 tmpmax = pVictim->GetMaxSkillValueForLevel(); // having defense above your maximum (from items, talents etc.) has no effect tmp = tmp > tmpmax ? tmpmax : tmp; // tmp = mob's level * 5 - player's current defense skill tmp = GetMaxSkillValueForLevel() - tmp; if (GetTypeId() != TYPEID_PLAYER && (tmp >= 15)) { // add 2% chance per lacking skill point, min. is 15% tmp = tmp * 200 - 1500; if (roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRUSHING <%d, %d)", sum-tmp, sum); return MELEE_HIT_CRUSHING; } } DEBUG_LOG ("RollMeleeOutcomeAgainst: NORMAL"); return MELEE_HIT_NORMAL; } uint32 Unit::CalculateDamage (WeaponAttackType attType) { float min_damage, max_damage; switch (attType) { case RANGED_ATTACK: min_damage = GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE); max_damage = GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE); break; case BASE_ATTACK: min_damage = GetFloatValue(UNIT_FIELD_MINDAMAGE); max_damage = GetFloatValue(UNIT_FIELD_MAXDAMAGE); break; case OFF_ATTACK: min_damage = GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE); max_damage = GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE); break; // Just for good manner default: min_damage = 0.0f; max_damage = 0.0f; break; } if (min_damage > max_damage) { std::swap(min_damage,max_damage); } if(max_damage == 0.0f) max_damage = 5.0f; return rand32((uint32)min_damage, (uint32)max_damage); } void Unit::SendAttackStart(Unit* pVictim) { WorldPacket data( SMSG_ATTACKSTART, 16 ); data << GetGUID(); data << pVictim->GetGUID(); SendMessageToSet(&data, true); DEBUG_LOG( "WORLD: Sent SMSG_ATTACKSTART" ); } void Unit::SendAttackStop(Unit* victim) { if(!victim) return; WorldPacket data( SMSG_ATTACKSTOP, (4+16) ); // we guess size data.append(GetPackGUID()); data.append(victim->GetPackGUID()); // can be 0x00... data << uint32(0); // can be 0x1 SendMessageToSet(&data, true); sLog.outDetail("%s %u stopped attacking %s %u", (GetTypeId()==TYPEID_PLAYER ? "player" : "creature"), GetGUIDLow(), (victim->GetTypeId()==TYPEID_PLAYER ? "player" : "creature"),victim->GetGUIDLow()); /*if(victim->GetTypeId() == TYPEID_UNIT) ((Creature*)victim)->AI().EnterEvadeMode(this);*/ } uint32 Unit::SpellMissChanceCalc(Unit *pVictim) const { if(!pVictim) return 0; // PvP : PvE spell misschances per leveldif > 2 int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 700 : 1100; int32 leveldif = pVictim->getLevel() - getLevel(); if(leveldif < 0) leveldif = 0; int32 misschance = 400 - int32(m_modSpellHitChance*100); if(leveldif < 3) misschance += leveldif * 100; else misschance += (leveldif - 2) * chance; int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE); misschance -= mod * 100; // Add victim rating bonus if (pVictim->GetTypeId()==TYPEID_PLAYER) misschance += int32(((Player*)pVictim)->GetRatingBonusValue(PLAYER_FIELD_HIT_TAKEN_SPELL_RATING)*100.0f); return misschance < 100 ? 100 : misschance; } SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool CanReflect) { // Return evade for units in evade mode if (pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return SPELL_MISS_EVADE; // Check for immune if (pVictim->IsImmunedToSpell(spell)) return SPELL_MISS_IMMUNE; // All positive spells can`t miss // TODO: client not show miss log for this spells - so need find info for this in dbc and use it! if (IsPositiveSpell(spell->Id)) return SPELL_MISS_NONE; // Immune check if (pVictim->IsImmunedToSpellDamage(spell)) return SPELL_MISS_IMMUNE; // Try victim reflect spell if (CanReflect) { int32 reflectchance = pVictim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS); Unit::AuraList const& mReflectSpellsSchool = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS_SCHOOL); for(Unit::AuraList::const_iterator i = mReflectSpellsSchool.begin(); i != mReflectSpellsSchool.end(); ++i) if((*i)->GetModifier()->m_miscvalue & int32(1 << spell->School)) reflectchance += (*i)->GetModifier()->m_amount; if (reflectchance > 0 && roll_chance_i(reflectchance)) return SPELL_MISS_REFLECT; } // TODO need add here hit result calculation for spells return SPELL_MISS_NONE; } int32 Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const { if(!pVictim) return 0; // Base misschance 5% int32 misschance = 500; // DualWield - Melee spells and physical dmg spells - 5% , white damage 24% if (haveOffhandWeapon()) { bool isNormal = false; for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) { if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->School == SPELL_SCHOOL_NORMAL) { isNormal = true; break; } } if (isNormal || m_currentSpells[CURRENT_MELEE_SPELL]) { misschance = 500; } else { misschance = 2400; } } // PvP : PvE melee misschances per leveldif > 2 int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; int32 leveldif = pVictim->getLevel() - getLevel(); if(leveldif < 0) leveldif = 0; // Hit chance from attacker based on ratings and auras int32 m_modHitChance; if (attType == RANGED_ATTACK) m_modHitChance = int32(m_modRangedHitChance); else m_modHitChance = int32(m_modMeleeHitChance); if(leveldif < 3) misschance += (leveldif - m_modHitChance)*100; else misschance += ((leveldif - 2) * chance - m_modHitChance)*100; // Hit chance for victim based on ratings if (pVictim->GetTypeId()==TYPEID_PLAYER) { if (attType == RANGED_ATTACK) misschance += int32(((Player*)pVictim)->GetRatingBonusValue(PLAYER_FIELD_HIT_TAKEN_RANGED_RATING)*100.0f); else misschance+=int32(((Player*)pVictim)->GetRatingBonusValue(PLAYER_FIELD_HIT_TAKEN_MELEE_RATING)*100.0f); } return misschance > 6000 ? 6000 : misschance; } uint32 Unit::GetDefenseSkillValue() const { if(GetTypeId() == TYPEID_PLAYER) return ((Player*)this)->GetSkillValue (SKILL_DEFENSE)+ uint32(((Player*)this)->GetRatingBonusValue(PLAYER_FIELD_DEFENCE_RATING)); else return GetUnitMeleeSkill(); } uint32 Unit::GetBaseDefenseSkillValue() const { if(GetTypeId() == TYPEID_PLAYER) return ((Player*)this)->GetBaseSkillValue(SKILL_DEFENSE); else return GetUnitMeleeSkill(); } float Unit::GetUnitDodgeChance() const { if(hasUnitState(UNIT_STAT_STUNDED)) return 0; if( GetTypeId() == TYPEID_PLAYER ) return GetFloatValue(PLAYER_DODGE_PERCENTAGE); else { if(((Creature const*)this)->isTotem()) return 0; else return 5; } } float Unit::GetUnitParryChance() const { float chance = 0; if(GetTypeId() == TYPEID_PLAYER) { Player const* player = (Player const*)this; if(player->CanParry() ) { Item *tmpitem = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if(!tmpitem || tmpitem->IsBroken() || !player->IsUseEquipedWeapon(true)) tmpitem = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if(tmpitem && !tmpitem->IsBroken() && player->IsUseEquipedWeapon(tmpitem->GetSlot()==EQUIPMENT_SLOT_MAINHAND) && ( tmpitem->GetProto()->InventoryType == INVTYPE_WEAPON || tmpitem->GetProto()->InventoryType == INVTYPE_WEAPONOFFHAND || tmpitem->GetProto()->InventoryType == INVTYPE_WEAPONMAINHAND || tmpitem->GetProto()->InventoryType == INVTYPE_2HWEAPON)) chance = GetFloatValue(PLAYER_PARRY_PERCENTAGE); } } else if(GetTypeId() == TYPEID_UNIT) { if(GetCreatureType() == CREATURE_TYPE_HUMANOID) chance = 5; } return chance; } float Unit::GetUnitBlockChance() const { if(GetTypeId() == TYPEID_PLAYER) { Item *tmpitem = ((Player const*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if(tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block) return GetFloatValue(PLAYER_BLOCK_PERCENTAGE); else return 0; } else { if(((Creature const*)this)->isTotem()) return 0; else return 5; } } float Unit::GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const { float crit; if(GetTypeId() == TYPEID_PLAYER) { switch(attackType) { case BASE_ATTACK: crit = GetFloatValue( PLAYER_CRIT_PERCENTAGE ); crit+= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE); break; case OFF_ATTACK: crit = GetFloatValue( PLAYER_OFFHAND_CRIT_PERCENTAGE ); crit+= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE); break; case RANGED_ATTACK: crit = GetFloatValue( PLAYER_RANGED_CRIT_PERCENTAGE ); crit+= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_CHANCE); break; // Just for good manner default: crit = 0.0f; break; } } else crit = 5.0f; // flat AuraList const& mAttackerSWCrit = pVictim->GetAurasByType(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE); for(AuraList::const_iterator i = mAttackerSWCrit.begin(); i != mAttackerSWCrit.end(); ++i) crit += (*i)->GetModifier()->m_amount; if (crit < 0.0f) crit = 0.0f; return crit; } uint32 Unit::GetWeaponSkillValue (WeaponAttackType attType) const { if(GetTypeId() == TYPEID_PLAYER) { uint16 slot; switch (attType) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: return 0; } Item *item = ((Player*)this)->GetItemByPos (INVENTORY_SLOT_BAG_0, slot); if(slot != EQUIPMENT_SLOT_MAINHAND && (!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((Player*)this)->IsUseEquipedWeapon(false) )) return 0; if(((Player*)this)->IsInFeralForm()) return GetMaxSkillValueForLevel(); // always maximized SKILL_FERAL_COMBAT in fact // in range uint32 skill = item && !item->IsBroken() && ((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK) ? item->GetSkill() : SKILL_UNARMED; return ((Player*)this)->GetSkillValue (skill); } else return GetUnitMeleeSkill(); } uint32 Unit::GetBaseWeaponSkillValue (WeaponAttackType attType) const { if(GetTypeId() == TYPEID_PLAYER) { uint16 slot; switch (attType) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: return 0; } Item *item = ((Player*)this)->GetItemByPos (INVENTORY_SLOT_BAG_0, slot); if(slot != EQUIPMENT_SLOT_MAINHAND && (!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((Player*)this)->IsUseEquipedWeapon(false) )) return 0; // in range uint32 skill = item && !item->IsBroken() && ((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK) ? item->GetSkill() : SKILL_UNARMED; return ((Player*)this)->GetBaseSkillValue(skill); } else return GetUnitMeleeSkill(); } void Unit::_UpdateSpells( uint32 time ) { if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]) _UpdateAutoRepeatSpell(); // remove finished spells from current pointers for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) { if (m_currentSpells[i] && m_currentSpells[i]->getState() == SPELL_STATE_FINISHED) { m_currentSpells[i]->SetDeletable(true); // spell may be safely deleted now m_currentSpells[i] = NULL; // remove pointer } } // TODO: Find a better way to prevent crash when multiple auras are removed. m_removedAuras = 0; for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) if ((*i).second) (*i).second->SetUpdated(false); for (AuraMap::iterator i = m_Auras.begin(), next; i != m_Auras.end(); i = next) { next = i; next++; if ((*i).second) { // prevent double update if ((*i).second->IsUpdated()) continue; (*i).second->SetUpdated(true); (*i).second->Update( time ); // several auras can be deleted due to update if (m_removedAuras) { if (m_Auras.empty()) break; next = m_Auras.begin(); m_removedAuras = 0; } } } for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end();) { if ((*i).second) { if ( !(*i).second->GetAuraDuration() && !((*i).second->IsPermanent() || ((*i).second->IsPassive())) ) { RemoveAura(i); } else { ++i; } } else { ++i; } } if(!m_gameObj.empty()) { std::list::iterator ite1, dnext1; for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1) { dnext1 = ite1; //(*i)->Update( difftime ); if( !(*ite1)->isSpawned() ) { (*ite1)->SetOwnerGUID(0); (*ite1)->SetRespawnTime(0); (*ite1)->Delete(); dnext1 = m_gameObj.erase(ite1); } else ++dnext1; } } } void Unit::_UpdateAutoRepeatSpell() { if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() == SPELL_STATE_FINISHED) { //Auto Shot & Shoot if( m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->AttributesEx2 == 0x000020 && GetTypeId() == TYPEID_PLAYER ) { // Auto Shot don't require ranged weapon cooldown at first cast, wand shoot does, so the 'FINISHED' state if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351) { // Shoot resetAttackTimer( RANGED_ATTACK ); } else { // Auto Shoot if (m_AutoRepeatFirstCast) { // first cast only with recovery time (not less) if (getAttackTimer( RANGED_ATTACK ) < m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->RecoveryTime) setAttackTimer( RANGED_ATTACK, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->RecoveryTime); m_AutoRepeatFirstCast = false; } else { // second or further casts resetAttackTimer( RANGED_ATTACK ); } } } else { setAttackTimer( RANGED_ATTACK, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->RecoveryTime); } m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->setState(SPELL_STATE_IDLE); } else if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() == SPELL_STATE_IDLE && isAttackReady(RANGED_ATTACK) ) { // check if we can cast if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CanCast(true) == 0) { // check movement in player case if(GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving()) { // cancel wand shooting if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); // ELSE delay auto-repeat ranged weapon until player movement stop } else // recheck range and req. items (ammo and gun, etc) if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckRange(true) == 0 && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckItems() == 0 ) { // check, if we are casting melee spell (it blocks autorepeat) if ( ! (m_currentSpells[CURRENT_MELEE_SPELL] && (m_currentSpells[CURRENT_MELEE_SPELL]->getState() != SPELL_STATE_FINISHED) && (m_currentSpells[CURRENT_MELEE_SPELL]->getState() != SPELL_STATE_DELAYED)) ) { // check, if we are casting something else, if no then run autorepeat spell if (!IsNonMeleeSpellCasted(false, false, true)) { m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->setState(SPELL_STATE_PREPARING); m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->ReSetTimer(); } } } else { InterruptSpell(CURRENT_AUTOREPEAT_SPELL); } } else { InterruptSpell(CURRENT_AUTOREPEAT_SPELL); } } else if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() == SPELL_STATE_PREPARING) { // check, if some other incomplete spell exists (including melee) or ranged attack is not ready if ( m_currentSpells[CURRENT_MELEE_SPELL] || m_currentSpells[CURRENT_GENERIC_SPELL] || m_currentSpells[CURRENT_CHANNELED_SPELL] || !isAttackReady(RANGED_ATTACK) ) { // some other spell is here or ranged attack is not ready, break us to idle state m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->finish(false); m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->setState(SPELL_STATE_IDLE); } } } void Unit::SetCurrentCastedSpell( Spell * pSpell ) { assert(pSpell); // NULL may be never passed here, use InterruptSpell or InterruptNonMeleeSpells uint32 CSpellType = pSpell->GetCurrentContainer(); pSpell->SetDeletable(false); // spell will not be deleted until gone from current pointers if (pSpell == m_currentSpells[CSpellType]) return; // avoid breaking self // break same type spell if it is not delayed if ( m_currentSpells[CSpellType] && m_currentSpells[CSpellType]->getState() != SPELL_STATE_DELAYED ) { InterruptSpell(CSpellType); } // special breakage effects: switch (CSpellType) { case CURRENT_GENERIC_SPELL: { // generic spells always break channeled not delayed spells if ( m_currentSpells[CURRENT_CHANNELED_SPELL] && m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_DELAYED ) { InterruptSpell(CURRENT_CHANNELED_SPELL); } // autorepeat breaking if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] ) { // break autorepeat if not Auto Shot if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); } } break; case CURRENT_CHANNELED_SPELL: { // channel spells always break generic and channeled spells InterruptSpell(CURRENT_GENERIC_SPELL); InterruptSpell(CURRENT_CHANNELED_SPELL); // it also does break autorepeat if not Auto Shot if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351 ) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); } break; case CURRENT_AUTOREPEAT_SPELL: { // only Auto Shoot does not break anything if (pSpell->m_spellInfo->Category == 351) { // generic autorepeats break generic and channeled spells InterruptSpell(CURRENT_GENERIC_SPELL); InterruptSpell(CURRENT_CHANNELED_SPELL); } else { // special action: set first cast flag for Auto Shoot m_AutoRepeatFirstCast = true; } } break; default: { // other spell types don't break anything now } break; } // current spell (if it is still here) may be safely deleted now if (m_currentSpells[CSpellType]) m_currentSpells[CSpellType]->SetDeletable(true); // set new current spell m_currentSpells[CSpellType] = pSpell; } void Unit::InterruptSpell(uint32 spellType) { assert(spellType < CURRENT_MAX_SPELL); if(m_currentSpells[spellType]) { // send autorepeat cancel message for autorepeat spells if (spellType == CURRENT_AUTOREPEAT_SPELL) { if(GetTypeId()==TYPEID_PLAYER) ((Player*)this)->SendAutoRepeatCancel(); } if (m_currentSpells[spellType]->getState() != SPELL_STATE_FINISHED) m_currentSpells[spellType]->cancel(); m_currentSpells[spellType]->SetDeletable(true); m_currentSpells[spellType] = NULL; } } bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skipAutorepeat) { // We don't do loop here to explicitly show that melee spell is excluded. // Maybe later some special spells will be excluded too. // generic spells are casted when they are not finished and not delayed if ( m_currentSpells[CURRENT_GENERIC_SPELL] && (m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED) ) return(true); // channeled spells may be delayed, but they are still considered casted else if ( !skipChanneled && m_currentSpells[CURRENT_CHANNELED_SPELL] && (m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED) ) return(true); // autorepeat spells may be finished or delayed, but they are still considered casted else if ( !skipAutorepeat && m_currentSpells[CURRENT_AUTOREPEAT_SPELL] ) return(true); return(false); } void Unit::InterruptNonMeleeSpells(bool withDelayed) { // generic spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_GENERIC_SPELL]) { if ( (m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED) ) m_currentSpells[CURRENT_GENERIC_SPELL]->cancel(); m_currentSpells[CURRENT_GENERIC_SPELL]->SetDeletable(true); m_currentSpells[CURRENT_GENERIC_SPELL] = NULL; } // autorepeat spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]) { // send disable autorepeat packet in any case if(GetTypeId()==TYPEID_PLAYER) ((Player*)this)->SendAutoRepeatCancel(); if ( (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() != SPELL_STATE_DELAYED) ) m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->cancel(); m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->SetDeletable(true); m_currentSpells[CURRENT_AUTOREPEAT_SPELL] = NULL; } // channeled spells are interrupted if they are not finished, even if they are delayed if (m_currentSpells[CURRENT_CHANNELED_SPELL]) { if (m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED) m_currentSpells[CURRENT_CHANNELED_SPELL]->cancel(); m_currentSpells[CURRENT_CHANNELED_SPELL]->SetDeletable(true); m_currentSpells[CURRENT_CHANNELED_SPELL] = NULL; } } bool Unit::isInFront(Unit const* target, float radius) const { return IsWithinDistInMap(target, radius) && HasInArc( M_PI, target ); } void Unit::SetInFront(Unit const* target) { SetOrientation(GetAngle(target)); } bool Unit::isInAccessablePlaceFor(Creature const* c) const { if(IsInWater()) return c->isCanSwimOrFly(); else return c->isCanWalkOrFly(); } bool Unit::IsInWater() const { return MapManager::Instance().GetBaseMap(GetMapId())->IsInWater(GetPositionX(),GetPositionY(), GetPositionZ()); } bool Unit::IsUnderWater() const { return MapManager::Instance().GetBaseMap(GetMapId())->IsUnderWater(GetPositionX(),GetPositionY(),GetPositionZ()); } void Unit::DeMorph() { SetUInt32Value(UNIT_FIELD_DISPLAYID, GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID)); } int32 Unit::GetTotalAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) modifier += (*i)->GetModifier()->m_amount; return modifier; } bool Unit::AddAura(Aura *Aur) { // ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load) if( !isAlive() && Aur->GetSpellProto()->Id != 20584 && Aur->GetSpellProto()->Id != 8326 && Aur->GetSpellProto()->Id != 2584 && (GetTypeId()!=TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()) ) { delete Aur; return false; } if(Aur->GetTarget() != this) { sLog.outError("Aura (spell %u eff %u) add to aura list of %s (lowguid: %u) but Aura target is %s (lowguid: %u)", Aur->GetId(),Aur->GetEffIndex(),(GetTypeId()==TYPEID_PLAYER?"player":"creature"),GetGUIDLow(), (Aur->GetTarget()->GetTypeId()==TYPEID_PLAYER?"player":"creature"),Aur->GetTarget()->GetGUIDLow()); delete Aur; return false; } AuraMap::iterator i = m_Auras.find( spellEffectPair(Aur->GetId(), Aur->GetEffIndex()) ); // take out same spell if (i != m_Auras.end()) { /*(*i).second->SetAuraDuration(Aur->GetAuraDuration()); if ((*i).second->GetTarget()) if ((*i).second->GetTarget()->GetTypeId() == TYPEID_PLAYER ) (*i).second->UpdateAuraDuration(); delete Aur; return false;*/ // passive and persistent auras can stack with themselves any number of times if (!Aur->IsPassive() && !Aur->IsPersistent() && m_Auras.count(spellEffectPair(Aur->GetId(), Aur->GetEffIndex())) >= Aur->GetSpellProto()->StackAmount) RemoveAura(i); } // passive auras stack with all (except passive spell proc auras) if ((!Aur->IsPassive() || !IsPassiveStackableSpell(Aur->GetId())) && !(Aur->GetSpellProto()->Id == 20584 || Aur->GetSpellProto()->Id == 8326)) { if (!RemoveNoStackAurasDueToAura(Aur)) { delete Aur; return false; // couldnt remove conflicting aura with higher rank } } // update single target auras list (before aura add to aura list, to prevent unexpected remove recently added aura) if (IsSingleTargetSpell(Aur->GetId()) && Aur->GetTarget() && Aur->GetSpellProto()) { // caster pointer can be deleted in time aura remove, find it by guid at each iteration for(;;) { Unit* caster = Aur->GetCaster(); if(!caster) // caster deleted and not required adding scAura break; bool restart = false; AuraList& scAuras = caster->GetSingleCastAuras(); for(AuraList::iterator itr = scAuras.begin(); itr != scAuras.end(); ++itr) { if( (*itr)->GetTarget() != Aur->GetTarget() && IsSingleTargetSpells((*itr)->GetSpellProto(),Aur->GetSpellProto()) ) { (*itr)->GetTarget()->RemoveAura((*itr)->GetId(), (*itr)->GetEffIndex()); restart = true; break; } } if(!restart) { // done scAuras.push_back(Aur); break; } } } // adding linked auras // add the shapeshift aura's boosts if(Aur->GetModifier()->m_auraname == SPELL_AURA_MOD_SHAPESHIFT) Aur->HandleShapeshiftBoosts(true); // add aura, register in lists and arrays Aur->_AddAura(); m_Auras.insert(AuraMap::value_type(spellEffectPair(Aur->GetId(), Aur->GetEffIndex()), Aur)); if (Aur->GetModifier()->m_auraname < TOTAL_AURAS) { m_modAuras[Aur->GetModifier()->m_auraname].push_back(Aur); } // auras code that need applied _after_ aura add to list switch(Aur->GetModifier()->m_auraname) { // invisibility code based at already added aura state in visibility update case SPELL_AURA_MOD_INVISIBILITY: { // apply only if not in GM invisibility if(GetVisibility()!=VISIBILITY_OFF) { // Aura not added yet but visibility code expect temporary add aura SetVisibility(VISIBILITY_GROUP_NO_DETECT); if(GetTypeId() == TYPEID_PLAYER) SendUpdateToPlayer((Player*)this); SetVisibility(VISIBILITY_GROUP_INVISIBILITY); } break; } // invisibility detect code based at already added aura state in visibility update case SPELL_AURA_MOD_INVISIBILITY_DETECTION: { if(GetTypeId()==TYPEID_PLAYER) ObjectAccessor::UpdateVisibilityForPlayer((Player*)this); break; } } return true; } void Unit::RemoveRankAurasDueToSpell(uint32 spellId) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(!spellInfo) return; AuraMap::iterator i,next; for (i = m_Auras.begin(); i != m_Auras.end(); i = next) { next = i; next++; uint32 i_spellId = (*i).second->GetId(); if((*i).second && i_spellId && i_spellId != spellId) { if(spellmgr.IsRankSpellDueToSpell(spellInfo,i_spellId)) { RemoveAurasDueToSpell(i_spellId); if( m_Auras.empty() ) break; else next = m_Auras.begin(); } } } } bool Unit::RemoveNoStackAurasDueToAura(Aura *Aur) { if (!Aur) return false; SpellEntry const* spellProto = Aur->GetSpellProto(); if (!spellProto) return false; uint32 spellId = Aur->GetId(); uint32 effIndex = Aur->GetEffIndex(); bool is_sec = IsSpellSingleEffectPerCaster(spellId); AuraMap::iterator i,next; for (i = m_Auras.begin(); i != m_Auras.end(); i = next) { next = i; next++; if (!(*i).second) continue; if (!(*i).second->GetSpellProto()) continue; uint32 i_spellId = (*i).second->GetId(); if(IsPassiveSpell(i_spellId)) { if(IsPassiveStackableSpell(i_spellId)) continue; // passive non-stackable spells not stackable only with another rank of same spell if (!spellmgr.IsRankSpellDueToSpell(Aur->GetSpellProto(), i_spellId)) continue; } uint32 i_effIndex = (*i).second->GetEffIndex(); if(i_spellId == spellId) continue; bool is_triggered_by_spell = false; // prevent triggered aura of removing aura that triggered it for(int j = 0; j < 3; ++j) if ((*i).second->GetSpellProto()->EffectTriggerSpell[j] == spellProto->Id) is_triggered_by_spell = true; if (is_triggered_by_spell) continue; // prevent remove dummy triggered spells at next effect aura add for(int j = 0; j < 3; ++j) { switch(spellProto->Effect[j]) { case SPELL_EFFECT_DUMMY: switch(spellId) { case 5420: if(i_spellId==34123) is_triggered_by_spell = true; break; } break; } if(is_triggered_by_spell) break; switch(spellProto->EffectApplyAuraName[j]) { case SPELL_AURA_MOD_SHAPESHIFT: switch(spellId) { case 33891: if(i_spellId==5420 || i_spellId==34123) is_triggered_by_spell = true; break; } break; } } if(!is_triggered_by_spell) { bool sec_match = false; bool is_i_sec = IsSpellSingleEffectPerCaster(i_spellId); if( is_sec && is_i_sec ) if (Aur->GetCasterGUID() == (*i).second->GetCasterGUID()) if (GetSpellSpecific(spellId) == GetSpellSpecific(i_spellId)) sec_match = true; if( sec_match || spellmgr.IsNoStackSpellDueToSpell(spellId, i_spellId) && !is_sec && !is_i_sec ) { // if sec_match this isn't always true, needs to be rechecked if (spellmgr.IsRankSpellDueToSpell(Aur->GetSpellProto(), i_spellId)) if(CompareAuraRanks(spellId, effIndex, i_spellId, i_effIndex) < 0) return false; // cannot remove higher rank RemoveAurasDueToSpell(i_spellId); if( m_Auras.empty() ) break; else next = m_Auras.begin(); } else // Potions stack aura by aura if (Aur->GetSpellProto()->SpellFamilyName == SPELLFAMILY_POTION && (*i).second->GetSpellProto()->SpellFamilyName == SPELLFAMILY_POTION) { if (IsNoStackAuraDueToAura(spellId, effIndex, i_spellId, i_effIndex)) { if(CompareAuraRanks(spellId, effIndex, i_spellId, i_effIndex) < 0) return false; // cannot remove higher rank RemoveAura(i); next = i; } } } } return true; } bool Unit::RemoveFirstAuraByDispel(uint32 dispel_type, Unit *pCaster) { AuraMap::iterator i; for (i = m_Auras.begin(); i != m_Auras.end();) { if ((*i).second && (*i).second->GetSpellProto()->Dispel == dispel_type) { SpellEntry const* spellInfo = (*i).second->GetSpellProto(); uint32 eff = (*i).second->GetEffIndex(); if(dispel_type == 1) { bool positive = true; if(!IsPositiveTarget(spellInfo->EffectImplicitTargetA[eff],spellInfo->EffectImplicitTargetB[eff])) positive = false; else positive = (spellInfo->AttributesEx & (1<<7))==0; if(positive && IsFriendlyTo(pCaster)) // PBW { ++i; continue; } } RemoveAura(i); return true; } else ++i; } return false; } void Unit::RemoveAreaAurasByOthers(uint64 guid) { int j = 0; for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end();) { if (i->second && i->second->IsAreaAura()) { uint64 casterGuid = i->second->GetCasterGUID(); uint64 targetGuid = i->second->GetTarget()->GetGUID(); // if area aura cast by someone else or by the specified caster if (casterGuid == guid || (guid == 0 && casterGuid != targetGuid)) { for (j = 0; j < 4; j++) if (m_TotemSlot[j] == casterGuid) break; // and not by one of my totems if (j == 4) RemoveAura(i); else ++i; } else ++i; } else ++i; } } void Unit::RemoveAura(uint32 spellId, uint32 effindex) { AuraMap::iterator iter; while((iter = m_Auras.find(spellEffectPair(spellId, effindex))) != m_Auras.end()) RemoveAura(iter); } void Unit::RemoveSingleAuraFromStack(uint32 spellId, uint32 effindex) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if(iter != m_Auras.end()) RemoveAura(iter); } void Unit::RemoveAurasDueToSpell(uint32 spellId) { for (int i = 0; i < 3; ++i) RemoveAura(spellId,i); } void Unit::RemoveAurasDueToItem(Item* castItem) { for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ) { if (iter->second->GetCastItemGUID() == castItem->GetGUID()) RemoveAura(iter); else ++iter; } } void Unit::RemoveAura(AuraMap::iterator &i, bool onDeath) { if (IsSingleTargetSpell((*i).second->GetId())) { if(Unit* caster = (*i).second->GetCaster()) { AuraList& scAuras = caster->GetSingleCastAuras(); scAuras.remove((*i).second); } else { sLog.outError("Couldn't find the caster of the single target aura, may crash later!"); } } // remove aura from party members when the caster turns off the aura if((*i).second->IsAreaAura()) { Unit *i_target = (*i).second->GetTarget(); if((*i).second->GetCasterGUID() == i_target->GetGUID()) { Unit* i_caster = i_target; Unit* owner = NULL; Group *pGroup = NULL; Player *pGroupOf = NULL; if (i_caster->GetTypeId() == TYPEID_PLAYER) { pGroupOf = (Player*)i_caster; pGroup = pGroupOf->GetGroup(); } else if(((Creature*)i_caster)->isTotem() || ((Creature*)i_caster)->isPet() || i_caster->isCharmed()) { owner = i_caster->GetCharmerOrOwner(); if (owner && owner->GetTypeId() == TYPEID_PLAYER) { pGroupOf = (Player*)owner; pGroup = pGroupOf->GetGroup(); } } //float radius = GetRadius(sSpellRadiusStore.LookupEntry((*i).second->GetSpellProto()->EffectRadiusIndex[(*i).second->GetEffIndex()])); if(pGroup && pGroupOf) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); if(!Target || !pGroup->SameSubGroup(pGroupOf, Target)) continue; if(Target->GetGUID() == i_caster->GetGUID()) continue; Aura *t_aura = Target->GetAura((*i).second->GetId(), (*i).second->GetEffIndex()); if (t_aura) if (t_aura->GetCasterGUID() == i_caster->GetGUID()) Target->RemoveAura((*i).second->GetId(), (*i).second->GetEffIndex()); } } else if(owner) { Aura *t_aura = owner->GetAura((*i).second->GetId(), (*i).second->GetEffIndex()); if (t_aura) if (t_aura->GetCasterGUID() == i_caster->GetGUID()) owner->RemoveAura((*i).second->GetId(), (*i).second->GetEffIndex()); } } } if ((*i).second->GetModifier()->m_auraname < TOTAL_AURAS) { m_modAuras[(*i).second->GetModifier()->m_auraname].remove((*i).second); } (*i).second->SetRemoveOnDeath(onDeath); // remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order) Aura* Aur = i->second; DiminishingMechanics mech = DIMINISHING_NONE; if(Aur->GetSpellProto()->Mechanic || Aur->GetSpellProto()->EffectMechanic[Aur->GetEffIndex()]) { mech = Unit::Mechanic2DiminishingMechanics(Aur->GetSpellProto()->EffectMechanic[Aur->GetEffIndex()]); if (mech == DIMINISHING_NONE) mech = Unit::Mechanic2DiminishingMechanics(Aur->GetSpellProto()->Mechanic); if(mech == DIMINISHING_MECHANIC_STUN || GetTypeId() == TYPEID_PLAYER && mech != DIMINISHING_NONE) UpdateDiminishingTime(mech); } // some ShapeshiftBoosts at remove trigger removing other auras including parent Shapeshift aura // remove aura from list before to prevent deleting it before m_Auras.erase(i); m_removedAuras++; // internal count used by unit update // remove the shapeshift aura's boosts if(Aur->GetModifier()->m_auraname == SPELL_AURA_MOD_SHAPESHIFT) Aur->HandleShapeshiftBoosts(false); Aur->_RemoveAura(); delete Aur; // only way correctly remove all auras from list if( m_Auras.empty() ) i = m_Auras.end(); else i = m_Auras.begin(); } bool Unit::SetAurDuration(uint32 spellId, uint32 effindex,uint32 duration) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if (iter != m_Auras.end()) { (*iter).second->SetAuraDuration(duration); (*iter).second->UpdateAuraDuration(); return true; } return false; } uint32 Unit::GetAurDuration(uint32 spellId, uint32 effindex) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if (iter != m_Auras.end()) { return (*iter).second->GetAuraDuration(); } return 0; } void Unit::RemoveAllAuras() { while (!m_Auras.empty()) { AuraMap::iterator iter = m_Auras.begin(); RemoveAura(iter); } } void Unit::RemoveAllAurasOnDeath() { // used just after dieing to remove all visible auras // and disable the mods for the passive ones for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();) { if (!iter->second->IsPassive() && !iter->second->IsDeathPersistent()) RemoveAura(iter, true); else ++iter; } } void Unit::DelayAura(uint32 spellId, uint32 effindex, int32 delaytime) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if (iter != m_Auras.end()) { if (iter->second->GetAuraDuration() < delaytime) iter->second->SetAuraDuration(0); else iter->second->SetAuraDuration(iter->second->GetAuraDuration() - delaytime); iter->second->UpdateAuraDuration(); sLog.outDebug("Aura %u partially interrupted on unit %u, new duration: %u ms",iter->second->GetModifier()->m_auraname, GetGUIDLow(), iter->second->GetAuraDuration()); } } void Unit::_RemoveAllAuraMods() { for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) { (*i).second->ApplyModifier(false); } } void Unit::_ApplyAllAuraMods() { for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) { (*i).second->ApplyModifier(true); } } Aura* Unit::GetAura(uint32 spellId, uint32 effindex) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if (iter != m_Auras.end()) return iter->second; return NULL; } void Unit::AddDynObject(DynamicObject* dynObj) { m_dynObjGUIDs.push_back(dynObj->GetGUID()); } void Unit::RemoveDynObject(uint32 spellid) { if(m_dynObjGUIDs.empty()) return; for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(!dynObj) { i = m_dynObjGUIDs.erase(i); } else if(spellid == 0 || dynObj->GetSpellId() == spellid) { dynObj->Delete(); i = m_dynObjGUIDs.erase(i); } else ++i; } } DynamicObject * Unit::GetDynObject(uint32 spellId, uint32 effIndex) { for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(!dynObj) { i = m_dynObjGUIDs.erase(i); continue; } if (dynObj->GetSpellId() == spellId && dynObj->GetEffIndex() == effIndex) return dynObj; ++i; } return NULL; } DynamicObject * Unit::GetDynObject(uint32 spellId) { for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(!dynObj) { i = m_dynObjGUIDs.erase(i); continue; } if (dynObj->GetSpellId() == spellId) return dynObj; ++i; } return NULL; } void Unit::AddGameObject(GameObject* gameObj) { assert(gameObj && gameObj->GetOwnerGUID()==0); m_gameObj.push_back(gameObj); gameObj->SetOwnerGUID(GetGUID()); } void Unit::RemoveGameObject(GameObject* gameObj, bool del) { assert(gameObj && gameObj->GetOwnerGUID()==GetGUID()); gameObj->SetOwnerGUID(0); m_gameObj.remove(gameObj); if(del) { gameObj->SetRespawnTime(0); gameObj->Delete(); } } void Unit::RemoveGameObject(uint32 spellid, bool del) { if(m_gameObj.empty()) return; std::list::iterator i, next; for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next) { next = i; if(spellid == 0 || (*i)->GetSpellId() == spellid) { (*i)->SetOwnerGUID(0); if(del) { (*i)->SetRespawnTime(0); (*i)->Delete(); } next = m_gameObj.erase(i); } else ++next; } } void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchools DamageType,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit) { WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16+31)); // we guess size data.append(target->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); data << uint32(Damage-AbsorbedDamage-Resist-Blocked); data << uint8(DamageType); //damagetype data << uint32(AbsorbedDamage); //AbsorbedDamage data << uint32(Resist); //resist data << (uint8)PhysicalDamage; data << uint8(0); data << uint32(Blocked); //blocked data << uint8(CriticalHit ? 2 : 0); //seen 0x05 also... data << uint32(0); SendMessageToSet( &data, true ); } void Unit::SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo) { WorldPacket data(SMSG_SPELLLOGMISS, (4+8+1+4+8+1)); data << uint32(spellID); data << uint64(GetGUID()); data << uint8(0); // someflag data << uint32(1); // target count // loop // { data << uint64(target->GetGUID()); // target GUID data << uint8(missInfo); // if(someflag) // { // data << float // data << float // } // } SendMessageToSet(&data, true); } void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchools DamageType, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount) { sLog.outDebug("WORLD: Sending SMSG_ATTACKERSTATEUPDATE"); WorldPacket data(SMSG_ATTACKERSTATEUPDATE, (16+45)); // we guess size data << (uint32)HitInfo; data.append(GetPackGUID()); data.append(target->GetPackGUID()); data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); data << (uint8)SwingType; data << (uint32)DamageType; // data << (float)(Damage-AbsorbDamage-Resist-BlockedAmount); // still need to double check damage data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); data << (uint32)AbsorbDamage; data << (uint32)Resist; data << (uint32)TargetState; if( AbsorbDamage == 0 ) //also 0x3E8 = 0x3E8, check when that happens data << (uint32)0; else data << (uint32)-1; data << (uint32)0; data << (uint32)BlockedAmount; SendMessageToSet( &data, true ); } void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 damage, SpellEntry const *procSpell, bool isTriggeredSpell, WeaponAttackType attType) { sLog.outDebug("ProcDamageAndSpell: attacker flags are 0x%x, victim flags 0x%x", procAttacker, procVictim); if(procSpell) sLog.outDebug("ProcDamageAndSpell: invoked due to spell id %u %s", procSpell->Id, (isTriggeredSpell?"(triggered)":"")); // Assign melee/ranged proc flags for magic attacks, that are actually melee/ranged abilities // not assign for spell proc triggered spell to prevent infinity (or unexpacted 2-3 times) melee damage spell proc call with melee damage effect // That is the question though if it's fully correct if(procSpell && !isTriggeredSpell) { if(procSpell->DmgClass == SPELL_DAMAGE_CLASS_MELEE) { if(procAttacker & PROC_FLAG_HIT_SPELL) procAttacker |= PROC_FLAG_HIT_MELEE; if(procAttacker & PROC_FLAG_CRIT_SPELL) procAttacker |= PROC_FLAG_CRIT_MELEE; if(procVictim & PROC_FLAG_STRUCK_SPELL) procVictim |= PROC_FLAG_STRUCK_MELEE; if(procVictim & PROC_FLAG_STRUCK_CRIT_SPELL) procVictim |= PROC_FLAG_STRUCK_CRIT_MELEE; attType = BASE_ATTACK; // Melee abilities are assumed to be dealt with mainhand weapon } else if (procSpell->DmgClass == SPELL_DAMAGE_CLASS_RANGED) { if(procAttacker & PROC_FLAG_HIT_SPELL) procAttacker |= PROC_FLAG_HIT_RANGED; if(procAttacker & PROC_FLAG_CRIT_SPELL) procAttacker |= PROC_FLAG_CRIT_RANGED; if(procVictim & PROC_FLAG_STRUCK_SPELL) procVictim |= PROC_FLAG_STRUCK_RANGED; if(procVictim & PROC_FLAG_STRUCK_CRIT_SPELL) procVictim |= PROC_FLAG_STRUCK_CRIT_RANGED; attType = RANGED_ATTACK; } } if(damage && (procVictim & (PROC_FLAG_STRUCK_MELEE|PROC_FLAG_STRUCK_RANGED|PROC_FLAG_STRUCK_SPELL))) procVictim |= (PROC_FLAG_TAKE_DAMAGE|PROC_FLAG_TOUCH); // Not much to do if no flags are set. if (procAttacker) { // procces auras that not generate casts at proc event before auras that generate casts to prevent proc aura added at prev. proc aura execute in set ProcDamageAndSpellFor(false,pVictim,procAttacker,attackerProcEffectAuraTypes,attType, procSpell, damage); ProcDamageAndSpellFor(false,pVictim,procAttacker,attackerProcCastAuraTypes,attType, procSpell, damage); } // Now go on with a victim's events'n'auras // Not much to do if no flags are set or there is no victim if(pVictim && pVictim->isAlive() && procVictim) { // procces auras that not generate casts at proc event before auras that generate casts to prevent proc aura added at prev. proc aura execute in set pVictim->ProcDamageAndSpellFor(true,this,procVictim,victimProcEffectAuraTypes,attType,procSpell, damage); pVictim->ProcDamageAndSpellFor(true,this,procVictim,victimProcCastAuraTypes,attType,procSpell, damage); } } void Unit::CastMeleeProcDamageAndSpell(Unit* pVictim, uint32 damage, WeaponAttackType attType, MeleeHitOutcome outcome, SpellEntry const *spellCasted, bool isTriggeredSpell) { if(!pVictim) return; uint32 procAttacker = PROC_FLAG_NONE; uint32 procVictim = PROC_FLAG_NONE; switch(outcome) { case MELEE_HIT_EVADE: return; case MELEE_HIT_MISS: if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_MISS; } break; case MELEE_HIT_CRIT: if(spellCasted && attType == BASE_ATTACK) { procAttacker |= PROC_FLAG_CRIT_SPELL; procVictim |= PROC_FLAG_STRUCK_CRIT_SPELL; } else if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_HIT_MELEE | PROC_FLAG_CRIT_MELEE; procVictim = PROC_FLAG_STRUCK_MELEE | PROC_FLAG_STRUCK_CRIT_MELEE; } else { procAttacker = PROC_FLAG_HIT_RANGED | PROC_FLAG_CRIT_RANGED; procVictim = PROC_FLAG_STRUCK_RANGED | PROC_FLAG_STRUCK_CRIT_RANGED; } break; case MELEE_HIT_PARRY: procAttacker = PROC_FLAG_TARGET_DODGE_OR_PARRY; procVictim = PROC_FLAG_PARRY; break; case MELEE_HIT_BLOCK: procAttacker = PROC_FLAG_TARGET_BLOCK; procVictim = PROC_FLAG_BLOCK; break; case MELEE_HIT_DODGE: procAttacker = PROC_FLAG_TARGET_DODGE_OR_PARRY; procVictim = PROC_FLAG_DODGE; break; case MELEE_HIT_CRUSHING: if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_HIT_MELEE | PROC_FLAG_CRIT_MELEE; procVictim = PROC_FLAG_STRUCK_MELEE | PROC_FLAG_STRUCK_CRIT_MELEE; } else { procAttacker = PROC_FLAG_HIT_RANGED | PROC_FLAG_CRIT_RANGED; procVictim = PROC_FLAG_STRUCK_RANGED | PROC_FLAG_STRUCK_CRIT_RANGED; } break; default: if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_HIT_MELEE; procVictim = PROC_FLAG_STRUCK_MELEE; } else { procAttacker = PROC_FLAG_HIT_RANGED; procVictim = PROC_FLAG_STRUCK_RANGED; } break; } if(damage > 0) procVictim |= PROC_FLAG_TAKE_DAMAGE; if(procAttacker != PROC_FLAG_NONE || procVictim != PROC_FLAG_NONE) ProcDamageAndSpell(pVictim, procAttacker, procVictim, damage, spellCasted, isTriggeredSpell, attType); } void Unit::HandleDummyAuraProc(Unit *pVictim, SpellEntry const *dummySpell, uint32 effIndex, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag) { Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL; switch(dummySpell->Id ) { // Ignite case 11119: case 11120: case 12846: case 12847: case 12848: { if(!pVictim || !pVictim->isAlive()) return; int32 igniteDotBasePoints0; switch (dummySpell->Id) { case 11119: igniteDotBasePoints0=int32(0.04f*damage)-1; break; case 11120: igniteDotBasePoints0=int32(0.08f*damage)-1; break; case 12846: igniteDotBasePoints0=int32(0.12f*damage)-1; break; case 12847: igniteDotBasePoints0=int32(0.16f*damage)-1; break; case 12848: igniteDotBasePoints0=int32(0.20f*damage)-1; break; default: sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (IG)",dummySpell->Id); return; }; CastCustomSpell(pVictim, 12654, &igniteDotBasePoints0, NULL, NULL, true, castItem, triggeredByAura); return; } // Windfury Weapon (Passive) 1-5 Ranks case 33757: { if(GetTypeId()!=TYPEID_PLAYER) return; if(!castItem || !castItem->IsEquipped()) return; uint32 windfurySpellId; switch (castItem->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT))) { case 283: windfurySpellId = 33757;break; //1 Rank case 284: windfurySpellId = 33756;break; //2 Rank case 525: windfurySpellId = 33755;break; //3 Rank case 1669:windfurySpellId = 33754;break; //4 Rank case 2636:windfurySpellId = 33727;break; //5 Rank default: { sLog.outError("Unit::HandleDummyAuraProc: non handled item enchantment (rank?) %u for spell id: %u (Windfury)", castItem->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT)),dummySpell->Id); return; } } if( ((Player*)this)->HasSpellCooldown(32910)) return; SpellEntry const* windfurySpellEntry = sSpellStore.LookupEntry(windfurySpellId); int32 addvalue = windfurySpellEntry->EffectBasePoints[0]; CastCustomSpell(this, 32910, &addvalue, NULL, NULL, true, castItem, triggeredByAura); ((Player*)this)->AddSpellCooldown(32910,0,time(NULL) + 3); return; } // Combustion case 11129: { CastSpell(this, 28682, true, castItem, triggeredByAura); if (!(procFlag & PROC_FLAG_CRIT_SPELL)) //no crit triggeredByAura->m_procCharges += 1; //-> reincrease procCharge count since it was decreased before else if (triggeredByAura->m_procCharges == 0) //no more charges left and crit RemoveAurasDueToSpell(28682); //-> remove Combustion auras return; } // Nightfall case 18094: case 18095: { CastSpell(this, 17941, true, castItem, triggeredByAura); return; } // Vampiric Embrace case 15286: { if(!pVictim || !pVictim->isAlive()) return; if(triggeredByAura->GetCasterGUID() == pVictim->GetGUID()) { //VEHeal has a BaseDice of 0, so no decrement needed int32 VEHealBasePoints0 = triggeredByAura->GetModifier()->m_amount*damage/100; pVictim->CastCustomSpell(pVictim, 15290, &VEHealBasePoints0, NULL, NULL, true, castItem, triggeredByAura); } return; } // Eye of Eye case 9799: case 25988: { if(!pVictim || !pVictim->isAlive()) return; // return damage % to attacker but < 50% own total health uint32 backDamage = triggeredByAura->GetModifier()->m_amount*damage/100; if(backDamage > GetMaxHealth()/2) backDamage = GetMaxHealth()/2; int32 YYDamageBasePoints0 = backDamage-1; CastCustomSpell(pVictim, 25997, &YYDamageBasePoints0, NULL, NULL, true, castItem, triggeredByAura); return; } //Soul Leech case 30293: case 30295: case 30296: { if(!procSpell) return; int32 HealthBasePoints0 = int32(damage*triggeredByAura->GetModifier()->m_amount/100)-1; CastCustomSpell(this,30294,&HealthBasePoints0,NULL,NULL,true,castItem,triggeredByAura); return; } // L.Overload case 30675: case 30678: case 30679: case 30680: case 30681: { if(!procSpell) return; // we assume lightning bolt and chain lightning are generic (not channeled/autorepeat) spells if(!pVictim || !m_currentSpells[CURRENT_GENERIC_SPELL]) return; // remove cooldown from first cast if(GetTypeId()==TYPEID_PLAYER) ((Player*)this)->RemoveSpellCooldown(procSpell->Id); // prepare cast as triggered spell (this need for correct targets selection after not finished currently cast) m_currentSpells[CURRENT_GENERIC_SPELL]->AddTriggeredSpell(procSpell); return; } //Seal of Vengeance case 31801: { if(effIndex != 0) // effect 1,2 used by seal unleashing code return; if(!pVictim) return; CastSpell(pVictim, 31803, true, castItem,triggeredByAura); return; } // Spiritual Att. case 33776: case 31785: { if(!pVictim) return; // if healed by another unit (pVictim) if(this != pVictim) { int32 SAHealBasePoints0 = triggeredByAura->GetModifier()->m_amount*damage/100-1; CastCustomSpell(this, 31786, &SAHealBasePoints0, NULL, NULL, true, castItem, triggeredByAura); } return; } // Shadowflame (item set effect) case 37377: { if(GetTypeId() != TYPEID_PLAYER || !pVictim || !pVictim->isAlive()) return; if(!castItem) return; CastSpell(pVictim,37379,true,castItem,triggeredByAura); return; } // Shadowflame Hellfire (item set effect) case 39437: { if(GetTypeId() != TYPEID_PLAYER || !pVictim || !pVictim->isAlive()) return; if(!castItem) return; CastSpell(pVictim,37378,true,castItem,triggeredByAura); return; } default: break; } switch(dummySpell->SpellFamilyName) { case SPELLFAMILY_GENERIC: { switch (dummySpell->Id) { // Adaptive Warding (Frostfire Regalia set) case 28764: { if(!procSpell || GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; // find Mage Armor bool found = false; AuraList const& mRegenInterupt = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT); for(AuraList::const_iterator iter = mRegenInterupt.begin(); iter != mRegenInterupt.end(); ++iter) { if(SpellEntry const* iterSpellProto = (*iter)->GetSpellProto()) { if(iterSpellProto->SpellFamilyName==SPELLFAMILY_MAGE && (iterSpellProto->SpellFamilyFlags & 0x10000000)) { found=true; break; } } } if(!found) return; uint32 spellId = 0; switch(procSpell->School) { case SPELL_SCHOOL_NORMAL: case SPELL_SCHOOL_HOLY: return; // ignored case SPELL_SCHOOL_FIRE: spellId = 28765; break; case SPELL_SCHOOL_NATURE: spellId = 28768; break; case SPELL_SCHOOL_FROST: spellId = 28766; break; case SPELL_SCHOOL_SHADOW: spellId = 28769; break; case SPELL_SCHOOL_ARCANE: spellId = 28770; break; default: return; } CastSpell(this, spellId, true, castItem, triggeredByAura); return; } // Obsidian Armor (Justice Bearer`s Pauldrons shoulder) case 27539: { if(!procSpell || GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; // not from DoT bool found = false; for(int j = 0; j < 3; ++j) { if(procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_DAMAGE||procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_DAMAGE_PERCENT) { found = true; break; } } if(found) return; uint32 spellId = 0; switch(procSpell->School) { case SPELL_SCHOOL_NORMAL: return; // ignore case SPELL_SCHOOL_HOLY: spellId = 27536;break; case SPELL_SCHOOL_FIRE: spellId = 27533;break; case SPELL_SCHOOL_NATURE: spellId = 27538;break; case SPELL_SCHOOL_FROST: spellId = 27534;break; case SPELL_SCHOOL_SHADOW: spellId = 27535;break; case SPELL_SCHOOL_ARCANE: spellId = 27540;break; default: return; } CastSpell(this, spellId, true, castItem, triggeredByAura); return; } // Mark of Malice case 33493: { // Cast finish spell at last charge if (triggeredByAura->m_procCharges == 0) CastSpell(this, 33494, true, castItem, triggeredByAura); return; } // Twisted Reflection (boss spell) case 21063: CastSpell(pVictim, 21064, true, castItem, triggeredByAura); return; // Vampiric Aura (boss spell) case 38196: { int32 basePoint = 3 * damage -1; // 300% if (basePoint >= 0) CastCustomSpell(this, 31285, &basePoint, NULL, NULL, true, castItem, triggeredByAura); return; } } break; } case SPELLFAMILY_MAGE: { // Magic Absorption if (dummySpell->SpellIconID == 459) // only this spell have SpellIconID == 459 and dummy aura { if (getPowerType() != POWER_MANA) return; int32 manaReward = (triggeredByAura->GetModifier()->m_amount * GetMaxPower(POWER_MANA) / 100)-1; CastCustomSpell(this, 29442, &manaReward, NULL, NULL, true, castItem, triggeredByAura); return; } break; } case SPELLFAMILY_WARLOCK: { // Seed of Corruption if (dummySpell->SpellFamilyFlags & 0x0000001000000000LL) { Modifier* mod = triggeredByAura->GetModifier(); // if damage is more than need or target die from damage deal finish spell // FOX ME: not triggred currently at death if( mod->m_amount <= damage || GetHealth() <= damage ) { // remember guid before aura delete uint64 casterGuid = triggeredByAura->GetCasterGUID(); // Remove aura (before cast for prevent infinite loop handlers) RemoveAurasDueToSpell(triggeredByAura->GetId()); // Cast finish spell (triggeredByAura already not exist!) CastSpell(this, 27285, true, castItem, NULL, casterGuid); return; } // Damage counting mod->m_amount-=damage; return; } break; } case SPELLFAMILY_PRIEST: { switch(dummySpell->Id) { // Priest Tier 6 Trinket case 40438: { if(GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; uint32 triggerId; // Shadow Word: Pain if( procSpell->SpellFamilyFlags & 0x0000000000008000LL ) triggerId = 40441; // Renew else if( procSpell->SpellFamilyFlags & 0x0000000000000010LL ) triggerId = 40440; else return; CastSpell(this, triggerId, true, castItem, triggeredByAura); return; } // Oracle Healing Bonus ("Garments of the Oracle" set) case 26169: { if( GetTypeId() != TYPEID_PLAYER ) return; if(!castItem) return; int32 healamount = int32(damage * 10/100) - 1; CastCustomSpell(this, 26170, &healamount, NULL, NULL, true, castItem, triggeredByAura); return; } } break; } case SPELLFAMILY_DRUID: { switch(dummySpell->Id) { // Druid Tier 6 Trinket case 40442: { if(GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; uint32 triggerId; float chance; // Starfire if( procSpell->SpellFamilyFlags & 0x0000000000000004LL ) { triggerId = 40445; chance = 25.f; } // Rejuvenation else if( procSpell->SpellFamilyFlags & 0x0000000000000010LL ) { triggerId = 40446; chance = 25.f; } // Mangle (cat/bear) else if( procSpell->SpellFamilyFlags & 0x0000044000000000LL ) { triggerId = 40452; chance = 40.f; } else return; if (roll_chance_f(chance)) CastSpell(this, triggerId, true, castItem, triggeredByAura); return; } // Healing Touch (Dreamwalker Raiment set) case 28719: { if(GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; int32 manaback = int32(procSpell->manaCost * 30 / 100) - 1; CastCustomSpell(this, 28742, &manaback, NULL, NULL, true, castItem, triggeredByAura); return; } // Healing Touch Refund (Idol of Longevity trinket) case 28847: { if(GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; CastSpell(this, 28848, true, castItem,triggeredByAura); return; } // Mana Restore (Malorne Raiment set / Malorne Regalia set) case 37288: case 37295: { if(GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; CastSpell(this, 37238, true, castItem, triggeredByAura); return; } } break; } case SPELLFAMILY_PALADIN: { // Seal of Blood do damage trigger if(dummySpell->SpellFamilyFlags & 0x0000040000000000LL) { switch(triggeredByAura->GetEffIndex()) { case 0: // prevent chain triggering if(procSpell && procSpell->Id==31893 ) return; CastSpell(pVictim, 31893, true, castItem, triggeredByAura); return; case 1: { int32 damagePoint = triggeredByAura->GetModifier()->m_amount * damage / 100; CastCustomSpell(this, 32221, &damagePoint, NULL, NULL, true, castItem, triggeredByAura); return; } } } // Paladin Tier 6 Trinket if(dummySpell->Id == 40470) { if(GetTypeId() != TYPEID_PLAYER || !pVictim || !pVictim->isAlive()) return; if(!castItem) return; uint32 triggerId = 0; float chance = 0.0f; // Flash of light/Holy light if( procSpell->SpellFamilyFlags & 0x0000000000006000LL) { triggerId = 40471, chance = 15.f; } // Judgement else if( procSpell->SpellFamilyFlags & 0x0000000000800000LL ) { triggerId = 40472, chance = 50.f; } if (roll_chance_f(chance)) CastSpell(pVictim, triggerId, true, castItem, triggeredByAura); return; } break; } case SPELLFAMILY_SHAMAN: { // Shaman Tier 6 Trinket if(dummySpell->Id == 40463) { if(GetTypeId() != TYPEID_PLAYER) return; if(!castItem) return; uint32 triggerId = 0; float chance = 0.0f; if (procSpell->SpellFamilyFlags & 0x0000000000000001LL) { triggerId = 40465; chance = 15.f; // Lightning Bolt } else if (procSpell->SpellFamilyFlags & 0x0000000000000080LL) { triggerId = 40465; chance = 10.f; // Lesser Healing Wave } else if (procSpell->SpellFamilyFlags & 0x0000001000000000LL) { triggerId = 40466; chance = 50.f; // Stormstrike } else return; if (roll_chance_f(chance)) CastSpell(this, triggerId, true, castItem, triggeredByAura); return; } // Earth Shield if(dummySpell->SpellFamilyFlags==0x40000000000LL) { int32 HealBasePoints0 = dummySpell->EffectBasePoints[0]; CastCustomSpell(this,379,&HealBasePoints0,NULL,NULL,true,castItem,triggeredByAura); return; } break; } default: break; } // Non SpellID checks switch(dummySpell->SpellIconID) { case 515: { //Sweeping Strikes if(dummySpell->SpellVisual == 211) { Unit* additionalTarget = SelectNearbyTarget(); if(!additionalTarget) return; // prevent chain of triggred spell from same triggred spell if(procSpell && procSpell->Id==26654) return; CastSpell(additionalTarget, 26654, true, castItem,triggeredByAura); return; } break; } case 1477: { //Blade Flurry if(dummySpell->SpellVisual == 211) { Unit* additionalTarget = SelectNearbyTarget(); if(!additionalTarget) return; int32 basePoint0 = damage; // EffBaseDice = 0 CastCustomSpell(additionalTarget, 22482, &basePoint0, 0, 0, true, castItem, triggeredByAura); return; } break; } // Master of Elements case 1920: { if(!procSpell) return; if(dummySpell->SpellFamilyName!=SPELLFAMILY_MAGE) return; int32 MEManaCostSave = procSpell->manaCost * triggeredByAura->GetModifier()->m_amount/100; if(MEManaCostSave <= 0) return; int32 MEManaRestoreBasePoints0 = MEManaCostSave-1; CastCustomSpell(this,29077,&MEManaRestoreBasePoints0,NULL,NULL,true,castItem, triggeredByAura); return; } // Vampiric Touch case 2213: { if(!pVictim || !pVictim->isAlive()) return; if(triggeredByAura->GetCasterGUID() == pVictim->GetGUID()) { int32 VTEnergizeBasePoints0 = triggeredByAura->GetModifier()->m_amount*damage/100 - 1; pVictim->CastCustomSpell(pVictim,34919,&VTEnergizeBasePoints0,NULL,NULL,true,castItem, triggeredByAura); } return; } // Quick Recovery case 2116: { if(!procSpell) return; if(dummySpell->SpellFamilyName!=SPELLFAMILY_ROGUE) return; // only rogue's finishing moves (maybe need additional checks) if( procSpell->SpellFamilyName!=SPELLFAMILY_ROGUE || (procSpell->SpellFamilyFlags & (0x40000 | 0x80000 | 0x100000 | 0x200000 | 0x800000000LL | 0x20000)) == 0) return; int32 QREnegyCostSave = procSpell->manaCost * triggeredByAura->GetModifier()->m_amount/100; if(QREnegyCostSave <= 0) return; int32 QREnergizeBasePoints0 = QREnegyCostSave-1; CastCustomSpell(this,31663,&QREnergizeBasePoints0,NULL,NULL,true,castItem, triggeredByAura); return; } // Thrill of the Hunt case 2236: { if(!procSpell) return; if(dummySpell->SpellFamilyName!=SPELLFAMILY_HUNTER) return; int32 THManaCostSave = procSpell->manaCost * 40/100; if(THManaCostSave <= 0) return; int32 THEnergizeBasePoints0 = THManaCostSave-1; CastCustomSpell(this,34720,&THEnergizeBasePoints0,NULL,NULL,true,castItem, triggeredByAura); return; } } } void Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlags) { SpellEntry const* auraSpellInfo = triggeredByAura->GetSpellProto(); Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL; switch(auraSpellInfo->SpellFamilyName) { case SPELLFAMILY_WARRIOR: { //Rampage (overwrite non existing triggered spell call in spell.dbc if((auraSpellInfo->SpellFamilyFlags & 0x100000) && auraSpellInfo->SpellIconID==2006) { //all ranks have effect[0]==AURA (Proc Trigger Spell, non-existed) //and effect[1]==TriggerSpell if(auraSpellInfo->Effect[1]!=SPELL_EFFECT_TRIGGER_SPELL) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have wrong effect in RM",triggeredByAura->GetSpellProto()->Id); return; } CastSpell(this, auraSpellInfo->EffectTriggerSpell[1], true, castItem, triggeredByAura); return; } break; } case SPELLFAMILY_PRIEST: { // Priest's "Shadowguard" if((auraSpellInfo->SpellFamilyFlags & 0x80000000LL) && auraSpellInfo->SpellVisual==7958) { if(!pVictim || !pVictim->isAlive()) return; uint32 spell = 0; switch(triggeredByAura->GetSpellProto()->Id) { case 18137: spell = 28377; break; // Rank 1 case 19308: spell = 28378; break; // Rank 2 case 19309: spell = 28379; break; // Rank 3 case 19310: spell = 28380; break; // Rank 4 case 19311: spell = 28381; break; // Rank 5 case 19312: spell = 28382; break; // Rank 6 case 25477: spell = 28385; break; // Rank 7 default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in SG",triggeredByAura->GetSpellProto()->Id); return; } CastSpell(pVictim, spell, true, castItem, triggeredByAura); return; } break; } case SPELLFAMILY_PALADIN: { if(auraSpellInfo->SpellFamilyFlags & 0x00080000) { switch(auraSpellInfo->SpellIconID) { //Judgement of Wisdom (overwrite non existing triggered spell call in spell.dbc case 206: { if(!pVictim || !pVictim->isAlive()) return; uint32 spell = 0; switch(triggeredByAura->GetSpellProto()->Id) { case 20186: spell = 20268; break; // Rank 1 case 20354: spell = 20352; break; // Rank 2 case 20355: spell = 20353; break; // Rank 3 case 27164: spell = 27165; break; // Rank 4 default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in JoW",triggeredByAura->GetSpellProto()->Id); return; } pVictim->CastSpell(pVictim, spell, true, castItem, triggeredByAura); return; } //Judgement of Light (overwrite non existing triggered spell call in spell.dbc case 299: { if(!pVictim || !pVictim->isAlive()) return; uint32 spell = 0; switch(triggeredByAura->GetSpellProto()->Id) { case 20185: spell = 20267; break; // Rank 1 case 20344: spell = 20341; break; // Rank 2 case 20345: spell = 20342; break; // Rank 3 case 20346: spell = 20343; break; // Rank 4 case 27162: spell = 27163; break; // Rank 5 default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in JoL",triggeredByAura->GetSpellProto()->Id); return; } pVictim->CastSpell(pVictim, spell, true, castItem, triggeredByAura); return; } } } break; } case SPELLFAMILY_SHAMAN: { //Lightning Shield (overwrite non existing triggered spell call in spell.dbc if((auraSpellInfo->SpellFamilyFlags & 0x00000400) && auraSpellInfo->SpellVisual==37) { if(!pVictim || !pVictim->isAlive()) return; uint32 spell = 0; switch(triggeredByAura->GetSpellProto()->Id) { case 324: spell = 26364; break; // Rank 1 case 325: spell = 26365; break; // Rank 2 case 905: spell = 26366; break; // Rank 3 case 945: spell = 26367; break; // Rank 4 case 8134: spell = 26369; break; // Rank 5 case 10431: spell = 26370; break; // Rank 6 case 10432: spell = 26363; break; // Rank 7 case 25469: spell = 26371; break; // Rank 8 case 25472: spell = 26372; break; // Rank 9 default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in LShield",triggeredByAura->GetSpellProto()->Id); return; } CastSpell(pVictim, spell, true, castItem, triggeredByAura); return; } break; } } switch(auraSpellInfo->SpellIconID) { case 87: { //Mana Surge (Shaman T1 bonus) //Effect: 23571 if(!procSpell) return; int32 manaSurgeSpellBasePoints0 = procSpell->manaCost * 35/100; CastCustomSpell(this, 23571, &manaSurgeSpellBasePoints0, NULL, NULL, true, castItem, triggeredByAura); return; } case 113: { //Improved Drain Soul //Effect: 18371 Unit::AuraList const& mAddFlatModifier = GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER); for(Unit::AuraList::const_iterator i = mAddFlatModifier.begin(); i != mAddFlatModifier.end(); ++i) { if ((*i)->GetModifier()->m_miscvalue == SPELLMOD_CHANCE_OF_SUCCESS && (*i)->GetSpellProto()->SpellIconID == 113) { int32 impDrainSoulBasePoints0 = (*i)->GetSpellProto()->EffectBasePoints[2] * GetMaxPower(POWER_MANA) / 100; CastCustomSpell(this, 18371, &impDrainSoulBasePoints0, NULL, NULL, true, castItem, triggeredByAura); } } return; } case 241: { switch(auraSpellInfo->EffectTriggerSpell[0]) { //Illumination case 18350: { if(!procSpell) return; // procspell is triggered spell but we need mana cost of original casted spell uint32 originalSpellId = 0; if(procSpell->SpellFamilyName == SPELLFAMILY_PALADIN) { // at Flash of Light if(procSpell->SpellFamilyFlags & 0x00002000) { switch(procSpell->Id) { case 19993: originalSpellId = 19750; break; case 35211: originalSpellId = 19939; break; case 35212: originalSpellId = 19940; break; case 35213: originalSpellId = 19941; break; case 35214: originalSpellId = 19942; break; case 35215: originalSpellId = 19943; break; case 35216: originalSpellId = 27137; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in FoL",procSpell->Id); return; } } // at Holy Light else if(procSpell->SpellFamilyFlags & 0x00004000) { switch(procSpell->Id) { case 19982: originalSpellId = 635; break; case 19981: originalSpellId = 639; break; case 19980: originalSpellId = 647; break; case 19968: originalSpellId = 1026; break; case 35217: originalSpellId = 1042; break; case 35218: originalSpellId = 3472; break; case 35219: originalSpellId = 10328; break; case 35220: originalSpellId = 10329; break; case 35221: originalSpellId = 25292; break; case 35222: originalSpellId = 27135; break; case 35223: originalSpellId = 27136; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in HLight",procSpell->Id); return; } } // at Holy Shock else if(procSpell->SpellFamilyFlags & 0x00200000) { switch(procSpell->Id) { case 25914: originalSpellId = 20473; break; case 25913: originalSpellId = 20929; break; case 25903: originalSpellId = 20930; break; case 27175: originalSpellId = 27174; break; case 33074: originalSpellId = 33072; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in HShock",procSpell->Id); return; } } } SpellEntry const *originalSpell = sSpellStore.LookupEntry(originalSpellId); if(!originalSpell) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u unknown but selected as original in Illu",originalSpellId); return; } // percent stored in effect 1 (class scripts) base points int32 percent = auraSpellInfo->EffectBasePoints[1]+1; // BasePoints = val -1 not required (EffectBaseDice==0) int32 ILManaSpellBasePoints0 = originalSpell->manaCost*percent/100; CastCustomSpell(this, 20272, &ILManaSpellBasePoints0, NULL, NULL, true, castItem, triggeredByAura); return; } } break; } case 312: { //Improved Leader of the Pack //Cooldown: 6 secs if (triggeredByAura->GetModifier()->m_amount == 0) break; int32 improvedLotPBasePoints0 = triggeredByAura->GetModifier()->m_amount * GetMaxHealth() / 100 - 1; CastCustomSpell(this, 34299, &improvedLotPBasePoints0, NULL, NULL, true, castItem, triggeredByAura); if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->AddSpellCooldown(34299,0,time(NULL) + 6); return; } case 1137: { if(!pVictim || !pVictim->isAlive()) return; //Pyroclasm float chance = 0; switch (triggeredByAura->GetSpellProto()->Id) { case 18096: chance = 13.0f; break; case 18073: chance = 26.0f; break; } if (roll_chance_f(chance)) CastSpell(pVictim, 18093, true, castItem, triggeredByAura); return; } case 1875: { //Blessed Recovery uint32 EffectId = 0; switch (triggeredByAura->GetSpellProto()->Id) { case 27811: EffectId = 27813; break; case 27815: EffectId = 27817; break; case 27816: EffectId = 27818; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in BR",triggeredByAura->GetSpellProto()->Id); return; } int32 heal_amount = damage * triggeredByAura->GetModifier()->m_amount / 100; int32 BRHealBasePoints0 = heal_amount/3-1; CastCustomSpell(this, EffectId, &BRHealBasePoints0, NULL, NULL, true, castItem, triggeredByAura); return; } case 2013: { //Nature's Guardian //Effects: 31616, 39301 //Cooldown: 5 secs /*float HealthRatio = GetHealth() / GetMaxHealth(); float HealthRatioBefore = (GetHealth() + damage) / GetMaxHealth(); if (HealthRatio < 0.3 && HealthRatioBefore >= 0.3) { SpellEntry const *NGHealTemplate = sSpellStore.LookupEntry(31616); SpellEntry NGHeal = *NGHealTemplate; NGHeal.EffectBasePoints[0] = triggredByAura->GetModifier()->m_amount * GetMaxHealth() / 100; CastSpell(this, &NGHeal, true, NULL, triggredByAura); if (pVictim && pVictim->isAlive()) CastSpell(pVictim, 39301, true, castItem, triggredByAura); if (GetTypeId() == TYPEID_PLAYER) { ((Player*)this)->AddSpellCooldown(31616,0,time(NULL) + 5); ((Player*)this)->AddSpellCooldown(39301,0,time(NULL) + 5); } }*/ return; } case 2127: //Blazing Speed CastSpell(this, 31643, true, castItem, triggeredByAura); return; } // custom check for proc spell and cast custom triggered spell // (if triggered spell non-custom code must be in next section) switch(auraSpellInfo->Id) { // Health Restore case 33510: { // at melee hit call std triggered spell if(procFlags & PROC_FLAG_HIT_MELEE) break; // else (at range hit) called custom case CastSpell(this, 39557, true, castItem, triggeredByAura); return; } // Lightning Capacitor case 37657: { if(!pVictim || !pVictim->isAlive()) return; // stacking CastSpell(this, 37658, true, castItem, triggeredByAura); // counting uint32 count = 0; AuraList const& dummyAura = GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = dummyAura.begin(); itr != dummyAura.end(); ++itr) if((*itr)->GetId()==37658) ++count; // release at 3 aura in stack if(count >2) { RemoveAurasDueToSpell(37658); CastSpell(pVictim, 37661, true, castItem, triggeredByAura); } return; } // Healing Discount case 37705: { CastSpell(this, 37706, true, castItem, triggeredByAura); return; } } // standard non-dummy case uint32 trigger_spell_id = auraSpellInfo->EffectTriggerSpell[triggeredByAura->GetEffIndex()]; if(!trigger_spell_id) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have 0 in EffectTriggered[%d], not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex()); return; } if(!sSpellStore.LookupEntry(trigger_spell_id)) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have not existed EffectTriggered[%d]=%u, not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex(),trigger_spell_id); return; } // custom check for proc spell switch(auraSpellInfo->Id) { // Enlightenment case 29601: { // only for cast with mana price if(!procSpell || procSpell->powerType!=POWER_MANA || procSpell->manaCost==0 && procSpell->ManaCostPercentage==0 && procSpell->manaCostPerlevel==0) return; break; // normal cast } // Mystical Skyfire Diamond trigger (Spell Focus Trigger) case 32837: { // hidden cooldown 45sec, check manually for passive spell if (GetTypeId() == TYPEID_PLAYER && !((Player*)this)->HasSpellCooldown(auraSpellInfo->Id)) { CastSpell(this, trigger_spell_id, true, castItem, triggeredByAura); ((Player*)this)->AddSpellCooldown(auraSpellInfo->Id,0,time(NULL) + 45); } return; } // 10s cooldowns case 33746: // Essence Infused Mushroom { // hidden cooldown 10sec, check manually for passive spell if (GetTypeId() == TYPEID_PLAYER && !((Player*)this)->HasSpellCooldown(auraSpellInfo->Id)) { CastSpell(this, trigger_spell_id, true, NULL, triggeredByAura); ((Player*)this)->AddSpellCooldown(auraSpellInfo->Id,0,time(NULL) + 10); } return; } // 60s cooldowns case 35077: // Band of the Eternal Defender case 35080: // Band of the Eternal Champion case 35083: // Band of the Eternal Sage case 35086: // Band of the Eternal Restorer case 37189: // Recuced Holy Light Cast Time (name not have typos ;) ) case 37227: // Improved Healing Wave { // hidden cooldown 60sec, check manually for passive spell if (GetTypeId() == TYPEID_PLAYER && !((Player*)this)->HasSpellCooldown(auraSpellInfo->Id)) { CastSpell(this, trigger_spell_id, true, NULL, triggeredByAura); ((Player*)this)->AddSpellCooldown(auraSpellInfo->Id,0,time(NULL) + 60); } return; } // Bonus Healing (item spell) case 40971: { if(!pVictim || !pVictim->isAlive()) return; // bonus if health < 50% if(pVictim->GetHealth() >= pVictim->GetMaxHealth()*triggeredByAura->GetModifier()->m_amount/100) return; // cast at target positive spell CastSpell(pVictim,trigger_spell_id,true,castItem,triggeredByAura); return; } } // but with dummy basepoints or other customs switch(trigger_spell_id) { // Setup case 15250: { // applied only for main target if(!pVictim || pVictim != getVictim()) return; // continue normal case break; } // Seal of Command case 20424: // prevent chain of triggred spell from same triggred spell if(procSpell && procSpell->Id==20424) return; break; // Shamanistic Rage triggered spell case 30824: { int32 SRBasePoints0 = int32(GetTotalAttackPowerValue(BASE_ATTACK)*triggeredByAura->GetModifier()->m_amount/100) -1; CastCustomSpell(this, 30824, &SRBasePoints0, NULL, NULL, true, castItem, triggeredByAura); return; } // Backlash triggered spell case 34936: { // need set custom cooldown if(isAlive() && GetTypeId()==TYPEID_PLAYER && !((Player*)this)->HasSpellCooldown(34936)) { CastSpell(this,trigger_spell_id,true,castItem,triggeredByAura); ((Player*)this)->AddSpellCooldown(34936,0,time(NULL)+8); } return; } } // default case if(IsPositiveSpell(trigger_spell_id) && !(procFlags & PROC_FLAG_HEAL)) CastSpell(this,trigger_spell_id,true,castItem,triggeredByAura); else if(pVictim && pVictim->isAlive()) CastSpell(pVictim,trigger_spell_id,true,castItem,triggeredByAura); } void Unit::setPowerType(Powers new_powertype) { uint32 tem_bytes_0 = GetUInt32Value(UNIT_FIELD_BYTES_0); SetUInt32Value(UNIT_FIELD_BYTES_0,((tem_bytes_0<<8)>>8) + (uint32(new_powertype)<<24)); if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POWER_TYPE); switch(new_powertype) { default: case POWER_MANA: break; case POWER_RAGE: SetMaxPower(POWER_RAGE,GetCreatePowers(POWER_RAGE)); SetPower( POWER_RAGE,0); break; case POWER_FOCUS: SetMaxPower(POWER_FOCUS,GetCreatePowers(POWER_FOCUS)); SetPower( POWER_FOCUS,GetCreatePowers(POWER_FOCUS)); break; case POWER_ENERGY: SetMaxPower(POWER_ENERGY,GetCreatePowers(POWER_ENERGY)); SetPower( POWER_ENERGY,0); break; case POWER_HAPPINESS: SetMaxPower(POWER_HAPPINESS,GetCreatePowers(POWER_HAPPINESS)); SetPower(POWER_HAPPINESS,GetCreatePowers(POWER_HAPPINESS)); break; } } FactionTemplateEntry const* Unit::getFactionTemplateEntry() const { FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(getFaction()); if(!entry) { static uint64 guid = 0; // prevent repeating spam same faction problem if(GetGUID() != guid) { if(GetTypeId() == TYPEID_PLAYER) sLog.outError("Player %s have invalid faction (faction template id) #%u", ((Player*)this)->GetName(), getFaction()); else sLog.outError("Creature (template id: %u) have invalid faction (faction template id) #%u", ((Creature*)this)->GetCreatureInfo()->Entry, getFaction()); guid = GetGUID(); } } return entry; } bool Unit::IsHostileTo(Unit const* unit) const { // always non-hostile to self if(unit==this) return false; // always hostile to enemy if(getVictim()==unit || unit->getVictim()==this) return true; // test pet/charm masters instead pers/charmeds Unit const* testerOwner = GetCharmerOrOwner(); Unit const* targetOwner = unit->GetCharmerOrOwner(); // always hostile to owner's enemy if(testerOwner && (testerOwner->getVictim()==unit || unit->getVictim()==testerOwner)) return true; // always hostile to enemy owner if(targetOwner && (getVictim()==targetOwner || targetOwner->getVictim()==this)) return true; // always hostile to owner of owner's enemy if(testerOwner && targetOwner && (testerOwner->getVictim()==targetOwner || targetOwner->getVictim()==testerOwner)) return true; Unit const* tester = testerOwner ? testerOwner : this; Unit const* target = targetOwner ? targetOwner : unit; // always non-hostile to target with common owner, or to owner/pet if(tester==target) return false; // special cases (Duel, etc) if(tester->GetTypeId()==TYPEID_PLAYER && target->GetTypeId()==TYPEID_PLAYER) { // Duel if(((Player const*)tester)->duel && ((Player const*)tester)->duel->opponent == target && ((Player const*)tester)->duel->startTime != 0) return true; // Group if(((Player*)tester)->GetGroup() && ((Player*)tester)->GetGroup()==((Player*)target)->GetGroup()) return false; // PvP FFA state if(((Player*)tester)->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && ((Player*)target)->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP)) return true; //= PvP states // Green/Blue (can't attack) if(((Player*)tester)->GetTeam()==((Player*)target)->GetTeam()) return false; // Red (can attack) if true, Blue/Yellow (can't attack) in another case return ((Player*)tester)->IsPvP() && ((Player*)target)->IsPvP(); } // faction base cases FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry(); FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry(); if(!tester_faction || !target_faction) return false; // PvC forced reaction and reputation case if(tester->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction); if(forceItr!=((Player*)tester)->m_forcedReactions.end()) { return forceItr->second <= REP_HOSTILE; } // apply reputation state FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction); if(raw_target_faction && raw_target_faction->reputationListID >=0 ) { if(((Player*)tester)->IsFactionAtWar(raw_target_faction)) return true; } } // CvP forced reaction and reputation case else if(target->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player*)target)->m_forcedReactions.find(tester_faction->faction); if(forceItr!=((Player*)target)->m_forcedReactions.end()) { return forceItr->second <= REP_HOSTILE; } // apply reputation state FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction); if(raw_tester_faction && raw_tester_faction->reputationListID >=0 ) { return ((Player*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE; } } // common faction based case (CvC,PvC,CvP) return tester_faction->IsHostileTo(*target_faction); } bool Unit::IsFriendlyTo(Unit const* unit) const { // always friendly to self if(unit==this) return true; // always non-friendly to enemy if(getVictim()==unit || unit->getVictim()==this) return false; // test pet/charm masters instead pers/charmeds Unit const* testerOwner = GetCharmerOrOwner(); Unit const* targetOwner = unit->GetCharmerOrOwner(); // always non-friendly to owner's enemy if(testerOwner && (testerOwner->getVictim()==unit || unit->getVictim()==testerOwner)) return false; // always non-friendly to enemy owner if(targetOwner && (getVictim()==targetOwner || targetOwner->getVictim()==this)) return false; // always non-friendly to owner of owner's enemy if(testerOwner && targetOwner && (testerOwner->getVictim()==targetOwner || targetOwner->getVictim()==testerOwner)) return false; Unit const* tester = testerOwner ? testerOwner : this; Unit const* target = targetOwner ? targetOwner : unit; // always friendly to target with common owner, or to owner/pet if(tester==target) return true; // special cases (Duel) if(tester->GetTypeId()==TYPEID_PLAYER && target->GetTypeId()==TYPEID_PLAYER) { // Duel if(((Player const*)tester)->duel && ((Player const*)tester)->duel->opponent == target && ((Player const*)tester)->duel->startTime != 0) return false; // Group if(((Player*)tester)->GetGroup() && ((Player*)tester)->GetGroup()==((Player*)target)->GetGroup()) return true; // PvP FFA state if(((Player*)tester)->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && ((Player*)target)->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP)) return false; //= PvP states // Green/Blue (non-attackable) if(((Player*)tester)->GetTeam()==((Player*)target)->GetTeam()) return true; // Blue (friendly/non-attackable) if not PVP, or Yellow/Red in another case (attackable) return !((Player*)target)->IsPvP(); } // faction base cases FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry(); FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry(); if(!tester_faction || !target_faction) return false; // PvC forced reaction and reputation case if(tester->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction); if(forceItr!=((Player*)tester)->m_forcedReactions.end()) { return forceItr->second >= REP_FRIENDLY; } // apply reputation state FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction); if(raw_target_faction && raw_target_faction->reputationListID >=0 ) { if(((Player*)tester)->IsFactionAtWar(raw_target_faction)) return false; } } // CvP forced reaction and reputation case else if(target->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player*)target)->m_forcedReactions.find(tester_faction->faction); if(forceItr!=((Player*)target)->m_forcedReactions.end()) { return forceItr->second >= REP_FRIENDLY; } // apply reputation state FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction); if(raw_tester_faction && raw_tester_faction->reputationListID >=0 ) { return ((Player*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY; } } // common faction based case (CvC,PvC,CvP) return tester_faction->IsFriendlyTo(*target_faction); } bool Unit::IsHostileToPlayers() const { FactionTemplateEntry const* my_faction = getFactionTemplateEntry(); if(!my_faction) return false; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction); if(raw_faction && raw_faction->reputationListID >=0 ) return false; return my_faction->IsHostileToPlayers(); } bool Unit::IsNeutralToAll() const { FactionTemplateEntry const* my_faction = getFactionTemplateEntry(); if(!my_faction) return true; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction); if(raw_faction && raw_faction->reputationListID >=0 ) return false; return my_faction->IsNeutralToAll(); } bool Unit::Attack(Unit *victim, bool playerMeleeAttack) { if(!victim || victim == this) return false; // player cannot attack in mount state if(GetTypeId()==TYPEID_PLAYER && IsMounted()) return false; // nobody can attack GM in GM-mode if(victim->GetTypeId()==TYPEID_PLAYER) { if(((Player*)victim)->isGameMaster()) return false; } else { if(((Creature*)victim)->IsInEvadeMode()) return false; } // remove SPELL_AURA_MOD_UNATTACKABLE at attack (in case non-interruptible spells stun aura applied also that not let attack) if(HasAuraType(SPELL_AURA_MOD_UNATTACKABLE)) RemoveSpellsCausingAura(SPELL_AURA_MOD_UNATTACKABLE); if (m_attacking) { if (m_attacking == victim) return false; AttackStop(); } //Set our target SetUInt64Value(UNIT_FIELD_TARGET, victim->GetGUID()); addUnitState(UNIT_STAT_ATTACKING); SetInCombat(); m_attacking = victim; m_attacking->_addAttacker(this); if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI()) ((Creature*)m_attacking)->AI()->AttackedBy(this); if(GetTypeId()==TYPEID_UNIT) { WorldPacket data(SMSG_AI_REACTION, 12); data << GetGUID(); data << uint32(AI_REACTION_AGGRO); // Aggro sound ((WorldObject*)this)->SendMessageToSet(&data, true); } if( GetTypeId()==TYPEID_UNIT && !(((Creature*)this)->isPet() || isCharmed()) ) { ((Creature*)this)->CallAssistence(); } // delay offhand weapon attack to next attack time if(haveOffhandWeapon()) resetAttackTimer(OFF_ATTACK); if(GetTypeId()!=TYPEID_PLAYER || playerMeleeAttack) SendAttackStart(victim); return true; } bool Unit::AttackStop() { if (!m_attacking) return false; Unit* victim = m_attacking; m_attacking->_removeAttacker(this); m_attacking = NULL; //Clear our target SetUInt64Value(UNIT_FIELD_TARGET, 0); clearUnitState(UNIT_STAT_ATTACKING); InterruptSpell(CURRENT_MELEE_SPELL); if( GetTypeId()==TYPEID_UNIT ) { // reset call assistance ((Creature*)this)->SetNoCallAssistence(false); } SendAttackStop(victim); return true; } bool Unit::isAttackingPlayer() const { if(getVictim()) { if(getVictim()->GetTypeId() == TYPEID_PLAYER) return true; if(getVictim()->GetOwnerGUID() && GUID_HIPART(getVictim()->GetOwnerGUID())==HIGHGUID_PLAYER) return true; } Pet* pet = GetPet(); if(pet && pet->isAttackingPlayer()) return true; Unit* charmed = GetCharm(); if(charmed && charmed->isAttackingPlayer()) return true; for (int8 i = 0; i < 4; i++) { if(m_TotemSlot[i]) { Creature *totem = ObjectAccessor::GetCreature(*this, m_TotemSlot[i]); if(totem && totem->isAttackingPlayer()) return true; } } return false; } void Unit::RemoveAllAttackers() { while (!m_attackers.empty()) { AttackerSet::iterator iter = m_attackers.begin(); if(!(*iter)->AttackStop()) { sLog.outError("WORLD: Unit has an attacker that isnt attacking it!"); m_attackers.erase(iter); } } } void Unit::ModifyAuraState(AuraState flag, bool apply) { if (apply) { if (!HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1))) { SetFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); if(GetTypeId() == TYPEID_PLAYER) { const PlayerSpellMap& sp_list = ((Player*)this)->GetSpellMap(); for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr) { if(itr->second->state == PLAYERSPELL_REMOVED) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first); if (!spellInfo || !IsPassiveSpell(itr->first)) continue; if (spellInfo->CasterAuraState == flag) CastSpell(this, itr->first, true, NULL); } } } } else { if (HasFlag(UNIT_FIELD_AURASTATE,1<<(flag-1))) { RemoveFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); Unit::AuraMap& tAuras = GetAuras(); for (Unit::AuraMap::iterator itr = tAuras.begin(); itr != tAuras.end();) { SpellEntry const* spellProto = (*itr).second->GetSpellProto(); if (spellProto->CasterAuraState == flag) { // exceptions (applied at state but not removed at state change) if(spellProto->SpellIconID==2006 && spellProto->SpellFamilyName==SPELLFAMILY_WARRIOR && spellProto->SpellFamilyFlags==0x100000) { ++itr; continue; } RemoveAura(itr); } else ++itr; } } } } Unit *Unit::GetOwner() const { uint64 ownerid = GetOwnerGUID(); if(!ownerid) return NULL; return ObjectAccessor::GetUnit(*this, ownerid); } Unit *Unit::GetCharmer() const { uint64 charmerid = GetCharmerGUID(); if(!charmerid) return NULL; return ObjectAccessor::GetUnit(*this, charmerid); } Pet* Unit::GetPet() const { uint64 pet_guid = GetPetGUID(); if(pet_guid) { Pet* pet = ObjectAccessor::GetPet(pet_guid); if(!pet) { sLog.outError("Unit::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid)); const_cast(this)->SetPet(0); return NULL; } return pet; } return NULL; } Unit* Unit::GetCharm() const { uint64 charm_guid = GetCharmGUID(); if(charm_guid) { Unit* pet = ObjectAccessor::GetUnit(*this, charm_guid); if(!pet) { sLog.outError("Unit::GetCharm: Charmed creature %u not exist.",GUID_LOPART(charm_guid)); const_cast(this)->SetCharm(0); } return pet; } else return NULL; } void Unit::SetPet(Pet* pet) { SetUInt64Value(UNIT_FIELD_SUMMON,pet ? pet->GetGUID() : 0); if(pet) { for(int i = 0; i < MAX_MOVE_TYPE; ++i) { pet->SetSpeed(UnitMoveType(i),m_speed_rate[i],true); } } } void Unit::SetCharm(Unit* charmed) { SetUInt64Value(UNIT_FIELD_CHARM,charmed ? charmed->GetGUID() : 0); } void Unit::UnsummonAllTotems() { for (int8 i = 0; i < 4; ++i) { if(!m_TotemSlot[i]) continue; Creature *OldTotem = ObjectAccessor::GetCreature(*this, m_TotemSlot[i]); if (OldTotem && OldTotem->isTotem()) ((Totem*)OldTotem)->UnSummon(); } } void Unit::SendHealSpellOnPlayer(Unit *pVictim, uint32 SpellID, uint32 Damage, bool critical) { // we guess size WorldPacket data(SMSG_HEALSPELL_ON_PLAYER_OBSOLETE, (8+8+4+4+1)); data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << SpellID; data << Damage; data << uint8(critical ? 1 : 0); SendMessageToSet(&data, true); } void Unit::SendHealSpellOnPlayerPet(Unit *pVictim, uint32 SpellID, uint32 Damage,Powers powertype, bool critical) { WorldPacket data(SMSG_HEALSPELL_ON_PLAYERS_PET_OBSOLETE, (8+8+4+4+4+1)); data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << SpellID; data << uint32(powertype); data << Damage; data << uint8(critical ? 1 : 0); SendMessageToSet(&data, true); } uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 pdamage, DamageEffectType damagetype) { if(!spellProto || !pVictim || damagetype==DIRECT_DAMAGE ) return pdamage; // For totems get damage bonus from owner if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem()) if(Unit* owner = GetOwner()) return owner->SpellDamageBonus(pVictim, spellProto, pdamage, damagetype); // Damage Done uint32 CastingTime = GetCastTime(sCastTimesStore.LookupEntry(spellProto->CastingTimeIndex)); if (CastingTime > 7000) CastingTime = 7000; // Plus Damage efficient maximum 200% ( 7.0 seconds ) if (CastingTime < 1500) CastingTime = 1500; // Taken/Done fixed damage bonus auras int32 DoneAdvertisedBenefit = SpellBaseDamageBonus((int32)(1<School)); int32 TakenAdvertisedBenefit = SpellBaseDamageBonusForVictim((int32)(1<School), pVictim); // Damage over Time spells bonus calculation float DotFactor = 1.0f; if(damagetype == DOT) { CastingTime = 3500; int32 DotDuration = GetDuration(spellProto); // 200% limit if(DotDuration > 0) { if(DotDuration > 30000) DotDuration = 30000; DotFactor = DotDuration / 15000.0f; int x = 0; for(int j = 0; j < 3; j++) if(spellProto->Effect[j] == 6) x = j; int DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; if(DotTicks) { DoneAdvertisedBenefit /= DotTicks; TakenAdvertisedBenefit /= DotTicks; } } } // Taken/Done total percent damage auras float DoneTotalMod = 1.0f; float TakenTotalMod = 1.0f; // ..done AuraList const& mModDamagePercentDone = this->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); for(AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i) { if( ((*i)->GetModifier()->m_miscvalue & (int32)(1<School)) != 0 && (*i)->GetSpellProto()->EquippedItemClass == -1 && // -1 == any item class (not wand then) (*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0 ) // 0 == any inventory type (not wand then) { DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; } } // ..taken AuraList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); for(AuraList::const_iterator i = mModDamagePercentTaken.begin(); i != mModDamagePercentTaken.end(); ++i) if( ((*i)->GetModifier()->m_miscvalue & (int32)(1<School)) != 0 ) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; // .. taken pct: scripted (increases damage of * against targets *) AuraList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { switch((*i)->GetModifier()->m_miscvalue) { //Molten Fury case 4920: case 4919: if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_20_PERCENT)) TakenTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f; break; } } // Exceptions switch(spellProto->SpellFamilyName) { case SPELLFAMILY_WARLOCK: // Life Tap if((spellProto->SpellFamilyFlags & 0x40000LL) && spellProto->SpellIconID == 208) { CastingTime = 2800; // 80% from +shadow damage DoneTotalMod = 1.0f; TakenTotalMod = 1.0f; } // Dark Pact else if((spellProto->SpellFamilyFlags & 0x80000000LL) && spellProto->SpellIconID == 154 && GetPetGUID()) { CastingTime = 3360; // 96% from +shadow damage DoneTotalMod = 1.0f; TakenTotalMod = 1.0f; } break; case SPELLFAMILY_MAGE: // Ice Lance if((spellProto->SpellFamilyFlags & 0x20000LL) && spellProto->SpellIconID == 186) { CastingTime /= 3; // applied 1/3 bonuses in case generic target if(pVictim->isFrozen()) // and compensate this for frozen target. TakenTotalMod *= 3.0f; } // Molten armor else if (spellProto->SpellFamilyFlags & 0x0000000800000000LL) CastingTime = 0; break; case SPELLFAMILY_SHAMAN: // totem attack if (spellProto->SpellFamilyFlags & 0x000040000000LL) { if (spellProto->SpellIconID == 33) // Fire Nova totem attack must be 21.4%(untested) CastingTime = 749; // ignore CastingTime and use as modifier else if (spellProto->SpellIconID == 680) // Searing Totem attack 8% CastingTime = 280; // ignore CastingTime and use as modifier else if (spellProto->SpellIconID == 37) // Magma totem attack must be 6.67%(untested) CastingTime = 234; // ignore CastingTimePenalty and use as modifier } // Lighting Shield 33% per charge else if (spellProto->SpellFamilyFlags & 000000400LL) CastingTime = 1155; // ignore CastingTimePenalty and use as modifier break; } // Level Factor float LvlPenalty = 0.0f; if(spellProto->spellLevel < 20) LvlPenalty = (20.0f - (float)(spellProto->spellLevel)) * 3.75f; float LvlFactor = ((float)(spellProto->spellLevel) + 6.0f) / (float)(getLevel()); if(LvlFactor > 1.0f) LvlFactor = 1.0f; // Spellmod SpellDamage float SpellModSpellDamage = 100.0f; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_DAMAGE,SpellModSpellDamage); SpellModSpellDamage /= 100.0f; float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * (100.0f - LvlPenalty) * LvlFactor * DotFactor * SpellModSpellDamage / 100.0f; float TakenActualBenefit = TakenAdvertisedBenefit * (CastingTime / 3500.0f) * (100.0f - LvlPenalty) * LvlFactor * DotFactor / 100.0f; float tmpDamage = (float(pdamage)+DoneActualBenefit)*DoneTotalMod; // apply spellmod to Done damage if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DAMAGE, tmpDamage); tmpDamage = (tmpDamage+TakenActualBenefit)*TakenTotalMod; if( GetTypeId() == TYPEID_UNIT && !((Creature*)this)->isPet() ) tmpDamage *= ((Creature*)this)->GetSpellDamageMod(((Creature*)this)->GetCreatureInfo()->rank); return tmpDamage > 0 ? uint32(tmpDamage) : 0; } int32 Unit::SpellBaseDamageBonus(int32 SchoolMask) { int32 DoneAdvertisedBenefit = 0; // ..done AuraList const& mDamageDone = this->GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraList::const_iterator i = mDamageDone.begin();i != mDamageDone.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & SchoolMask) != 0 && (*i)->GetSpellProto()->EquippedItemClass == -1 && // -1 == any item class (not wand then) (*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0 ) // 0 == any inventory type (not wand then) DoneAdvertisedBenefit += (*i)->GetModifier()->m_amount; if (GetTypeId() == TYPEID_PLAYER) { // Damage bonus from stats AuraList const& mDamageDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT); for(AuraList::const_iterator i = mDamageDoneOfStatPercent.begin();i != mDamageDoneOfStatPercent.end(); ++i) { if((*i)->GetModifier()->m_miscvalue & SchoolMask) { SpellEntry const* iSpellProto = (*i)->GetSpellProto(); uint8 eff = (*i)->GetEffIndex(); // stat used dependent from next effect aura SPELL_AURA_MOD_SPELL_HEALING presence and misc value (stat index) Stats usedStat = STAT_INTELLECT; if(eff < 2 && iSpellProto->EffectApplyAuraName[eff+1]==SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT) usedStat = Stats(iSpellProto->EffectMiscValue[eff+1]); DoneAdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f); } } // ... and attack power AuraList const& mDamageDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER); for(AuraList::const_iterator i =mDamageDonebyAP.begin();i != mDamageDonebyAP.end(); ++i) if ((*i)->GetModifier()->m_miscvalue & SchoolMask) DoneAdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetModifier()->m_amount / 100.0f); } return DoneAdvertisedBenefit; } int32 Unit::SpellBaseDamageBonusForVictim(int32 SchoolMask, Unit *pVictim) { uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); int32 TakenAdvertisedBenefit = 0; // ..done (for creature type by mask) in taken AuraList const& mDamageDoneCreature = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE); for(AuraList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) TakenAdvertisedBenefit += (*i)->GetModifier()->m_amount; // ..taken AuraList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN); for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & SchoolMask) != 0) TakenAdvertisedBenefit += (*i)->GetModifier()->m_amount; return TakenAdvertisedBenefit; } bool Unit::SpellCriticalBonus(SpellEntry const *spellProto, uint32 *damage, Unit *pVictim) { // Chance to crit is computed from INT and LEVEL as follows: // chance = base + INT / (rate0 + rate1 * LEVEL) // The formula keeps the crit chance at %5 on every level unless the player // increases his intelligence by other means (enchants, buffs, talents, ...) if(spellProto->Id == 15290 || spellProto->Id == 39373) return false; float crit_chance = 0.0f; // base value if (GetTypeId() != TYPEID_PLAYER) { // flat done // TODO: can creatures have critical chance auras? crit_chance = m_baseSpellCritChance; AuraList const& mSpellCritSchool = GetAurasByType(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL); for(AuraList::const_iterator i = mSpellCritSchool.begin(); i != mSpellCritSchool.end(); ++i) if((*i)->GetModifier()->m_miscvalue == -2 || ((*i)->GetModifier()->m_miscvalue & (int32)(1<School)) != 0) crit_chance += (*i)->GetModifier()->m_amount; } else crit_chance = GetFloatValue( PLAYER_SPELL_CRIT_PERCENTAGE1 + spellProto->School); // percent done // only players use intelligence for critical chance computations if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance); // taken if (pVictim) { // flat AuraList const& mAttackerSpellCrit = pVictim->GetAurasByType(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE); for(AuraList::const_iterator i = mAttackerSpellCrit.begin(); i != mAttackerSpellCrit.end(); ++i) if((*i)->GetModifier()->m_miscvalue == -2 || ((*i)->GetModifier()->m_miscvalue & (int32)(1<School)) != 0) crit_chance += (*i)->GetModifier()->m_amount; if (pVictim->GetTypeId() == TYPEID_PLAYER) crit_chance -= ((Player*)pVictim)->GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING); // flat: scripted (increase crit chance ... against ... target by x% AuraList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { switch((*i)->GetModifier()->m_miscvalue) { //Shatter Rank 1 case 849: if(pVictim->isFrozen()) crit_chance+= 10; break; //Shatter Rank 2 case 910: if(pVictim->isFrozen()) crit_chance+= 20; break; //Shatter Rank 3 case 911: if(pVictim->isFrozen()) crit_chance+= 30; break; //Shatter Rank 4 case 912: if(pVictim->isFrozen()) crit_chance+= 40; break; //Shatter Rank 5 case 913: if(pVictim->isFrozen()) crit_chance+= 50; break; } } // flat AuraList const& mAttackerSWCrit = pVictim->GetAurasByType(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE); for(AuraList::const_iterator i = mAttackerSWCrit.begin(); i != mAttackerSWCrit.end(); ++i) crit_chance += (*i)->GetModifier()->m_amount; } crit_chance = crit_chance > 0.0f ? crit_chance : 0.0f; if (roll_chance_f(crit_chance)) { int32 crit_bonus = *damage / 2; // adds additional damage to crit_bonus (from talents) if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus); if(crit_bonus> 0) *damage += crit_bonus; // Resilience - reduce crit damage if (pVictim && pVictim->GetTypeId()==TYPEID_PLAYER) { *damage -= ((Player *)pVictim)->GetSpellCritDamageReduction(*damage); } return true; } return false; } uint32 Unit::SpellHealingBonus(SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, Unit *pVictim) { // For totems get healing bonus from owner if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem()) if(Unit* owner = GetOwner()) return owner->SpellHealingBonus(spellProto, healamount, damagetype, pVictim); // Healing Done // Vampiric Embrace, Shadowmend - cannot critically heal if(spellProto->Id == 15290 || spellProto->Id == 39373) return healamount; int32 AdvertisedBenefit = SpellBaseHealingBonus(1<School); uint32 CastingTime = GetCastTime(sCastTimesStore.LookupEntry(spellProto->CastingTimeIndex)); if (CastingTime > 7000) CastingTime = 7000; if (CastingTime < 1500) CastingTime = 1500; if (spellProto->Effect[0] == SPELL_EFFECT_APPLY_AURA) CastingTime = 3500; // Healing Taken AdvertisedBenefit += SpellBaseHealingBonusForVictim(1<School, pVictim); //Blessing of Light dummy effects healing taken if (spellProto->SpellFamilyName == SPELLFAMILY_PALADIN && (spellProto->SpellFamilyFlags & 0x6000)) { AuraList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i) { if((*i)->GetSpellProto()->SpellVisual == 9180) { //Flash of Light if ((spellProto->SpellFamilyFlags & 0x2000) && (*i)->GetEffIndex() == 1) AdvertisedBenefit += (*i)->GetModifier()->m_amount; //Holy Light else if ((spellProto->SpellFamilyFlags & 0x4000) && (*i)->GetEffIndex() == 0) AdvertisedBenefit += (*i)->GetModifier()->m_amount; } } } // Healing over Time spells float DotFactor = 1.0f; if(damagetype == DOT) { CastingTime = 3500; int32 DotDuration = GetDuration(spellProto); if(DotDuration > 0) { // 200% limit if(DotDuration > 30000) DotDuration = 30000; DotFactor = DotDuration / 15000.0f; int x = 0; for(int j = 0; j < 3; j++) if(spellProto->Effect[j] == 6) x = j; int DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; if(DotTicks) AdvertisedBenefit /= DotTicks; } } // Exception switch (spellProto->SpellFamilyName) { case SPELLFAMILY_SHAMAN: if (spellProto->SpellFamilyFlags & 0x000000002000LL) // Healing stream from totem (add 6% per tick from hill bonus owner) CastingTime = 210; // break; } // Level Factor float LvlPenalty = 0.0f; if(spellProto->spellLevel < 20) LvlPenalty = (20.0f - (float)(spellProto->spellLevel)) * 3.75f; float LvlFactor = ((float)(spellProto->spellLevel) + 6.0f) / (float)(getLevel()); if(LvlFactor > 1.0f) LvlFactor = 1.0f; // Spellmod SpellDamage float SpellModSpellDamage = 100.0f; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_DAMAGE,SpellModSpellDamage); SpellModSpellDamage /= 100.0f; float ActualBenefit = (float)AdvertisedBenefit * ((float)CastingTime / 3500.0f) * (100.0f - LvlPenalty) * LvlFactor * DotFactor / 100.0f * SpellModSpellDamage; // use float as more appropriate for negative values and percent applying float heal = healamount + ActualBenefit; // TODO: check for ALL/SPELLS type // Healing done percent AuraList const& mHealingDonePct = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE_PERCENT); for(AuraList::const_iterator i = mHealingDonePct.begin();i != mHealingDonePct.end(); ++i) heal *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; // apply spellmod to Done amount if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DAMAGE, heal); // Healing taken percent AuraList const& mHealingPct = pVictim->GetAurasByType(SPELL_AURA_MOD_HEALING_PCT); for(AuraList::const_iterator i = mHealingPct.begin();i != mHealingPct.end(); ++i) heal *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; if (heal < 0) heal = 0; return uint32(heal); } int32 Unit::SpellBaseHealingBonus(int32 SchoolMask) { int32 AdvertisedBenefit = 0; AuraList const& mHealingDone = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE); for(AuraList::const_iterator i = mHealingDone.begin();i != mHealingDone.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & SchoolMask) != 0) AdvertisedBenefit += (*i)->GetModifier()->m_amount; // Healing bonus of spirit, intellect and strength if (GetTypeId() == TYPEID_PLAYER) { // Healing bonus from stats AuraList const& mHealingDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT); for(AuraList::const_iterator i = mHealingDoneOfStatPercent.begin();i != mHealingDoneOfStatPercent.end(); ++i) { // stat used dependent from misc value (stat index) Stats usedStat = Stats((*i)->GetSpellProto()->EffectMiscValue[(*i)->GetEffIndex()]); AdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f); } // ... and attack power AuraList const& mHealingDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER); for(AuraList::const_iterator i = mHealingDonebyAP.begin();i != mHealingDonebyAP.end(); ++i) if ((*i)->GetModifier()->m_miscvalue & SchoolMask) AdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetModifier()->m_amount / 100.0f); } return AdvertisedBenefit; } int32 Unit::SpellBaseHealingBonusForVictim(int32 SchoolMask, Unit *pVictim) { int32 AdvertisedBenefit = 0; AuraList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_HEALING); for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & SchoolMask) != 0) AdvertisedBenefit += (*i)->GetModifier()->m_amount; return AdvertisedBenefit; } bool Unit::IsImmunedToPhysicalDamage() const { //If m_immuneToDamage type contain magic, IMMUNE damage. SpellImmuneList const& damageImmList = m_spellImmune[IMMUNITY_DAMAGE]; for (SpellImmuneList::const_iterator itr = damageImmList.begin(); itr != damageImmList.end(); ++itr) if(itr->type & IMMUNE_DAMAGE_PHYSICAL) return true; //If m_immuneToSchool type contain this school type, IMMUNE damage. SpellImmuneList const& spellImmList = m_spellImmune[IMMUNITY_SCHOOL]; for (SpellImmuneList::const_iterator itr = spellImmList.begin(); itr != spellImmList.end(); ++itr) if(itr->type & IMMUNE_SCHOOL_PHYSICAL) return true; return false; } bool Unit::IsImmunedToSpellDamage(SpellEntry const* spellInfo) const { //If m_immuneToDamage type contain magic, IMMUNE damage. SpellImmuneList const& damageList = m_spellImmune[IMMUNITY_DAMAGE]; for (SpellImmuneList::const_iterator itr = damageList.begin(); itr != damageList.end(); ++itr) if(itr->type & uint32(1<School)) return true; //If m_immuneToSchool type contain this school type, IMMUNE damage. SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr) if(itr->type & uint32(1<School)) return true; return false; } bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo) const { if (!spellInfo) return false; SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL]; for(SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr) if(itr->type == spellInfo->Dispel) return true; SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; for(SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr) if(itr->type == spellInfo->Mechanic) return true; // Spell taht must be affected by MECHANIC_INVULNERABILITY not have this mechanic, check its by another data else if(itr->type == MECHANIC_INVULNERABILITY && IsMechanicInvulnerabilityImmunityToSpell(spellInfo)) return true; if( !(spellInfo->AttributesEx & 0x10000)) // unaffected by school immunity { SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for(SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr) if(!(IsPositiveSpell(itr->spellId) && IsPositiveSpell(spellInfo->Id)) && (itr->type & (1 << spellInfo->School))) return true; } // Handle dummy aura of Hypothermia to make immune to Ice Block if (spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && spellInfo->SpellFamilyFlags & 0x8000000000LL && HasAura(SPELLID_MAGE_HYPOTHERMIA,0)) return true; int32 chance = 0; AuraList const& mModMechanicRes = GetAurasByType(SPELL_AURA_MOD_MECHANIC_RESISTANCE); for(AuraList::const_iterator i = mModMechanicRes.begin();i != mModMechanicRes.end(); ++i) if((*i)->GetModifier()->m_miscvalue == int32(spellInfo->Mechanic)) chance+= (*i)->GetModifier()->m_amount; if(roll_chance_i(chance)) return true; return false; } bool Unit::IsImmunedToSpellEffect(uint32 effect, uint32 mechanic) const { //If m_immuneToEffect type contain this effect type, IMMUNE effect. SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT]; for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr) if(itr->type == effect) return true; SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr) if(itr->type == mechanic) return true; return false; } bool Unit::IsDamageToThreatSpell(SpellEntry const * spellInfo) const { if(!spellInfo) return false; uint32 family = spellInfo->SpellFamilyName; uint64 flags = spellInfo->SpellFamilyFlags; if((family == 5 && flags == 256) || //Searing Pain (family == 6 && flags == 8192) || //Mind Blast (family == 11 && flags == 1048576)) //Earth Shock return true; return false; } void Unit::MeleeDamageBonus(Unit *pVictim, uint32 *pdamage,WeaponAttackType attType, SpellEntry const *spellProto) { if(!pVictim) return; if(*pdamage == 0) return; uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); if(GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->isPet()) { if(getPowerType() == POWER_FOCUS) { uint32 happiness = GetPower(POWER_HAPPINESS); if(happiness>=666000) *pdamage = uint32(*pdamage * 1.25); else if(happiness<333000) *pdamage = uint32(*pdamage * 0.75); else *pdamage = uint32(*pdamage * 1.0); } } // Taken/Done fixed damage bonus auras int32 DoneFlatBenefit = 0; int32 TakenFlatBenefit = 0; // ..done (for creature type by mask) in taken AuraList const& mDamageDoneCreature = this->GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE); for(AuraList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) DoneFlatBenefit += (*i)->GetModifier()->m_amount; // ..done // SPELL_AURA_MOD_DAMAGE_DONE included in weapon damage // ..done (base at attack power for marked target and base at attack power for creature type) int32 APbonus = 0; if(attType == RANGED_ATTACK) { AuraList const& mRangedAttackPowerAttackerBonus = pVictim->GetAurasByType(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS); for(AuraList::const_iterator i = mRangedAttackPowerAttackerBonus.begin();i != mRangedAttackPowerAttackerBonus.end(); ++i) APbonus += (*i)->GetModifier()->m_amount; // ..done (base at attack power and creature type) AuraList const& mCreatureAttackPower = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS); for(AuraList::const_iterator i = mCreatureAttackPower.begin();i != mCreatureAttackPower.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) APbonus += (*i)->GetModifier()->m_amount; } else { AuraList const& mMeleeAttackPowerAttackerBonus = pVictim->GetAurasByType(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS); for(AuraList::const_iterator i = mMeleeAttackPowerAttackerBonus.begin();i != mMeleeAttackPowerAttackerBonus.end(); ++i) APbonus += (*i)->GetModifier()->m_amount; // ..done (base at attack power and creature type) AuraList const& mCreatureAttackPower = GetAurasByType(SPELL_AURA_MOD_MELEE_ATTACK_POWER_VERSUS); for(AuraList::const_iterator i = mCreatureAttackPower.begin();i != mCreatureAttackPower.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) APbonus += (*i)->GetModifier()->m_amount; } if (APbonus!=0) // Can be negative DoneFlatBenefit += int32(APbonus/14.0f * GetAttackTime(attType)/1000); // ..taken AuraList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN); for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if((*i)->GetModifier()->m_miscvalue & IMMUNE_SCHOOL_PHYSICAL) TakenFlatBenefit += (*i)->GetModifier()->m_amount; if(attType!=RANGED_ATTACK) { AuraList const& mModMeleeDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN); for(AuraList::const_iterator i = mModMeleeDamageTaken.begin(); i != mModMeleeDamageTaken.end(); ++i) TakenFlatBenefit += (*i)->GetModifier()->m_amount; } else { AuraList const& mModRangedDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN); for(AuraList::const_iterator i = mModRangedDamageTaken.begin(); i != mModRangedDamageTaken.end(); ++i) TakenFlatBenefit += (*i)->GetModifier()->m_amount; } // Done/Taken total percent damage auras float TakenTotalMod = 1; // ..done // SPELL_AURA_MOD_DAMAGE_PERCENT_DONE included in weapon damage // SPELL_AURA_MOD_OFFHAND_DAMAGE_PCT included in weapon damage // ..taken AuraList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); for(AuraList::const_iterator i = mModDamagePercentTaken.begin(); i != mModDamagePercentTaken.end(); ++i) if((*i)->GetModifier()->m_miscvalue & IMMUNE_SCHOOL_PHYSICAL) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; if(attType != RANGED_ATTACK) { AuraList const& mModMeleeDamageTakenPercent = pVictim->GetAurasByType(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN_PCT); for(AuraList::const_iterator i = mModMeleeDamageTakenPercent.begin(); i != mModMeleeDamageTakenPercent.end(); ++i) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; } else { AuraList const& mModRangedDamageTakenPercent = pVictim->GetAurasByType(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN_PCT); for(AuraList::const_iterator i = mModRangedDamageTakenPercent.begin(); i != mModRangedDamageTakenPercent.end(); ++i) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; } float tmpDamage = float(int32(*pdamage) + DoneFlatBenefit); // apply spellmod to Done damage if(spellProto) { if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DAMAGE, tmpDamage); } tmpDamage = (tmpDamage + TakenFlatBenefit)*TakenTotalMod; // bonus result can be negative *pdamage = tmpDamage > 0 ? uint32(tmpDamage) : 0; } void Unit::ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply) { if (apply) { for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(), next; itr != m_spellImmune[op].end(); itr = next) { next = itr; next++; if(itr->type == type) { m_spellImmune[op].erase(itr); next = m_spellImmune[op].begin(); } } SpellImmune Immune; Immune.spellId = spellId; Immune.type = type; m_spellImmune[op].push_back(Immune); } else { for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(); itr != m_spellImmune[op].end(); ++itr) { if(itr->spellId == spellId) { m_spellImmune[op].erase(itr); break; } } } } float Unit::GetWeaponProcChance() const { // normalized proc chance for weapon attack speed // (odd formulae...) if(isAttackReady(BASE_ATTACK)) return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f); else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f); return 0; } float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM) const { // proc per minute chance calculation if (PPM <= 0) return 0.0f; uint32 result = uint32((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60)) return result; } void Unit::Mount(uint32 mount, bool taxi) { if(!mount) return; SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount); uint32 flag = UNIT_FLAG_MOUNT; if(taxi) flag |= UNIT_FLAG_DISABLE_MOVE; SetFlag( UNIT_FIELD_FLAGS, flag ); // unsummon pet if(GetTypeId() == TYPEID_PLAYER) { Pet* pet = GetPet(); if(pet) { if(pet->getPetType() == SUMMON_PET || pet->getPetType() == HUNTER_PET) { ((Player*)this)->SetOldPetNumber(pet->GetCharmInfo()->GetPetNumber()); ((Player*)this)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL)); } ((Player*)this)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT); } else ((Player*)this)->SetOldPetNumber(0); } ApplySpeedMod(MOVE_MOUNTED, 1.0f, true, true); //Send Client mounted Speed } void Unit::Unmount() { if(!IsMounted()) return; SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); RemoveFlag( UNIT_FIELD_FLAGS ,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_MOUNT ); if(GetTypeId() == TYPEID_PLAYER && ((Player*)this)->GetOldPetNumber() && isAlive()) { Pet* NewPet = new Pet(this); if(!NewPet->LoadPetFromDB(this, 0, ((Player*)this)->GetOldPetNumber(), true)) delete NewPet; ((Player*)this)->SetOldPetNumber(0); } ApplySpeedMod(MOVE_RUN, 1.0f, true, true); //Send Client run speed } void Unit::SetInCombat() { m_CombatTimer = 5000; SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); if(isCharmed() || (GetTypeId()!=TYPEID_PLAYER && ((Creature*)this)->isPet())) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); } void Unit::ClearInCombat() { m_CombatTimer = 0; RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); if(isCharmed() || (GetTypeId()!=TYPEID_PLAYER && ((Creature*)this)->isPet())) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); } bool Unit::isTargetableForAttack() const { if (GetTypeId()==TYPEID_PLAYER && ((Player *)this)->isGameMaster()) return false; if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)) return false; return isAlive() && !hasUnitState(UNIT_STAT_DIED)&& !isInFlight() /*&& !isStealth()*/; } int32 Unit::ModifyHealth(int32 dVal) { int32 gain = 0; if(dVal==0) return 0; int32 curHealth = (int32)GetHealth(); int32 val = dVal + curHealth; if(val <= 0) { SetHealth(0); return -curHealth; } int32 maxHealth = (int32)GetMaxHealth(); if(val < maxHealth) { SetHealth(val); gain = val - curHealth; } else if(curHealth != maxHealth) { SetHealth(maxHealth); gain = maxHealth - curHealth; } return gain; } int32 Unit::ModifyPower(Powers power, int32 dVal) { int32 gain = 0; if(dVal==0) return 0; int32 curPower = (int32)GetPower(power); int32 val = dVal + curPower; if(val <= 0) { SetPower(power,0); return -curPower; } int32 maxPower = (int32)GetMaxPower(power); if(val < maxPower) { SetPower(power,val); gain = val - curPower; } else if(curPower != maxPower) { SetPower(power,maxPower); gain = maxPower - curPower; } return gain; } bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList) const { if(!u) return false; // Always can see self if (u==this) return true; // player visible for other player if not logout and at same transport // including case when player is out of world bool at_same_transport = GetTypeId() == TYPEID_PLAYER && u->GetTypeId()==TYPEID_PLAYER && !((Player*)this)->GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() && !((Player*)this)->GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() && ((Player*)this)->GetTransport() && ((Player*)this)->GetTransport() == ((Player*)u)->GetTransport(); // not in world if(!at_same_transport && (!IsInWorld() || !u->IsInWorld())) return false; // always seen by owner if(GetCharmerOrOwnerGUID()==u->GetGUID()) return true; // Grid dead/alive checks if( u->GetTypeId()==TYPEID_PLAYER) { // non visible at grid for any stealth state if(!IsVisibleInGridForPlayer((Player *)u)) return false; // if player is dead then he can't detect anyone in anycases if(!u->isAlive()) detect = false; } else { // all dead creatures/players not visible for any creatures if(!u->isAlive() || !isAlive()) return false; } // different visible distance checks if(u->isInFlight()) // what see player in flight { // use object grey distance for all (only see objects any way) if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))) return false; } else if(!isAlive()) // distance for show body { if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))) return false; } else if(GetTypeId()==TYPEID_PLAYER) // distance for show player { if(u->GetTypeId()==TYPEID_PLAYER) { // Players far than max visible distance for player or not in our map are not visible too if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } else { // Units far than max visible distance for creature or not in our map are not visible too if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } } else if(GetCharmerOrOwnerGUID()) // distance for show pet/charmed { // Pet/charmed far than max visible distance for player or not in our map are not visible too if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } else // distance for show creature { // Units far than max visible distance for creature or not in our map are not visible too if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } // Visible units, always are visible for all units, except for units under invisibility if (m_Visibility == VISIBILITY_ON && u->GetVisibility()!= VISIBILITY_GROUP_INVISIBILITY) return true; // GMs are visible for higher gms (or players are visible for gms) if (u->GetTypeId() == TYPEID_PLAYER && ((Player *)u)->isGameMaster()) return (GetTypeId() == TYPEID_PLAYER && ((Player *)this)->GetSession()->GetSecurity() <= ((Player *)u)->GetSession()->GetSecurity()); // non faction visibility non-breakable for non-GMs if (m_Visibility == VISIBILITY_OFF) return false; // Invisible units, always are visible for units under same invisibility type if(m_invisibilityMask & u->m_invisibilityMask) return true; // Invisible units, always are visible for unit that can detect this invisibility (have appropriate level for detect) if(uint32 mask = (m_invisibilityMask & u->m_detectInvisibilityMask)) { for(uint32 i = 0; i < 10; ++i) { if(((1 << i) & mask)==0) continue; // find invisibility level uint32 invLevel = 0; Unit::AuraList const& iAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY); for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr) if(((*itr)->GetModifier()->m_miscvalue)==i && invLevel < (*itr)->GetModifier()->m_amount) invLevel = (*itr)->GetModifier()->m_amount; // find invisibility detect level uint32 detectLevel = 0; Unit::AuraList const& dAuras = u->GetAurasByType(SPELL_AURA_MOD_INVISIBILITY_DETECTION); for(Unit::AuraList::const_iterator itr = dAuras.begin(); itr != dAuras.end(); ++itr) if(((*itr)->GetModifier()->m_miscvalue)==i && detectLevel < (*itr)->GetModifier()->m_amount) detectLevel = (*itr)->GetModifier()->m_amount; if(i==6 && u->GetTypeId()==TYPEID_PLAYER) // special drunk detection case { detectLevel = ((Player*)u)->GetDrunkValue(); } if(invLevel <= detectLevel) return true; } } // Units that can detect invisibility always are visible for units that can be detected if(uint32 mask = (m_detectInvisibilityMask & u->m_invisibilityMask)) { for(uint32 i = 0; i < 10; ++i) { if(((1 << i) & mask)==0) continue; // find invisibility level uint32 invLevel = 0; Unit::AuraList const& iAuras = u->GetAurasByType(SPELL_AURA_MOD_INVISIBILITY); for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr) if(((*itr)->GetModifier()->m_miscvalue)==i && invLevel < (*itr)->GetModifier()->m_amount) invLevel = (*itr)->GetModifier()->m_amount; // find invisibility detect level uint32 detectLevel = 0; Unit::AuraList const& dAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY_DETECTION); for(Unit::AuraList::const_iterator itr = dAuras.begin(); itr != dAuras.end(); ++itr) if(((*itr)->GetModifier()->m_miscvalue)==i && detectLevel < (*itr)->GetModifier()->m_amount) detectLevel = (*itr)->GetModifier()->m_amount; if(i==6 && GetTypeId()==TYPEID_PLAYER) // special drunk detection case { detectLevel = ((Player*)this)->GetDrunkValue(); } if(invLevel <= detectLevel) return true; } } // Stealth/invisible not hostile units, not visible (except Player-with-Player case) if (!u->IsHostileTo(this)) { // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) if(GetTypeId()==TYPEID_PLAYER && u->GetTypeId()==TYPEID_PLAYER) { if(((Player*)this)->IsGroupVisibleFor(((Player*)u))) return true; // else apply same rules as for hostile case (detecting check) } } else { // Hunter mark functionality AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_STALKED); for(AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID()==u->GetGUID()) return true; } // unit got in stealth in this moment and must ignore old detected state // invisibility not have chance for detection if (m_Visibility == VISIBILITY_ON || m_Visibility == VISIBILITY_GROUP_NO_DETECT || m_Visibility == VISIBILITY_GROUP_INVISIBILITY) return false; // NOW ONLY STEALTH CASE // stealth and detected and visible for some seconds if (u->GetTypeId() == TYPEID_PLAYER && ((Player*)u)->m_DetectInvTimer > 300 && ((Player*)u)->HaveAtClient(this)) return true; //if in non-detect mode then invisible for unit if (!detect) return false; // Special cases // If is attacked then stealth is lost, some creature can use stealth too if(this->isAttacked()) return true; // If there is collision rogue is seen regardless of level difference // TODO: check sizes in DB float distance = GetDistance(u); if (distance < 0.24f) return true; //If a mob or player is stunned he will not be able to detect stealth if (u->hasUnitState(UNIT_STAT_STUNDED) && (u != this)) return false; // Creature can detect target only in aggro radius if(u->GetTypeId() != TYPEID_PLAYER) { //Always invisible from back and out of aggro range bool isInFront = u->isInFront(this,((Creature const*)u)->GetAttackDistance(this)); if(!isInFront) return false; } else { //Always invisible from back bool isInFront = u->isInFront(this,(GetTypeId()==TYPEID_PLAYER || GetCharmerOrOwnerGUID()) ? World::GetMaxVisibleDistanceForPlayer() : World::GetMaxVisibleDistanceForCreature()); if(!isInFront) return false; } //Calculation if target is in front //Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5) float visibleDistance = 10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH)/100.0f); //Visible distance is modified by //-Level Diff (every level diff = 1.0f in visible distance) visibleDistance += int32(u->getLevel()) - int32(this->getLevel()); //This allows to check talent tree and will add addition stealth dependant on used points) int32 stealthMod = GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_LEVEL); if(stealthMod < 0) stealthMod = 0; //-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia) //based on wowwiki every 5 mod we have 1 more level diff in calculation visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_DETECT)) - stealthMod)/5.0f; if(distance > visibleDistance) return false; // Now check is target visible with LoS float ox,oy,oz; u->GetPosition(ox,oy,oz); return IsWithinLOS(ox,oy,oz); } void Unit::SetVisibility(UnitVisibility x) { m_Visibility = x; if(IsInWorld()) { Map *m = MapManager::Instance().GetMap(GetMapId(), this); if(GetTypeId()==TYPEID_PLAYER) m->PlayerRelocation((Player*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); else m->CreatureRelocation((Creature*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); } } float Unit::GetSpeed( UnitMoveType mtype ) const { return m_speed_rate[mtype]*baseMoveSpeed[mtype]; } void Unit::SetSpeed(UnitMoveType mtype, float rate, bool forced) { m_speed_rate[mtype] = 1.0f; ApplySpeedMod(mtype, rate, forced, true); } void Unit::ApplySpeedMod(UnitMoveType mtype, float rate, bool forced, bool apply) { if(apply) m_speed_rate[mtype] *= rate; else m_speed_rate[mtype] /= rate; propagateSpeedChange(); // Send speed change packet only for player if (GetTypeId()!=TYPEID_PLAYER) return; // Not send speed change if MOVE_MOUNTED and not mounted if (mtype == MOVE_MOUNTED && !((Player*)this)->IsMounted()) return; // Not send speed change if MOVE_RUN and mounted if (mtype == MOVE_RUN && ((Player*)this)->IsMounted()) return; WorldPacket data; if(!forced) { switch(mtype) { case MOVE_WALK: data.Initialize(MSG_MOVE_SET_WALK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_MOUNTED: case MOVE_RUN: data.Initialize(MSG_MOVE_SET_RUN_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_WALKBACK: data.Initialize(MSG_MOVE_SET_RUN_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_SWIM: data.Initialize(MSG_MOVE_SET_SWIM_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_SWIMBACK: data.Initialize(MSG_MOVE_SET_SWIM_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_TURN: data.Initialize(MSG_MOVE_SET_TURN_RATE, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_FLY: data.Initialize(MSG_MOVE_SET_FLY_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_FLYBACK: data.Initialize(MSG_MOVE_SET_FLY_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; default: sLog.outError("Unit::SetSpeed: Unsupported move type (%d), data not sent to client.",mtype); return; } data.append(GetPackGUID()); data << uint32(0); //movement flags data << uint8(0); //unk data << uint32(getMSTime()); data << float(GetPositionX()); data << float(GetPositionY()); data << float(GetPositionZ()); data << float(GetOrientation()); data << uint32(0); //flag unk data << float(GetSpeed(mtype)); SendMessageToSet( &data, true ); } else { switch(mtype) { case MOVE_WALK: data.Initialize(SMSG_FORCE_WALK_SPEED_CHANGE, 16); break; case MOVE_MOUNTED: case MOVE_RUN: data.Initialize(SMSG_FORCE_RUN_SPEED_CHANGE, 17); break; case MOVE_WALKBACK: data.Initialize(SMSG_FORCE_RUN_BACK_SPEED_CHANGE, 16); break; case MOVE_SWIM: data.Initialize(SMSG_FORCE_SWIM_SPEED_CHANGE, 16); break; case MOVE_SWIMBACK: data.Initialize(SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, 16); break; case MOVE_TURN: data.Initialize(SMSG_FORCE_TURN_RATE_CHANGE, 16); break; case MOVE_FLY: data.Initialize(SMSG_FORCE_FLY_SPEED_CHANGE, 16); break; case MOVE_FLYBACK: data.Initialize(SMSG_FORCE_FLY_BACK_SPEED_CHANGE, 16); break; default: sLog.outError("Unit::SetSpeed: Unsupported move type (%d), data not sent to client.",mtype); return; } data.append(GetPackGUID()); data << (uint32)0; // new 2.1.0 if (mtype == MOVE_RUN || mtype == MOVE_MOUNTED) data << uint8(0); data << float(GetSpeed(mtype)); SendMessageToSet( &data, true ); } if(Pet* pet = GetPet()) pet->SetSpeed(mtype==MOVE_MOUNTED ? MOVE_RUN : mtype,m_speed_rate[mtype],forced); } void Unit::SetHover(bool on) { if(on) CastSpell(this,11010,true); else RemoveAurasDueToSpell(11010); } void Unit::setDeathState(DeathState s) { if (s != ALIVE) { CombatStop(); ClearComboPointHolders(); // any combo points pointed to unit lost at it death if(IsNonMeleeSpellCasted(false)) InterruptNonMeleeSpells(false); } if (s == JUST_DIED) { RemoveAllAurasOnDeath(); UnsummonAllTotems(); ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false); ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false); // remove aurastates allowing special moves ClearAllReactives(); } if (m_deathState != ALIVE && s == ALIVE) { //_ApplyAllAuraMods(); } m_deathState = s; } /*######################################## ######## ######## ######## AGGRO SYSTEM ######## ######## ######## ########################################*/ bool Unit::CanHaveThreatList() const { if(GetTypeId() == TYPEID_UNIT && !((Creature*)this)->isPet() && !((Creature*)this)->isTotem() ) return true; else return false; } //====================================================================== float Unit::ApplyTotalThreatModifier(float threat, SpellSchools school) { if(!HasAuraType(SPELL_AURA_MOD_THREAT)) return threat; if(school >= MAX_SPELL_SCHOOL) { sLog.outError("Unit::ApplyTotalThreatModifier: Spell school with out-of-range value: %u",uint32(school)); return threat; } return threat * m_threatModifier[school]; } //====================================================================== void Unit::AddThreat(Unit* pVictim, float threat, SpellSchools school, SpellEntry const *threatSpell) { // Only mobs can manage threat lists if(CanHaveThreatList()) m_ThreatManager.addThreat(pVictim, threat, school, threatSpell); } //====================================================================== void Unit::DeleteThreatList() { m_ThreatManager.clearReferences(); } //====================================================================== void Unit::TauntApply(Unit* taunter) { assert(GetTypeId()== TYPEID_UNIT); if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster())) return; if(!CanHaveThreatList()) return; Unit *target = getVictim(); if(target && target == taunter) return; SetInFront(taunter); if (((Creature*)this)->AI()) ((Creature*)this)->AI()->AttackStart(taunter); m_ThreatManager.tauntApply(taunter); } //====================================================================== void Unit::TauntFadeOut(Unit *taunter) { assert(GetTypeId()== TYPEID_UNIT); if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster())) return; if(!CanHaveThreatList()) return; Unit *target = getVictim(); if(!target || target != taunter) return; if(m_ThreatManager.isThreatListEmpty()) { if(((Creature*)this)->AI()) ((Creature*)this)->AI()->EnterEvadeMode(); return; } m_ThreatManager.tauntFadeOut(taunter); target = m_ThreatManager.getHostilTarget(); if (target && target != taunter) { SetInFront(target); if (((Creature*)this)->AI()) ((Creature*)this)->AI()->AttackStart(target); } } //====================================================================== bool Unit::SelectHostilTarget() { //function provides main threat functionality //next-victim-selection algorithm and evade mode are called //threat list sorting etc. assert(GetTypeId()== TYPEID_UNIT); Unit* target = NULL; //This function only useful once AI has been initilazied if (!((Creature*)this)->AI()) return false; if(!m_ThreatManager.isThreatListEmpty()) { if(!HasAuraType(SPELL_AURA_MOD_TAUNT)) { target = m_ThreatManager.getHostilTarget(); } } if(target) { if(!hasUnitState(UNIT_STAT_STUNDED)) SetInFront(target); ((Creature*)this)->AI()->AttackStart(target); return true; } // no target but something prevent go to evade mode // Check for hunters ice traps & rouge blind // Freezing Trap Effect 1,2 & 3 if( ((Creature*)this)->HasAura(3355, 0 ) || ((Creature*)this)->HasAura(14308, 0 ) || ((Creature*)this)->HasAura(14309, 0 ) || ((Creature*)this)->HasAura(2094, 0 ) ) { ((Creature*)this)->RemoveAurasDueToSpell(2094); ((Creature*)this)->RemoveAurasDueToSpell(3355); ((Creature*)this)->RemoveAurasDueToSpell(14308); ((Creature*)this)->RemoveAurasDueToSpell(14309); } if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT) || !CanFreeMove() ) return false; // last case when creature don't must go to evade mode: // it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list // for example at owner command to pet attack some far away creature // Note: creature not have targeted movement generator but have attacker in this case if( GetMotionMaster()->empty() || GetMotionMaster()->top()->GetMovementGeneratorType() != TARGETED_MOTION_TYPE ) { for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr) { if( (*itr)->IsInMap(this) && (*itr)->isTargetableForAttack() && (*itr)->isInAccessablePlaceFor((Creature*)this) ) return false; } } // enter in evade mode in other case ((Creature*)this)->AI()->EnterEvadeMode(); return false; } //====================================================================== //====================================================================== //====================================================================== int32 Unit::CalculateSpellDamage(SpellEntry const* spellProto, uint8 effect_index, int32 effBasePoints, Unit const* target) { Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL; uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0; int32 level = int32(getLevel()) - int32(spellProto->spellLevel); if (level > spellProto->maxLevel && spellProto->maxLevel > 0) level = spellProto->maxLevel; float basePointsPerLevel = spellProto->EffectRealPointsPerLevel[effect_index]; float randomPointsPerLevel = spellProto->EffectDicePerLevel[effect_index]; int32 basePoints = int32(effBasePoints + level * basePointsPerLevel); int32 randomPoints = int32(spellProto->EffectDieSides[effect_index] + level * randomPointsPerLevel); float comboDamage = spellProto->EffectPointsPerComboPoint[effect_index]; int32 value = basePoints + rand32(spellProto->EffectBaseDice[effect_index], randomPoints); //random damage if(int32(spellProto->EffectBaseDice[effect_index]) != randomPoints && GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) value += ((Pet*)this)->GetBonusDamage(); //bonus damage only on spells without fixed basePoints?) if(comboDamage != 0 && unitPlayer && target && (target->GetGUID() == unitPlayer->GetComboTarget())) value += (int32)(comboDamage * comboPoints); if(Player* modOwner = GetSpellModOwner()) { modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_ALL_EFFECTS, value); switch(effect_index) { case 0: modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_EFFECT1, value); break; case 1: modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_EFFECT2, value); break; case 2: modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_EFFECT3, value); break; } if( spellProto->Effect[effect_index] == SPELL_EFFECT_APPLY_AURA && (spellProto->EffectApplyAuraName[effect_index] == SPELL_AURA_PERIODIC_DAMAGE || spellProto->EffectApplyAuraName[effect_index] == SPELL_AURA_PERIODIC_HEAL || spellProto->EffectApplyAuraName[effect_index] == SPELL_AURA_PERIODIC_LEECH) ) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DOT, value); } return value; } int32 Unit::CalculateSpellDuration(SpellEntry const* spellProto) { Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL; uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0; int32 minduration = GetDuration(spellProto); int32 maxduration = GetMaxDuration(spellProto); int32 duration; if( minduration != -1 && minduration != maxduration ) duration = minduration + int32((maxduration - minduration) * comboPoints / 5); else duration = minduration; if (duration > 0) { int32 durationMod = 0; AuraList const& mMechanicMod = GetAurasByType(SPELL_AURA_MECHANIC_DURATION_MOD); for(AuraList::const_iterator i = mMechanicMod.begin();i != mMechanicMod.end(); ++i) if((*i)->GetModifier()->m_miscvalue == int32(spellProto->Mechanic)) durationMod+= (*i)->GetModifier()->m_amount; duration = int32(int64(duration) * (100+durationMod) /100); if (duration < 0) duration = 0; } return duration; } void Unit::AddDiminishing(DiminishingMechanics mech, uint32 hitTime, uint32 hitCount) { m_Diminishing.push_back(DiminishingReturn(mech,hitTime,hitCount)); } DiminishingLevels Unit::GetDiminishing(DiminishingMechanics mech) { for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->Mechanic != mech) continue; if(!i->hitCount) return DIMINISHING_LEVEL_1; if(!i->hitTime) return DIMINISHING_LEVEL_1; // If last spell was casted more than 15 seconds ago - reset the count. if((getMSTime() - i->hitTime) > 15000) { i->hitCount = DIMINISHING_LEVEL_1; return DIMINISHING_LEVEL_1; } // or else increase the count. else { if(i->hitCount > DIMINISHING_LEVEL_2) { i->hitCount = DIMINISHING_LEVEL_IMMUNE; return DIMINISHING_LEVEL_IMMUNE; } else return DiminishingLevels(i->hitCount); } } return DIMINISHING_LEVEL_1; } void Unit::IncrDiminishing(DiminishingMechanics mech, uint32 duration) { // Checking for existing in the table bool IsExist = false; for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->Mechanic != mech) continue; IsExist = true; if(i->hitCount < DIMINISHING_LEVEL_IMMUNE) { i->hitCount += 1; switch(i->hitCount) { case DIMINISHING_LEVEL_2: i->hitTime = uint32(getMSTime() + duration); break; case DIMINISHING_LEVEL_3: i->hitTime = uint32(getMSTime() + duration*0.5); break; case DIMINISHING_LEVEL_IMMUNE: i->hitTime = uint32(getMSTime() + duration*0.25); break; default: break; } } break; } if(!IsExist) AddDiminishing(mech,uint32(getMSTime() + duration),DIMINISHING_LEVEL_2); } void Unit::UpdateDiminishingTime(DiminishingMechanics mech) { // Checking for existing in the table bool IsExist = false; for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->Mechanic != mech) continue; IsExist = true; i->hitTime = getMSTime(); break; } if(!IsExist) AddDiminishing(mech,getMSTime(),DIMINISHING_LEVEL_1); } DiminishingMechanics Unit::Mechanic2DiminishingMechanics(uint32 mech) { switch(mech) { case MECHANIC_CHARM: case MECHANIC_FEAR: case MECHANIC_SLEEP: return DIMINISHING_MECHANIC_CHARM; case MECHANIC_CONFUSED: case MECHANIC_KNOCKOUT: case MECHANIC_POLYMORPH: return DIMINISHING_MECHANIC_CONFUSE; case MECHANIC_ROOT: case MECHANIC_FREEZE: return DIMINISHING_MECHANIC_ROOT; case MECHANIC_STUN: return DIMINISHING_MECHANIC_STUN; case MECHANIC_SNARE: return DIMINISHING_MECHANIC_SNARE; case MECHANIC_BANISH: return DIMINISHING_MECHANIC_BANISH; default: break; } return DIMINISHING_NONE; } void Unit::ApplyDiminishingToDuration(DiminishingMechanics mech, int32 &duration,Unit* caster) { if(duration == -1 || mech == DIMINISHING_NONE || caster->IsFriendlyTo(this) ) return; // Duration of crowd control abilities on pvp target is limited by 10 sec. (2.2.0) if(duration > 10000) { // test pet/charm masters instead pets/charmeds Unit const* targetOwner = GetCharmerOrOwner(); Unit const* casterOwner = caster->GetCharmerOrOwner(); Unit const* target = targetOwner ? targetOwner : this; Unit const* source = casterOwner ? casterOwner : caster; if(target->GetTypeId() == TYPEID_PLAYER && source->GetTypeId() == TYPEID_PLAYER) duration = 10000; } float mod = 1.0f; // Stun diminishing is applies to mobs too if(mech == DIMINISHING_MECHANIC_STUN || GetTypeId() == TYPEID_PLAYER) { DiminishingLevels diminish = GetDiminishing(mech); switch(diminish) { case DIMINISHING_LEVEL_1: IncrDiminishing(mech, duration); break; case DIMINISHING_LEVEL_2: IncrDiminishing(mech, duration); mod = 0.5f; break; case DIMINISHING_LEVEL_3: IncrDiminishing(mech, duration); mod = 0.25f; break; case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f; break; default: break; } } duration = int32(duration * mod); } Unit* Unit::GetUnit(WorldObject& object, uint64 guid) { return ObjectAccessor::GetUnit(object,guid); } bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const { return isVisibleForOrDetect(u,false,inVisibleList); } uint32 Unit::GetCreatureType() const { if(GetTypeId() == TYPEID_PLAYER) { switch(((Player const*)this)->m_form) { case FORM_CAT: case FORM_TRAVEL: case FORM_AQUA: case FORM_BEAR: case FORM_DIREBEAR: case FORM_GHOSTWOLF: case FORM_SWIFT_FLIGHT: case FORM_FLIGHT: return CREATURE_TYPE_BEAST; case FORM_TREE: case FORM_SPIRITOFREDEMPTION: return CREATURE_TYPE_ELEMENTAL; case FORM_MOONKIN: default: return CREATURE_TYPE_HUMANOID; } } else return ((Creature*)this)->GetCreatureInfo()->type; } /*####################################### ######## ######## ######## STAT SYSTEM ######## ######## ######## #######################################*/ bool Unit::HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply) { if(unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END) { sLog.outError("ERROR in HandleStatModifier(): nonexisted UnitMods or wrong UnitModifierType!"); return false; } float val = 1.0f; switch(modifierType) { case BASE_VALUE: case TOTAL_VALUE: m_auraModifiersGroup[unitMod][modifierType] += apply ? amount : -amount; break; case BASE_PCT: case TOTAL_PCT: if(amount <= -100.0f) //small hack-fix for -100% modifiers amount = -200.0f; val = (100.0f + amount) / 100.0f; m_auraModifiersGroup[unitMod][modifierType] *= apply ? val : (1.0f/val); break; default: break; } if(!CanModifyStats()) return false; switch(unitMod) { case UNIT_MOD_STAT_STRENGTH: case UNIT_MOD_STAT_AGILITY: case UNIT_MOD_STAT_STAMINA: case UNIT_MOD_STAT_INTELLECT: case UNIT_MOD_STAT_SPIRIT: UpdateStats(GetStatByAuraGroup(unitMod)); break; case UNIT_MOD_ARMOR: UpdateArmor(); break; case UNIT_MOD_HEALTH: UpdateMaxHealth(); break; case UNIT_MOD_MANA: case UNIT_MOD_RAGE: case UNIT_MOD_FOCUS: case UNIT_MOD_ENERGY: case UNIT_MOD_HAPPINESS: UpdateMaxPower(GetPowerTypeByAuraGroup(unitMod)); break; case UNIT_MOD_RESISTANCE_HOLY: case UNIT_MOD_RESISTANCE_FIRE: case UNIT_MOD_RESISTANCE_NATURE: case UNIT_MOD_RESISTANCE_FROST: case UNIT_MOD_RESISTANCE_SHADOW: case UNIT_MOD_RESISTANCE_ARCANE: UpdateResistances(GetSpellSchoolByAuraGroup(unitMod)); break; case UNIT_MOD_ATTACK_POWER: UpdateAttackPowerAndDamage(); break; case UNIT_MOD_ATTACK_POWER_RANGED: UpdateAttackPowerAndDamage(true); break; case UNIT_MOD_DAMAGE_MAINHAND: UpdateDamagePhysical(BASE_ATTACK); break; case UNIT_MOD_DAMAGE_OFFHAND: UpdateDamagePhysical(OFF_ATTACK); break; case UNIT_MOD_DAMAGE_RANGED: UpdateDamagePhysical(RANGED_ATTACK); break; default: break; } return true; } float Unit::GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const { if( unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END) { sLog.outError("ERROR: trial to access nonexisted modifier value from UnitMods!"); return 0.0f; } if(modifierType == TOTAL_PCT && m_auraModifiersGroup[unitMod][modifierType] <= 0.0f) return 0.0f; return m_auraModifiersGroup[unitMod][modifierType]; } float Unit::GetTotalStatValue(Stats stat) const { UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat); if(m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f) return 0.0f; // value = ((base_value * base_pct) + total_value) * total_pct float value = m_auraModifiersGroup[unitMod][BASE_VALUE] + GetCreateStat(stat); value *= m_auraModifiersGroup[unitMod][BASE_PCT]; value += m_auraModifiersGroup[unitMod][TOTAL_VALUE]; value *= m_auraModifiersGroup[unitMod][TOTAL_PCT]; return value; } float Unit::GetTotalAuraModValue(UnitMods unitMod) const { if(unitMod >= UNIT_MOD_END) { sLog.outError("ERROR: trial to access nonexisted UnitMods in GetTotalAuraModValue()!"); return 0.0f; } if(m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f) return 0.0f; float value = m_auraModifiersGroup[unitMod][BASE_VALUE]; value *= m_auraModifiersGroup[unitMod][BASE_PCT]; value += m_auraModifiersGroup[unitMod][TOTAL_VALUE]; value *= m_auraModifiersGroup[unitMod][TOTAL_PCT]; return value; } SpellSchools Unit::GetSpellSchoolByAuraGroup(UnitMods unitMod) const { SpellSchools school = SPELL_SCHOOL_NORMAL; switch(unitMod) { case UNIT_MOD_RESISTANCE_HOLY: school = SPELL_SCHOOL_HOLY; break; case UNIT_MOD_RESISTANCE_FIRE: school = SPELL_SCHOOL_FIRE; break; case UNIT_MOD_RESISTANCE_NATURE: school = SPELL_SCHOOL_NATURE; break; case UNIT_MOD_RESISTANCE_FROST: school = SPELL_SCHOOL_FROST; break; case UNIT_MOD_RESISTANCE_SHADOW: school = SPELL_SCHOOL_SHADOW; break; case UNIT_MOD_RESISTANCE_ARCANE: school = SPELL_SCHOOL_ARCANE; break; default: break; } return school; } Stats Unit::GetStatByAuraGroup(UnitMods unitMod) const { Stats stat = STAT_STRENGTH; switch(unitMod) { case UNIT_MOD_STAT_STRENGTH: stat = STAT_STRENGTH; break; case UNIT_MOD_STAT_AGILITY: stat = STAT_AGILITY; break; case UNIT_MOD_STAT_STAMINA: stat = STAT_STAMINA; break; case UNIT_MOD_STAT_INTELLECT: stat = STAT_INTELLECT; break; case UNIT_MOD_STAT_SPIRIT: stat = STAT_SPIRIT; break; default: break; } return stat; } Powers Unit::GetPowerTypeByAuraGroup(UnitMods unitMod) const { Powers power = POWER_MANA; switch(unitMod) { case UNIT_MOD_MANA: power = POWER_MANA; break; case UNIT_MOD_RAGE: power = POWER_RAGE; break; case UNIT_MOD_FOCUS: power = POWER_FOCUS; break; case UNIT_MOD_ENERGY: power = POWER_ENERGY; break; case UNIT_MOD_HAPPINESS: power = POWER_HAPPINESS; break; default: break; } return power; } float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const { UnitMods unitMod = (attType == RANGED_ATTACK) ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER; float val = GetTotalAuraModValue(unitMod); if(val < 0.0f) val = 0.0f; return val; } float Unit::GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const { if (attType == OFF_ATTACK && !haveOffhandWeapon()) return 0.0f; return m_weaponDamage[attType][type]; } void Unit::SetLevel(uint32 lvl) { SetUInt32Value(UNIT_FIELD_LEVEL,lvl); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_LEVEL); } void Unit::SetHealth(uint32 val) { uint32 maxHealth = GetMaxHealth(); if(maxHealth < val) val = maxHealth; SetUInt32Value(UNIT_FIELD_HEALTH,val); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP); } void Unit::SetMaxHealth(uint32 val) { uint32 health = GetHealth(); SetUInt32Value(UNIT_FIELD_MAXHEALTH,val); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_HP); if(val < health) SetHealth(val); } void Unit::SetPower(Powers power, uint32 val) { uint32 maxPower = GetMaxPower(power); if(maxPower < val) val = maxPower; SetStatInt32Value(UNIT_FIELD_POWER1 + power,val); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER); } void Unit::SetMaxPower(Powers power, uint32 val) { uint32 cur_power = GetPower(power); SetStatInt32Value(UNIT_FIELD_MAXPOWER1 + power,val); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER); if(val < cur_power) SetPower(power, val); } void Unit::ApplyPowerMod(Powers power, uint32 val, bool apply) { ApplyModUInt32Value(UNIT_FIELD_POWER1+power, val, apply); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER); } void Unit::ApplyMaxPowerMod(Powers power, uint32 val, bool apply) { ApplyModUInt32Value(UNIT_FIELD_MAXPOWER1+power, val, apply); // group update if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER); } void Unit::ApplyAuraProcTriggerDamage( Aura* aura, bool apply ) { AuraList& tAuraProcTriggerDamage = m_modAuras[SPELL_AURA_PROC_TRIGGER_DAMAGE]; if(apply) tAuraProcTriggerDamage.push_back(aura); else tAuraProcTriggerDamage.remove(aura); } uint32 Unit::GetCreatePowers( Powers power ) const { // POWER_FOCUS and POWER_HAPPINESS only have hunter pet switch(power) { case POWER_MANA: return GetCreateMana(); case POWER_RAGE: return 1000; case POWER_FOCUS: return (GetTypeId()==TYPEID_PLAYER || !((Creature const*)this)->isPet() || ((Pet const*)this)->getPetType()!=HUNTER_PET ? 0 : 100); case POWER_ENERGY: return 100; case POWER_HAPPINESS: return (GetTypeId()==TYPEID_PLAYER || !((Creature const*)this)->isPet() || ((Pet const*)this)->getPetType()!=HUNTER_PET ? 0 : 1050000); } return 0; } void Unit::CleanupsBeforeDelete() { if(m_uint32Values) // only for fully created object { InterruptNonMeleeSpells(true); m_Events.KillAllEvents(); CombatStop(); ClearComboPointHolders(); DeleteThreatList(); getHostilRefManager().setOnlineOfflineState(false); RemoveAllAuras(); } RemoveFromWorld(); } CharmInfo* Unit::InitCharmInfo(Unit *charm) { if(!m_charmInfo) m_charmInfo = new CharmInfo(charm); return m_charmInfo; } CharmInfo::CharmInfo(Unit* unit) : m_unit(unit), m_CommandState(COMMAND_STAY), m_ReactSate(REACT_PASSIVE), m_petnumber(0) { for(int i =0; i<4; ++i) { m_charmspells[i].spellId = 0; m_charmspells[i].active = ACT_DISABLED; } } void CharmInfo::InitPetActionBar() { // the first 3 SpellOrActions are attack, follow and stay for(uint32 i = 0; i < 3; i++) { PetActionBar[i].Type = ACT_COMMAND; PetActionBar[i].SpellOrAction = COMMAND_ATTACK - i; PetActionBar[i + 7].Type = ACT_REACTION; PetActionBar[i + 7].SpellOrAction = COMMAND_ATTACK - i; } for(uint32 i=0; i < 4; i++) { PetActionBar[i + 3].Type = ACT_DISABLED; PetActionBar[i + 3].SpellOrAction = 0; } } void CharmInfo::InitEmptyActionBar() { for(uint32 x = 1; x < 10; ++x) { PetActionBar[x].Type = ACT_CAST; PetActionBar[x].SpellOrAction = 0; } PetActionBar[0].Type = ACT_COMMAND; PetActionBar[0].SpellOrAction = COMMAND_ATTACK; } void CharmInfo::InitPossessCreateSpells() { if(m_unit->GetTypeId() == TYPEID_PLAYER) return; InitEmptyActionBar(); //charm action bar for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x) { if (IsPassiveSpell(((Creature*)m_unit)->m_spells[x])) m_unit->CastSpell(m_unit, ((Creature*)m_unit)->m_spells[x], true); else AddSpellToAB(0, ((Creature*)m_unit)->m_spells[x], ACT_CAST); } } void CharmInfo::InitCharmCreateSpells() { if(m_unit->GetTypeId() == TYPEID_PLAYER) //charmed players don't have spells { InitEmptyActionBar(); return; } InitPetActionBar(); for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x) { uint32 spellId = ((Creature*)m_unit)->m_spells[x]; m_charmspells[x].spellId = spellId; if(!spellId) continue; if (IsPassiveSpell(spellId)) { m_unit->CastSpell(m_unit, spellId, true); m_charmspells[x].active = ACT_PASSIVE; } else { ActiveStates newstate; bool onlyselfcast = true; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(!spellInfo) onlyselfcast = false; for(uint32 i = 0;i<3 && onlyselfcast;++i) //non existent spell will not make any problems as onlyselfcast would be false -> break right away { if(spellInfo->EffectImplicitTargetA[i] != TARGET_SELF && spellInfo->EffectImplicitTargetA[i] != 0) onlyselfcast = false; } if(onlyselfcast || !IsPositiveSpell(spellId)) //only self cast and spells versus enemies are autocastable newstate = ACT_DISABLED; else newstate = ACT_CAST; AddSpellToAB(0, spellId, newstate); } } } bool CharmInfo::AddSpellToAB(uint32 oldid, uint32 newid, ActiveStates newstate) { for(uint8 i = 0; i < 10; i++) { if((PetActionBar[i].Type == ACT_DISABLED || PetActionBar[i].Type == ACT_ENABLED || PetActionBar[i].Type == ACT_CAST) && PetActionBar[i].SpellOrAction == oldid) { PetActionBar[i].SpellOrAction = newid; if(!oldid) { if(newstate == ACT_DECIDE) PetActionBar[i].Type = ACT_DISABLED; else PetActionBar[i].Type = newstate; } return true; } } return false; } void CharmInfo::ToggleCreatureAutocast(uint32 spellid, bool apply) { if(IsPassiveSpell(spellid)) return; for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x) { if(spellid == m_charmspells[x].spellId) { m_charmspells[x].active = apply ? ACT_ENABLED : ACT_DISABLED; } } } void CharmInfo::SetPetNumber(uint32 petnumber, bool statwindow) { m_petnumber = petnumber; if(statwindow) m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, m_petnumber); else m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0); } bool Unit::isFrozen() const { AuraList const& mRoot = GetAurasByType(SPELL_AURA_MOD_ROOT); for(AuraList::const_iterator i = mRoot.begin(); i != mRoot.end(); ++i) if( (*i)->GetSpellProto()->School == SPELL_SCHOOL_FROST) return true; return false; } struct ProcTriggeredData { ProcTriggeredData(SpellEntry const * _spellInfo, uint32 _spellParam, Aura* _triggeredByAura) : spellInfo(_spellInfo), spellParam(_spellParam), triggeredByAura(_triggeredByAura), triggeredByAura_SpellPair(Unit::spellEffectPair(triggeredByAura->GetId(),triggeredByAura->GetEffIndex())) {} SpellEntry const * spellInfo; uint32 spellParam; Aura* triggeredByAura; Unit::spellEffectPair triggeredByAura_SpellPair; }; typedef std::list< ProcTriggeredData > ProcTriggeredList; void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, AuraTypeSet const& procAuraTypes, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage ) { for(AuraTypeSet::const_iterator aur = procAuraTypes.begin(); aur != procAuraTypes.end(); ++aur) { // List of spells (effects) that proceed. Spell prototype and aura-specific value (damage for TRIGGER_DAMAGE) ProcTriggeredList procTriggered; AuraList const& auras = GetAurasByType(*aur); for(AuraList::const_iterator i = auras.begin(), next; i != auras.end(); i = next) { next = i; next++; SpellEntry const *spellProto = (*i)->GetSpellProto(); if(!spellProto) continue; SpellProcEventEntry const *spellProcEvent = spellmgr.GetSpellProcEvent(spellProto->Id); if(!spellProcEvent) { // used to prevent spam in log about same non-handled spells static std::set nonHandledSpellProcSet; if(spellProto->procFlags != 0 && nonHandledSpellProcSet.find(spellProto->Id)==nonHandledSpellProcSet.end()) { sLog.outError("ProcDamageAndSpell: spell %u (%s aura source) not have record in `spell_proc_event`)",spellProto->Id,(isVictim?"a victim's":"an attacker's")); nonHandledSpellProcSet.insert(spellProto->Id); } // spell.dbc use totally different flags, that only can create problems if used. continue; } // Check spellProcEvent data requirements if(!SpellMgr::IsSpellProcEventCanTriggeredBy(spellProcEvent, procSpell,procFlag)) continue; // Check if current equipment allows aura to proc if(!isVictim && GetTypeId() == TYPEID_PLAYER && ((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK)) { if(spellProto->EquippedItemClass == ITEM_CLASS_WEAPON) { Item *item = NULL; if(attType == BASE_ATTACK) item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); else if (attType == OFF_ATTACK) item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); else item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask)) continue; } else if(spellProto->EquippedItemClass == ITEM_CLASS_ARMOR) { // Check if player is wearing shield Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_ARMOR || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask)) continue; } } float chance = (float)spellProto->procChance; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance); if(!isVictim && spellProcEvent->ppmRate != 0) { uint32 WeaponSpeed = GetAttackTime(attType); chance = GetPPMProcChance(WeaponSpeed, spellProcEvent->ppmRate); } if(roll_chance_f(chance)) { if((*i)->m_procCharges > 0) (*i)->m_procCharges -= 1; uint32 i_spell_eff = (*i)->GetEffIndex(); int32 i_spell_param; switch(*aur) { case SPELL_AURA_PROC_TRIGGER_SPELL: i_spell_param = procFlag; break; case SPELL_AURA_DUMMY: case SPELL_AURA_MOD_HASTE: i_spell_param = i_spell_eff; break; default: i_spell_param = (*i)->GetModifier()->m_amount; break; } procTriggered.push_back( ProcTriggeredData(spellProto,i_spell_param,*i) ); } } // Handle effects proceed this time for(ProcTriggeredList::iterator i = procTriggered.begin(); i != procTriggered.end(); ++i) { // Some auras can be deleted in function called in this loop (except first, ofc) // Until storing auras in std::multimap to hard check deleting by another way if(i != procTriggered.begin()) { bool found = false; AuraMap::const_iterator lower = GetAuras().lower_bound(i->triggeredByAura_SpellPair); AuraMap::const_iterator upper = GetAuras().upper_bound(i->triggeredByAura_SpellPair); for(AuraMap::const_iterator itr = lower; itr!= upper; ++itr) { if(itr->second==i->triggeredByAura) { found = true; break; } } if(!found) { sLog.outError("Spell aura %u (id:%u effect:%u) has been deleted before call spell proc event handler",*aur,i->triggeredByAura_SpellPair.first,i->triggeredByAura_SpellPair.second); sLog.outError("It can be deleted one from early proccesed auras:"); for(ProcTriggeredList::iterator i2 = procTriggered.begin(); i != i2; ++i2) sLog.outError(" Spell aura %u (id:%u effect:%u)",*aur,i2->triggeredByAura_SpellPair.first,i2->triggeredByAura_SpellPair.second); sLog.outError(" "); continue; } } switch(*aur) { case SPELL_AURA_PROC_TRIGGER_SPELL: { sLog.outDebug("ProcDamageAndSpell: casting spell %u (triggered by %s aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); HandleProcTriggerSpell(pTarget, damage, i->triggeredByAura, procSpell,i->spellParam); break; } case SPELL_AURA_PROC_TRIGGER_DAMAGE: { sLog.outDebug("ProcDamageAndSpell: doing %u damage from spell id %u (triggered by %s aura of spell %u)", i->spellParam, i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); uint32 damage = i->spellParam; // TODO: remove hack for Seal of Righteousness. That should not be there if(!isVictim && i->spellInfo->SpellVisual == 7986) damage = (damage * GetAttackTime(BASE_ATTACK))/60/1000; SpellNonMeleeDamageLog(pTarget, i->spellInfo->Id, damage, true, true); break; } case SPELL_AURA_DUMMY: { sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s dummy aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); HandleDummyAuraProc(pTarget, i->spellInfo, i->spellParam, damage, i->triggeredByAura, procSpell, procFlag); break; } case SPELL_AURA_MOD_HASTE: { sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s haste aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); HandleDummyAuraProc(pTarget, i->spellInfo, i->spellParam, damage, i->triggeredByAura, procSpell, procFlag); break; } default: { // nothing do, just charges counter break; } } } // Safely remove auras with zero charges for(AuraList::const_iterator i = auras.begin(), next; i != auras.end(); i = next) { next = i; ++next; if((*i)->m_procCharges == 0) { RemoveAurasDueToSpell((*i)->GetId()); next = auras.begin(); } } } } SpellSchools Unit::GetMeleeDamageSchool() const { if(GetTypeId()==TYPEID_UNIT) { CreatureInfo const* cInfo = ((Creature*)this)->GetCreatureInfo(); if(cInfo) return SpellSchools(cInfo->dmgschool); // checked at creature_template loading else return SPELL_SCHOOL_NORMAL; } else return SPELL_SCHOOL_NORMAL; } Player* Unit::GetSpellModOwner() { if(GetTypeId()==TYPEID_PLAYER) return (Player*)this; if(((Creature*)this)->isPet() || ((Creature*)this)->isTotem()) { Unit* owner = GetOwner(); if(owner && owner->GetTypeId()==TYPEID_PLAYER) return (Player*)owner; } return NULL; } ///----------Pet responses methods----------------- void Unit::SendPetCastFail(uint32 spellid, uint8 msg) { Unit *owner = GetCharmerOrOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_CAST_FAILED, (4+1+1)); data << uint32(spellid); data << uint8(2); data << uint8(msg); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetActionFeedback (uint8 msg) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_ACTION_FEEDBACK, 1); data << uint8(msg); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetTalk (uint32 pettalk) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_ACTION_SOUND, 8+4); data << uint64(GetGUID()); data << uint32(pettalk); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetSpellCooldown (uint32 spellid, time_t cooltime) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_SPELL_COOLDOWN, 8+8); data << uint64(GetGUID()); data << uint8(0x0); data << uint32(spellid); data << uint32(cooltime); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetClearCooldown (uint32 spellid) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8+4)); data << uint32(spellid); data << uint64(GetGUID()); data << uint32(0); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetAIReaction(uint64 guid) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_AI_REACTION, 12); data << uint64(guid) << uint32(00000002); ((Player*)owner)->GetSession()->SendPacket(&data); } ///----------End of Pet responses methods---------- void Unit::StopMoving() { clearUnitState(UNIT_STAT_MOVING); // send explicit stop packet SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(),0,true,0); // update position and orientation; WorldPacket data; BuildHeartBeatMsg(&data); SendMessageToSet(&data,false); } bool Unit::IsStandState() const { uint8 s = getStandState(); return s != PLAYER_STATE_SIT_CHAIR && s != PLAYER_STATE_SIT_LOW_CHAIR && s != PLAYER_STATE_SIT_MEDIUM_CHAIR && s != PLAYER_STATE_SIT_HIGH_CHAIR && s != PLAYER_STATE_SIT && s != PLAYER_STATE_SLEEP && s != PLAYER_STATE_KNEEL; } bool Unit::IsPolymorphed() const { return GetSpellSpecific(getTransForm())==SPELL_MAGE_POLYMORPH; } void Unit::ClearComboPointHolders() { while(!m_ComboPointHolders.empty()) { uint32 lowguid = *m_ComboPointHolders.begin(); Player* plr = objmgr.GetPlayer(MAKE_GUID(lowguid,HIGHGUID_PLAYER)); if(plr && plr->GetComboTarget()==GetGUID()) // recheck for safe plr->ClearComboPoints(); // remove also guid from m_ComboPointHolders; else m_ComboPointHolders.erase(lowguid); // or remove manually } } void Unit::ClearAllReactives() { for(int i=0; i < MAX_REACTIVE; ++i) m_reactiveTimer[i] = 0; if (HasAuraState( AURA_STATE_DEFENSE)) ModifyAuraState(AURA_STATE_DEFENSE, false); if (getClass() == CLASS_HUNTER && HasAuraState( AURA_STATE_HUNTER_PARRY)) ModifyAuraState(AURA_STATE_HUNTER_PARRY, false); if (HasAuraState( AURA_STATE_CRIT)) ModifyAuraState(AURA_STATE_CRIT, false); if (getClass() == CLASS_HUNTER && HasAuraState( AURA_STATE_HUNTER_CRIT_STRIKE) ) ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, false); if(getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER) ((Player*)this)->ClearComboPoints(); } void Unit::UpdateReactives( uint32 p_time ) { for(int i = 0; i < MAX_REACTIVE; ++i) { ReactiveType reactive = ReactiveType(i); if(!m_reactiveTimer[reactive]) continue; if ( m_reactiveTimer[reactive] <= p_time) { m_reactiveTimer[reactive] = 0; switch ( reactive ) { case REACTIVE_DEFENSE: if (HasAuraState(AURA_STATE_DEFENSE)) ModifyAuraState(AURA_STATE_DEFENSE, false); break; case REACTIVE_HUNTER_PARRY: if ( getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY)) ModifyAuraState(AURA_STATE_HUNTER_PARRY, false); break; case REACTIVE_CRIT: if (HasAuraState(AURA_STATE_CRIT)) ModifyAuraState(AURA_STATE_CRIT, false); break; case REACTIVE_HUNTER_CRIT: if ( getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_CRIT_STRIKE) ) ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, false); break; case REACTIVE_OVERPOWER: if(getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER) ((Player*)this)->ClearComboPoints(); break; default: break; } } else { m_reactiveTimer[reactive] -= p_time; } } } Unit* Unit::SelectNearbyTarget() const { CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); std::list targets; { MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, this, ATTACK_DISTANCE); MaNGOS::UnitListSearcher searcher(targets, u_check); TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); } // remove current target if(getVictim()) targets.remove(getVictim()); // remove not LoS targets for(std::list::iterator tIter = targets.begin(); tIter != targets.end();) { if(!IsWithinLOSInMap(*tIter)) { std::list::iterator tIter2 = tIter; ++tIter; targets.erase(tIter2); } else ++tIter; } // no appropriate targets if(targets.empty()) return NULL; // select random uint32 rIdx = rand32(0,targets.size()-1); std::list::const_iterator tIter = targets.begin(); for(uint32 i = 0; i < rIdx; ++i) ++tIter; return *tIter; } void Unit::ApplyAttackTimePercentMod( WeaponAttackType att,float val, bool apply ) { if(val > 0) { ApplyPercentModFloatVar(m_modAttackSpeedPct[att], val, !apply); ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val,!apply); } else { ApplyPercentModFloatVar(m_modAttackSpeedPct[att], -val, apply); ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME+att,-val,apply); } } void Unit::ApplyCastTimePercentMod(float val, bool apply ) { if(val > 0) ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED,val,!apply); else ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED,-val,apply); }