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authorNeo2003 <none@none>2008-10-02 16:23:55 -0500
committerNeo2003 <none@none>2008-10-02 16:23:55 -0500
commit9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch)
treeb5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/Unit.cpp
[svn] * Proper SVN structureinit
--HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp10808
1 files changed, 10808 insertions, 0 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
new file mode 100644
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+++ b/src/game/Unit.cpp
@@ -0,0 +1,10808 @@
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * 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 "InstanceSaveMgr.h"
+#include "GridNotifiersImpl.h"
+#include "CellImpl.h"
+#include "Path.h"
+
+#include <math.h>
+
+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
+};
+
+// 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);
+ auraTypes.insert(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
+ 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_PRAYER_OF_MENDING);
+ 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_DAMAGE_DONE);
+ auraTypes.insert(SPELL_AURA_PROC_TRIGGER_DAMAGE);
+ auraTypes.insert(SPELL_AURA_MOD_CASTING_SPEED);
+ auraTypes.insert(SPELL_AURA_MOD_RATING);
+ 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_MOD_RESISTANCE);
+ 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_DAMAGE_PERCENT_TAKEN);
+ 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(), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this)
+{
+ m_objectType |= TYPEMASK_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_extraAttacks = 0;
+
+ m_state = 0;
+ m_form = FORM_NONE;
+ m_deathState = ALIVE;
+
+ for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
+ m_currentSpells[i] = NULL;
+
+ m_addDmgOnce = 0;
+
+ for(int i = 0; i < MAX_TOTEM; ++i)
+ m_TotemSlot[i] = 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_ShapeShiftFormSpellId = 0;
+ m_canModifyStats = false;
+
+ for (int i = 0; i < MAX_SPELL_IMMUNITY; 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_lastManaUse = 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_unit_movement_flags = 0;
+
+ // 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;
+ }
+
+ RemoveAllGameObjects();
+ RemoveAllDynObjects();
+
+ if(m_charmInfo) delete m_charmInfo;
+}
+
+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()))
+ {
+ // Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
+ // targets without stopping half way there and running off.
+ // These flags are reset after target dies or another command is given.
+ 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 available 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)
+ return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true);
+ else
+ return false;
+}
+
+void Unit::SendMonsterMoveWithSpeedToCurrentDestination(Player* player)
+{
+ float x, y, z;
+ if(GetMotionMaster()->GetDestination(x, y, z))
+ SendMonsterMoveWithSpeed(x, y, z, GetUnitMovementFlags(), 0, player);
+}
+
+void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 MovementFlags, uint32 transitTime, Player* player)
+{
+ if (!transitTime)
+ {
+ float dx = x - GetPositionX();
+ float dy = y - GetPositionY();
+ float dz = z - GetPositionZ();
+
+ float dist = ((dx*dx) + (dy*dy) + (dz*dz));
+ if(dist<0)
+ dist = 0;
+ else
+ dist = sqrt(dist);
+
+ double speed = GetSpeed((MovementFlags & MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN);
+ if(speed<=0)
+ speed = 2.5f;
+ speed *= 0.001f;
+ transitTime = static_cast<uint32>(dist / speed + 0.5);
+ }
+ //float orientation = (float)atan2((double)dy, (double)dx);
+ SendMonsterMove(x, y, z, 0, MovementFlags, transitTime, player);
+}
+
+void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player)
+{
+ 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;
+ }
+
+ //Movement Flags (0x0 = walk, 0x100 = run, 0x200 = fly/swim)
+ data << uint32(MovementFlags);
+
+ data << Time; // Time in between points
+ data << uint32(1); // 1 single waypoint
+ data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B
+
+ if(player)
+ player->GetSession()->SendPacket(&data);
+ else
+ SendMessageToSet( &data, true );
+}
+
+void Unit::SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, uint32 MovementFlags)
+{
+ uint32 traveltime = uint32(path.GetTotalLength(start, end) * 32);
+
+ uint32 pathSize = end-start;
+
+ WorldPacket data( SMSG_MONSTER_MOVE, (GetPackGUID().size()+4+4+4+4+1+4+4+4+pathSize*4*3) );
+ data.append(GetPackGUID());
+ data << GetPositionX( )
+ << GetPositionY( )
+ << GetPositionZ( );
+ data << GetOrientation( );
+ data << uint8( 0 );
+ data << uint32( MovementFlags );
+ data << uint32( traveltime );
+ data << uint32( pathSize );
+ data.append( (char*)path.GetNodes(start), pathSize * 4 * 3 );
+
+ //WPAssert( data.size() == 37 + pathnodes.Size( ) * 4 * 3 );
+ SendMessageToSet(&data, true);
+}
+
+void Unit::resetAttackTimer(WeaponAttackType type)
+{
+ m_attackTimer[type] = uint32(GetAttackTime(type) * 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);
+}
+
+uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss)
+{
+ if (!pVictim->isAlive() || pVictim->isInFlight() || pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
+ return 0;
+
+ //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 & AREA_FLAG_SANCTUARY) //sanctuary
+ return 0;
+ }
+
+ // 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);
+
+ if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNDED))
+ pVictim->SetStandState(PLAYER_STATE_NONE);
+ }
+
+ //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 && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE))
+ ((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false);
+
+ return 0;
+ }
+
+ 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)
+ {
+ // no xp,health if type 8 /critters/
+ if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
+ {
+ pVictim->setDeathState(JUST_DIED);
+ pVictim->SetHealth(0);
+
+ // 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 damage;
+ }
+
+ 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)
+ {
+ SetInCombatWith(pVictim);
+ pVictim->SetInCombatWith(this);
+
+ if(Player* attackedPlayer = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself())
+ SetContestedPvP(attackedPlayer);
+ }
+
+ // 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 (pVictim->GetTypeId() == TYPEID_UNIT && !((Creature*)pVictim)->isPet() && !((Creature*)pVictim)->hasLootRecipient())
+ ((Creature*)pVictim)->SetLootRecipient(this);
+ 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
+ }
+
+ DEBUG_LOG("DealDamage: victim just died");
+
+ // find player: owner of controlled `this` or `this` itself maybe
+ Player *player = GetCharmerOrOwnerPlayerOrPlayerItself();
+
+ if(pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->GetLootRecipient())
+ player = ((Creature*)pVictim)->GetLootRecipient();
+ // Reward player, his pets, and group/raid members
+ // call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop)
+ if(player && player!=pVictim)
+ if(player->RewardPlayerAndGroupAtKill(pVictim))
+ player->ProcDamageAndSpell(pVictim,PROC_FLAG_KILL_XP_GIVER,PROC_FLAG_NONE);
+
+ DEBUG_LOG("DealDamageAttackStop");
+
+ // stop combat
+ pVictim->CombatStop();
+ pVictim->getHostilRefManager().deleteReferences();
+
+ bool damageFromSpiritOfRedemtionTalent = spellProto && spellProto->Id == 27795;
+
+ // if talent known but not triggered (check priest class for speedup check)
+ Aura* spiritOfRedemtionTalentReady = NULL;
+ if( !damageFromSpiritOfRedemtionTalent && // 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);
+ if(!ressSpellId)
+ ressSpellId = ((Player*)pVictim)->GetResurrectionSpellId();
+
+ //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);
+
+ // remember victim PvP death for corpse type and corpse reclaim delay
+ // at original death (not at SpiritOfRedemtionTalent timeout)
+ if( pVictim->GetTypeId()==TYPEID_PLAYER && !damageFromSpiritOfRedemtionTalent )
+ ((Player*)pVictim)->SetPvPDeath(player!=NULL);
+
+ // 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)
+ {
+ // only if not player and not controlled by player pet. And not at BG
+ if (durabilityLoss && !player && !((Player*)pVictim)->InBattleGround())
+ {
+ DEBUG_LOG("We are dead, loosing 10 percents durability");
+ ((Player*)pVictim)->DurabilityLossAll(0.10f,false);
+ // durability lost message
+ WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
+ ((Player*)pVictim)->GetSession()->SendPacket(&data);
+ }
+ }
+ else // creature died
+ {
+ DEBUG_LOG("DealDamageNotPlayer");
+ Creature *cVictim = (Creature*)pVictim;
+
+ if(!cVictim->isPet())
+ {
+ cVictim->DeleteThreatList();
+ cVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
+ }
+ // Call creature just died function
+ if (cVictim->AI())
+ cVictim->AI()->JustDied(this);
+
+ // Dungeon specific stuff, only applies to players killing creatures
+ if(cVictim->GetInstanceId())
+ {
+ Map *m = cVictim->GetMap();
+ Player *creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself();
+ // TODO: do instance binding anyway if the charmer/owner is offline
+
+ if(m->IsDungeon() && creditedPlayer)
+ {
+ if(m->IsRaid() || m->IsHeroic())
+ {
+ if(cVictim->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND)
+ ((InstanceMap *)m)->PermBindAllPlayers(creditedPlayer);
+ }
+ else
+ {
+ // the reset time is set but not added to the scheduler
+ // until the players leave the instance
+ time_t resettime = cVictim->GetRespawnTimeEx() + 2 * HOUR;
+ if(InstanceSave *save = sInstanceSaveManager.GetInstanceSave(cVictim->GetInstanceId()))
+ if(save->GetResetTime() < resettime) save->SetResetTime(resettime);
+ }
+ }
+ }
+ }
+
+ // 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);
+
+ he->duel->opponent->CombatStopWithPets(true);
+ he->CombatStopWithPets(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(damagetype == DIRECT_DAMAGE|| damagetype == SPELL_DIRECT_DAMAGE)
+ pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DIRECT_DAMAGE);
+
+ if (pVictim->GetTypeId() != TYPEID_PLAYER)
+ {
+ if(spellProto && IsDamageToThreatSpell(spellProto))
+ pVictim->AddThreat(this, damage*2, damageSchoolMask, spellProto);
+ else
+ pVictim->AddThreat(this, damage, damageSchoolMask, 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 TAKEN)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_DAMAGE)))
+ {
+ EquipmentSlots slot = EquipmentSlots(urand(0,EQUIPMENT_SLOT_END-1));
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(slot);
+ }
+ }
+
+ if(GetTypeId()==TYPEID_PLAYER)
+ {
+ // random durability for items (HIT DONE)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_DAMAGE)))
+ {
+ EquipmentSlots slot = EquipmentSlots(urand(0,EQUIPMENT_SLOT_END-1));
+ ((Player*)this)->DurabilityPointLossForEquipSlot(slot);
+ }
+ }
+
+ // 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 && damage && pVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ if( damagetype != DOT )
+ {
+ 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(Spell* spell = pVictim->m_currentSpells[i])
+ if(spell->getState() == SPELL_STATE_PREPARING)
+ spell->Delayed();
+ }
+ }
+
+ if(Spell* spell = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL])
+ {
+ if (spell->getState() == SPELL_STATE_CASTING)
+ {
+ uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags;
+ if( channelInterruptFlags & CHANNEL_FLAG_DELAY )
+ {
+ if(pVictim!=this) //don't shorten the duration of channeling if you damage yourself
+ spell->DelayedChannel();
+ }
+ else if( (channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)) )
+ {
+ sLog.outDetail("Spell %u canceled at damage!",spell->m_spellInfo->Id);
+ pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
+ }
+ }
+ else if (spell->getState() == SPELL_STATE_DELAYED)
+ // break channeled spell in delayed state on damage
+ {
+ sLog.outDetail("Spell %u canceled at damage!",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);
+
+ he->duel->opponent->CombatStopWithPets(true);
+ he->CombatStopWithPets(true);
+
+ he->CastSpell(he, 7267, true); // beg
+ he->DuelComplete(DUEL_WON);
+ }
+ }
+
+ DEBUG_LOG("DealDamageEnd returned %d damage", damage);
+
+ return damage;
+}
+
+void Unit::CastStop(uint32 except_spellid)
+{
+ for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
+ if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id!=except_spellid)
+ InterruptSpell(i,false);
+}
+
+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("CastSpell: unknown spell id %i by caster: %s %u)", spellId,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
+ 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("CastSpell: unknown spell by caster: %s %u)", (GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
+ 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("CastCustomSpell: 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("CastCustomSpell: 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-int32(spellInfo->EffectBaseDice[0]);
+
+ if(bp1)
+ spell->m_currentBasePoints[1] = *bp1-int32(spellInfo->EffectBaseDice[1]);
+
+ if(bp2)
+ spell->m_currentBasePoints[2] = *bp2-int32(spellInfo->EffectBaseDice[2]);
+
+ SpellCastTargets targets;
+ targets.setUnitTarget( Victim );
+ spell->m_CastItem = castItem;
+ spell->prepare(&targets, triggredByAura);
+}
+
+// used for scripting
+void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId );
+
+ if(!spellInfo)
+ {
+ sLog.outError("CastSpell(x,y,z): unknown spell id %i by caster: %s %u)", spellId,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
+ return;
+ }
+
+ CastSpell(x, y, z,spellInfo,triggered,castItem,triggredByAura, originalCaster);
+}
+
+// used for scripting
+void Unit::CastSpell(float x, float y, float z, SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster)
+{
+ if(!spellInfo)
+ {
+ sLog.outError("CastSpell(x,y,z): unknown spell by caster: %s %u)", (GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
+ 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.setDestination(x, y, z);
+ spell->m_CastItem = castItem;
+ spell->prepare(&targets, triggredByAura);
+}
+
+void Unit::DealFlatDamage(Unit *pVictim, SpellEntry const *spellInfo, uint32 *damage, CleanDamage *cleanDamage, bool *crit, bool isTriggeredSpell)
+{
+ // TODO this in only generic way, check for exceptions
+ DEBUG_LOG("DealFlatDamage (BEFORE) >> DMG:%u", *damage);
+
+ // Per-damage calss calculation
+ switch (spellInfo->DmgClass)
+ {
+ // Melee and Ranged Spells
+ case SPELL_DAMAGE_CLASS_RANGED:
+ case SPELL_DAMAGE_CLASS_MELEE:
+ {
+ // 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, GetSpellSchoolMask(spellInfo), 0, 0,0,VICTIMSTATE_EVADES,0);
+ *damage = 0;
+ return;
+ }
+ case MELEE_HIT_MISS:
+ {
+ SendAttackStateUpdate(HITINFO_MISS, pVictim, 1, GetSpellSchoolMask(spellInfo), 0, 0,0,VICTIMSTATE_NORMAL,0);
+ *damage = 0;
+
+ if(GetTypeId()== TYPEID_PLAYER)
+ ((Player*)this)->UpdateWeaponSkill(BASE_ATTACK);
+
+ CastMeleeProcDamageAndSpell(pVictim,0,GetSpellSchoolMask(spellInfo),BASE_ATTACK,MELEE_HIT_MISS,spellInfo,isTriggeredSpell);
+ return;
+ }
+ }
+
+ // Hitinfo, Victimstate
+ uint32 hitInfo = HITINFO_NORMALSWING;
+ VictimState victimState = VICTIMSTATE_NORMAL;
+
+ // Physical Damage
+ if ( GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_MASK_NORMAL )
+ {
+ uint32 modDamage=*damage;
+
+ // apply spellmod to Done damage
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_DAMAGE, *damage);
+
+ //Calculate armor mitigation
+ uint32 damageAfterArmor = CalcArmorReducedDamage(pVictim, *damage);
+
+ // random durability for main hand weapon (ABSORB)
+ if(damageAfterArmor < *damage)
+ if(pVictim->GetTypeId() == TYPEID_PLAYER)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_ABSORB)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EquipmentSlots(urand(EQUIPMENT_SLOT_START,EQUIPMENT_SLOT_BACK)));
+
+ cleanDamage->damage += *damage - damageAfterArmor;
+ *damage = damageAfterArmor;
+ }
+ // Magical Damage
+ else
+ {
+ // Calculate damage bonus
+ *damage = SpellDamageBonus(pVictim, spellInfo, *damage, SPELL_DIRECT_DAMAGE);
+ }
+
+ // Classify outcome
+ switch (outcome)
+ {
+ case MELEE_HIT_BLOCK_CRIT:
+ case MELEE_HIT_CRIT:
+ {
+ uint32 bonusDmg = *damage;
+
+ // Apply crit_damage bonus
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, bonusDmg);
+
+ uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
+ AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS);
+ for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i)
+ if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue))
+ bonusDmg = uint32(bonusDmg * ((*i)->GetModifier()->m_amount+100.0f)/100.0f);
+
+ *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 );
+ }
+
+ if ( outcome == MELEE_HIT_BLOCK_CRIT )
+ {
+ uint32 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 );
+
+ if(pVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ // Update defense
+ ((Player*)pVictim)->UpdateDefense();
+
+ // random durability for main hand weapon (BLOCK)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND);
+ }
+ }
+ break;
+ }
+ case MELEE_HIT_PARRY:
+ {
+ cleanDamage->damage += *damage; // To Help Calculate Rage
+ *damage = 0;
+ victimState = VICTIMSTATE_PARRY;
+
+ // Counter-attack ( explained in Unit::DoAttackDamage() )
+ if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN) )
+ {
+ // 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));
+ }
+ }
+ }
+
+ if(pVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ // Update victim defense ?
+ ((Player*)pVictim)->UpdateDefense();
+
+ // random durability for main hand weapon (PARRY)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_PARRY)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_MAINHAND);
+ }
+
+ // 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:
+ {
+ 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:
+ {
+ uint32 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 );
+
+ if(pVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ // Update defense
+ ((Player*)pVictim)->UpdateDefense();
+
+ // random durability for main hand weapon (BLOCK)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND);
+ }
+ 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;
+ }
+
+ // do all damage=0 cases here
+ if(*damage == 0)
+ CastMeleeProcDamageAndSpell(pVictim,0,GetSpellSchoolMask(spellInfo),BASE_ATTACK,outcome,spellInfo,isTriggeredSpell);
+
+ break;
+ }
+ // Magical Attacks
+ case SPELL_DAMAGE_CLASS_NONE:
+ case SPELL_DAMAGE_CLASS_MAGIC:
+ {
+ // Calculate damage bonus
+ *damage = SpellDamageBonus(pVictim, spellInfo, *damage, SPELL_DIRECT_DAMAGE);
+
+ *crit = isSpellCrit(pVictim, spellInfo, GetSpellSchoolMask(spellInfo), BASE_ATTACK);
+ if (*crit)
+ {
+ *damage = SpellCriticalBonus(spellInfo, *damage, pVictim);
+
+ // Resilience - reduce crit damage
+ if (pVictim && pVictim->GetTypeId()==TYPEID_PLAYER)
+ {
+ uint32 damage_reduction = ((Player *)pVictim)->GetSpellCritDamageReduction(*damage);
+ if(*damage > damage_reduction)
+ *damage -= damage_reduction;
+ else
+ *damage = 0;
+ }
+
+ 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, GetSpellSchoolMask(spellInfo), spellInfo, isTriggeredSpell);
+ }
+
+ break;
+ }
+ }
+
+ // TODO this in only generic way, check for exceptions
+ DEBUG_LOG("DealFlatDamage (AFTER) >> DMG:%u", *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)
+ DealFlatDamage(pVictim, spellInfo, &damage, &cleanDamage, &crit, isTriggeredSpell);
+
+ // If we actually dealt some damage (spell proc's for 0 damage (normal and magic) called in DealFlatDamage)
+ if(damage > 0)
+ {
+ // Calculate absorb & resists
+ uint32 absorb = 0;
+ uint32 resist = 0;
+
+ CalcAbsorbResist(pVictim,GetSpellSchoolMask(spellInfo), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist);
+
+ //No more damage left, target absorbed and/or resisted all damage
+ if (damage > absorb + resist)
+ damage -= absorb + resist; //Remove Absorbed and Resisted from damage actually dealt
+ else
+ {
+ uint32 HitInfo = HITINFO_SWINGNOHITSOUND;
+
+ if (absorb)
+ HitInfo |= HITINFO_ABSORB;
+ if (resist)
+ {
+ HitInfo |= HITINFO_RESIST;
+ ProcDamageAndSpell(pVictim, PROC_FLAG_TARGET_RESISTS, PROC_FLAG_RESIST_SPELL, 0, GetSpellSchoolMask(spellInfo), spellInfo,isTriggeredSpell);
+ }
+
+ //Send resist
+ SendAttackStateUpdate(HitInfo, pVictim, 1, GetSpellSchoolMask(spellInfo), damage, absorb,resist,VICTIMSTATE_NORMAL,0);
+ return 0;
+ }
+
+ // Deal damage done
+ damage = DealDamage(pVictim, damage, &cleanDamage, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(spellInfo), spellInfo, true);
+
+ // 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);
+
+ // Actual log sent to client
+ SendSpellNonMeleeDamageLog(pVictim, spellID, damage, GetSpellSchoolMask(spellInfo), absorb, resist, false, 0, crit);
+
+ // 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, GetSpellSchoolMask(spellInfo), spellInfo, isTriggeredSpell);
+
+ return damage;
+ }
+ else
+ {
+ // all spell proc for 0 normal and magic damage called in DealFlatDamage
+
+ //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::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();
+ // Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura
+ armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL);
+
+ 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,SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist)
+{
+ if(!pVictim || !pVictim->isAlive() || !damage)
+ return;
+
+ // Magic damage, check for resists
+ if ((schoolMask & SPELL_SCHOOL_MASK_NORMAL)==0)
+ {
+ // Get base victim resistance for school
+ float tmpvalue2 = (float)pVictim->GetResistance(GetFirstSchoolInMask(schoolMask));
+ // Ignore resistance by self SPELL_AURA_MOD_TARGET_RESISTANCE aura
+ tmpvalue2 += (float)GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask);
+
+ 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
+ int32 reflectDamage = 0;
+ Aura* reflectAura = NULL;
+ 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 & schoolMask)==0)
+ continue;
+
+ // Cheat Death
+ if((*i)->GetSpellProto()->SpellFamilyName==SPELLFAMILY_ROGUE && (*i)->GetSpellProto()->SpellIconID == 2109)
+ {
+ if (((Player*)pVictim)->HasSpellCooldown(31231))
+ continue;
+ if (pVictim->GetHealth() <= RemainingDamage)
+ {
+ int32 chance = (*i)->GetModifier()->m_amount;
+ if (roll_chance_i(chance))
+ {
+ pVictim->CastSpell(pVictim,31231,true);
+ ((Player*)pVictim)->AddSpellCooldown(31231,0,time(NULL)+60);
+
+ // with health > 10% lost health until health==10%, in other case no losses
+ uint32 health10 = pVictim->GetMaxHealth()/10;
+ RemainingDamage = pVictim->GetHealth() > health10 ? pVictim->GetHealth() - health10 : 0;
+ }
+ }
+ continue;
+ }
+
+ int32 currentAbsorb;
+
+ //Reflective Shield
+ if ((pVictim != this) && (*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_PRIEST && (*i)->GetSpellProto()->SpellFamilyFlags == 0x1)
+ {
+ if(Unit* caster = (*i)->GetCaster())
+ {
+ AuraList const& vOverRideCS = caster->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
+ for(AuraList::const_iterator k = vOverRideCS.begin(); k != vOverRideCS.end(); ++k)
+ {
+ switch((*k)->GetModifier()->m_miscvalue)
+ {
+ case 5065: // Rank 1
+ case 5064: // Rank 2
+ case 5063: // Rank 3
+ case 5062: // Rank 4
+ case 5061: // Rank 5
+ {
+ if(RemainingDamage >= (*i)->GetModifier()->m_amount)
+ reflectDamage = (*i)->GetModifier()->m_amount * (*k)->GetModifier()->m_amount/100;
+ else
+ reflectDamage = (*k)->GetModifier()->m_amount * RemainingDamage/100;
+ reflectAura = *i;
+
+ } break;
+ default: break;
+ }
+
+ if(reflectDamage)
+ break;
+ }
+ }
+ }
+
+ if (RemainingDamage >= (*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;
+ }
+ // do not cast spells while looping auras; auras can get invalid otherwise
+ if (reflectDamage)
+ pVictim->CastCustomSpell(this, 33619, &reflectDamage, NULL, NULL, true, NULL, reflectAura);
+
+ // 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 & schoolMask)==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 & schoolMask)==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;
+
+ SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, currentAbsorb, schoolMask, 0, 0, false, 0, false);
+
+ CleanDamage cleanDamage = CleanDamage(currentAbsorb, BASE_ATTACK, MELEE_HIT_NORMAL);
+ DealDamage(caster, currentAbsorb, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*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 & schoolMask)==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;
+
+ SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, schoolMask, 0, 0, false, 0, false);
+
+ CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL);
+ DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false);
+ }
+
+ *absorb = damage - RemainingDamage - *resist;
+}
+
+void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDamage, uint32 *blocked_amount, SpellSchoolMask damageSchoolMask, uint32 *hitInfo, VictimState *victimState, uint32 *absorbDamage, uint32 *resistDamage, WeaponAttackType attType, SpellEntry const *spellCasted, bool isTriggeredSpell)
+{
+ MeleeHitOutcome outcome;
+
+ // If is casted Melee spell, calculate like physical
+ if(!spellCasted)
+ outcome = RollMeleeOutcomeAgainst (pVictim, attType);
+ else
+ outcome = RollPhysicalOutcomeAgainst (pVictim, attType, spellCasted);
+
+ if(outcome == MELEE_HIT_MISS ||outcome == MELEE_HIT_DODGE ||outcome == MELEE_HIT_BLOCK ||outcome == MELEE_HIT_PARRY)
+ pVictim->AddThreat(this, 0.0f);
+ 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(this);
+ uint32 AttackerMeleeSkill=GetUnitMeleeSkill(pVictim);
+
+ Probability *= AttackerMeleeSkill/(float)VictimDefense;
+
+ if(Probability > 40.0f)
+ Probability = 40.0f;
+
+ if(roll_chance_f(Probability))
+ CastSpell(pVictim, 1604, true);
+ }
+
+ //Calculate the damage after armor mitigation if SPELL_SCHOOL_NORMAL
+ if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL)
+ {
+ uint32 damageAfterArmor = CalcArmorReducedDamage(pVictim, *damage);
+
+ // random durability for main hand weapon (ABSORB)
+ if(damageAfterArmor < *damage)
+ if(pVictim->GetTypeId() == TYPEID_PLAYER)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_ABSORB)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EquipmentSlots(urand(EQUIPMENT_SLOT_START,EQUIPMENT_SLOT_BACK)));
+
+ 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_BLOCK_CRIT:
+ 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);
+
+ uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
+ AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS);
+ for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i)
+ if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue))
+ crit_bonus = uint32(crit_bonus * ((*i)->GetModifier()->m_amount+100.0f)/100.0f);
+ }
+
+ *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);
+ mod += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS_MELEE);
+ *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 );
+ }
+
+ if ( outcome == MELEE_HIT_BLOCK_CRIT )
+ {
+ *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)
+ {
+ // Update defense
+ ((Player*)pVictim)->UpdateDefense();
+
+ // random durability for main hand weapon (BLOCK)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND);
+ }
+
+ pVictim->ModifyAuraState(AURA_STATE_DEFENSE,true);
+ pVictim->StartReactiveTimer( REACTIVE_DEFENSE );
+ break;
+ }
+
+ pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
+ break;
+ }
+ case MELEE_HIT_PARRY:
+ {
+ if(attType == RANGED_ATTACK) //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)
+ {
+ // Update victim defense ?
+ ((Player*)pVictim)->UpdateDefense();
+
+ // random durability for main hand weapon (PARRY)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_PARRY)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_MAINHAND);
+ }
+
+ 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, damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell);
+ return;
+ }
+ case MELEE_HIT_DODGE:
+ {
+ if(attType == RANGED_ATTACK) //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, damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell);
+ return;
+ }
+ case MELEE_HIT_BLOCK:
+ {
+ *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)
+ {
+ // Update defense
+ ((Player*)pVictim)->UpdateDefense();
+
+ // random durability for main hand weapon (BLOCK)
+ if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK)))
+ ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND);
+ }
+
+ 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 = int32(pVictim->GetDefenseSkillValue(this)) - int32(GetWeaponSkillValue(attType,pVictim));
+ 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, damageSchoolMask, 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, damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell);
+ return;
+ }
+
+ // update at damage Judgement aura duration that applied by attacker at victim
+ if(*damage)
+ {
+ AuraMap const& vAuras = pVictim->GetAuras();
+ for(AuraMap::const_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), damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell);
+
+ // victim's damage shield
+ // yet another hack to fix crashes related to the aura getting removed during iteration
+ std::set<Aura*> 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();
+ }
+ }
+ }
+}
+
+void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool extra )
+{
+ if(hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_STUNDED | UNIT_STAT_FLEEING) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) )
+ return;
+
+ if (!pVictim->isAlive())
+ return;
+
+ if(IsNonMeleeSpellCasted(false))
+ return;
+
+ uint32 hitInfo;
+ if (attType == BASE_ATTACK)
+ hitInfo = HITINFO_NORMALSWING2;
+ else if (attType == OFF_ATTACK)
+ hitInfo = HITINFO_LEFTSWING;
+ else
+ return; // ignore ranaged case
+
+ uint32 extraAttacks = m_extraAttacks;
+
+ // melee attack spell casted at main hand attack only
+ if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL])
+ {
+ m_currentSpells[CURRENT_MELEE_SPELL]->cast();
+
+ // not recent extra attack only at any non extra attack (melee spell case)
+ if(!extra && extraAttacks)
+ {
+ while(m_extraAttacks)
+ {
+ AttackerStateUpdate(pVictim, BASE_ATTACK, true);
+ if(m_extraAttacks > 0)
+ --m_extraAttacks;
+ }
+ }
+
+ 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;
+
+ SpellSchoolMask meleeSchoolMask = GetMeleeDamageSchoolMask();
+
+ if(pVictim->IsImmunedToDamage(meleeSchoolMask,true)) // use charges
+ {
+ SendAttackStateUpdate (HITINFO_NORMALSWING, pVictim, 1, meleeSchoolMask, 0, 0, 0, VICTIMSTATE_IS_IMMUNE, 0);
+
+ // not recent extra attack only at any non extra attack (miss case)
+ if(!extra && extraAttacks)
+ {
+ while(m_extraAttacks)
+ {
+ AttackerStateUpdate(pVictim, BASE_ATTACK, true);
+ if(m_extraAttacks > 0)
+ --m_extraAttacks;
+ }
+ }
+
+ return;
+ }
+
+ uint32 damage = CalculateDamage (attType, false);
+
+ DoAttackDamage (pVictim, &damage, &cleanDamage, &blocked_dmg, meleeSchoolMask, &hitInfo, &victimState, &absorbed_dmg, &resisted_dmg, attType);
+
+ if (hitInfo & HITINFO_MISS)
+ //send miss
+ SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg);
+ else
+ {
+ //do animation
+ SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, 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, meleeSchoolMask, 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);
+
+ // extra attack only at any non extra attack (normal case)
+ if(!extra && extraAttacks)
+ {
+ while(m_extraAttacks)
+ {
+ AttackerStateUpdate(pVictim, BASE_ATTACK, true);
+ if(m_extraAttacks > 0)
+ --m_extraAttacks;
+ }
+ }
+}
+
+MeleeHitOutcome Unit::RollPhysicalOutcomeAgainst (Unit const *pVictim, WeaponAttackType attType, SpellEntry const *spellInfo)
+{
+ // Miss chance based on melee
+ float miss_chance = MeleeMissChanceCalc(pVictim, attType);
+
+ // Critical hit chance
+ float crit_chance = GetUnitCriticalChance(attType, pVictim);
+ // this is to avoid compiler issue when declaring variables inside if
+ float block_chance, parry_chance, dodge_chance;
+
+ // cannot be dodged/parried/blocked
+ if(spellInfo->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK)
+ {
+ block_chance = 0.0f;
+ parry_chance = 0.0f;
+ dodge_chance = 0.0f;
+ }
+ else
+ {
+ // parry can be avoided only by some abilites
+ parry_chance = pVictim->GetUnitParryChance();
+ // block might be bypassed by it as well
+ block_chance = pVictim->GetUnitBlockChance();
+ // stunned target cannot dodge and this is check in GetUnitDodgeChance()
+ dodge_chance = pVictim->GetUnitDodgeChance();
+ }
+
+ // Only players can have Talent&Spell bonuses
+ if (GetTypeId() == TYPEID_PLAYER)
+ {
+ // Increase from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL aura
+ crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, spellInfo->SchoolMask);
+
+ if( dodge_chance != 0.0f ) // if dodge chance is already 0, ignore talents fpr speed
+ {
+ AuraList const& mCanNotBeDodge = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT);
+ for(AuraList::const_iterator i = mCanNotBeDodge.begin(); i != mCanNotBeDodge.end(); ++i)
+ {
+ // can't be dodged rogue finishing move
+ if((*i)->GetModifier()->m_miscvalue == VICTIMSTATE_DODGE)
+ {
+ if(spellInfo->SpellFamilyName==SPELLFAMILY_ROGUE && (spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE))
+ {
+ dodge_chance = 0.0f;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ // Spellmods
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance);
+
+ DEBUG_LOG("PHYSICAL OUTCOME: miss %f crit %f dodge %f parry %f block %f",miss_chance,crit_chance,dodge_chance,parry_chance, block_chance);
+
+ return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance*100), int32(miss_chance*100),int32(dodge_chance*100),int32(parry_chance*100),int32(block_chance*100), true);
+}
+
+MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
+{
+ // This is only wrapper
+
+ // Miss chance based on melee
+ float miss_chance = MeleeMissChanceCalc(pVictim, attType);
+
+ // Critical hit chance
+ float crit_chance = GetUnitCriticalChance(attType, pVictim);
+
+ // stunned target cannot dodge and this is check in GetUnitDodgeChance() (returned 0 in this case)
+ float dodge_chance = pVictim->GetUnitDodgeChance();
+ float block_chance = pVictim->GetUnitBlockChance();
+ float parry_chance = pVictim->GetUnitParryChance();
+
+ // Useful if want to specify crit & miss chances for melee, else it could be removed
+ DEBUG_LOG("MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance,crit_chance,dodge_chance,parry_chance,block_chance);
+
+ return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance*100), int32(miss_chance*100), int32(dodge_chance*100),int32(parry_chance*100),int32(block_chance*100), false);
+}
+
+MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance, bool SpellCasted ) const
+{
+ if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
+ return MELEE_HIT_EVADE;
+
+ int32 attackerMaxSkillValueForLevel = GetMaxSkillValueForLevel(pVictim);
+ int32 victimMaxSkillValueForLevel = pVictim->GetMaxSkillValueForLevel(this);
+
+ int32 attackerWeaponSkill = GetWeaponSkillValue(attType,pVictim);
+ int32 victimDefenseSkill = pVictim->GetDefenseSkillValue(this);
+
+ // bonus from skills is 0.04%
+ int32 skillBonus = 4 * ( attackerWeaponSkill - victimMaxSkillValueForLevel );
+ int32 skillBonus2 = 4 * ( attackerMaxSkillValueForLevel - victimDefenseSkill );
+ 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, miss %d, dodge %d, parry %d, block %d, crit %d",
+ roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance);
+
+ tmp = miss_chance;
+
+ 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;
+ }
+
+ // Dodge chance
+
+ // only players can't dodge if attacker is behind
+ if (pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->HasInArc(M_PI,this))
+ {
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: attack came from behind and victim was a player.");
+ }
+ else
+ {
+ // Reduce dodge chance by attacker expertise rating
+ if (GetTypeId() == TYPEID_PLAYER)
+ dodge_chance -= int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType)*100);
+
+ // Modify dodge chance by attacker SPELL_AURA_MOD_COMBAT_RESULT_CHANCE
+ dodge_chance+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE);
+
+ tmp = dodge_chance;
+ if ( (tmp > 0) // check if unit _can_ dodge
+ && ((tmp -= skillBonus) > 0)
+ && roll < (sum += tmp))
+ {
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: DODGE <%d, %d)", sum-tmp, sum);
+ return MELEE_HIT_DODGE;
+ }
+ }
+
+ // parry & block chances
+
+ // check if attack comes from behind, nobody can parry or block if attacker is behind
+ if (!pVictim->HasInArc(M_PI,this))
+ {
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: attack came from behind.");
+ }
+ else
+ {
+ // Reduce parry chance by attacker expertise rating
+ if (GetTypeId() == TYPEID_PLAYER)
+ parry_chance-= int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType)*100);
+
+ if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY) )
+ {
+ int32 tmp = int32(parry_chance);
+ if ( (tmp > 0) // check if unit _can_ parry
+ && ((tmp -= skillBonus) > 0)
+ && (roll < (sum += tmp)))
+ {
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum-tmp, sum);
+ return MELEE_HIT_PARRY;
+ }
+ }
+
+ if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK) )
+ {
+ tmp = block_chance;
+ if ( (tmp > 0) // check if unit _can_ block
+ && ((tmp -= skillBonus) > 0)
+ && (roll < (sum += tmp)))
+ {
+ // Critical chance
+ tmp = crit_chance + skillBonus2;
+ if ( GetTypeId() == TYPEID_PLAYER && SpellCasted && tmp > 0 )
+ {
+ if ( roll_chance_i(tmp/100))
+ {
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: BLOCKED CRIT");
+ return MELEE_HIT_BLOCK_CRIT;
+ }
+ }
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: BLOCK <%d, %d)", sum-tmp, sum);
+ return MELEE_HIT_BLOCK;
+ }
+ }
+ }
+
+ // Critical chance
+ tmp = crit_chance + skillBonus2;
+
+ 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 && !SpellCasted &&
+ (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->isPet()) &&
+ pVictim->GetTypeId() != TYPEID_PLAYER && !((Creature*)pVictim)->isPet() &&
+ getLevel() < pVictim->getLevelForTarget(this) )
+ {
+ // cap possible value (with bonuses > max skill)
+ int32 skill = attackerWeaponSkill;
+ int32 maxskill = attackerMaxSkillValueForLevel;
+ skill = (skill > maxskill) ? maxskill : skill;
+
+ tmp = (10 + (victimDefenseSkill - skill)) * 100;
+ tmp = tmp > 4000 ? 4000 : tmp;
+ if (roll < (sum += tmp))
+ {
+ DEBUG_LOG ("RollMeleeOutcomeAgainst: GLANCING <%d, %d)", sum-4000, sum);
+ return MELEE_HIT_GLANCING;
+ }
+ }
+
+ if(GetTypeId()!=TYPEID_PLAYER && !(((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRUSH) && !((Creature*)this)->isPet() )
+ {
+ // 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 = victimDefenseSkill;
+ int32 tmpmax = victimMaxSkillValueForLevel;
+ // 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 = attackerMaxSkillValueForLevel - tmp;
+ if(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, bool normalized)
+{
+ float min_damage, max_damage;
+
+ if (normalized && GetTypeId()==TYPEID_PLAYER)
+ ((Player*)this)->CalculateMinMaxDamage(attType,normalized,min_damage, max_damage);
+ else
+ {
+ 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 urand((uint32)min_damage, (uint32)max_damage);
+}
+
+float Unit::CalculateLevelPenalty(SpellEntry const* spellProto) const
+{
+ if(spellProto->spellLevel <= 0)
+ return 1.0f;
+
+ float LvlPenalty = 0.0f;
+
+ if(spellProto->spellLevel < 20)
+ LvlPenalty = 20.0f - spellProto->spellLevel * 3.75f;
+ float LvlFactor = (float(spellProto->spellLevel) + 6.0f) / float(getLevel());
+ if(LvlFactor > 1.0f)
+ LvlFactor = 1.0f;
+
+ return (100.0f - LvlPenalty) * LvlFactor / 100.0f;
+}
+
+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);*/
+}
+
+/*
+// Melee based spells can be miss, parry or dodge on this step
+// Crit or block - determined on damage calculation phase! (and can be both in some time)
+float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const *spell)
+{
+ // Calculate hit chance (more correct for chance mod)
+ int32 HitChance;
+
+ // PvP - PvE melee chances
+ int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7;
+ int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim);
+ if(leveldif < 3)
+ HitChance = 95 - leveldif;
+ else
+ HitChance = 93 - (leveldif - 2) * lchance;
+
+ // Hit chance depends from victim auras
+ if(attType == RANGED_ATTACK)
+ HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
+ else
+ HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
+
+ // Spellmod from SPELLMOD_RESIST_MISS_CHANCE
+ if(Player *modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, HitChance);
+
+ // Miss = 100 - hit
+ float miss_chance= 100.0f - HitChance;
+
+ // Bonuses from attacker aura and ratings
+ if (attType == RANGED_ATTACK)
+ miss_chance -= m_modRangedHitChance;
+ else
+ miss_chance -= m_modMeleeHitChance;
+
+ // bonus from skills is 0.04%
+ miss_chance -= skillDiff * 0.04f;
+
+ // Limit miss chance from 0 to 60%
+ if (miss_chance < 0.0f)
+ return 0.0f;
+ if (miss_chance > 60.0f)
+ return 60.0f;
+ return miss_chance;
+}
+
+// Melee based spells hit result calculations
+SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell)
+{
+ WeaponAttackType attType = BASE_ATTACK;
+
+ if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED)
+ attType = RANGED_ATTACK;
+
+ // bonus from skills is 0.04% per skill Diff
+ int32 attackerWeaponSkill = int32(GetWeaponSkillValue(attType,pVictim));
+ int32 skillDiff = attackerWeaponSkill - int32(pVictim->GetMaxSkillValueForLevel(this));
+ int32 fullSkillDiff = attackerWeaponSkill - int32(pVictim->GetDefenseSkillValue(this));
+
+ uint32 roll = urand (0, 10000);
+ uint32 missChance = uint32(MeleeSpellMissChance(pVictim, attType, fullSkillDiff, spell)*100.0f);
+
+ // Roll miss
+ uint32 tmp = missChance;
+ if (roll < tmp)
+ return SPELL_MISS_MISS;
+
+ // Same spells cannot be parry/dodge
+ if (spell->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK)
+ return SPELL_MISS_NONE;
+
+ // Ranged attack can`t miss too
+ if (attType == RANGED_ATTACK)
+ return SPELL_MISS_NONE;
+
+ bool attackFromBehind = !pVictim->HasInArc(M_PI,this);
+
+ // Roll dodge
+ int32 dodgeChance = int32(pVictim->GetUnitDodgeChance()*100.0f) - skillDiff * 4;
+ // Reduce enemy dodge chance by SPELL_AURA_MOD_COMBAT_RESULT_CHANCE
+ dodgeChance+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE);
+
+ // Reduce dodge chance by attacker expertise rating
+ if (GetTypeId() == TYPEID_PLAYER)
+ dodgeChance-=int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType) * 100.0f);
+ if (dodgeChance < 0)
+ dodgeChance = 0;
+
+ // Can`t dodge from behind in PvP (but its possible in PvE)
+ if (GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER && attackFromBehind)
+ dodgeChance = 0;
+
+ // Rogue talent`s cant be dodged
+ AuraList const& mCanNotBeDodge = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT);
+ for(AuraList::const_iterator i = mCanNotBeDodge.begin(); i != mCanNotBeDodge.end(); ++i)
+ {
+ if((*i)->GetModifier()->m_miscvalue == VICTIMSTATE_DODGE) // can't be dodged rogue finishing move
+ {
+ if(spell->SpellFamilyName==SPELLFAMILY_ROGUE && (spell->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE))
+ {
+ dodgeChance = 0;
+ break;
+ }
+ }
+ }
+
+ tmp += dodgeChance;
+ if (roll < tmp)
+ return SPELL_MISS_DODGE;
+
+ // Roll parry
+ int32 parryChance = int32(pVictim->GetUnitParryChance()*100.0f) - skillDiff * 4;
+ // Reduce parry chance by attacker expertise rating
+ if (GetTypeId() == TYPEID_PLAYER)
+ parryChance-=int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType) * 100.0f);
+ // Can`t parry from behind
+ if (parryChance < 0 || attackFromBehind)
+ parryChance = 0;
+
+ tmp += parryChance;
+ if (roll < tmp)
+ return SPELL_MISS_PARRY;
+
+ return SPELL_MISS_NONE;
+}*/
+
+// TODO need use unit spell resistances in calculations
+SpellMissInfo Unit::MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell)
+{
+ // Can`t miss on dead target (on skinning for example)
+ if (!pVictim->isAlive())
+ return SPELL_MISS_NONE;
+
+ SpellSchoolMask schoolMask = GetSpellSchoolMask(spell);
+ // PvP - PvE spell misschances per leveldif > 2
+ int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 7 : 11;
+ int32 leveldif = int32(pVictim->getLevelForTarget(this)) - int32(getLevelForTarget(pVictim));
+
+ // Base hit chance from attacker and victim levels
+ int32 modHitChance;
+ if(leveldif < 3)
+ modHitChance = 96 - leveldif;
+ else
+ modHitChance = 94 - (leveldif - 2) * lchance;
+
+ // Spellmod from SPELLMOD_RESIST_MISS_CHANCE
+ if(Player *modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance);
+ // Increase from attacker SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT auras
+ modHitChance+=GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT, schoolMask);
+ // Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras
+ modHitChance+= pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask);
+ // Reduce spell hit chance for Area of effect spells from victim SPELL_AURA_MOD_AOE_AVOIDANCE aura
+ if (IsAreaOfEffectSpell(spell))
+ modHitChance-=pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE);
+ // Reduce spell hit chance for dispel mechanic spells from victim SPELL_AURA_MOD_DISPEL_RESIST
+ if (IsDispelSpell(spell))
+ modHitChance-=pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_DISPEL_RESIST);
+ // Chance resist mechanic (select max value from every mechanic spell effect)
+ int32 resist_mech = 0;
+ // Get effects mechanic and chance
+ for(int eff = 0; eff < 3; ++eff)
+ {
+ int32 effect_mech = GetEffectMechanic(spell, eff);
+ if (effect_mech)
+ {
+ int32 temp = pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effect_mech);
+ if (resist_mech < temp)
+ resist_mech = temp;
+ }
+ }
+ // Apply mod
+ modHitChance-=resist_mech;
+
+ // Chance resist debuff
+ modHitChance-=pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(spell->Dispel));
+
+ int32 HitChance = modHitChance * 100;
+ // Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings
+ HitChance += int32(m_modSpellHitChance*100.0f);
+
+ // Decrease hit chance from victim rating bonus
+ if (pVictim->GetTypeId()==TYPEID_PLAYER)
+ HitChance -= int32(((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_SPELL)*100.0f);
+
+ if (HitChance < 100) HitChance = 100;
+ if (HitChance > 9900) HitChance = 9900;
+
+ uint32 rand = urand(0,10000);
+ if (rand > HitChance)
+ return SPELL_MISS_RESIST;
+ return SPELL_MISS_NONE;
+}
+
+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 (use charges)
+ if (pVictim->IsImmunedToSpell(spell,true))
+ 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;
+
+ // Check for immune (use charges)
+ if (pVictim->IsImmunedToDamage(GetSpellSchoolMask(spell),true))
+ return SPELL_MISS_IMMUNE;
+
+ // Try victim reflect spell
+ if (CanReflect)
+ {
+ // specialized first
+ 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 & GetSpellSchoolMask(spell))
+ {
+ int32 reflectchance = (*i)->GetModifier()->m_amount;
+ if (reflectchance > 0 && roll_chance_i(reflectchance))
+ {
+ if((*i)->m_procCharges > 0)
+ {
+ --(*i)->m_procCharges;
+ if((*i)->m_procCharges==0)
+ pVictim->RemoveAurasDueToSpell((*i)->GetId());
+ }
+ return SPELL_MISS_REFLECT;
+ }
+ }
+ }
+
+ // generic reflection
+ Unit::AuraList const& mReflectSpells = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS);
+ for(Unit::AuraList::const_iterator i = mReflectSpells.begin(); i != mReflectSpells.end(); ++i)
+ {
+ int32 reflectchance = (*i)->GetModifier()->m_amount;
+ if (reflectchance > 0 && roll_chance_i(reflectchance))
+ {
+ if((*i)->m_procCharges > 0)
+ {
+ --(*i)->m_procCharges;
+ if((*i)->m_procCharges==0)
+ pVictim->RemoveAurasDueToSpell((*i)->GetId());
+ }
+ return SPELL_MISS_REFLECT;
+ }
+ }
+ }
+
+ // Temporary solution for melee based spells and spells vs SPELL_SCHOOL_NORMAL (hit result calculated after)
+ for (int i=0;i<3;i++)
+ {
+ if (spell->Effect[i] == SPELL_EFFECT_WEAPON_DAMAGE ||
+ spell->Effect[i] == SPELL_EFFECT_WEAPON_PERCENT_DAMAGE ||
+ spell->Effect[i] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG ||
+ spell->Effect[i] == SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL)
+ return SPELL_MISS_NONE;
+ }
+
+ // TODO need use this code for spell hit result calculation
+ // now code commented for compotability
+ switch (spell->DmgClass)
+ {
+ case SPELL_DAMAGE_CLASS_RANGED:
+ case SPELL_DAMAGE_CLASS_MELEE:
+// return MeleeSpellHitResult(pVictim, spell);
+ return SPELL_MISS_NONE;
+ case SPELL_DAMAGE_CLASS_NONE:
+ case SPELL_DAMAGE_CLASS_MAGIC:
+ return MagicSpellHitResult(pVictim, spell);
+ }
+ return SPELL_MISS_NONE;
+}
+
+float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const
+{
+ if(!pVictim)
+ return 0.0f;
+
+ // Base misschance 5%
+ float misschance = 5.0f;
+
+ // DualWield - Melee spells and physical dmg spells - 5% , white damage 24%
+ if (haveOffhandWeapon() && attType != RANGED_ATTACK)
+ {
+ bool isNormal = false;
+ for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
+ {
+ if( m_currentSpells[i] && (GetSpellSchoolMask(m_currentSpells[i]->m_spellInfo) & SPELL_SCHOOL_MASK_NORMAL) )
+ {
+ isNormal = true;
+ break;
+ }
+ }
+ if (isNormal || m_currentSpells[CURRENT_MELEE_SPELL])
+ {
+ misschance = 5.0f;
+ }
+ else
+ {
+ misschance = 24.0f;
+ }
+ }
+
+ // PvP : PvE melee misschances per leveldif > 2
+ int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7;
+
+ int32 leveldif = int32(pVictim->getLevelForTarget(this)) - int32(getLevelForTarget(pVictim));
+ if(leveldif < 0)
+ leveldif = 0;
+
+ // Hit chance from attacker based on ratings and auras
+ float m_modHitChance;
+ if (attType == RANGED_ATTACK)
+ m_modHitChance = m_modRangedHitChance;
+ else
+ m_modHitChance = m_modMeleeHitChance;
+
+ if(leveldif < 3)
+ misschance += (leveldif - m_modHitChance);
+ else
+ misschance += ((leveldif - 2) * chance - m_modHitChance);
+
+ // Hit chance for victim based on ratings
+ if (pVictim->GetTypeId()==TYPEID_PLAYER)
+ {
+ if (attType == RANGED_ATTACK)
+ misschance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_RANGED);
+ else
+ misschance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_MELEE);
+ }
+
+ // Modify miss chance by victim auras
+ if(attType == RANGED_ATTACK)
+ misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
+ else
+ misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
+
+ // Modify miss chance from skill difference ( bonus from skills is 0.04% )
+ int32 skillBonus = int32(GetWeaponSkillValue(attType,pVictim)) - int32(pVictim->GetDefenseSkillValue(this));
+ misschance -= skillBonus * 0.04f;
+
+ // Limit miss chance from 0 to 60%
+ if ( misschance < 0.0f)
+ return 0.0f;
+ if ( misschance > 60.0f)
+ return 60.0f;
+
+ return misschance;
+}
+
+uint32 Unit::GetDefenseSkillValue(Unit const* target) const
+{
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ // in PvP use full skill instead current skill value
+ uint32 value = (target && target->GetTypeId() == TYPEID_PLAYER)
+ ? ((Player*)this)->GetMaxSkillValue(SKILL_DEFENSE)
+ : ((Player*)this)->GetSkillValue(SKILL_DEFENSE);
+ value += uint32(((Player*)this)->GetRatingBonusValue(CR_DEFENSE_SKILL));
+ return value;
+ }
+ else
+ return GetUnitMeleeSkill(target);
+}
+
+float Unit::GetUnitDodgeChance() const
+{
+ if(hasUnitState(UNIT_STAT_STUNDED))
+ return 0.0f;
+ if( GetTypeId() == TYPEID_PLAYER )
+ return GetFloatValue(PLAYER_DODGE_PERCENTAGE);
+ else
+ {
+ if(((Creature const*)this)->isTotem())
+ return 0.0f;
+ else
+ {
+ float dodge = 5.0f;
+ dodge += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
+ return dodge > 0.0f ? dodge : 0.0f;
+ }
+ }
+}
+
+float Unit::GetUnitParryChance() const
+{
+ if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNDED))
+ return 0.0f;
+
+ float chance = 0.0f;
+
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ Player const* player = (Player const*)this;
+ if(player->CanParry() )
+ {
+ Item *tmpitem = ((Player*)this)->GetWeaponForAttack(BASE_ATTACK,true);
+ if(!tmpitem)
+ tmpitem = ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true);
+
+ if(tmpitem)
+ chance = GetFloatValue(PLAYER_PARRY_PERCENTAGE);
+ }
+ }
+ else if(GetTypeId() == TYPEID_UNIT)
+ {
+ if(GetCreatureType() == CREATURE_TYPE_HUMANOID)
+ {
+ chance = 5.0f;
+ chance += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
+ }
+ }
+
+ return chance > 0.0f ? chance : 0.0f;
+}
+
+float Unit::GetUnitBlockChance() const
+{
+ if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNDED))
+ return 0.0f;
+
+ 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 0.0f;
+ }
+ else
+ {
+ if(((Creature const*)this)->isTotem())
+ return 0.0f;
+ else
+ {
+ float block = 5.0f;
+ block += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
+ return block > 0.0f ? block : 0.0f;
+ }
+ }
+}
+
+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 );
+ break;
+ case OFF_ATTACK:
+ crit = GetFloatValue( PLAYER_OFFHAND_CRIT_PERCENTAGE );
+ break;
+ case RANGED_ATTACK:
+ crit = GetFloatValue( PLAYER_RANGED_CRIT_PERCENTAGE );
+ break;
+ // Just for good manner
+ default:
+ crit = 0.0f;
+ break;
+ }
+ }
+ else
+ {
+ crit = 5.0f;
+ crit += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PERCENT);
+ }
+
+ // flat aura mods
+ if(attackType == RANGED_ATTACK)
+ crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_CHANCE);
+ else
+ crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE);
+
+ crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE);
+
+ // reduce crit chance from Rating for players
+ if (pVictim->GetTypeId()==TYPEID_PLAYER)
+ {
+ if (attackType==RANGED_ATTACK)
+ crit -= ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_RANGED);
+ else
+ crit -= ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_MELEE);
+ }
+
+ if (crit < 0.0f)
+ crit = 0.0f;
+ return crit;
+}
+
+uint32 Unit::GetWeaponSkillValue (WeaponAttackType attType, Unit const* target) const
+{
+ uint32 value = 0;
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ Item* item = ((Player*)this)->GetWeaponForAttack(attType,true);
+
+ // feral or unarmed skill only for base attack
+ if(attType != BASE_ATTACK && !item )
+ return 0;
+
+ if(((Player*)this)->IsInFeralForm())
+ return GetMaxSkillValueForLevel(); // always maximized SKILL_FERAL_COMBAT in fact
+
+ // weaon skill or (unarmed for base attack)
+ uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
+
+ // in PvP use full skill instead current skill value
+ value = (target && target->GetTypeId() == TYPEID_PLAYER)
+ ? ((Player*)this)->GetMaxSkillValue(skill)
+ : ((Player*)this)->GetSkillValue(skill);
+ // Modify value from ratings
+ value += uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL));
+ switch (attType)
+ {
+ case BASE_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_MAINHAND));break;
+ case OFF_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_OFFHAND));break;
+ case RANGED_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_RANGED));break;
+ }
+ }
+ else
+ value = GetUnitMeleeSkill(target);
+ return value;
+}
+
+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<GameObject*>::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()
+{
+ //check "realtime" interrupts
+ if ( (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving()) || IsNonMeleeSpellCasted(false,false,true) )
+ {
+ // cancel wand shoot
+ if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351)
+ InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
+ m_AutoRepeatFirstCast = true;
+ return;
+ }
+
+ //apply delay
+ if ( m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 )
+ setAttackTimer(RANGED_ATTACK,500);
+ m_AutoRepeatFirstCast = false;
+
+ //castroutine
+ if (isAttackReady(RANGED_ATTACK))
+ {
+ // Check if able to cast
+ if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CanCast(true))
+ {
+ InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
+ return;
+ }
+
+ // we want to shoot
+ Spell* spell = new Spell(this, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo, true, 0);
+ spell->prepare(&(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets));
+
+ // all went good, reset attack
+ resetAttackTimer(RANGED_ATTACK);
+ }
+}
+
+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
+ InterruptSpell(CSpellType,false);
+
+ // special breakage effects:
+ switch (CSpellType)
+ {
+ case CURRENT_GENERIC_SPELL:
+ {
+ // generic spells always break channeled not delayed spells
+ InterruptSpell(CURRENT_CHANNELED_SPELL,false);
+
+ // autorepeat breaking
+ if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] )
+ {
+ // break autorepeat if not Auto Shot
+ if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351)
+ InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
+ m_AutoRepeatFirstCast = true;
+ }
+ } break;
+
+ case CURRENT_CHANNELED_SPELL:
+ {
+ // channel spells always break generic non-delayed and any channeled spells
+ InterruptSpell(CURRENT_GENERIC_SPELL,false);
+ InterruptSpell(CURRENT_CHANNELED_SPELL);
+
+ // it also does break autorepeat if not Auto Shot
+ if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
+ m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->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 non-delayed and channeled non-delayed spells
+ InterruptSpell(CURRENT_GENERIC_SPELL,false);
+ InterruptSpell(CURRENT_CHANNELED_SPELL,false);
+ }
+ // special action: set first cast flag
+ m_AutoRepeatFirstCast = true;
+ } break;
+
+ default:
+ {
+ // 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, bool withDelayed)
+{
+ assert(spellType < CURRENT_MAX_SPELL);
+
+ if(m_currentSpells[spellType] && (withDelayed || m_currentSpells[spellType]->getState() != SPELL_STATE_DELAYED) )
+ {
+ // 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) const
+{
+ // We don't do loop here to explicitly show that melee spell is excluded.
+ // Maybe later some special spells will be excluded too.
+
+ // generic spells are 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, uint32 spell_id)
+{
+ // generic spells are interrupted if they are not finished or delayed
+ if (m_currentSpells[CURRENT_GENERIC_SPELL] && (!spell_id || m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id==spell_id))
+ {
+ 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] && (!spell_id || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id==spell_id))
+ {
+ // 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] && (!spell_id || m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id==spell_id))
+ {
+ 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;
+ }
+}
+
+Spell* Unit::FindCurrentSpellBySpellId(uint32 spell_id) const
+{
+ for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
+ if(m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id==spell_id)
+ return m_currentSpells[i];
+ return NULL;
+}
+
+bool Unit::isInFront(Unit const* target, float distance, float arc) const
+{
+ return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
+}
+
+void Unit::SetInFront(Unit const* target)
+{
+ SetOrientation(GetAngle(target));
+}
+
+bool Unit::isInBack(Unit const* target, float distance, float arc) const
+{
+ return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target );
+}
+
+bool Unit::isInAccessablePlaceFor(Creature const* c) const
+{
+ if(IsInWater())
+ return c->canSwim();
+ else
+ return c->canWalk();
+}
+
+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()
+{
+ SetDisplayId(GetNativeDisplayId());
+}
+
+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;
+}
+
+float Unit::GetTotalAuraMultiplier(AuraType auratype) const
+{
+ float multipler = 1.0f;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ multipler *= (100.0f + (*i)->GetModifier()->m_amount)/100.0f;
+
+ return multipler;
+}
+
+int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ if ((*i)->GetModifier()->m_amount > modifier)
+ modifier = (*i)->GetModifier()->m_amount;
+
+ return modifier;
+}
+
+int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ if ((*i)->GetModifier()->m_amount < modifier)
+ modifier = (*i)->GetModifier()->m_amount;
+
+ return modifier;
+}
+
+int32 Unit::GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue & misc_mask)
+ modifier += mod->m_amount;
+ }
+ return modifier;
+}
+
+float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const
+{
+ float multipler = 1.0f;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue & misc_mask)
+ multipler *= (100.0f + mod->m_amount)/100.0f;
+ }
+ return multipler;
+}
+
+int32 Unit::GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue & misc_mask && mod->m_amount > modifier)
+ modifier = mod->m_amount;
+ }
+
+ return modifier;
+}
+
+int32 Unit::GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue & misc_mask && mod->m_amount < modifier)
+ modifier = mod->m_amount;
+ }
+
+ return modifier;
+}
+
+int32 Unit::GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue == misc_value)
+ modifier += mod->m_amount;
+ }
+ return modifier;
+}
+
+float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const
+{
+ float multipler = 1.0f;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue == misc_value)
+ multipler *= (100.0f + mod->m_amount)/100.0f;
+ }
+ return multipler;
+}
+
+int32 Unit::GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue == misc_value && mod->m_amount > modifier)
+ modifier = mod->m_amount;
+ }
+
+ return modifier;
+}
+
+int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
+{
+ int32 modifier = 0;
+
+ AuraList const& mTotalAuraList = GetAurasByType(auratype);
+ for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if (mod->m_miscvalue == misc_value && mod->m_amount < modifier)
+ modifier = mod->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->GetId() != 20584 && Aur->GetId() != 8326 && Aur->GetId() != 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;
+ }
+
+ SpellEntry const* aurSpellInfo = Aur->GetSpellProto();
+
+ spellEffectPair spair = spellEffectPair(Aur->GetId(), Aur->GetEffIndex());
+ AuraMap::iterator i = m_Auras.find( spair );
+
+ // take out same spell
+ if (i != m_Auras.end())
+ {
+ // passive and persistent auras can stack with themselves any number of times
+ if (!Aur->IsPassive() && !Aur->IsPersistent())
+ {
+ // replace aura if next will > spell StackAmount
+ if(aurSpellInfo->StackAmount)
+ {
+ if(m_Auras.count(spair) >= aurSpellInfo->StackAmount)
+ RemoveAura(i,AURA_REMOVE_BY_STACK);
+ }
+ // if StackAmount==0 not allow auras from same caster
+ else
+ {
+ for(AuraMap::iterator i2 = m_Auras.lower_bound(spair); i2 != m_Auras.upper_bound(spair); ++i2)
+ {
+ if(i2->second->GetCasterGUID()==Aur->GetCasterGUID())
+ {
+ // can be only single (this check done at _each_ aura add
+ RemoveAura(i2,AURA_REMOVE_BY_STACK);
+ break;
+ }
+
+ bool stop = false;
+ switch(aurSpellInfo->EffectApplyAuraName[Aur->GetEffIndex()])
+ {
+ // DoT/HoT/etc
+ case SPELL_AURA_PERIODIC_DAMAGE: // allow stack
+ case SPELL_AURA_PERIODIC_DAMAGE_PERCENT:
+ case SPELL_AURA_PERIODIC_LEECH:
+ case SPELL_AURA_PERIODIC_HEAL:
+ case SPELL_AURA_OBS_MOD_HEALTH:
+ case SPELL_AURA_PERIODIC_MANA_LEECH:
+ case SPELL_AURA_PERIODIC_ENERGIZE:
+ case SPELL_AURA_OBS_MOD_MANA:
+ case SPELL_AURA_POWER_BURN_MANA:
+ break;
+ default: // not allow
+ // can be only single (this check done at _each_ aura add
+ RemoveAura(i2,AURA_REMOVE_BY_STACK);
+ stop = true;
+ break;
+ }
+
+ if(stop)
+ break;
+ }
+ }
+ }
+ }
+
+ // passive auras stack with all (except passive spell proc auras)
+ if ((!Aur->IsPassive() || !IsPassiveStackableSpell(Aur->GetId())) &&
+ !(Aur->GetId() == 20584 || Aur->GetId() == 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(aurSpellInfo) && Aur->GetTarget())
+ {
+ // 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(),aurSpellInfo) )
+ {
+ if ((*itr)->IsInUse())
+ {
+ sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for IsSingleTargetSpell", (*itr)->GetId(), (*itr)->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex());
+ continue;
+ }
+ (*itr)->GetTarget()->RemoveAura((*itr)->GetId(), (*itr)->GetEffIndex());
+ restart = true;
+ break;
+ }
+ }
+
+ if(!restart)
+ {
+ // done
+ scAuras.push_back(Aur);
+ break;
+ }
+ }
+ }
+
+ // 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);
+ }
+
+ Aur->ApplyModifier(true,true);
+ sLog.outDebug("Aura %u now is in use", Aur->GetModifier()->m_auraname);
+ 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();
+
+ SpellSpecific spellId_spec = GetSpellSpecific(spellId);
+
+ AuraMap::iterator i,next;
+ for (i = m_Auras.begin(); i != m_Auras.end(); i = next)
+ {
+ next = i;
+ ++next;
+ if (!(*i).second) continue;
+
+ SpellEntry const* i_spellProto = (*i).second->GetSpellProto();
+
+ if (!i_spellProto)
+ continue;
+
+ uint32 i_spellId = i_spellProto->Id;
+
+ 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(spellProto, 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_spellProto->EffectTriggerSpell[j] == spellProto->Id)
+ is_triggered_by_spell = true;
+ if (is_triggered_by_spell) continue;
+
+ for(int j = 0; j < 3; ++j)
+ {
+ // prevent remove dummy triggered spells at next effect aura add
+ switch(spellProto->Effect[j]) // main spell auras added added after triggred spell
+ {
+ 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;
+
+ // prevent remove form main spell by triggred passive spells
+ switch(i_spellProto->EffectApplyAuraName[j]) // main aura added before triggered spell
+ {
+ case SPELL_AURA_MOD_SHAPESHIFT:
+ switch(i_spellId)
+ {
+ case 24858: if(spellId==24905) is_triggered_by_spell = true; break;
+ case 33891: if(spellId==5420 || spellId==34123) is_triggered_by_spell = true; break;
+ case 34551: if(spellId==22688) is_triggered_by_spell = true; break;
+ }
+ break;
+ }
+ }
+
+ if(!is_triggered_by_spell)
+ {
+ SpellSpecific i_spellId_spec = GetSpellSpecific(i_spellId);
+
+ bool is_sspc = IsSingleFromSpellSpecificPerCaster(spellId_spec,i_spellId_spec);
+
+ if( is_sspc && Aur->GetCasterGUID() == (*i).second->GetCasterGUID() )
+ {
+ // cannot remove higher rank
+ if (spellmgr.IsRankSpellDueToSpell(spellProto, i_spellId))
+ if(CompareAuraRanks(spellId, effIndex, i_spellId, i_effIndex) < 0)
+ return false;
+
+ // Its a parent aura (create this aura in ApplyModifier)
+ if ((*i).second->IsInUse())
+ {
+ sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex());
+ continue;
+ }
+ RemoveAurasDueToSpell(i_spellId);
+
+ if( m_Auras.empty() )
+ break;
+ else
+ next = m_Auras.begin();
+ }
+ else if( !is_sspc && spellmgr.IsNoStackSpellDueToSpell(spellId, i_spellId) )
+ {
+ // Its a parent aura (create this aura in ApplyModifier)
+ if ((*i).second->IsInUse())
+ {
+ sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex());
+ continue;
+ }
+ RemoveAurasDueToSpell(i_spellId);
+
+ if( m_Auras.empty() )
+ break;
+ else
+ next = m_Auras.begin();
+ }
+ // Potions stack aura by aura (elixirs/flask already checked)
+ else if( spellProto->SpellFamilyName == SPELLFAMILY_POTION && i_spellProto->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
+
+ // Its a parent aura (create this aura in ApplyModifier)
+ if ((*i).second->IsInUse())
+ {
+ sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex());
+ continue;
+ }
+ RemoveAura(i);
+ next = i;
+ }
+ }
+ }
+ }
+ return true;
+}
+
+void Unit::RemoveAura(uint32 spellId, uint32 effindex, Aura* except)
+{
+ spellEffectPair spair = spellEffectPair(spellId, effindex);
+ for(AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair);)
+ {
+ if(iter->second!=except)
+ {
+ RemoveAura(iter);
+ iter = m_Auras.lower_bound(spair);
+ }
+ else
+ ++iter;
+ }
+}
+
+void Unit::RemoveAurasDueToSpellByDispel(uint32 spellId, uint64 casterGUID, Unit *dispeler)
+{
+ for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); )
+ {
+ Aura *aur = iter->second;
+ if (aur->GetId() == spellId && aur->GetCasterGUID() == casterGUID)
+ {
+ // Custom dispel case
+ // Unstable Affliction
+ if (aur->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && (aur->GetSpellProto()->SpellFamilyFlags & 0x010000000000LL))
+ {
+ int32 damage = aur->GetModifier()->m_amount*9;
+ uint64 caster_guid = aur->GetCasterGUID();
+
+ // Remove aura
+ RemoveAura(iter, AURA_REMOVE_BY_DISPEL);
+
+ // backfire damage and silence
+ dispeler->CastCustomSpell(dispeler, 31117, &damage, NULL, NULL, true, NULL, NULL,caster_guid);
+
+ iter = m_Auras.begin(); // iterator can be invalidate at cast if self-dispel
+ }
+ else
+ RemoveAura(iter, AURA_REMOVE_BY_DISPEL);
+ }
+ else
+ ++iter;
+ }
+}
+
+void Unit::RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit *stealer)
+{
+ for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); )
+ {
+ Aura *aur = iter->second;
+ if (aur->GetId() == spellId && aur->GetCasterGUID() == casterGUID)
+ {
+ int32 basePoints = aur->GetBasePoints();
+ // construct the new aura for the attacker
+ Aura * new_aur = CreateAura(aur->GetSpellProto(), aur->GetEffIndex(), &basePoints, stealer);
+ if(!new_aur)
+ continue;
+
+ // set its duration and maximum duration
+ // max duration 2 minutes (in msecs)
+ int32 dur = aur->GetAuraDuration();
+ const int32 max_dur = 2*MINUTE*1000;
+ new_aur->SetAuraMaxDuration( max_dur > dur ? dur : max_dur );
+ new_aur->SetAuraDuration( max_dur > dur ? dur : max_dur );
+
+ // add the new aura to stealer
+ stealer->AddAura(new_aur);
+
+ // Remove aura as dispel
+ RemoveAura(iter, AURA_REMOVE_BY_DISPEL);
+ }
+ else
+ ++iter;
+ }
+}
+
+void Unit::RemoveAurasDueToSpellByCancel(uint32 spellId)
+{
+ for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); )
+ {
+ if (iter->second->GetId() == spellId)
+ RemoveAura(iter, AURA_REMOVE_BY_CANCEL);
+ else
+ ++iter;
+ }
+}
+
+void Unit::RemoveAurasWithDispelType( DispelType type )
+{
+ // Create dispel mask by dispel type
+ uint32 dispelMask = GetDispellMask(type);
+ // Dispel all existing auras vs current dispell type
+ AuraMap& auras = GetAuras();
+ for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
+ {
+ SpellEntry const* spell = itr->second->GetSpellProto();
+ if( (1<<spell->Dispel) & dispelMask )
+ {
+ // Dispel aura
+ RemoveAurasDueToSpell(spell->Id);
+ itr = auras.begin();
+ }
+ else
+ ++itr;
+ }
+}
+
+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, Aura* except)
+{
+ for (int i = 0; i < 3; ++i)
+ RemoveAura(spellId,i,except);
+}
+
+void Unit::RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId)
+{
+ for (int k=0; k < 3; ++k)
+ {
+ spellEffectPair spair = spellEffectPair(spellId, k);
+ for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair);)
+ {
+ if (iter->second->GetCastItemGUID() == castItem->GetGUID())
+ {
+ RemoveAura(iter);
+ iter = m_Auras.upper_bound(spair); // overwrite by more appropriate
+ }
+ else
+ ++iter;
+ }
+ }
+}
+
+void Unit::RemoveAurasWithInterruptFlags(uint32 flags)
+{
+ for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); )
+ {
+ if (iter->second->GetSpellProto()->AuraInterruptFlags & flags)
+ RemoveAura(iter);
+ else
+ ++iter;
+ }
+}
+
+void Unit::RemoveNotOwnSingleTargetAuras()
+{
+ // single target auras from other casters
+ for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); )
+ {
+ if (iter->second->GetCasterGUID()!=GetGUID() && IsSingleTargetSpell(iter->second->GetSpellProto()))
+ RemoveAura(iter);
+ else
+ ++iter;
+ }
+
+ // single target auras at other targets
+ AuraList& scAuras = GetSingleCastAuras();
+ for (AuraList::iterator iter = scAuras.begin(); iter != scAuras.end(); )
+ {
+ Aura* aura = *iter;
+ if (aura->GetTarget()!=this)
+ {
+ scAuras.erase(iter); // explicitly remove, instead waiting remove in RemoveAura
+ aura->GetTarget()->RemoveAura(aura->GetId(),aura->GetEffIndex());
+ iter = scAuras.begin();
+ }
+ else
+ ++iter;
+ }
+
+}
+
+void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
+{
+ if (IsSingleTargetSpell((*i).second->GetSpellProto()))
+ {
+ 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!");
+ assert(false);
+ }
+ }
+
+ if ((*i).second->GetModifier()->m_auraname < TOTAL_AURAS)
+ {
+ m_modAuras[(*i).second->GetModifier()->m_auraname].remove((*i).second);
+ }
+
+ // remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order)
+ Aura* Aur = i->second;
+ // Set remove mode
+ Aur->SetRemoveMode(mode);
+ // 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
+
+ // Status unsummoned at aura remove
+ Totem* statue = NULL;
+ if(IsChanneledSpell(Aur->GetSpellProto()))
+ if(Unit* caster = Aur->GetCaster())
+ if(caster->GetTypeId()==TYPEID_UNIT && ((Creature*)caster)->isTotem() && ((Totem*)caster)->GetTotemType()==TOTEM_STATUE)
+ statue = ((Totem*)caster);
+
+ sLog.outDebug("Aura %u now is remove mode %d",Aur->GetModifier()->m_auraname, mode);
+ Aur->ApplyModifier(false,true);
+ Aur->_RemoveAura();
+ delete Aur;
+
+ if(statue)
+ statue->UnSummon();
+
+ // only way correctly remove all auras from list
+ if( m_Auras.empty() )
+ i = m_Auras.end();
+ else
+ i = m_Auras.begin();
+}
+
+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, AURA_REMOVE_BY_DEATH);
+ 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;
+ }
+}
+
+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());
+ }
+}
+
+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());
+
+ // GO created by some spell
+ if ( GetTypeId()==TYPEID_PLAYER && gameObj->GetSpellId() )
+ {
+ SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
+ // Need activate spell use for owner
+ if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
+ ((Player*)this)->SendCooldownEvent(createBySpell);
+ }
+ 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<GameObject*>::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::RemoveAllGameObjects()
+{
+ // remove references to unit
+ for(std::list<GameObject*>::iterator i = m_gameObj.begin(); i != m_gameObj.end();)
+ {
+ (*i)->SetOwnerGUID(0);
+ (*i)->SetRespawnTime(0);
+ (*i)->Delete();
+ i = m_gameObj.erase(i);
+ }
+}
+
+void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit)
+{
+ sLog.outDebug("Sending: SMSG_SPELLNONMELEEDAMAGELOG");
+ WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16+4+4+1+4+4+1+1+4+4+1)); // we guess size
+ data.append(target->GetPackGUID());
+ data.append(GetPackGUID());
+ data << uint32(SpellID);
+ data << uint32(Damage-AbsorbedDamage-Resist-Blocked);
+ data << uint8(damageSchoolMask); // spell school
+ data << uint32(AbsorbedDamage); // AbsorbedDamage
+ data << uint32(Resist); // resist
+ data << uint8(PhysicalDamage); // if 1, then client show spell name (example: %s's ranged shot hit %s for %u school or %s suffers %u school damage from %s's spell_name
+ data << uint8(0); // unk isFromAura
+ data << uint32(Blocked); // blocked
+ data << uint32(CriticalHit ? 0x27 : 0x25); // hitType, flags: 0x2 - SPELL_HIT_TYPE_CRIT, 0x10 - replace caster?
+ data << uint8(0); // isDebug?
+ SendMessageToSet( &data, true );
+}
+
+void Unit::SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo)
+{
+ WorldPacket data(SMSG_SPELLLOGMISS, (4+8+1+4+8+1));
+ data << uint32(spellID);
+ data << uint64(GetGUID());
+ data << uint8(0); // can be 0 or 1
+ data << uint32(1); // target count
+ // for(i = 0; i < target count; ++i)
+ data << uint64(target->GetGUID()); // target GUID
+ data << uint8(missInfo);
+ // end loop
+ SendMessageToSet(&data, true);
+}
+
+void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, 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; // count?
+
+ // for(i = 0; i < SwingType; ++i)
+ data << (uint32)damageSchoolMask;
+ data << (float)(Damage-AbsorbDamage-Resist-BlockedAmount);
+ // still need to double check damage
+ data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount);
+ data << (uint32)AbsorbDamage;
+ data << (uint32)Resist;
+ // end loop
+
+ 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, SpellSchoolMask damageSchoolMask, 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, damageSchoolMask);
+ ProcDamageAndSpellFor(false,pVictim,procAttacker,attackerProcCastAuraTypes,attType, procSpell, damage, damageSchoolMask);
+ }
+
+ // 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, damageSchoolMask);
+ pVictim->ProcDamageAndSpellFor(true,this,procVictim,victimProcCastAuraTypes,attType,procSpell, damage, damageSchoolMask);
+ }
+}
+
+void Unit::CastMeleeProcDamageAndSpell(Unit* pVictim, uint32 damage, SpellSchoolMask damageSchoolMask, 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_BLOCK_CRIT:
+ case MELEE_HIT_CRIT:
+ if(spellCasted && attType == BASE_ATTACK)
+ {
+ procAttacker |= PROC_FLAG_CRIT_SPELL;
+ procVictim |= PROC_FLAG_STRUCK_CRIT_SPELL;
+ if ( outcome == MELEE_HIT_BLOCK_CRIT )
+ {
+ procVictim |= PROC_FLAG_BLOCK;
+ procAttacker |= PROC_FLAG_TARGET_BLOCK;
+ }
+ }
+ 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, damageSchoolMask, spellCasted, isTriggeredSpell, attType);
+}
+
+bool Unit::HandleHasteAuraProc(Unit *pVictim, SpellEntry const *hasteSpell, uint32 /*effIndex*/, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 cooldown)
+{
+ Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER
+ ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL;
+
+ uint32 triggered_spell_id = 0;
+ Unit* target = pVictim;
+ int32 basepoints0 = 0;
+
+ switch(hasteSpell->SpellFamilyName)
+ {
+ case SPELLFAMILY_ROGUE:
+ {
+ switch(hasteSpell->Id)
+ {
+ // Blade Flurry
+ case 13877:
+ case 33735:
+ {
+ target = SelectNearbyTarget();
+ if(!target)
+ return false;
+ basepoints0 = damage;
+ triggered_spell_id = 22482;
+ break;
+ }
+ }
+ break;
+ }
+ }
+
+ // processed charge only counting case
+ if(!triggered_spell_id)
+ return true;
+
+ SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id);
+
+ if(!triggerEntry)
+ {
+ sLog.outError("Unit::HandleHasteAuraProc: Spell %u have not existed triggered spell %u",hasteSpell->Id,triggered_spell_id);
+ return false;
+ }
+
+ // default case
+ if(!target || target!=this && !target->isAlive())
+ return false;
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id))
+ return false;
+
+ if(basepoints0)
+ CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
+ else
+ CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura);
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER )
+ ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown);
+
+ return true;
+}
+
+bool Unit::HandleDummyAuraProc(Unit *pVictim, SpellEntry const *dummySpell, uint32 effIndex, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 cooldown)
+{
+ Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER
+ ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL;
+
+ uint32 triggered_spell_id = 0;
+ Unit* target = pVictim;
+ int32 basepoints0 = 0;
+
+ switch(dummySpell->SpellFamilyName)
+ {
+ case SPELLFAMILY_GENERIC:
+ {
+ switch (dummySpell->Id)
+ {
+ // Eye of Eye
+ case 9799:
+ case 25988:
+ {
+ // prevent damage back from weapon special attacks
+ if (!procSpell || procSpell->DmgClass != SPELL_DAMAGE_CLASS_MAGIC )
+ return false;
+
+ // return damage % to attacker but < 50% own total health
+ basepoints0 = triggeredByAura->GetModifier()->m_amount*int32(damage)/100;
+ if(basepoints0 > GetMaxHealth()/2)
+ basepoints0 = GetMaxHealth()/2;
+
+ triggered_spell_id = 25997;
+ break;
+ }
+ // Sweeping Strikes
+ case 12328:
+ case 18765:
+ case 35429:
+ {
+ // prevent chain of triggred spell from same triggred spell
+ if(procSpell && procSpell->Id==26654)
+ return false;
+
+ target = SelectNearbyTarget();
+ if(!target)
+ return false;
+
+ triggered_spell_id = 26654;
+ break;
+ }
+ // Unstable Power
+ case 24658:
+ {
+ if (!procSpell || procSpell->Id == 24659)
+ return false;
+ // Need remove one 24659 aura
+ RemoveSingleAuraFromStack(24659, 0);
+ RemoveSingleAuraFromStack(24659, 1);
+ return true;
+ }
+ // Restless Strength
+ case 24661:
+ {
+ // Need remove one 24662 aura
+ RemoveSingleAuraFromStack(24662, 0);
+ return true;
+ }
+ // Adaptive Warding (Frostfire Regalia set)
+ case 28764:
+ {
+ if(!procSpell)
+ return false;
+
+ // 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 false;
+
+ switch(GetFirstSchoolInMask(GetSpellSchoolMask(procSpell)))
+ {
+ case SPELL_SCHOOL_NORMAL:
+ case SPELL_SCHOOL_HOLY:
+ return false; // ignored
+ case SPELL_SCHOOL_FIRE: triggered_spell_id = 28765; break;
+ case SPELL_SCHOOL_NATURE: triggered_spell_id = 28768; break;
+ case SPELL_SCHOOL_FROST: triggered_spell_id = 28766; break;
+ case SPELL_SCHOOL_SHADOW: triggered_spell_id = 28769; break;
+ case SPELL_SCHOOL_ARCANE: triggered_spell_id = 28770; break;
+ default:
+ return false;
+ }
+
+ target = this;
+ break;
+ }
+ // Obsidian Armor (Justice Bearer`s Pauldrons shoulder)
+ case 27539:
+ {
+ if(!procSpell)
+ return false;
+
+ // 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 false;
+
+ switch(GetFirstSchoolInMask(GetSpellSchoolMask(procSpell)))
+ {
+ case SPELL_SCHOOL_NORMAL:
+ return false; // ignore
+ case SPELL_SCHOOL_HOLY: triggered_spell_id = 27536; break;
+ case SPELL_SCHOOL_FIRE: triggered_spell_id = 27533; break;
+ case SPELL_SCHOOL_NATURE: triggered_spell_id = 27538; break;
+ case SPELL_SCHOOL_FROST: triggered_spell_id = 27534; break;
+ case SPELL_SCHOOL_SHADOW: triggered_spell_id = 27535; break;
+ case SPELL_SCHOOL_ARCANE: triggered_spell_id = 27540; break;
+ default:
+ return false;
+ }
+
+ target = this;
+ break;
+ }
+ // Mana Leech (Passive) (Priest Pet Aura)
+ case 28305:
+ {
+ // Cast on owner
+ target = GetOwner();
+ if(!target)
+ return false;
+
+ basepoints0 = int32(damage * 2.5f); // manaregen
+ triggered_spell_id = 34650;
+ break;
+ }
+ // Mark of Malice
+ case 33493:
+ {
+ // Cast finish spell at last charge
+ if (triggeredByAura->m_procCharges > 1)
+ return false;
+
+ target = this;
+ triggered_spell_id = 33494;
+ break;
+ }
+ // Twisted Reflection (boss spell)
+ case 21063:
+ triggered_spell_id = 21064;
+ break;
+ // Vampiric Aura (boss spell)
+ case 38196:
+ {
+ basepoints0 = 3 * damage; // 300%
+ if (basepoints0 < 0)
+ return false;
+
+ triggered_spell_id = 31285;
+ target = this;
+ break;
+ }
+ // Aura of Madness (Darkmoon Card: Madness trinket)
+ //=====================================================
+ // 39511 Sociopath: +35 strength (Paladin, Rogue, Druid, Warrior)
+ // 40997 Delusional: +70 attack power (Rogue, Hunter, Paladin, Warrior, Druid)
+ // 40998 Kleptomania: +35 agility (Warrior, Rogue, Paladin, Hunter, Druid)
+ // 40999 Megalomania: +41 damage/healing (Druid, Shaman, Priest, Warlock, Mage, Paladin)
+ // 41002 Paranoia: +35 spell/melee/ranged crit strike rating (All classes)
+ // 41005 Manic: +35 haste (spell, melee and ranged) (All classes)
+ // 41009 Narcissism: +35 intellect (Druid, Shaman, Priest, Warlock, Mage, Paladin, Hunter)
+ // 41011 Martyr Complex: +35 stamina (All classes)
+ // 41406 Dementia: Every 5 seconds either gives you +5% damage/healing. (Druid, Shaman, Priest, Warlock, Mage, Paladin)
+ // 41409 Dementia: Every 5 seconds either gives you -5% damage/healing. (Druid, Shaman, Priest, Warlock, Mage, Paladin)
+ case 39446:
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // Select class defined buff
+ switch (getClass())
+ {
+ case CLASS_PALADIN: // 39511,40997,40998,40999,41002,41005,41009,41011,41409
+ case CLASS_DRUID: // 39511,40997,40998,40999,41002,41005,41009,41011,41409
+ {
+ uint32 RandomSpell[]={39511,40997,40998,40999,41002,41005,41009,41011,41409};
+ triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ];
+ break;
+ }
+ case CLASS_ROGUE: // 39511,40997,40998,41002,41005,41011
+ case CLASS_WARRIOR: // 39511,40997,40998,41002,41005,41011
+ {
+ uint32 RandomSpell[]={39511,40997,40998,41002,41005,41011};
+ triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ];
+ break;
+ }
+ case CLASS_PRIEST: // 40999,41002,41005,41009,41011,41406,41409
+ case CLASS_SHAMAN: // 40999,41002,41005,41009,41011,41406,41409
+ case CLASS_MAGE: // 40999,41002,41005,41009,41011,41406,41409
+ case CLASS_WARLOCK: // 40999,41002,41005,41009,41011,41406,41409
+ {
+ uint32 RandomSpell[]={40999,41002,41005,41009,41011,41406,41409};
+ triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ];
+ break;
+ }
+ case CLASS_HUNTER: // 40997,40999,41002,41005,41009,41011,41406,41409
+ {
+ uint32 RandomSpell[]={40997,40999,41002,41005,41009,41011,41406,41409};
+ triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ];
+ break;
+ }
+ default:
+ return false;
+ }
+
+ target = this;
+ if (roll_chance_i(10))
+ ((Player*)this)->Say("This is Madness!", LANG_UNIVERSAL);
+ break;
+ }
+ /*
+ // TODO: need find item for aura and triggered spells
+ // Sunwell Exalted Caster Neck (??? neck)
+ // cast ??? Light's Wrath if Exalted by Aldor
+ // cast ??? Arcane Bolt if Exalted by Scryers*/
+ case 46569:
+ return false; // disable for while
+ /*
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // Get Aldor reputation rank
+ if (((Player *)this)->GetReputationRank(932) == REP_EXALTED)
+ {
+ target = this;
+ triggered_spell_id = ???
+ break;
+ }
+ // Get Scryers reputation rank
+ if (((Player *)this)->GetReputationRank(934) == REP_EXALTED)
+ {
+ triggered_spell_id = ???
+ break;
+ }
+ return false;
+ }/**/
+ // Sunwell Exalted Caster Neck (Shattered Sun Pendant of Acumen neck)
+ // cast 45479 Light's Wrath if Exalted by Aldor
+ // cast 45429 Arcane Bolt if Exalted by Scryers
+ case 45481:
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // Get Aldor reputation rank
+ if (((Player *)this)->GetReputationRank(932) == REP_EXALTED)
+ {
+ target = this;
+ triggered_spell_id = 45479;
+ break;
+ }
+ // Get Scryers reputation rank
+ if (((Player *)this)->GetReputationRank(934) == REP_EXALTED)
+ {
+ triggered_spell_id = 45429;
+ break;
+ }
+ return false;
+ }
+ // Sunwell Exalted Melee Neck (Shattered Sun Pendant of Might neck)
+ // cast 45480 Light's Strength if Exalted by Aldor
+ // cast 45428 Arcane Strike if Exalted by Scryers
+ case 45482:
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // Get Aldor reputation rank
+ if (((Player *)this)->GetReputationRank(932) == REP_EXALTED)
+ {
+ target = this;
+ triggered_spell_id = 45480;
+ break;
+ }
+ // Get Scryers reputation rank
+ if (((Player *)this)->GetReputationRank(934) == REP_EXALTED)
+ {
+ triggered_spell_id = 45428;
+ break;
+ }
+ return false;
+ }
+ // Sunwell Exalted Tank Neck (Shattered Sun Pendant of Resolve neck)
+ // cast 45431 Arcane Insight if Exalted by Aldor
+ // cast 45432 Light's Ward if Exalted by Scryers
+ case 45483:
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // Get Aldor reputation rank
+ if (((Player *)this)->GetReputationRank(932) == REP_EXALTED)
+ {
+ target = this;
+ triggered_spell_id = 45432;
+ break;
+ }
+ // Get Scryers reputation rank
+ if (((Player *)this)->GetReputationRank(934) == REP_EXALTED)
+ {
+ target = this;
+ triggered_spell_id = 45431;
+ break;
+ }
+ return false;
+ }
+ // Sunwell Exalted Healer Neck (Shattered Sun Pendant of Restoration neck)
+ // cast 45478 Light's Salvation if Exalted by Aldor
+ // cast 45430 Arcane Surge if Exalted by Scryers
+ case 45484:
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // Get Aldor reputation rank
+ if (((Player *)this)->GetReputationRank(932) == REP_EXALTED)
+ {
+ target = this;
+ triggered_spell_id = 45478;
+ break;
+ }
+ // Get Scryers reputation rank
+ if (((Player *)this)->GetReputationRank(934) == REP_EXALTED)
+ {
+ triggered_spell_id = 45430;
+ break;
+ }
+ return false;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_MAGE:
+ {
+ // Magic Absorption
+ if (dummySpell->SpellIconID == 459) // only this spell have SpellIconID == 459 and dummy aura
+ {
+ if (getPowerType() != POWER_MANA)
+ return false;
+
+ // mana reward
+ basepoints0 = (triggeredByAura->GetModifier()->m_amount * GetMaxPower(POWER_MANA) / 100);
+ target = this;
+ triggered_spell_id = 29442;
+ break;
+ }
+ // Master of Elements
+ if (dummySpell->SpellIconID == 1920)
+ {
+ if(!procSpell)
+ return false;
+
+ // mana cost save
+ basepoints0 = procSpell->manaCost * triggeredByAura->GetModifier()->m_amount/100;
+ if( basepoints0 <=0 )
+ return false;
+
+ target = this;
+ triggered_spell_id = 29077;
+ break;
+ }
+ switch(dummySpell->Id)
+ {
+ // Ignite
+ case 11119:
+ case 11120:
+ case 12846:
+ case 12847:
+ case 12848:
+ {
+ switch (dummySpell->Id)
+ {
+ case 11119: basepoints0 = int32(0.04f*damage); break;
+ case 11120: basepoints0 = int32(0.08f*damage); break;
+ case 12846: basepoints0 = int32(0.12f*damage); break;
+ case 12847: basepoints0 = int32(0.16f*damage); break;
+ case 12848: basepoints0 = int32(0.20f*damage); break;
+ default:
+ sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (IG)",dummySpell->Id);
+ return false;
+ }
+
+ triggered_spell_id = 12654;
+ break;
+ }
+ // Combustion
+ case 11129:
+ {
+ //last charge and crit
+ if( triggeredByAura->m_procCharges <= 1 && (procFlag & PROC_FLAG_CRIT_SPELL) )
+ {
+ RemoveAurasDueToSpell(28682); //-> remove Combustion auras
+ return true; // charge counting (will removed)
+ }
+
+ CastSpell(this, 28682, true, castItem, triggeredByAura);
+ return(procFlag & PROC_FLAG_CRIT_SPELL);// charge update only at crit hits, no hidden cooldowns
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_WARRIOR:
+ {
+ // Retaliation
+ if(dummySpell->SpellFamilyFlags==0x0000000800000000LL)
+ {
+ // check attack comes not from behind
+ if (!HasInArc(M_PI, pVictim))
+ return false;
+
+ triggered_spell_id = 22858;
+ break;
+ }
+ 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
+ // FIX ME: not triggered 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 true; // no hidden cooldown
+ }
+
+ // Damage counting
+ mod->m_amount-=damage;
+ return true;
+ }
+ // Seed of Corruption (Mobs cast) - no die req
+ if (dummySpell->SpellFamilyFlags == 0x00LL && dummySpell->SpellIconID == 1932)
+ {
+ Modifier* mod = triggeredByAura->GetModifier();
+ // if damage is more than need deal finish spell
+ if( mod->m_amount <= 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, 32865, true, castItem, NULL, casterGuid);
+ return true; // no hidden cooldown
+ }
+ // Damage counting
+ mod->m_amount-=damage;
+ return true;
+ }
+ switch(dummySpell->Id)
+ {
+ // Nightfall
+ case 18094:
+ case 18095:
+ {
+ target = this;
+ triggered_spell_id = 17941;
+ break;
+ }
+ //Soul Leech
+ case 30293:
+ case 30295:
+ case 30296:
+ {
+ // health
+ basepoints0 = int32(damage*triggeredByAura->GetModifier()->m_amount/100);
+ target = this;
+ triggered_spell_id = 30294;
+ break;
+ }
+ // Shadowflame (Voidheart Raiment set bonus)
+ case 37377:
+ {
+ triggered_spell_id = 37379;
+ break;
+ }
+ // Pet Healing (Corruptor Raiment or Rift Stalker Armor)
+ case 37381:
+ {
+ target = GetPet();
+ if(!target)
+ return false;
+
+ // heal amount
+ basepoints0 = damage * triggeredByAura->GetModifier()->m_amount/100;
+ triggered_spell_id = 37382;
+ break;
+ }
+ // Shadowflame Hellfire (Voidheart Raiment set bonus)
+ case 39437:
+ {
+ triggered_spell_id = 37378;
+ break;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_PRIEST:
+ {
+ // Vampiric Touch
+ if( dummySpell->SpellFamilyFlags & 0x0000040000000000LL )
+ {
+ if(!pVictim || !pVictim->isAlive())
+ return false;
+
+ // pVictim is caster of aura
+ if(triggeredByAura->GetCasterGUID() != pVictim->GetGUID())
+ return false;
+
+ // energize amount
+ basepoints0 = triggeredByAura->GetModifier()->m_amount*damage/100;
+ pVictim->CastCustomSpell(pVictim,34919,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
+ return true; // no hidden cooldown
+ }
+ switch(dummySpell->Id)
+ {
+ // Vampiric Embrace
+ case 15286:
+ {
+ if(!pVictim || !pVictim->isAlive())
+ return false;
+
+ // pVictim is caster of aura
+ if(triggeredByAura->GetCasterGUID() != pVictim->GetGUID())
+ return false;
+
+ // heal amount
+ basepoints0 = triggeredByAura->GetModifier()->m_amount*damage/100;
+ pVictim->CastCustomSpell(pVictim,15290,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
+ return true; // no hidden cooldown
+ }
+ // Priest Tier 6 Trinket (Ashtongue Talisman of Acumen)
+ case 40438:
+ {
+ // Shadow Word: Pain
+ if( procSpell->SpellFamilyFlags & 0x0000000000008000LL )
+ triggered_spell_id = 40441;
+ // Renew
+ else if( procSpell->SpellFamilyFlags & 0x0000000000000010LL )
+ triggered_spell_id = 40440;
+ else
+ return false;
+
+ target = this;
+ break;
+ }
+ // Oracle Healing Bonus ("Garments of the Oracle" set)
+ case 26169:
+ {
+ // heal amount
+ basepoints0 = int32(damage * 10/100);
+ target = this;
+ triggered_spell_id = 26170;
+ break;
+ }
+ // Frozen Shadoweave (Shadow's Embrace set) warning! its not only priest set
+ case 39372:
+ {
+ if(!procSpell || (GetSpellSchoolMask(procSpell) & (SPELL_SCHOOL_MASK_FROST | SPELL_SCHOOL_MASK_SHADOW))==0 )
+ return false;
+
+ // heal amount
+ basepoints0 = int32(damage * 2 / 100);
+ target = this;
+ triggered_spell_id = 39373;
+ break;
+ }
+ // Vestments of Faith (Priest Tier 3) - 4 pieces bonus
+ case 28809:
+ {
+ triggered_spell_id = 28810;
+ break;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_DRUID:
+ {
+ switch(dummySpell->Id)
+ {
+ // Healing Touch (Dreamwalker Raiment set)
+ case 28719:
+ {
+ // mana back
+ basepoints0 = int32(procSpell->manaCost * 30 / 100);
+ target = this;
+ triggered_spell_id = 28742;
+ break;
+ }
+ // Healing Touch Refund (Idol of Longevity trinket)
+ case 28847:
+ {
+ target = this;
+ triggered_spell_id = 28848;
+ break;
+ }
+ // Mana Restore (Malorne Raiment set / Malorne Regalia set)
+ case 37288:
+ case 37295:
+ {
+ target = this;
+ triggered_spell_id = 37238;
+ break;
+ }
+ // Druid Tier 6 Trinket
+ case 40442:
+ {
+ float chance;
+
+ // Starfire
+ if( procSpell->SpellFamilyFlags & 0x0000000000000004LL )
+ {
+ triggered_spell_id = 40445;
+ chance = 25.f;
+ }
+ // Rejuvenation
+ else if( procSpell->SpellFamilyFlags & 0x0000000000000010LL )
+ {
+ triggered_spell_id = 40446;
+ chance = 25.f;
+ }
+ // Mangle (cat/bear)
+ else if( procSpell->SpellFamilyFlags & 0x0000044000000000LL )
+ {
+ triggered_spell_id = 40452;
+ chance = 40.f;
+ }
+ else
+ return false;
+
+ if (!roll_chance_f(chance))
+ return false;
+
+ target = this;
+ break;
+ }
+ // Maim Interrupt
+ case 44835:
+ {
+ // Deadly Interrupt Effect
+ triggered_spell_id = 32747;
+ break;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_ROGUE:
+ {
+ switch(dummySpell->Id)
+ {
+ // Deadly Throw Interrupt
+ case 32748:
+ {
+ // Prevent cast Deadly Throw Interrupt on self from last effect (apply dummy) of Deadly Throw
+ if(this == pVictim)
+ return false;
+
+ triggered_spell_id = 32747;
+ break;
+ }
+ }
+ // Quick Recovery
+ if( dummySpell->SpellIconID == 2116 )
+ {
+ if(!procSpell)
+ return false;
+
+ // only rogue's finishing moves (maybe need additional checks)
+ if( procSpell->SpellFamilyName!=SPELLFAMILY_ROGUE ||
+ (procSpell->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE) == 0)
+ return false;
+
+ // energy cost save
+ basepoints0 = procSpell->manaCost * triggeredByAura->GetModifier()->m_amount/100;
+ if(basepoints0 <= 0)
+ return false;
+
+ target = this;
+ triggered_spell_id = 31663;
+ break;
+ }
+ break;
+ }
+ case SPELLFAMILY_HUNTER:
+ {
+ // Thrill of the Hunt
+ if ( dummySpell->SpellIconID == 2236 )
+ {
+ if(!procSpell)
+ return false;
+
+ // mana cost save
+ basepoints0 = procSpell->manaCost * 40/100;
+ if(basepoints0 <= 0)
+ return false;
+
+ target = this;
+ triggered_spell_id = 34720;
+ break;
+ }
+ break;
+ }
+ case SPELLFAMILY_PALADIN:
+ {
+ // Seal of Righteousness - melee proc dummy
+ if (dummySpell->SpellFamilyFlags&0x000000008000000LL && triggeredByAura->GetEffIndex()==0)
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ uint32 spellId;
+ switch (triggeredByAura->GetId())
+ {
+ case 21084: spellId = 25742; break; // Rank 1
+ case 20287: spellId = 25740; break; // Rank 2
+ case 20288: spellId = 25739; break; // Rank 3
+ case 20289: spellId = 25738; break; // Rank 4
+ case 20290: spellId = 25737; break; // Rank 5
+ case 20291: spellId = 25736; break; // Rank 6
+ case 20292: spellId = 25735; break; // Rank 7
+ case 20293: spellId = 25713; break; // Rank 8
+ case 27155: spellId = 27156; break; // Rank 9
+ default:
+ sLog.outError("Unit::HandleDummyAuraProc: non handled possibly SoR (Id = %u)", triggeredByAura->GetId());
+ return false;
+ }
+ Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
+ float speed = (item ? item->GetProto()->Delay : BASE_ATTACK_TIME)/1000.0f;
+
+ float damageBasePoints;
+ if(item && item->GetProto()->InventoryType == INVTYPE_2HWEAPON)
+ // two hand weapon
+ damageBasePoints=1.20f*triggeredByAura->GetModifier()->m_amount * 1.2f * 1.03f * speed/100.0f + 1;
+ else
+ // one hand weapon/no weapon
+ damageBasePoints=0.85f*ceil(triggeredByAura->GetModifier()->m_amount * 1.2f * 1.03f * speed/100.0f) - 1;
+
+ int32 damagePoint = int32(damageBasePoints + 0.03f * (GetWeaponDamageRange(BASE_ATTACK,MINDAMAGE)+GetWeaponDamageRange(BASE_ATTACK,MAXDAMAGE))/2.0f) + 1;
+
+ // apply damage bonuses manually
+ if(damagePoint >= 0)
+ damagePoint = SpellDamageBonus(pVictim, dummySpell, damagePoint, SPELL_DIRECT_DAMAGE);
+
+ CastCustomSpell(pVictim,spellId,&damagePoint,NULL,NULL,true,NULL, triggeredByAura);
+ return true; // no hidden cooldown
+ }
+ // Seal of Blood do damage trigger
+ if(dummySpell->SpellFamilyFlags & 0x0000040000000000LL)
+ {
+ switch(triggeredByAura->GetEffIndex())
+ {
+ case 0:
+ // prevent chain triggering
+ if(procSpell && procSpell->Id==31893 )
+ return false;
+
+ triggered_spell_id = 31893;
+ break;
+ case 1:
+ {
+ // damage
+ basepoints0 = triggeredByAura->GetModifier()->m_amount * damage / 100;
+ target = this;
+ triggered_spell_id = 32221;
+ break;
+ }
+ }
+ }
+
+ switch(dummySpell->Id)
+ {
+ // Holy Power (Redemption Armor set)
+ case 28789:
+ {
+ if(!pVictim)
+ return false;
+
+ // Set class defined buff
+ switch (pVictim->getClass())
+ {
+ case CLASS_PALADIN:
+ case CLASS_PRIEST:
+ case CLASS_SHAMAN:
+ case CLASS_DRUID:
+ triggered_spell_id = 28795; // Increases the friendly target's mana regeneration by $s1 per 5 sec. for $d.
+ break;
+ case CLASS_MAGE:
+ case CLASS_WARLOCK:
+ triggered_spell_id = 28793; // Increases the friendly target's spell damage and healing by up to $s1 for $d.
+ break;
+ case CLASS_HUNTER:
+ case CLASS_ROGUE:
+ triggered_spell_id = 28791; // Increases the friendly target's attack power by $s1 for $d.
+ break;
+ case CLASS_WARRIOR:
+ triggered_spell_id = 28790; // Increases the friendly target's armor
+ break;
+ default:
+ return false;
+ }
+ break;
+ }
+ //Seal of Vengeance
+ case 31801:
+ {
+ if(effIndex != 0) // effect 1,2 used by seal unleashing code
+ return false;
+
+ triggered_spell_id = 31803;
+ break;
+ }
+ // Spiritual Att.
+ case 31785:
+ case 33776:
+ {
+ // if healed by another unit (pVictim)
+ if(this == pVictim)
+ return false;
+
+ // heal amount
+ basepoints0 = triggeredByAura->GetModifier()->m_amount*damage/100;
+ target = this;
+ triggered_spell_id = 31786;
+ break;
+ }
+ // Paladin Tier 6 Trinket (Ashtongue Talisman of Zeal)
+ case 40470:
+ {
+ if( !procSpell )
+ return false;
+
+ float chance;
+
+ // Flash of light/Holy light
+ if( procSpell->SpellFamilyFlags & 0x00000000C0000000LL)
+ {
+ triggered_spell_id = 40471;
+ chance = 15.f;
+ }
+ // Judgement
+ else if( procSpell->SpellFamilyFlags & 0x0000000000800000LL )
+ {
+ triggered_spell_id = 40472;
+ chance = 50.f;
+ }
+ else
+ return false;
+
+ if (!roll_chance_f(chance))
+ return false;
+
+ break;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_SHAMAN:
+ {
+ switch(dummySpell->Id)
+ {
+ // Totemic Power (The Earthshatterer set)
+ case 28823:
+ {
+ if( !pVictim )
+ return false;
+
+ // Set class defined buff
+ switch (pVictim->getClass())
+ {
+ case CLASS_PALADIN:
+ case CLASS_PRIEST:
+ case CLASS_SHAMAN:
+ case CLASS_DRUID:
+ triggered_spell_id = 28824; // Increases the friendly target's mana regeneration by $s1 per 5 sec. for $d.
+ break;
+ case CLASS_MAGE:
+ case CLASS_WARLOCK:
+ triggered_spell_id = 28825; // Increases the friendly target's spell damage and healing by up to $s1 for $d.
+ break;
+ case CLASS_HUNTER:
+ case CLASS_ROGUE:
+ triggered_spell_id = 28826; // Increases the friendly target's attack power by $s1 for $d.
+ break;
+ case CLASS_WARRIOR:
+ triggered_spell_id = 28827; // Increases the friendly target's armor
+ break;
+ default:
+ return false;
+ }
+ break;
+ }
+ // Lesser Healing Wave (Totem of Flowing Water Relic)
+ case 28849:
+ {
+ target = this;
+ triggered_spell_id = 28850;
+ break;
+ }
+ // Windfury Weapon (Passive) 1-5 Ranks
+ case 33757:
+ {
+ if(GetTypeId()!=TYPEID_PLAYER)
+ return false;
+
+ if(!castItem || !castItem->IsEquipped())
+ return false;
+
+ // custom cooldown processing case
+ if( cooldown && ((Player*)this)->HasSpellCooldown(dummySpell->Id))
+ return false;
+
+ uint32 spellId;
+ switch (castItem->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT)))
+ {
+ case 283: spellId = 33757; break; //1 Rank
+ case 284: spellId = 33756; break; //2 Rank
+ case 525: spellId = 33755; break; //3 Rank
+ case 1669:spellId = 33754; break; //4 Rank
+ case 2636:spellId = 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 false;
+ }
+ }
+
+ SpellEntry const* windfurySpellEntry = sSpellStore.LookupEntry(spellId);
+ if(!windfurySpellEntry)
+ {
+ sLog.outError("Unit::HandleDummyAuraProc: non existed spell id: %u (Windfury)",spellId);
+ return false;
+ }
+
+ int32 extra_attack_power = CalculateSpellDamage(windfurySpellEntry,0,windfurySpellEntry->EffectBasePoints[0],pVictim);
+
+ // Off-Hand case
+ if ( castItem->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
+ {
+ // Value gained from additional AP
+ basepoints0 = int32(extra_attack_power/14.0f * GetAttackTime(OFF_ATTACK)/1000/2);
+ triggered_spell_id = 33750;
+ }
+ // Main-Hand case
+ else
+ {
+ // Value gained from additional AP
+ basepoints0 = int32(extra_attack_power/14.0f * GetAttackTime(BASE_ATTACK)/1000);
+ triggered_spell_id = 25504;
+ }
+
+ // apply cooldown before cast to prevent processing itself
+ if( cooldown )
+ ((Player*)this)->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown);
+
+ // Attack Twice
+ for ( uint32 i = 0; i<2; ++i )
+ CastCustomSpell(pVictim,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
+
+ return true;
+ }
+ // Shaman Tier 6 Trinket
+ case 40463:
+ {
+ if( !procSpell )
+ return false;
+
+ float chance;
+ if (procSpell->SpellFamilyFlags & 0x0000000000000001LL)
+ {
+ triggered_spell_id = 40465; // Lightning Bolt
+ chance = 15.f;
+ }
+ else if (procSpell->SpellFamilyFlags & 0x0000000000000080LL)
+ {
+ triggered_spell_id = 40465; // Lesser Healing Wave
+ chance = 10.f;
+ }
+ else if (procSpell->SpellFamilyFlags & 0x0000001000000000LL)
+ {
+ triggered_spell_id = 40466; // Stormstrike
+ chance = 50.f;
+ }
+ else
+ return false;
+
+ if (!roll_chance_f(chance))
+ return false;
+
+ target = this;
+ break;
+ }
+ }
+
+ // Earth Shield
+ if(dummySpell->SpellFamilyFlags==0x40000000000LL)
+ {
+ if(GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ // heal
+ basepoints0 = triggeredByAura->GetModifier()->m_amount;
+ target = this;
+ triggered_spell_id = 379;
+ break;
+ }
+ // Lightning Overload
+ if (dummySpell->SpellIconID == 2018) // only this spell have SpellFamily Shaman SpellIconID == 2018 and dummy aura
+ {
+ if(!procSpell || GetTypeId() != TYPEID_PLAYER || !pVictim )
+ return false;
+
+ // custom cooldown processing case
+ if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(dummySpell->Id))
+ return false;
+
+ uint32 spellId = 0;
+ // Every Lightning Bolt and Chain Lightning spell have dublicate vs half damage and zero cost
+ switch (procSpell->Id)
+ {
+ // Lightning Bolt
+ case 403: spellId = 45284; break; // Rank 1
+ case 529: spellId = 45286; break; // Rank 2
+ case 548: spellId = 45287; break; // Rank 3
+ case 915: spellId = 45288; break; // Rank 4
+ case 943: spellId = 45289; break; // Rank 5
+ case 6041: spellId = 45290; break; // Rank 6
+ case 10391: spellId = 45291; break; // Rank 7
+ case 10392: spellId = 45292; break; // Rank 8
+ case 15207: spellId = 45293; break; // Rank 9
+ case 15208: spellId = 45294; break; // Rank 10
+ case 25448: spellId = 45295; break; // Rank 11
+ case 25449: spellId = 45296; break; // Rank 12
+ // Chain Lightning
+ case 421: spellId = 45297; break; // Rank 1
+ case 930: spellId = 45298; break; // Rank 2
+ case 2860: spellId = 45299; break; // Rank 3
+ case 10605: spellId = 45300; break; // Rank 4
+ case 25439: spellId = 45301; break; // Rank 5
+ case 25442: spellId = 45302; break; // Rank 6
+ default:
+ sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (LO)", procSpell->Id);
+ return false;
+ }
+ // No thread generated mod
+ SpellModifier *mod = new SpellModifier;
+ mod->op = SPELLMOD_THREAT;
+ mod->value = -100;
+ mod->type = SPELLMOD_PCT;
+ mod->spellId = dummySpell->Id;
+ mod->effectId = 0;
+ mod->lastAffected = NULL;
+ mod->mask = 0x0000000000000003LL;
+ mod->charges = 0;
+ ((Player*)this)->AddSpellMod(mod, true);
+
+ // Remove cooldown (Chain Lightning - have Category Recovery time)
+ if (procSpell->SpellFamilyFlags & 0x0000000000000002LL)
+ ((Player*)this)->RemoveSpellCooldown(spellId);
+
+ // Hmmm.. in most case spells alredy set half basepoints but...
+ // Lightning Bolt (2-10 rank) have full basepoint and half bonus from level
+ // As on wiki:
+ // BUG: Rank 2 to 10 (and maybe 11) of Lightning Bolt will proc another Bolt with FULL damage (not halved). This bug is known and will probably be fixed soon.
+ // So - no add changes :)
+ CastSpell(pVictim, spellId, true, castItem, triggeredByAura);
+
+ ((Player*)this)->AddSpellMod(mod, false);
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER )
+ ((Player*)this)->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown);
+
+ return true;
+ }
+ break;
+ }
+ default:
+ break;
+ }
+
+ // processed charge only counting case
+ if(!triggered_spell_id)
+ return true;
+
+ SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id);
+
+ if(!triggerEntry)
+ {
+ sLog.outError("Unit::HandleDummyAuraProc: Spell %u have not existed triggered spell %u",dummySpell->Id,triggered_spell_id);
+ return false;
+ }
+
+ // default case
+ if(!target || target!=this && !target->isAlive())
+ return false;
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id))
+ return false;
+
+ if(basepoints0)
+ CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
+ else
+ CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura);
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER )
+ ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown);
+
+ return true;
+}
+
+bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlags,WeaponAttackType attackType, uint32 cooldown)
+{
+ SpellEntry const* auraSpellInfo = triggeredByAura->GetSpellProto();
+
+ Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER
+ ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL;
+
+ uint32 triggered_spell_id = auraSpellInfo->EffectTriggerSpell[triggeredByAura->GetEffIndex()];
+ Unit* target = !(procFlags & PROC_FLAG_HEAL) && IsPositiveSpell(triggered_spell_id) ? this : pVictim;
+ int32 basepoints0 = 0;
+
+ switch(auraSpellInfo->SpellFamilyName)
+ {
+ case SPELLFAMILY_GENERIC:
+ {
+ switch(auraSpellInfo->Id)
+ {
+ // Aegis of Preservation
+ case 23780:
+ //Aegis Heal (instead non-existed triggered spell)
+ triggered_spell_id = 23781;
+ target = this;
+ break;
+ // Elune's Touch (moonkin mana restore)
+ case 24905:
+ {
+ // Elune's Touch (instead non-existed triggered spell)
+ triggered_spell_id = 33926;
+ basepoints0 = int32(0.3f * GetTotalAttackPowerValue(BASE_ATTACK));
+ target = this;
+ break;
+ }
+ // 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 false;
+ break; // fall through to normal cast
+ }
+ // Health Restore
+ case 33510:
+ {
+ // at melee hit call std triggered spell
+ if(procFlags & PROC_FLAG_HIT_MELEE)
+ break; // fall through to normal cast
+
+ // Mark of Conquest - else (at range hit) called custom case
+ triggered_spell_id = 39557;
+ target = this;
+ break;
+ }
+ // Shaleskin
+ case 36576:
+ return true; // nothing to do
+ // Forgotten Knowledge (Blade of Wizardry)
+ case 38319:
+ // only for harmful enemy targeted spell
+ if(!pVictim || pVictim==this || !procSpell || IsPositiveSpell(procSpell->Id))
+ return false;
+ break; // fall through to normal cast
+ // Aura of Wrath (Darkmoon Card: Wrath trinket bonus)
+ case 39442:
+ {
+ // proc only at non-crit hits
+ if(procFlags & (PROC_FLAG_CRIT_MELEE|PROC_FLAG_CRIT_RANGED|PROC_FLAG_CRIT_SPELL))
+ return false;
+ break; // fall through to normal cast
+ }
+ // Augment Pain (Timbal's Focusing Crystal trinket bonus)
+ case 45054:
+ {
+ if(!procSpell)
+ return false;
+
+ //only periodic damage can trigger spell
+ 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 ||
+ procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_LEECH )
+ {
+ found = true;
+ break;
+ }
+ }
+ if(!found)
+ return false;
+
+ break; // fall through to normal cast
+ }
+ // Evasive Maneuvers (Commendation of Kael'thas)
+ case 45057:
+ {
+ // damage taken that reduces below 35% health
+ // does NOT mean you must have been >= 35% before
+ if (int32(GetHealth())-int32(damage) >= int32(GetMaxHealth()*0.35f))
+ return false;
+ break; // fall through to normal cast
+ }
+ }
+
+ switch(triggered_spell_id)
+ {
+ // Setup
+ case 15250:
+ {
+ // applied only for main target
+ if(!pVictim || pVictim != getVictim())
+ return false;
+
+ // continue normal case
+ break;
+ }
+ // Shamanistic Rage triggered spell
+ case 30824:
+ basepoints0 = int32(GetTotalAttackPowerValue(BASE_ATTACK)*triggeredByAura->GetModifier()->m_amount/100);
+ break;
+ }
+ break;
+ }
+ case SPELLFAMILY_MAGE:
+ {
+ switch(auraSpellInfo->SpellIconID)
+ {
+ // Blazing Speed
+ case 2127:
+ //Blazing Speed (instead non-existed triggered spell)
+ triggered_spell_id = 31643;
+ target = this;
+ break;
+ }
+ switch(auraSpellInfo->Id)
+ {
+ // Persistent Shield (Scarab Brooch)
+ case 26467:
+ basepoints0 = int32(damage * 0.15f);
+ break;
+ }
+ break;
+ }
+ case SPELLFAMILY_WARRIOR:
+ {
+ //Rampage
+ 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 false;
+ }
+ triggered_spell_id = auraSpellInfo->EffectTriggerSpell[1];
+ break; // fall through to normal cast
+ }
+ break;
+ }
+ case SPELLFAMILY_WARLOCK:
+ {
+ // Pyroclasm
+ if(auraSpellInfo->SpellFamilyFlags == 0x0000000000000000 && auraSpellInfo->SpellIconID==1137)
+ {
+ // last case for Hellfire that damage caster also but don't must stun caster
+ if( pVictim == this )
+ return false;
+
+ // custom chnace
+ float chance = 0;
+ switch (triggeredByAura->GetId())
+ {
+ case 18096: chance = 13.0f; break;
+ case 18073: chance = 26.0f; break;
+ }
+ if (!roll_chance_f(chance))
+ return false;
+
+ // Pyroclasm (instead non-existed triggered spell)
+ triggered_spell_id = 18093;
+ target = pVictim;
+ break;
+ }
+ // Drain Soul
+ if(auraSpellInfo->SpellFamilyFlags & 0x0000000000004000)
+ {
+ bool found = false;
+ Unit::AuraList const& mAddFlatModifier = GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER);
+ for(Unit::AuraList::const_iterator i = mAddFlatModifier.begin(); i != mAddFlatModifier.end(); ++i)
+ {
+ //Improved Drain Soul
+ if ((*i)->GetModifier()->m_miscvalue == SPELLMOD_CHANCE_OF_SUCCESS && (*i)->GetSpellProto()->SpellIconID == 113)
+ {
+ int32 value2 = CalculateSpellDamage((*i)->GetSpellProto(),2,(*i)->GetSpellProto()->EffectBasePoints[2],this);
+ basepoints0 = value2 * GetMaxPower(POWER_MANA) / 100;
+
+ // Drain Soul
+ triggered_spell_id = 18371;
+ target = this;
+ found = true;
+ break;
+ }
+ }
+ if(!found)
+ return false;
+ break; // fall through to normal cast
+ }
+ break;
+ }
+ case SPELLFAMILY_PRIEST:
+ {
+ //Blessed Recovery
+ if(auraSpellInfo->SpellFamilyFlags == 0x00000000LL && auraSpellInfo->SpellIconID==1875)
+ {
+ switch (triggeredByAura->GetSpellProto()->Id)
+ {
+ case 27811: triggered_spell_id = 27813; break;
+ case 27815: triggered_spell_id = 27817; break;
+ case 27816: triggered_spell_id = 27818; break;
+ default:
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in BR",triggeredByAura->GetSpellProto()->Id);
+ return false;
+ }
+
+ int32 heal_amount = damage * triggeredByAura->GetModifier()->m_amount / 100;
+ basepoints0 = heal_amount/3;
+ target = this;
+ break;
+ }
+ // Shadowguard
+ if((auraSpellInfo->SpellFamilyFlags & 0x80000000LL) && auraSpellInfo->SpellVisual==7958)
+ {
+ switch(triggeredByAura->GetSpellProto()->Id)
+ {
+ case 18137:
+ triggered_spell_id = 28377; break; // Rank 1
+ case 19308:
+ triggered_spell_id = 28378; break; // Rank 2
+ case 19309:
+ triggered_spell_id = 28379; break; // Rank 3
+ case 19310:
+ triggered_spell_id = 28380; break; // Rank 4
+ case 19311:
+ triggered_spell_id = 28381; break; // Rank 5
+ case 19312:
+ triggered_spell_id = 28382; break; // Rank 6
+ case 25477:
+ triggered_spell_id = 28385; break; // Rank 7
+ default:
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in SG",triggeredByAura->GetSpellProto()->Id);
+ return false;
+ }
+ target = pVictim;
+ break;
+ }
+ break;
+ }
+ case SPELLFAMILY_DRUID:
+ {
+ switch(auraSpellInfo->Id)
+ {
+ // Leader of the Pack (triggering Improved Leader of the Pack heal)
+ case 24932:
+ {
+ if (triggeredByAura->GetModifier()->m_amount == 0)
+ return false;
+ basepoints0 = triggeredByAura->GetModifier()->m_amount * GetMaxHealth() / 100;
+ triggered_spell_id = 34299;
+ break;
+ };
+ // Druid Forms Trinket (Druid Tier5 Trinket, triggers different spells per Form)
+ case 37336:
+ {
+ switch(m_form)
+ {
+ case FORM_BEAR:
+ case FORM_DIREBEAR:
+ triggered_spell_id=37340; break;// Ursine Blessing
+ case FORM_CAT:
+ triggered_spell_id=37341; break;// Feline Blessing
+ case FORM_TREE:
+ triggered_spell_id=37342; break;// Slyvan Blessing
+ case FORM_MOONKIN:
+ triggered_spell_id=37343; break;// Lunar Blessing
+ case FORM_NONE:
+ triggered_spell_id=37344; break;// Cenarion Blessing (for caster form, except FORM_MOONKIN)
+ default:
+ return false;
+ }
+
+ target = this;
+ break;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_ROGUE:
+ {
+ if(auraSpellInfo->SpellFamilyFlags == 0x0000000000000000LL)
+ {
+ switch(auraSpellInfo->SpellIconID)
+ {
+ // Combat Potency
+ case 2260:
+ {
+ // skip non offhand attacks
+ if(attackType!=OFF_ATTACK)
+ return false;
+ break; // fall through to normal cast
+ }
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_PALADIN:
+ {
+ if(auraSpellInfo->SpellFamilyFlags == 0x00000000LL)
+ {
+ switch(auraSpellInfo->Id)
+ {
+ // Lightning Capacitor
+ case 37657:
+ {
+ // trinket ProcTriggerSpell but for safe checks for player
+ if(!castItem || !pVictim || !pVictim->isAlive() || GetTypeId()!=TYPEID_PLAYER)
+ return false;
+
+ if(((Player*)this)->HasSpellCooldown(37657))
+ return false;
+
+ // stacking
+ CastSpell(this, 37658, true, castItem, triggeredByAura);
+ // 2.5s cooldown before it can stack again, current system allow 1 sec step in cooldown
+ ((Player*)this)->AddSpellCooldown(37657,0,time(NULL)+(roll_chance_i(50) ? 2 : 3));
+
+ // 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)
+ return true; // main triggered spell casted anyway
+
+ RemoveAurasDueToSpell(37658);
+ CastSpell(pVictim, 37661, true, castItem, triggeredByAura);
+ return true;
+ }
+ // Healing Discount
+ case 37705:
+ // Healing Trance (instead non-existed triggered spell)
+ triggered_spell_id = 37706;
+ target = this;
+ break;
+ // HoTs on Heals (Fel Reaver's Piston trinket)
+ case 38299:
+ {
+ // at direct heal effect
+ if(!procSpell || !IsSpellHaveEffect(procSpell,SPELL_EFFECT_HEAL))
+ return false;
+
+ // single proc at time
+ AuraList const& scAuras = GetSingleCastAuras();
+ for(AuraList::const_iterator itr = scAuras.begin(); itr != scAuras.end(); ++itr)
+ if((*itr)->GetId()==triggered_spell_id)
+ return false;
+
+ // positive cast at victim instead self
+ target = pVictim;
+ break;
+ }
+ }
+ switch(auraSpellInfo->SpellIconID)
+ {
+ case 241:
+ {
+ switch(auraSpellInfo->EffectTriggerSpell[0])
+ {
+ //Illumination
+ case 18350:
+ {
+ if(!procSpell)
+ return false;
+
+ // procspell is triggered spell but we need mana cost of original casted spell
+ uint32 originalSpellId = procSpell->Id;
+
+ // Holy Shock
+ if(procSpell->SpellFamilyName == SPELLFAMILY_PALADIN)
+ {
+ if(procSpell->SpellFamilyFlags & 0x0001000000000000LL)
+ {
+ 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 false;
+ }
+ }
+ }
+
+ SpellEntry const *originalSpell = sSpellStore.LookupEntry(originalSpellId);
+ if(!originalSpell)
+ {
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u unknown but selected as original in Illu",originalSpellId);
+ return false;
+ }
+
+ // percent stored in effect 1 (class scripts) base points
+ int32 percent = auraSpellInfo->EffectBasePoints[1]+1;
+
+ basepoints0 = originalSpell->manaCost*percent/100;
+ triggered_spell_id = 20272;
+ target = this;
+ break;
+ }
+ }
+ break;
+ }
+ }
+ }
+ 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 false;
+
+ uint32 spell = 0;
+ switch(triggeredByAura->GetSpellProto()->Id)
+ {
+ case 20186:
+ triggered_spell_id = 20268; // Rank 1
+ break;
+ case 20354:
+ triggered_spell_id = 20352; // Rank 2
+ break;
+ case 20355:
+ triggered_spell_id = 20353; // Rank 3
+ break;
+ case 27164:
+ triggered_spell_id = 27165; // Rank 4
+ break;
+ default:
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in JoW",triggeredByAura->GetSpellProto()->Id);
+ return false;
+ }
+
+ pVictim->CastSpell(pVictim,triggered_spell_id,true,castItem,triggeredByAura,GetGUID());
+ return true; // no hidden cooldown
+ }
+ //Judgement of Light
+ case 299:
+ {
+ if(!pVictim || !pVictim->isAlive())
+ return false;
+
+ // overwrite non existing triggered spell call in spell.dbc
+ uint32 spell = 0;
+ switch(triggeredByAura->GetSpellProto()->Id)
+ {
+ case 20185:
+ triggered_spell_id = 20267; // Rank 1
+ break;
+ case 20344:
+ triggered_spell_id = 20341; // Rank 2
+ break;
+ case 20345:
+ triggered_spell_id = 20342; // Rank 3
+ break;
+ case 20346:
+ triggered_spell_id = 20343; // Rank 4
+ break;
+ case 27162:
+ triggered_spell_id = 27163; // Rank 5
+ break;
+ default:
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in JoL",triggeredByAura->GetSpellProto()->Id);
+ return false;
+ }
+ pVictim->CastSpell(pVictim,triggered_spell_id,true,castItem,triggeredByAura,GetGUID());
+ return true; // no hidden cooldown
+ }
+ }
+ }
+ // custom check for proc spell
+ switch(auraSpellInfo->Id)
+ {
+ // Bonus Healing (item spell)
+ case 40971:
+ {
+ if(!pVictim || !pVictim->isAlive())
+ return false;
+
+ // bonus if health < 50%
+ if(pVictim->GetHealth() >= pVictim->GetMaxHealth()*triggeredByAura->GetModifier()->m_amount/100)
+ return false;
+
+ // cast at target positive spell
+ target = pVictim;
+ break;
+ }
+ }
+ switch(triggered_spell_id)
+ {
+ // Seal of Command
+ case 20424:
+ // prevent chain of triggered spell from same triggered spell
+ if(procSpell && procSpell->Id==20424)
+ return false;
+ break;
+ }
+ break;
+ }
+ case SPELLFAMILY_SHAMAN:
+ {
+ if(auraSpellInfo->SpellFamilyFlags == 0x0000000000000000)
+ {
+ switch(auraSpellInfo->SpellIconID)
+ {
+ case 19:
+ {
+ switch(auraSpellInfo->Id)
+ {
+ case 23551: // Lightning Shield - Tier2: 8 pieces proc shield
+ {
+ // Lightning Shield (overwrite non existing triggered spell call in spell.dbc)
+ triggered_spell_id = 23552;
+ target = pVictim;
+ break;
+ }
+ case 23552: // Lightning Shield - trigger shield damage
+ {
+ // Lightning Shield (overwrite non existing triggered spell call in spell.dbc)
+ triggered_spell_id = 27635;
+ target = pVictim;
+ break;
+ }
+ }
+ break;
+ }
+ // Mana Surge (Shaman T1 bonus)
+ case 87:
+ {
+ if(!procSpell)
+ return false;
+
+ basepoints0 = procSpell->manaCost * 35/100;
+ triggered_spell_id = 23571;
+ target = this;
+ break;
+ }
+ //Nature's Guardian
+ case 2013:
+ {
+ if(GetTypeId()!=TYPEID_PLAYER)
+ return false;
+
+ // damage taken that reduces below 30% health
+ // does NOT mean you must have been >= 30% before
+ if (10*(int32(GetHealth())-int32(damage)) >= 3*GetMaxHealth())
+ return false;
+
+ triggered_spell_id = 31616;
+
+ // need check cooldown now
+ if( cooldown && ((Player*)this)->HasSpellCooldown(triggered_spell_id))
+ return false;
+
+ basepoints0 = triggeredByAura->GetModifier()->m_amount * GetMaxHealth() / 100;
+ target = this;
+ if(pVictim && pVictim->isAlive())
+ pVictim->getThreatManager().modifyThreatPercent(this,-10);
+ break;
+ }
+ }
+ }
+
+ // Water Shield (we can't set cooldown for main spell - it's player casted spell
+ if((auraSpellInfo->SpellFamilyFlags & 0x0000002000000000LL) && auraSpellInfo->SpellVisual==7358)
+ {
+ target = this;
+ break;
+ }
+
+ // Lightning Shield
+ if((auraSpellInfo->SpellFamilyFlags & 0x00000400) && auraSpellInfo->SpellVisual==37)
+ {
+ // overwrite non existing triggered spell call in spell.dbc
+ switch(triggeredByAura->GetSpellProto()->Id)
+ {
+ case 324:
+ triggered_spell_id = 26364; break; // Rank 1
+ case 325:
+ triggered_spell_id = 26365; break; // Rank 2
+ case 905:
+ triggered_spell_id = 26366; break; // Rank 3
+ case 945:
+ triggered_spell_id = 26367; break; // Rank 4
+ case 8134:
+ triggered_spell_id = 26369; break; // Rank 5
+ case 10431:
+ triggered_spell_id = 26370; break; // Rank 6
+ case 10432:
+ triggered_spell_id = 26363; break; // Rank 7
+ case 25469:
+ triggered_spell_id = 26371; break; // Rank 8
+ case 25472:
+ triggered_spell_id = 26372; break; // Rank 9
+ default:
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in LShield",triggeredByAura->GetSpellProto()->Id);
+ return false;
+ }
+
+ target = pVictim;
+ break;
+ }
+ break;
+ }
+ }
+
+ // standard non-dummy case
+ if(!triggered_spell_id)
+ {
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have 0 in EffectTriggered[%d], not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex());
+ return false;
+ }
+
+ SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id);
+
+ if(!triggerEntry)
+ {
+ sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have not existed EffectTriggered[%d]=%u, not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex(),triggered_spell_id);
+ return false;
+ }
+
+ // not allow proc extra attack spell at extra attack
+ if( m_extraAttacks && IsSpellHaveEffect(triggerEntry,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
+ return false;
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id))
+ return false;
+
+ // default case
+ if(!target || target!=this && !target->isAlive())
+ return false;
+
+ if(basepoints0)
+ CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
+ else
+ CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura);
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER )
+ ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown);
+
+ return true;
+}
+
+bool Unit::HandleOverrideClassScriptAuraProc(Unit *pVictim, int32 scriptId, uint32 damage, Aura *triggeredByAura, SpellEntry const *procSpell, uint32 cooldown)
+{
+ if(!pVictim || !pVictim->isAlive())
+ return false;
+
+ Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER
+ ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL;
+
+ uint32 triggered_spell_id = 0;
+
+ switch(scriptId)
+ {
+ case 836: // Improved Blizzard (Rank 1)
+ {
+ if( !procSpell || procSpell->SpellVisual!=9487 )
+ return false;
+ triggered_spell_id = 12484;
+ break;
+ }
+ case 988: // Improved Blizzard (Rank 2)
+ {
+ if( !procSpell || procSpell->SpellVisual!=9487 )
+ return false;
+ triggered_spell_id = 12485;
+ break;
+ }
+ case 989: // Improved Blizzard (Rank 3)
+ {
+ if( !procSpell || procSpell->SpellVisual!=9487 )
+ return false;
+ triggered_spell_id = 12486;
+ break;
+ }
+ case 4086: // Improved Mend Pet (Rank 1)
+ case 4087: // Improved Mend Pet (Rank 2)
+ {
+ int32 chance = triggeredByAura->GetSpellProto()->EffectBasePoints[triggeredByAura->GetEffIndex()];
+ if(!roll_chance_i(chance))
+ return false;
+
+ triggered_spell_id = 24406;
+ break;
+ }
+ case 4533: // Dreamwalker Raiment 2 pieces bonus
+ {
+ // Chance 50%
+ if (!roll_chance_i(50))
+ return false;
+
+ switch (pVictim->getPowerType())
+ {
+ case POWER_MANA: triggered_spell_id = 28722; break;
+ case POWER_RAGE: triggered_spell_id = 28723; break;
+ case POWER_ENERGY: triggered_spell_id = 28724; break;
+ default:
+ return false;
+ }
+ break;
+ }
+ case 4537: // Dreamwalker Raiment 6 pieces bonus
+ triggered_spell_id = 28750; // Blessing of the Claw
+ break;
+ case 5497: // Improved Mana Gems (Serpent-Coil Braid)
+ triggered_spell_id = 37445; // Mana Surge
+ break;
+ }
+
+ // not processed
+ if(!triggered_spell_id)
+ return false;
+
+ // standard non-dummy case
+ SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id);
+
+ if(!triggerEntry)
+ {
+ sLog.outError("Unit::HandleOverrideClassScriptAuraProc: Spell %u triggering for class script id %u",triggered_spell_id,scriptId);
+ return false;
+ }
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id))
+ return false;
+
+ CastSpell(pVictim, triggered_spell_id, true, castItem, triggeredByAura);
+
+ if( cooldown && GetTypeId()==TYPEID_PLAYER )
+ ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown);
+
+ return true;
+}
+
+void Unit::setPowerType(Powers new_powertype)
+{
+ SetByteValue(UNIT_FIELD_BYTES_0, 3, new_powertype);
+
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POWER_TYPE);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_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 non-hostile to GM in GM mode
+ if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
+ 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)
+ {
+ Player const* pTester = (Player const*)tester;
+ Player const* pTarget = (Player const*)target;
+
+ // Duel
+ if(pTester->duel && pTester->duel->opponent == pTarget && pTester->duel->startTime != 0)
+ return true;
+
+ // Group
+ if(pTester->GetGroup() && pTester->GetGroup()==pTarget->GetGroup())
+ return false;
+
+ // Sanctuary
+ if(pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY))
+ return false;
+
+ // PvP FFA state
+ if(pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP))
+ return true;
+
+ //= PvP states
+ // Green/Blue (can't attack)
+ if(pTester->GetTeam()==pTarget->GetTeam())
+ return false;
+
+ // Red (can attack) if true, Blue/Yellow (can't attack) in another case
+ return pTester->IsPvP() && pTarget->IsPvP();
+ }
+
+ // faction base cases
+ FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
+ FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
+ if(!tester_faction || !target_faction)
+ return false;
+
+ if(target->isAttackingPlayer() && tester->IsContestedGuard())
+ return true;
+
+ // 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;
+
+ // if faction have reputation then hostile state for tester at 100% dependent from at_war state
+ if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
+ if(raw_target_faction->reputationListID >=0)
+ if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction))
+ return (factionState->Flags & FACTION_FLAG_AT_WAR);
+ }
+ // CvP forced reaction and reputation case
+ else if(target->GetTypeId()==TYPEID_PLAYER)
+ {
+ // forced reaction
+ ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
+ if(forceItr!=((Player const*)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 const*)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 friendly to GM in GM mode
+ if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
+ 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)
+ {
+ Player const* pTester = (Player const*)tester;
+ Player const* pTarget = (Player const*)target;
+
+ // Duel
+ if(pTester->duel && pTester->duel->opponent == target && pTester->duel->startTime != 0)
+ return false;
+
+ // Group
+ if(pTester->GetGroup() && pTester->GetGroup()==pTarget->GetGroup())
+ return true;
+
+ // Sanctuary
+ if(pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY))
+ return true;
+
+ // PvP FFA state
+ if(pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP))
+ return false;
+
+ //= PvP states
+ // Green/Blue (non-attackable)
+ if(pTester->GetTeam()==pTarget->GetTeam())
+ return true;
+
+ // Blue (friendly/non-attackable) if not PVP, or Yellow/Red in another case (attackable)
+ return !pTarget->IsPvP();
+ }
+
+ // faction base cases
+ FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
+ FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
+ if(!tester_faction || !target_faction)
+ return false;
+
+ if(target->isAttackingPlayer() && tester->IsContestedGuard())
+ return false;
+
+ // PvC forced reaction and reputation case
+ if(tester->GetTypeId()==TYPEID_PLAYER)
+ {
+ // forced reaction
+ ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
+ if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
+ return forceItr->second >= REP_FRIENDLY;
+
+ // if faction have reputation then friendly state for tester at 100% dependent from at_war state
+ if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
+ if(raw_target_faction->reputationListID >=0)
+ if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction))
+ return !(FactionState->Flags & FACTION_FLAG_AT_WAR);
+ }
+ // CvP forced reaction and reputation case
+ else if(target->GetTypeId()==TYPEID_PLAYER)
+ {
+ // forced reaction
+ ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
+ if(forceItr!=((Player const*)target)->m_forcedReactions.end())
+ return forceItr->second >= REP_FRIENDLY;
+
+ // apply reputation state
+ if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
+ if(raw_tester_faction->reputationListID >=0 )
+ return ((Player const*)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 meleeAttack)
+{
+ if(!victim || victim == this)
+ return false;
+
+ // dead units can neither attack nor be attacked
+ if(!isAlive() || !victim->isAlive())
+ 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)
+ {
+ // switch to melee attack from ranged/magic
+ if( meleeAttack && !hasUnitState(UNIT_STAT_MELEE_ATTACKING) )
+ {
+ addUnitState(UNIT_STAT_MELEE_ATTACKING);
+ SendAttackStart(victim);
+ return true;
+ }
+ return false;
+ }
+ AttackStop();
+ }
+
+ //Set our target
+ SetUInt64Value(UNIT_FIELD_TARGET, victim->GetGUID());
+
+ if(meleeAttack)
+ addUnitState(UNIT_STAT_MELEE_ATTACKING);
+ 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);
+
+ ((Creature*)this)->CallAssistence();
+ ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
+ }
+
+ // delay offhand weapon attack to next attack time
+ if(haveOffhandWeapon())
+ resetAttackTimer(OFF_ATTACK);
+
+ if(meleeAttack)
+ 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_MELEE_ATTACKING);
+
+ InterruptSpell(CURRENT_MELEE_SPELL);
+
+ if( GetTypeId()==TYPEID_UNIT )
+ {
+ // reset call assistance
+ ((Creature*)this)->SetNoCallAssistence(false);
+ }
+
+ SendAttackStop(victim);
+
+ return true;
+}
+
+void Unit::CombatStop(bool cast)
+{
+ if(cast& IsNonMeleeSpellCasted(false))
+ InterruptNonMeleeSpells(false);
+
+ AttackStop();
+ RemoveAllAttackers();
+ if( GetTypeId()==TYPEID_PLAYER )
+ ((Player*)this)->SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel
+ ClearInCombat();
+}
+
+void Unit::CombatStopWithPets(bool cast)
+{
+ CombatStop(cast);
+ if(Pet* pet = GetPet())
+ pet->CombatStop(cast);
+ if(Unit* charm = GetCharm())
+ charm->CombatStop(cast);
+ if(GetTypeId()==TYPEID_PLAYER)
+ {
+ GuardianPetList const& guardians = ((Player*)this)->GetGuardians();
+ for(GuardianPetList::const_iterator itr = guardians.begin(); itr != guardians.end(); ++itr)
+ if(Unit* guardian = Unit::GetUnit(*this,*itr))
+ guardian->CombatStop(cast);
+ }
+}
+
+bool Unit::isAttackingPlayer() const
+{
+ if(hasUnitState(UNIT_STAT_ATTACK_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 < MAX_TOTEM; 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)
+ // Rampage
+ 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
+{
+ if(uint64 charmerid = GetCharmerGUID())
+ return ObjectAccessor::GetUnit(*this, charmerid);
+ return NULL;
+}
+
+Player* Unit::GetCharmerOrOwnerPlayerOrPlayerItself()
+{
+ uint64 guid = GetCharmerOrOwnerGUID();
+ if(IS_PLAYER_GUID(guid))
+ return ObjectAccessor::GetPlayer(*this, guid);
+
+ return GetTypeId()==TYPEID_PLAYER ? (Player*)this : NULL;
+}
+
+Pet* Unit::GetPet() const
+{
+ if(uint64 pet_guid = GetPetGUID())
+ {
+ if(Pet* pet = ObjectAccessor::GetPet(pet_guid))
+ return pet;
+
+ sLog.outError("Unit::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
+ const_cast<Unit*>(this)->SetPet(0);
+ }
+
+ return NULL;
+}
+
+Unit* Unit::GetCharm() const
+{
+ if(uint64 charm_guid = GetCharmGUID())
+ {
+ if(Unit* pet = ObjectAccessor::GetUnit(*this, charm_guid))
+ return pet;
+
+ sLog.outError("Unit::GetCharm: Charmed creature %u not exist.",GUID_LOPART(charm_guid));
+ const_cast<Unit*>(this)->SetCharm(0);
+ }
+
+ return NULL;
+}
+
+void Unit::SetPet(Pet* pet)
+{
+ SetUInt64Value(UNIT_FIELD_SUMMON,pet ? pet->GetGUID() : 0);
+
+ // FIXME: hack, speed must be set only at follow
+ 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 < MAX_TOTEM; ++i)
+ {
+ if(!m_TotemSlot[i])
+ continue;
+
+ Creature *OldTotem = ObjectAccessor::GetCreature(*this, m_TotemSlot[i]);
+ if (OldTotem && OldTotem->isTotem())
+ ((Totem*)OldTotem)->UnSummon();
+ }
+}
+
+void Unit::SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, bool critical)
+{
+ // we guess size
+ WorldPacket data(SMSG_SPELLHEALLOG, (8+8+4+4+1));
+ data.append(pVictim->GetPackGUID());
+ data.append(GetPackGUID());
+ data << uint32(SpellID);
+ data << uint32(Damage);
+ data << uint8(critical ? 1 : 0);
+ data << uint8(0); // unused in client?
+ SendMessageToSet(&data, true);
+}
+
+void Unit::SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype, bool critical)
+{
+ WorldPacket data(SMSG_SPELLENERGIZELOG, (8+8+4+4+4+1));
+ data.append(pVictim->GetPackGUID());
+ data.append(GetPackGUID());
+ data << uint32(SpellID);
+ data << uint32(powertype);
+ data << uint32(Damage);
+ //data << uint8(critical ? 1 : 0); // removed in 2.4.0
+ SendMessageToSet(&data, true);
+}
+
+uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 pdamage, DamageEffectType damagetype)
+{
+ if(!spellProto || !pVictim || damagetype==DIRECT_DAMAGE )
+ return pdamage;
+
+ int32 BonusDamage = 0;
+ if( GetTypeId()==TYPEID_UNIT )
+ {
+ // Pets just add their bonus damage to their spell damage
+ // note that their spell damage is just gain of their own auras
+ if (((Creature*)this)->isPet())
+ {
+ BonusDamage = ((Pet*)this)->GetBonusDamage();
+ }
+ // For totems get damage bonus from owner (statue isn't totem in fact)
+ else if (((Creature*)this)->isTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE)
+ {
+ if(Unit* owner = GetOwner())
+ return owner->SpellDamageBonus(pVictim, spellProto, pdamage, damagetype);
+ }
+ }
+
+ // Damage Done
+ uint32 CastingTime = !IsChanneledSpell(spellProto) ? GetSpellCastTime(spellProto) : GetSpellDuration(spellProto);
+
+ // Taken/Done fixed damage bonus auras
+ int32 DoneAdvertisedBenefit = SpellBaseDamageBonus(GetSpellSchoolMask(spellProto))+BonusDamage;
+ int32 TakenAdvertisedBenefit = SpellBaseDamageBonusForVictim(GetSpellSchoolMask(spellProto), pVictim);
+
+ // Damage over Time spells bonus calculation
+ float DotFactor = 1.0f;
+ if(damagetype == DOT)
+ {
+ int32 DotDuration = GetSpellDuration(spellProto);
+ // 200% limit
+ if(DotDuration > 0)
+ {
+ if(DotDuration > 30000) DotDuration = 30000;
+ if(!IsChanneledSpell(spellProto)) DotFactor = DotDuration / 15000.0f;
+ int x = 0;
+ for(int j = 0; j < 3; j++)
+ {
+ if( spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && (
+ spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_DAMAGE ||
+ spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH) )
+ {
+ x = j;
+ break;
+ }
+ }
+ 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 = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
+ for(AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i)
+ {
+ if( ((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) &&
+ (*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;
+ }
+ }
+
+ uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
+ AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS);
+ for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i)
+ if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue))
+ 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 & GetSpellSchoolMask(spellProto) )
+ 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;
+ }
+ }
+ // .. taken pct: dummy auras
+ AuraList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY);
+ for(AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
+ {
+ switch((*i)->GetSpellProto()->SpellIconID)
+ {
+ //Cheat Death
+ case 2109:
+ if( ((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) )
+ {
+ if(pVictim->GetTypeId() != TYPEID_PLAYER)
+ continue;
+ float mod = -((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2*4;
+ if (mod < (*i)->GetModifier()->m_amount)
+ mod = (*i)->GetModifier()->m_amount;
+ TakenTotalMod *= (mod+100.0f)/100.0f;
+ }
+ break;
+ //Mangle
+ case 2312:
+ for(int j=0;j<3;j++)
+ {
+ if(GetEffectMechanic(spellProto, j)==MECHANIC_BLEED)
+ {
+ TakenTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f;
+ break;
+ }
+ }
+ break;
+ }
+ }
+
+ // Distribute Damage over multiple effects, reduce by AoE
+ CastingTime = GetCastingTimeForBonus( spellProto, damagetype, CastingTime );
+
+ // 50% for damage and healing spells for leech spells from damage bonus and 0% from healing
+ for(int j = 0; j < 3; ++j)
+ {
+ if( spellProto->Effect[j] == SPELL_EFFECT_HEALTH_LEECH ||
+ spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH )
+ {
+ CastingTime /= 2;
+ break;
+ }
+ }
+
+ switch(spellProto->SpellFamilyName)
+ {
+ case SPELLFAMILY_MAGE:
+ // Ignite - do not modify, it is (8*Rank)% damage of procing Spell
+ if(spellProto->Id==12654)
+ {
+ return pdamage;
+ }
+ // Ice Lance
+ else 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;
+ }
+ // Pyroblast - 115% of Fire Damage, DoT - 20% of Fire Damage
+ else if((spellProto->SpellFamilyFlags & 0x400000LL) && spellProto->SpellIconID == 184 )
+ {
+ DotFactor = damagetype == DOT ? 0.2f : 1.0f;
+ CastingTime = damagetype == DOT ? 3500 : 4025;
+ }
+ // Fireball - 100% of Fire Damage, DoT - 0% of Fire Damage
+ else if((spellProto->SpellFamilyFlags & 0x1LL) && spellProto->SpellIconID == 185)
+ {
+ CastingTime = 3500;
+ DotFactor = damagetype == DOT ? 0.0f : 1.0f;
+ }
+ // Molten armor
+ else if (spellProto->SpellFamilyFlags & 0x0000000800000000LL)
+ {
+ CastingTime = 0;
+ }
+ // Arcane Missiles triggered spell
+ else if ((spellProto->SpellFamilyFlags & 0x200000LL) && spellProto->SpellIconID == 225)
+ {
+ CastingTime = 1000;
+ }
+ // Blizzard triggered spell
+ else if ((spellProto->SpellFamilyFlags & 0x80080LL) && spellProto->SpellIconID == 285)
+ {
+ CastingTime = 500;
+ }
+ break;
+ 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;
+ }
+ // Soul Fire - 115% of Fire Damage
+ else if((spellProto->SpellFamilyFlags & 0x8000000000LL) && spellProto->SpellIconID == 184)
+ {
+ CastingTime = 4025;
+ }
+ // Curse of Agony - 120% of Shadow Damage
+ else if((spellProto->SpellFamilyFlags & 0x0000000400LL) && spellProto->SpellIconID == 544)
+ {
+ DotFactor = 1.2f;
+ }
+ // Drain Mana - 0% of Shadow Damage
+ else if((spellProto->SpellFamilyFlags & 0x10LL) && spellProto->SpellIconID == 548)
+ {
+ CastingTime = 0;
+ }
+ // Drain Soul 214.3%
+ else if ((spellProto->SpellFamilyFlags & 0x4000LL) && spellProto->SpellIconID == 113 )
+ {
+ CastingTime = 7500;
+ }
+ // Hellfire
+ else if ((spellProto->SpellFamilyFlags & 0x40LL) && spellProto->SpellIconID == 937)
+ {
+ CastingTime = damagetype == DOT ? 5000 : 500; // self damage seems to be so
+ }
+ // Unstable Affliction - 180%
+ else if (spellProto->Id == 31117 && spellProto->SpellIconID == 232)
+ {
+ CastingTime = 6300;
+ }
+ // Corruption 93%
+ else if ((spellProto->SpellFamilyFlags & 0x2LL) && spellProto->SpellIconID == 313)
+ {
+ DotFactor = 0.93f;
+ }
+ break;
+ case SPELLFAMILY_PALADIN:
+ // Consecration - 95% of Holy Damage
+ if((spellProto->SpellFamilyFlags & 0x20LL) && spellProto->SpellIconID == 51)
+ {
+ DotFactor = 0.95f;
+ CastingTime = 3500;
+ }
+ // Seal of Righteousness - 10.2%/9.8% ( based on weapon type ) of Holy Damage, multiplied by weapon speed
+ else if((spellProto->SpellFamilyFlags & 0x8000000LL) && spellProto->SpellIconID == 25)
+ {
+ Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
+ float wspeed = GetAttackTime(BASE_ATTACK)/1000.0f;
+
+ if( item && item->GetProto()->InventoryType == INVTYPE_2HWEAPON)
+ CastingTime = uint32(wspeed*3500*0.102f);
+ else
+ CastingTime = uint32(wspeed*3500*0.098f);
+ }
+ // Judgement of Righteousness - 73%
+ else if ((spellProto->SpellFamilyFlags & 1024) && spellProto->SpellIconID == 25)
+ {
+ CastingTime = 2555;
+ }
+ // Seal of Vengeance - 17% per Fully Stacked Tick - 5 Applications
+ else if ((spellProto->SpellFamilyFlags & 0x80000000000LL) && spellProto->SpellIconID == 2292)
+ {
+ DotFactor = 0.17f;
+ CastingTime = 3500;
+ }
+ // Holy shield - 5% of Holy Damage
+ else if ((spellProto->SpellFamilyFlags & 0x4000000000LL) && spellProto->SpellIconID == 453)
+ {
+ CastingTime = 175;
+ }
+ // Blessing of Sanctuary - 0%
+ else if ((spellProto->SpellFamilyFlags & 0x10000000LL) && spellProto->SpellIconID == 29)
+ {
+ CastingTime = 0;
+ }
+ // Seal of Righteousness trigger - already computed for parent spell
+ else if ( spellProto->SpellFamilyName==SPELLFAMILY_PALADIN && spellProto->SpellIconID==25 && spellProto->AttributesEx4 & 0x00800000LL )
+ {
+ return pdamage;
+ }
+ 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
+ }
+ // Lightning Shield (and proc shield from T2 8 pieces bonus ) 33% per charge
+ else if( (spellProto->SpellFamilyFlags & 0x00000000400LL) || spellProto->Id == 23552)
+ CastingTime = 1155; // ignore CastingTimePenalty and use as modifier
+ break;
+ case SPELLFAMILY_PRIEST:
+ // Mana Burn - 0% of Shadow Damage
+ if((spellProto->SpellFamilyFlags & 0x10LL) && spellProto->SpellIconID == 212)
+ {
+ CastingTime = 0;
+ }
+ // Mind Flay - 59% of Shadow Damage
+ else if((spellProto->SpellFamilyFlags & 0x800000LL) && spellProto->SpellIconID == 548)
+ {
+ CastingTime = 2065;
+ }
+ // Holy Fire - 86.71%, DoT - 16.5%
+ else if ((spellProto->SpellFamilyFlags & 0x100000LL) && spellProto->SpellIconID == 156)
+ {
+ DotFactor = damagetype == DOT ? 0.165f : 1.0f;
+ CastingTime = damagetype == DOT ? 3500 : 3035;
+ }
+ // Shadowguard - 28% per charge
+ else if ((spellProto->SpellFamilyFlags & 0x2000000LL) && spellProto->SpellIconID == 19)
+ {
+ CastingTime = 980;
+ }
+ // Touch of Weakeness - 10%
+ else if ((spellProto->SpellFamilyFlags & 0x80000LL) && spellProto->SpellIconID == 1591)
+ {
+ CastingTime = 350;
+ }
+ // Reflective Shield (back damage) - 0% (other spells fit to check not have damage effects/auras)
+ else if (spellProto->SpellFamilyFlags == 0 && spellProto->SpellIconID == 566)
+ {
+ CastingTime = 0;
+ }
+ // Holy Nova - 14%
+ else if ((spellProto->SpellFamilyFlags & 0x400000LL) && spellProto->SpellIconID == 1874)
+ {
+ CastingTime = 500;
+ }
+ break;
+ case SPELLFAMILY_DRUID:
+ // Hurricane triggered spell
+ if((spellProto->SpellFamilyFlags & 0x400000LL) && spellProto->SpellIconID == 220)
+ {
+ CastingTime = 500;
+ }
+ break;
+ case SPELLFAMILY_WARRIOR:
+ case SPELLFAMILY_HUNTER:
+ case SPELLFAMILY_ROGUE:
+ CastingTime = 0;
+ break;
+ default:
+ break;
+ }
+
+ float LvlPenalty = CalculateLevelPenalty(spellProto);
+
+ // Spellmod SpellDamage
+ float SpellModSpellDamage = 100.0f;
+
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage);
+
+ SpellModSpellDamage /= 100.0f;
+
+ float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty;
+ float TakenActualBenefit = TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty;
+
+ float tmpDamage = (float(pdamage)+DoneActualBenefit)*DoneTotalMod;
+
+ // Add flat bonus from spell damage versus
+ tmpDamage += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, creatureTypeMask);
+
+ // apply spellmod to Done damage
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : 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(SpellSchoolMask schoolMask)
+{
+ int32 DoneAdvertisedBenefit = 0;
+
+ // ..done
+ AuraList const& mDamageDone = 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(SpellSchoolMask 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::isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType)
+{
+ // not criting spell
+ if((spellProto->AttributesEx2 & SPELL_ATTR_EX2_CANT_CRIT))
+ return false;
+
+ float crit_chance = 0.0f;
+ switch(spellProto->DmgClass)
+ {
+ case SPELL_DAMAGE_CLASS_NONE:
+ return false;
+ case SPELL_DAMAGE_CLASS_MAGIC:
+ {
+ if (schoolMask & SPELL_SCHOOL_MASK_NORMAL)
+ crit_chance = 0.0f;
+ // For other schools
+ else if (GetTypeId() == TYPEID_PLAYER)
+ crit_chance = GetFloatValue( PLAYER_SPELL_CRIT_PERCENTAGE1 + GetFirstSchoolInMask(schoolMask));
+ else
+ {
+ crit_chance = m_baseSpellCritChance;
+ crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask);
+ }
+ // taken
+ if (pVictim && !IsPositiveSpell(spellProto->Id))
+ {
+ // Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE
+ crit_chance += pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE, schoolMask);
+ // Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE
+ crit_chance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE);
+ // Modify by player victim resilience
+ if (pVictim->GetTypeId() == TYPEID_PLAYER)
+ crit_chance -= ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
+ // scripted (increase crit chance ... against ... target by x%
+ if(pVictim->isFrozen()) // Shatter
+ {
+ 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)
+ {
+ case 849: crit_chance+= 10.0f; break; //Shatter Rank 1
+ case 910: crit_chance+= 20.0f; break; //Shatter Rank 2
+ case 911: crit_chance+= 30.0f; break; //Shatter Rank 3
+ case 912: crit_chance+= 40.0f; break; //Shatter Rank 4
+ case 913: crit_chance+= 50.0f; break; //Shatter Rank 5
+ }
+ }
+ }
+ }
+ break;
+ }
+ case SPELL_DAMAGE_CLASS_MELEE:
+ case SPELL_DAMAGE_CLASS_RANGED:
+ {
+ if (pVictim)
+ {
+ crit_chance = GetUnitCriticalChance(attackType, pVictim);
+ crit_chance+= (int32(GetMaxSkillValueForLevel(pVictim)) - int32(pVictim->GetDefenseSkillValue(this))) * 0.04f;
+ crit_chance+= GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask);
+ }
+ break;
+ }
+ default:
+ return false;
+ }
+ // percent done
+ // only players use intelligence for critical chance computations
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance);
+
+ crit_chance = crit_chance > 0.0f ? crit_chance : 0.0f;
+ if (roll_chance_f(crit_chance))
+ return true;
+ return false;
+}
+
+uint32 Unit::SpellCriticalBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim)
+{
+ // Calculate critical bonus
+ int32 crit_bonus;
+ switch(spellProto->DmgClass)
+ {
+ case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
+ case SPELL_DAMAGE_CLASS_RANGED:
+ // TODO: write here full calculation for melee/ranged spells
+ crit_bonus = damage;
+ break;
+ default:
+ crit_bonus = damage / 2; // for spells is 50%
+ break;
+ }
+
+ // adds additional damage to crit_bonus (from talents)
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus);
+
+ if(pVictim)
+ {
+ uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
+ crit_bonus = int32(crit_bonus * GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, creatureTypeMask));
+ }
+
+ if(crit_bonus > 0)
+ damage += crit_bonus;
+
+ return damage;
+}
+
+uint32 Unit::SpellHealingBonus(SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, Unit *pVictim)
+{
+ // For totems get healing bonus from owner (statue isn't totem in fact)
+ if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE)
+ if(Unit* owner = GetOwner())
+ return owner->SpellHealingBonus(spellProto, healamount, damagetype, pVictim);
+
+ // Healing Done
+
+ // These Spells are doing fixed amount of healing (TODO found less hack-like check)
+ if(spellProto->Id == 15290 || spellProto->Id == 39373 || spellProto->Id == 33778 || spellProto->Id == 379 || spellProto->Id == 38395)
+ return healamount;
+
+
+ int32 AdvertisedBenefit = SpellBaseHealingBonus(GetSpellSchoolMask(spellProto));
+ uint32 CastingTime = GetSpellCastTime(spellProto);
+
+ // Healing Taken
+ AdvertisedBenefit += SpellBaseHealingBonusForVictim(GetSpellSchoolMask(spellProto), pVictim);
+
+ // Blessing of Light dummy effects healing taken from Holy Light and Flash of Light
+ if (spellProto->SpellFamilyName == SPELLFAMILY_PALADIN && (spellProto->SpellFamilyFlags & 0x00000000C0000000LL))
+ {
+ 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 & 0x0000000040000000LL) && (*i)->GetEffIndex() == 1)
+ AdvertisedBenefit += (*i)->GetModifier()->m_amount;
+ // Holy Light
+ else if ((spellProto->SpellFamilyFlags & 0x0000000080000000LL) && (*i)->GetEffIndex() == 0)
+ AdvertisedBenefit += (*i)->GetModifier()->m_amount;
+ }
+ }
+ }
+
+ float ActualBenefit = 0.0f;
+
+ if (AdvertisedBenefit != 0)
+ {
+ // Healing over Time spells
+ float DotFactor = 1.0f;
+ if(damagetype == DOT)
+ {
+ int32 DotDuration = GetSpellDuration(spellProto);
+ if(DotDuration > 0)
+ {
+ // 200% limit
+ if(DotDuration > 30000) DotDuration = 30000;
+ if(!IsChanneledSpell(spellProto)) DotFactor = DotDuration / 15000.0f;
+ int x = 0;
+ for(int j = 0; j < 3; j++)
+ {
+ if( spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && (
+ spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_HEAL ||
+ spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH) )
+ {
+ x = j;
+ break;
+ }
+ }
+ int DotTicks = 6;
+ if(spellProto->EffectAmplitude[x] != 0)
+ DotTicks = DotDuration / spellProto->EffectAmplitude[x];
+ if(DotTicks)
+ AdvertisedBenefit /= DotTicks;
+ }
+ }
+
+ // distribute healing to all effects, reduce AoE damage
+ CastingTime = GetCastingTimeForBonus( spellProto, damagetype, CastingTime );
+
+ // 0% bonus for damage and healing spells for leech spells from healing bonus
+ for(int j = 0; j < 3; ++j)
+ {
+ if( spellProto->Effect[j] == SPELL_EFFECT_HEALTH_LEECH ||
+ spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH )
+ {
+ CastingTime = 0;
+ break;
+ }
+ }
+
+ // Exception
+ switch (spellProto->SpellFamilyName)
+ {
+ case SPELLFAMILY_SHAMAN:
+ // Healing stream from totem (add 6% per tick from hill bonus owner)
+ if (spellProto->SpellFamilyFlags & 0x000000002000LL)
+ CastingTime = 210;
+ // Earth Shield 30% per charge
+ else if (spellProto->SpellFamilyFlags & 0x40000000000LL)
+ CastingTime = 1050;
+ break;
+ case SPELLFAMILY_DRUID:
+ // Lifebloom
+ if (spellProto->SpellFamilyFlags & 0x1000000000LL)
+ {
+ CastingTime = damagetype == DOT ? 3500 : 1200;
+ DotFactor = damagetype == DOT ? 0.519f : 1.0f;
+ }
+ // Tranquility triggered spell
+ else if (spellProto->SpellFamilyFlags & 0x80LL)
+ CastingTime = 667;
+ // Rejuvenation
+ else if (spellProto->SpellFamilyFlags & 0x10LL)
+ DotFactor = 0.845f;
+ // Regrowth
+ else if (spellProto->SpellFamilyFlags & 0x40LL)
+ {
+ DotFactor = damagetype == DOT ? 0.705f : 1.0f;
+ CastingTime = damagetype == DOT ? 3500 : 1010;
+ }
+ break;
+ case SPELLFAMILY_PRIEST:
+ // Holy Nova - 14%
+ if ((spellProto->SpellFamilyFlags & 0x8000000LL) && spellProto->SpellIconID == 1874)
+ CastingTime = 500;
+ break;
+ case SPELLFAMILY_PALADIN:
+ // Seal and Judgement of Light
+ if ( spellProto->SpellFamilyFlags & 0x100040000LL )
+ CastingTime = 0;
+ break;
+ case SPELLFAMILY_WARRIOR:
+ case SPELLFAMILY_ROGUE:
+ case SPELLFAMILY_HUNTER:
+ CastingTime = 0;
+ break;
+ }
+
+ float LvlPenalty = CalculateLevelPenalty(spellProto);
+
+ // Spellmod SpellDamage
+ float SpellModSpellDamage = 100.0f;
+
+ if(Player* modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage);
+
+ SpellModSpellDamage /= 100.0f;
+
+ ActualBenefit = (float)AdvertisedBenefit * ((float)CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty;
+ }
+
+ // 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, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal);
+
+ // Healing Wave cast
+ if (spellProto->SpellFamilyName == SPELLFAMILY_SHAMAN && spellProto->SpellFamilyFlags & 0x0000000000000040LL)
+ {
+ // Search for Healing Way on Victim (stack up to 3 time)
+ int32 pctMod = 0;
+ Unit::AuraList const& auraDummy = pVictim->GetAurasByType(SPELL_AURA_DUMMY);
+ for(Unit::AuraList::const_iterator itr = auraDummy.begin(); itr!=auraDummy.end(); ++itr)
+ if((*itr)->GetId() == 29203)
+ pctMod += (*itr)->GetModifier()->m_amount;
+ // Apply bonus
+ if (pctMod)
+ heal = heal * (100 + pctMod) / 100;
+ }
+
+ // Healing taken percent
+ float minval = pVictim->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HEALING_PCT);
+ if(minval)
+ heal *= (100.0f + minval) / 100.0f;
+
+ float maxval = pVictim->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HEALING_PCT);
+ if(maxval)
+ heal *= (100.0f + maxval) / 100.0f;
+
+ if (heal < 0) heal = 0;
+
+ return uint32(heal);
+}
+
+int32 Unit::SpellBaseHealingBonus(SpellSchoolMask 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(SpellSchoolMask 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::IsImmunedToDamage(SpellSchoolMask shoolMask, bool useCharges)
+{
+ // no charges dependent checks
+ SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
+ for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
+ if(itr->type & shoolMask)
+ return true;
+
+ // charges dependent checks
+ SpellImmuneList const& damageList = m_spellImmune[IMMUNITY_DAMAGE];
+ for (SpellImmuneList::const_iterator itr = damageList.begin(); itr != damageList.end(); ++itr)
+ {
+ if(itr->type & shoolMask)
+ {
+ if(useCharges)
+ {
+ AuraList const& auraDamageImmunity = GetAurasByType(SPELL_AURA_DAMAGE_IMMUNITY);
+ for(AuraList::const_iterator auraItr = auraDamageImmunity.begin(); auraItr != auraDamageImmunity.end(); ++auraItr)
+ {
+ if((*auraItr)->GetId()==itr->spellId)
+ {
+ if((*auraItr)->m_procCharges > 0)
+ {
+ --(*auraItr)->m_procCharges;
+ if((*auraItr)->m_procCharges==0)
+ RemoveAurasDueToSpell(itr->spellId);
+ }
+ break;
+ }
+ }
+ }
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo, bool useCharges)
+{
+ if (!spellInfo)
+ return false;
+
+ // no charges first
+
+ //FIX ME this hack: don't get feared if stunned
+ if (spellInfo->Mechanic == MECHANIC_FEAR )
+ {
+ if ( hasUnitState(UNIT_STAT_STUNDED) )
+ return true;
+ }
+
+ // not have spells with charges currently
+ 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;
+
+ if( !(spellInfo->AttributesEx & SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE)) // unaffected by school immunity
+ {
+ // not have spells with charges currently
+ 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 & GetSpellSchoolMask(spellInfo)) )
+ return true;
+ }
+
+ // charges dependent checks
+
+ SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
+ for(SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
+ {
+ if(itr->type == spellInfo->Mechanic)
+ {
+ if(useCharges)
+ {
+ AuraList const& auraMechImmunity = GetAurasByType(SPELL_AURA_MECHANIC_IMMUNITY);
+ for(AuraList::const_iterator auraItr = auraMechImmunity.begin(); auraItr != auraMechImmunity.end(); ++auraItr)
+ {
+ if((*auraItr)->GetId()==itr->spellId)
+ {
+ if((*auraItr)->m_procCharges > 0)
+ {
+ --(*auraItr)->m_procCharges;
+ if((*auraItr)->m_procCharges==0)
+ RemoveAurasDueToSpell(itr->spellId);
+ }
+ break;
+ }
+ }
+ }
+ 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 = mechanicList.begin(); itr != mechanicList.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();
+
+ // 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)
+ {
+ APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS);
+
+ // ..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
+ {
+ APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS);
+
+ // ..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
+ {
+ bool normalized = false;
+ if(spellProto)
+ {
+ for (uint8 i = 0; i<3;i++)
+ {
+ if (spellProto->Effect[i] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG)
+ {
+ normalized = true;
+ break;
+ }
+ }
+ }
+
+ DoneFlatBenefit += int32(APbonus/14.0f * GetAPMultiplier(attType,normalized));
+ }
+
+ // ..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 & SPELL_SCHOOL_MASK_NORMAL)
+ TakenFlatBenefit += (*i)->GetModifier()->m_amount;
+
+ if(attType!=RANGED_ATTACK)
+ TakenFlatBenefit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN);
+ else
+ TakenFlatBenefit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN);
+
+ // Done/Taken total percent damage auras
+ float DoneTotalMod = 1;
+ float TakenTotalMod = 1;
+
+ // ..done
+ // SPELL_AURA_MOD_DAMAGE_PERCENT_DONE included in weapon damage
+ // SPELL_AURA_MOD_OFFHAND_DAMAGE_PCT included in weapon damage
+
+ AuraList const& mDamageDoneVersus = this->GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS);
+ for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i)
+ if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue))
+ 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 & SPELL_SCHOOL_MASK_NORMAL)
+ TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
+
+ // .. taken pct: dummy auras
+ AuraList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY);
+ for(AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
+ {
+ switch((*i)->GetSpellProto()->SpellIconID)
+ {
+ //Cheat Death
+ case 2109:
+ if((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
+ {
+ if(pVictim->GetTypeId() != TYPEID_PLAYER)
+ continue;
+ float mod = ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*(-8.0f);
+ if (mod < (*i)->GetModifier()->m_amount)
+ mod = (*i)->GetModifier()->m_amount;
+ TakenTotalMod *= (mod+100.0f)/100.0f;
+ }
+ break;
+ //Mangle
+ case 2312:
+ if(spellProto==NULL)
+ break;
+ // Should increase Shred (initial Damage of Lacerate and Rake handled in Spell::EffectSchoolDMG)
+ if(spellProto->SpellFamilyName==SPELLFAMILY_DRUID && (spellProto->SpellFamilyFlags==0x00008000LL))
+ TakenTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f;
+ break;
+ }
+ }
+
+ // .. taken pct: class scripts
+ AuraList const& mclassScritAuras = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
+ for(AuraList::const_iterator i = mclassScritAuras.begin(); i != mclassScritAuras.end(); ++i)
+ {
+ switch((*i)->GetMiscValue())
+ {
+ case 6427: case 6428: // Dirty Deeds
+ if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT))
+ {
+ Aura* eff0 = GetAura((*i)->GetId(),0);
+ if(!eff0 || (*i)->GetEffIndex()!=1)
+ {
+ sLog.outError("Spell structure of DD (%u) changed.",(*i)->GetId());
+ continue;
+ }
+
+ // effect 0 have expected value but in negative state
+ TakenTotalMod *= (-eff0->GetModifier()->m_amount+100.0f)/100.0f;
+ }
+ break;
+ }
+ }
+
+ 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) * DoneTotalMod;
+
+ // 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;
+ }
+ }
+ }
+
+}
+
+void Unit::ApplySpellDispelImmunity(const SpellEntry * spellProto, DispelType type, bool apply)
+{
+ ApplySpellImmune(spellProto->Id,IMMUNITY_DISPEL, type, apply);
+
+ if (apply && spellProto->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)
+ RemoveAurasWithDispelType(type);
+}
+
+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)
+{
+ if(!mount)
+ return;
+
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOUNTING);
+
+ SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount);
+
+ SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT );
+
+ // unsummon pet
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ Pet* pet = GetPet();
+ if(pet)
+ {
+ if(pet->isControlled())
+ {
+ ((Player*)this)->SetTemporaryUnsummonedPetNumber(pet->GetCharmInfo()->GetPetNumber());
+ ((Player*)this)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
+ }
+
+ ((Player*)this)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT);
+ }
+ else
+ ((Player*)this)->SetTemporaryUnsummonedPetNumber(0);
+ }
+}
+
+void Unit::Unmount()
+{
+ if(!IsMounted())
+ return;
+
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_MOUNTED);
+
+ SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
+ RemoveFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT );
+
+ // only resummon old pet if the player is already added to a map
+ // this prevents adding a pet to a not created map which would otherwise cause a crash
+ // (it could probably happen when logging in after a previous crash)
+ if(GetTypeId() == TYPEID_PLAYER && IsInWorld() && ((Player*)this)->GetTemporaryUnsummonedPetNumber() && isAlive())
+ {
+ Pet* NewPet = new Pet;
+ if(!NewPet->LoadPetFromDB(this, 0, ((Player*)this)->GetTemporaryUnsummonedPetNumber(), true))
+ delete NewPet;
+
+ ((Player*)this)->SetTemporaryUnsummonedPetNumber(0);
+ }
+}
+
+void Unit::SetInCombatWith(Unit* enemy)
+{
+ Unit* eOwner = enemy->GetCharmerOrOwnerOrSelf();
+ if(eOwner->IsPvP())
+ {
+ SetInCombatState(true);
+ return;
+ }
+
+ //check for duel
+ if(eOwner->GetTypeId() == TYPEID_PLAYER && ((Player*)eOwner)->duel)
+ {
+ Unit const* myOwner = GetCharmerOrOwnerOrSelf();
+ if(((Player const*)eOwner)->duel->opponent == myOwner)
+ {
+ SetInCombatState(true);
+ return;
+ }
+ }
+ SetInCombatState(false);
+}
+
+void Unit::SetInCombatState(bool PvP)
+{
+ // only alive units can be in combat
+ if(!isAlive())
+ return;
+
+ if(PvP)
+ 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);
+
+ // Player's state will be cleared in Player::UpdateContestedPvP
+ if(GetTypeId()!=TYPEID_PLAYER)
+ clearUnitState(UNIT_STAT_ATTACK_PLAYER);
+}
+
+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;
+
+ // forbidden to seen (at GM respawn command)
+ if(m_Visibility==VISIBILITY_RESPAWN)
+ 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->m_invisibilityMask==0)
+ return true;
+
+ // GMs see any players, not higher GMs and all units
+ if (u->GetTypeId() == TYPEID_PLAYER && ((Player *)u)->isGameMaster())
+ {
+ if(GetTypeId() == TYPEID_PLAYER)
+ return ((Player *)this)->GetSession()->GetSecurity() <= ((Player *)u)->GetSession()->GetSecurity();
+ else
+ return true;
+ }
+
+ // non faction visibility non-breakable for non-GMs
+ if (m_Visibility == VISIBILITY_OFF)
+ return false;
+
+ // raw invisibility
+ bool invisible = (m_invisibilityMask != 0 || u->m_invisibilityMask !=0);
+
+ // detectable invisibility case
+ if( invisible && (
+ // Invisible units, always are visible for units under same invisibility type
+ (m_invisibilityMask & u->m_invisibilityMask)!=0 ||
+ // Invisible units, always are visible for unit that can detect this invisibility (have appropriate level for detect)
+ u->canDetectInvisibilityOf(this) ||
+ // Units that can detect invisibility always are visible for units that can be detected
+ canDetectInvisibilityOf(u) ))
+ {
+ invisible = false;
+ }
+
+ // special cases for always overwrite invisibility/stealth
+ if(invisible || m_Visibility == VISIBILITY_GROUP_STEALTH)
+ {
+ // non-hostile 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 for stealth)
+ }
+ }
+ // hostile case
+ 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;
+
+ // else apply detecting check for stealth
+ }
+
+ // none other cases for detect invisibility, so invisible
+ if(invisible)
+ return false;
+
+ // else apply stealth detecting check
+ }
+
+ // unit got in stealth in this moment and must ignore old detected state
+ if (m_Visibility == VISIBILITY_GROUP_NO_DETECT)
+ return false;
+
+ // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
+ if (m_Visibility != VISIBILITY_GROUP_STEALTH)
+ return true;
+
+ // 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( !getAttackers().empty() )
+ 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;
+ }
+
+ // if doesn't have stealth detection (Shadow Sight), then check how stealthy the unit is, otherwise just check los
+ if(!u->HasAuraType(SPELL_AURA_DETECT_STEALTH))
+ {
+ //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->getLevelForTarget(this)) - int32(this->getLevelForTarget(u));
+
+ //This allows to check talent tree and will add addition stealth dependent 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());
+ }
+}
+
+bool Unit::canDetectInvisibilityOf(Unit const* u) const
+{
+ 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;
+ }
+ }
+
+ return false;
+}
+
+void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
+{
+ int32 main_speed_mod = 0;
+ float stack_bonus = 1.0f;
+ float non_stack_bonus = 1.0f;
+
+ switch(mtype)
+ {
+ case MOVE_WALK:
+ return;
+ case MOVE_RUN:
+ {
+ if (IsMounted()) // Use on mount auras
+ {
+ main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED);
+ stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS);
+ non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MOUNTED_SPEED_NOT_STACK))/100.0f;
+ }
+ else
+ {
+ main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED);
+ stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_SPEED_ALWAYS);
+ non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_SPEED_NOT_STACK))/100.0f;
+ }
+ break;
+ }
+ case MOVE_WALKBACK:
+ return;
+ case MOVE_SWIM:
+ {
+ main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SWIM_SPEED);
+ break;
+ }
+ case MOVE_SWIMBACK:
+ return;
+ case MOVE_FLY:
+ {
+ if (IsMounted()) // Use on mount auras
+ main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
+ else // Use not mount (shapeshift for example) auras (should stack)
+ main_speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_SPEED_FLIGHT);
+ stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_FLIGHT_SPEED_ALWAYS);
+ non_stack_bonus = (100.0 + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK))/100.0f;
+ break;
+ }
+ case MOVE_FLYBACK:
+ return;
+ default:
+ sLog.outError("Unit::UpdateSpeed: Unsupported move type (%d)", mtype);
+ return;
+ }
+
+ float bonus = non_stack_bonus > stack_bonus ? non_stack_bonus : stack_bonus;
+ // now we ready for speed calculation
+ float speed = main_speed_mod ? bonus*(100.0f + main_speed_mod)/100.0f : bonus;
+
+ switch(mtype)
+ {
+ case MOVE_RUN:
+ case MOVE_SWIM:
+ case MOVE_FLY:
+ {
+ // Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need
+ // TODO: possible affect only on MOVE_RUN
+ if(int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED))
+ {
+ // Use speed from aura
+ float max_speed = normalization / baseMoveSpeed[mtype];
+ if (speed > max_speed)
+ speed = max_speed;
+ }
+ break;
+ }
+ default:
+ break;
+ }
+
+ // Apply strongest slow aura mod to speed
+ int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED);
+ if (slow)
+ speed *=(100.0f + slow)/100.0f;
+ SetSpeed(mtype, speed, forced);
+}
+
+float Unit::GetSpeed( UnitMoveType mtype ) const
+{
+ return m_speed_rate[mtype]*baseMoveSpeed[mtype];
+}
+
+void Unit::SetSpeed(UnitMoveType mtype, float rate, bool forced)
+{
+ if (rate < 0)
+ rate = 0.0f;
+
+ // Update speed only on change
+ if (m_speed_rate[mtype] == rate)
+ return;
+
+ m_speed_rate[mtype] = rate;
+
+ propagateSpeedChange();
+
+ // Send speed change packet only for player
+ if (GetTypeId()!=TYPEID_PLAYER)
+ 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_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_FLIGHT_SPEED, 8+4+1+4+4+4+4+4+4+4);
+ break;
+ case MOVE_FLYBACK:
+ data.Initialize(MSG_MOVE_SET_FLIGHT_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
+ {
+ // register forced speed changes for WorldSession::HandleForceSpeedChangeAck
+ // and do it only for real sent packets and use run for run/mounted as client expected
+ ++((Player*)this)->m_forced_speed_changes[mtype];
+ switch(mtype)
+ {
+ case MOVE_WALK:
+ data.Initialize(SMSG_FORCE_WALK_SPEED_CHANGE, 16);
+ break;
+ 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_FLIGHT_SPEED_CHANGE, 16);
+ break;
+ case MOVE_FLYBACK:
+ data.Initialize(SMSG_FORCE_FLIGHT_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;
+ if (mtype == MOVE_RUN)
+ data << uint8(0); // new 2.1.0
+ data << float(GetSpeed(mtype));
+ SendMessageToSet( &data, true );
+ }
+ if(Pet* pet = GetPet())
+ pet->SetSpeed(MOVE_RUN, 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 && s!= JUST_ALIVED)
+ {
+ CombatStop();
+ DeleteThreatList();
+ 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();
+ ClearDiminishings();
+ }
+ else if(s == JUST_ALIVED)
+ {
+ RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
+ }
+
+ if (m_deathState != ALIVE && s == ALIVE)
+ {
+ //_ApplyAllAuraMods();
+ }
+ m_deathState = s;
+}
+
+/*########################################
+######## ########
+######## AGGRO SYSTEM ########
+######## ########
+########################################*/
+bool Unit::CanHaveThreatList() const
+{
+ // only creatures can have threat list
+ if( GetTypeId() != TYPEID_UNIT )
+ return false;
+
+ // only alive units can have threat list
+ if( !isAlive() )
+ return false;
+
+ // pets and totems can not have threat list
+ if( ((Creature*)this)->isPet() || ((Creature*)this)->isTotem() )
+ return false;
+
+ return true;
+}
+
+//======================================================================
+
+float Unit::ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask)
+{
+ if(!HasAuraType(SPELL_AURA_MOD_THREAT))
+ return threat;
+
+ SpellSchools school = GetFirstSchoolInMask(schoolMask);
+
+ return threat * m_threatModifier[school];
+}
+
+//======================================================================
+
+void Unit::AddThreat(Unit* pVictim, float threat, SpellSchoolMask schoolMask, SpellEntry const *threatSpell)
+{
+ // Only mobs can manage threat lists
+ if(CanHaveThreatList())
+ m_ThreatManager.addThreat(pVictim, threat, schoolMask, 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
+ if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT) )
+ 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()->GetCurrentMovementGeneratorType() != 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];
+
+ // prevent random generator from getting confused by spells casted with Unit::CastCustomSpell
+ int32 randvalue = spellProto->EffectBaseDice[effect_index] >= randomPoints ? spellProto->EffectBaseDice[effect_index]:irand(spellProto->EffectBaseDice[effect_index], randomPoints);
+ int32 value = basePoints + randvalue;
+ //random damage
+ 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->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel &&
+ spellProto->Effect[effect_index] != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
+ spellProto->Effect[effect_index] != SPELL_EFFECT_KNOCK_BACK)
+ value = int32(value*0.25f*exp(getLevel()*(70-spellProto->spellLevel)/1000.0f));
+
+ return value;
+}
+
+int32 Unit::CalculateSpellDuration(SpellEntry const* spellProto, uint8 effect_index, Unit const* target)
+{
+ Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL;
+
+ uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0;
+
+ int32 minduration = GetSpellDuration(spellProto);
+ int32 maxduration = GetSpellMaxDuration(spellProto);
+
+ int32 duration;
+
+ if( minduration != -1 && minduration != maxduration )
+ duration = minduration + int32((maxduration - minduration) * comboPoints / 5);
+ else
+ duration = minduration;
+
+ if (duration > 0)
+ {
+ int32 mechanic = GetEffectMechanic(spellProto, effect_index);
+ // Find total mod value (negative bonus)
+ int32 durationMod_always = target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD, mechanic);
+ // Find max mod (negative bonus)
+ int32 durationMod_not_stack = target->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanic);
+
+ int32 durationMod = 0;
+ // Select strongest negative mod
+ if (durationMod_always > durationMod_not_stack)
+ durationMod = durationMod_not_stack;
+ else
+ durationMod = durationMod_always;
+
+ if (durationMod != 0)
+ duration = int32(int64(duration) * (100+durationMod) /100);
+
+ if (duration < 0) duration = 0;
+ }
+
+ return duration;
+}
+
+DiminishingLevels Unit::GetDiminishing(DiminishingGroup group)
+{
+ for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
+ {
+ if(i->DRGroup != group)
+ 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(i->stack==0 && getMSTimeDiff(i->hitTime,getMSTime()) > 15000)
+ {
+ i->hitCount = DIMINISHING_LEVEL_1;
+ return DIMINISHING_LEVEL_1;
+ }
+ // or else increase the count.
+ else
+ {
+ return DiminishingLevels(i->hitCount);
+ }
+ }
+ return DIMINISHING_LEVEL_1;
+}
+
+void Unit::IncrDiminishing(DiminishingGroup group)
+{
+ // Checking for existing in the table
+ bool IsExist = false;
+ for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
+ {
+ if(i->DRGroup != group)
+ continue;
+
+ IsExist = true;
+ if(i->hitCount < DIMINISHING_LEVEL_IMMUNE)
+ i->hitCount += 1;
+
+ break;
+ }
+
+ if(!IsExist)
+ m_Diminishing.push_back(DiminishingReturn(group,getMSTime(),DIMINISHING_LEVEL_2));
+}
+
+void Unit::ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster,DiminishingLevels Level)
+{
+ if(duration == -1 || group == 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 && IsDiminishingReturnsGroupDurationLimited(group))
+ {
+ // 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;
+
+ // Some diminishings applies to mobs too (for example, Stun)
+ if((GetDiminishingReturnsGroupType(group) == DRTYPE_PLAYER && GetTypeId() == TYPEID_PLAYER) || GetDiminishingReturnsGroupType(group) == DRTYPE_ALL)
+ {
+ DiminishingLevels diminish = Level;
+ switch(diminish)
+ {
+ case DIMINISHING_LEVEL_1: break;
+ case DIMINISHING_LEVEL_2: mod = 0.5f; break;
+ case DIMINISHING_LEVEL_3: mod = 0.25f; break;
+ case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f;break;
+ default: break;
+ }
+ }
+
+ duration = int32(duration * mod);
+}
+
+void Unit::ApplyDiminishingAura( DiminishingGroup group, bool apply )
+{
+ // Checking for existing in the table
+ for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
+ {
+ if(i->DRGroup != group)
+ continue;
+
+ i->hitTime = getMSTime();
+
+ if(apply)
+ i->stack += 1;
+ else if(i->stack)
+ i->stack -= 1;
+
+ break;
+ }
+}
+
+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)
+ {
+ SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(((Player*)this)->m_form);
+ if(ssEntry && ssEntry->creatureType > 0)
+ return ssEntry->creatureType;
+ else
+ 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)->GetGroup())
+ ((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)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_HP);
+ }
+ }
+}
+
+void Unit::SetMaxHealth(uint32 val)
+{
+ uint32 health = GetHealth();
+ SetUInt32Value(UNIT_FIELD_MAXHEALTH, val);
+
+ // group update
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_HP);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_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)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER);
+ }
+
+ // Update the pet's character sheet with happiness damage bonus
+ if(pet->getPetType() == HUNTER_PET && power == POWER_HAPPINESS)
+ {
+ pet->UpdateDamagePhysical(BASE_ATTACK);
+ }
+ }
+}
+
+void Unit::SetMaxPower(Powers power, uint32 val)
+{
+ uint32 cur_power = GetPower(power);
+ SetStatInt32Value(UNIT_FIELD_MAXPOWER1 + power, val);
+
+ // group update
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_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)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER);
+ }
+ }
+}
+
+void Unit::ApplyMaxPowerMod(Powers power, uint32 val, bool apply)
+{
+ ApplyModUInt32Value(UNIT_FIELD_MAXPOWER1+power, val, apply);
+
+ // group update
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ if(((Player*)this)->GetGroup())
+ ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER);
+ }
+ else if(((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_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::AddToWorld()
+{
+ Object::AddToWorld();
+}
+
+void Unit::RemoveFromWorld()
+{
+ // cleanup
+ if(IsInWorld())
+ {
+ RemoveNotOwnSingleTargetAuras();
+ }
+
+ Object::RemoveFromWorld();
+}
+
+void Unit::CleanupsBeforeDelete()
+{
+ if(m_uint32Values) // only for fully created object
+ {
+ InterruptNonMeleeSpells(true);
+ m_Events.KillAllEvents();
+ CombatStop();
+ ClearComboPointHolders();
+ DeleteThreatList();
+ getHostilRefManager().setOnlineOfflineState(false);
+ RemoveAllAuras();
+ RemoveAllGameObjects();
+ RemoveAllDynObjects();
+ GetMotionMaster()->Clear(false); // remove different non-standard movement generators.
+ }
+ 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_FOLLOW), 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( GetSpellSchoolMask((*i)->GetSpellProto()) & SPELL_SCHOOL_MASK_FROST)
+ return true;
+ return false;
+}
+
+struct ProcTriggeredData
+{
+ ProcTriggeredData(SpellEntry const * _spellInfo, uint32 _spellParam, Aura* _triggeredByAura, uint32 _cooldown)
+ : spellInfo(_spellInfo), spellParam(_spellParam), triggeredByAura(_triggeredByAura),
+ triggeredByAura_SpellPair(Unit::spellEffectPair(triggeredByAura->GetId(),triggeredByAura->GetEffIndex())),
+ cooldown(_cooldown)
+ {}
+
+ SpellEntry const * spellInfo;
+ uint32 spellParam;
+ Aura* triggeredByAura;
+ Unit::spellEffectPair triggeredByAura_SpellPair;
+ uint32 cooldown;
+};
+
+typedef std::list< ProcTriggeredData > ProcTriggeredList;
+
+void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, AuraTypeSet const& procAuraTypes, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage, SpellSchoolMask damageSchoolMask )
+{
+ 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<uint32> 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 )
+ {
+ if(spellProto->EquippedItemClass == ITEM_CLASS_WEAPON)
+ {
+ Item *item = ((Player*)this)->GetWeaponForAttack(attType,true);
+
+ if(!item || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
+ continue;
+ }
+ else if(spellProto->EquippedItemClass == ITEM_CLASS_ARMOR)
+ {
+ // Check if player is wearing shield
+ Item *item = ((Player*)this)->GetShield(true);
+ if(!item || !((1<<item->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))
+ {
+ uint32 cooldown = spellProcEvent->cooldown;
+
+ 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_PRAYER_OF_MENDING:
+ case SPELL_AURA_MOD_HASTE:
+ i_spell_param = i_spell_eff;
+ break;
+ case SPELL_AURA_OVERRIDE_CLASS_SCRIPTS:
+ i_spell_param = (*i)->GetModifier()->m_miscvalue;
+ break;
+ default:
+ i_spell_param = (*i)->GetModifier()->m_amount;
+ break;
+ }
+
+ procTriggered.push_back( ProcTriggeredData(spellProto,i_spell_param,*i, cooldown) );
+ }
+ }
+
+ // 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(" <end of list>");
+ continue;
+ }
+ }
+
+ // save charges existence before processing to prevent crash at access to deleted triggered aura after
+ bool triggeredByAuraWithCharges = i->triggeredByAura->m_procCharges > 0;
+
+ bool casted = false;
+ 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());
+ casted = HandleProcTriggerSpell(pTarget, damage, i->triggeredByAura, procSpell,i->spellParam,attType,i->cooldown);
+ 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;
+ SpellNonMeleeDamageLog(pTarget, i->spellInfo->Id, damage, true, true);
+ casted = 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());
+ casted = HandleDummyAuraProc(pTarget, i->spellInfo, i->spellParam, damage, i->triggeredByAura, procSpell, procFlag,i->cooldown);
+ break;
+ }
+ case SPELL_AURA_PRAYER_OF_MENDING:
+ {
+ sLog.outDebug("ProcDamageAndSpell(mending): 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());
+
+ // aura can be deleted at casts
+ int32 heal = i->triggeredByAura->GetModifier()->m_amount;
+ uint64 caster_guid = i->triggeredByAura->GetCasterGUID();
+
+ // jumps
+ int32 jumps = i->triggeredByAura->m_procCharges-1;
+
+ // current aura expire
+ i->triggeredByAura->m_procCharges = 1; // will removed at next charges decrease
+
+ // next target selection
+ if(jumps > 0 && GetTypeId()==TYPEID_PLAYER && IS_PLAYER_GUID(caster_guid))
+ {
+ Aura* aura = i->triggeredByAura;
+
+ SpellEntry const* spellProto = aura->GetSpellProto();
+ uint32 effIdx = aura->GetEffIndex();
+
+ float radius;
+ if (spellProto->EffectRadiusIndex[effIdx])
+ radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(spellProto->EffectRadiusIndex[effIdx]));
+ else
+ radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(spellProto->rangeIndex));
+
+ if(Player* caster = ((Player*)aura->GetCaster()))
+ {
+ caster->ApplySpellMod(spellProto->Id, SPELLMOD_RADIUS, radius,NULL);
+
+ if(Player* target = ((Player*)this)->GetNextRandomRaidMember(radius))
+ {
+ // aura will applied from caster, but spell casted from current aura holder
+ SpellModifier *mod = new SpellModifier;
+ mod->op = SPELLMOD_CHARGES;
+ mod->value = jumps-5; // negative
+ mod->type = SPELLMOD_FLAT;
+ mod->spellId = spellProto->Id;
+ mod->effectId = effIdx;
+ mod->lastAffected = NULL;
+ mod->mask = spellProto->SpellFamilyFlags;
+ mod->charges = 0;
+
+ caster->AddSpellMod(mod, true);
+ CastCustomSpell(target,spellProto->Id,&heal,NULL,NULL,true,NULL,aura,caster->GetGUID());
+ caster->AddSpellMod(mod, false);
+ }
+ }
+ }
+
+ // heal
+ CastCustomSpell(this,33110,&heal,NULL,NULL,true,NULL,NULL,caster_guid);
+ casted = true;
+ 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());
+ casted = HandleHasteAuraProc(pTarget, i->spellInfo, i->spellParam, damage, i->triggeredByAura, procSpell, procFlag,i->cooldown);
+ break;
+ }
+ case SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN:
+ {
+ // nothing do, just charges counter
+ // but count only in case appropriate school damage
+ casted = i->triggeredByAura->GetModifier()->m_miscvalue & damageSchoolMask;
+ break;
+ }
+ case SPELL_AURA_OVERRIDE_CLASS_SCRIPTS:
+ {
+ sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId());
+ casted = HandleOverrideClassScriptAuraProc(pTarget, i->spellParam, damage, i->triggeredByAura, procSpell,i->cooldown);
+ break;
+ }
+ default:
+ {
+ // nothing do, just charges counter
+ casted = true;
+ break;
+ }
+ }
+
+ // Update charge (aura can be removed by triggers)
+ if(casted && triggeredByAuraWithCharges)
+ {
+ // need found aura (can be dropped by triggers)
+ 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)
+ {
+ if(i->triggeredByAura->m_procCharges > 0)
+ i->triggeredByAura->m_procCharges -= 1;
+
+ i->triggeredByAura->UpdateAuraCharges();
+ 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();
+ }
+ }
+ }
+}
+
+SpellSchoolMask Unit::GetMeleeDamageSchoolMask() const
+{
+ return SPELL_SCHOOL_MASK_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));
+ data << uint32(spellid);
+ 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+1+4+4);
+ 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));
+ data << uint32(spellid);
+ data << uint64(GetGUID());
+ ((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
+ // rely on vmaps here because for exemple stormwind is in air
+ float z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), true);
+ //if (fabs(GetPositionZ() - z) < 2.0f)
+ // Relocate(GetPositionX(), GetPositionY(), z);
+ Relocate(GetPositionX(), GetPositionY(),GetPositionZ());
+
+ SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0, true, 0);
+
+ // update position and orientation;
+ WorldPacket data;
+ BuildHeartBeatMsg(&data);
+ SendMessageToSet(&data,false);
+}
+
+void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID)
+{
+ if( apply )
+ {
+ if(HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
+ return;
+
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
+
+ GetMotionMaster()->MovementExpired(false);
+ CastStop(GetGUID()==casterGUID ? spellID : 0);
+
+ Unit* caster = ObjectAccessor::GetUnit(*this,casterGUID);
+
+ GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
+ }
+ else
+ {
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
+
+ GetMotionMaster()->MovementExpired(false);
+
+ if( GetTypeId() != TYPEID_PLAYER && isAlive() )
+ {
+ // restore appropriate movement generator
+ if(getVictim())
+ GetMotionMaster()->MoveChase(getVictim());
+ else
+ GetMotionMaster()->Initialize();
+
+ // attack caster if can
+ Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL);
+ if(caster && caster != getVictim() && ((Creature*)this)->AI())
+ ((Creature*)this)->AI()->AttackStart(caster);
+ }
+ }
+
+ if (GetTypeId() == TYPEID_PLAYER)
+ ((Player*)this)->SetClientControl(this, !apply);
+}
+
+void Unit::SetConfused(bool apply, uint64 casterGUID, uint32 spellID)
+{
+ if( apply )
+ {
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
+
+ CastStop(GetGUID()==casterGUID ? spellID : 0);
+
+ GetMotionMaster()->MoveConfused();
+ }
+ else
+ {
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
+
+ GetMotionMaster()->MovementExpired(false);
+
+ if (GetTypeId() == TYPEID_UNIT)
+ {
+ // if in combat restore movement generator
+ if(getVictim())
+ GetMotionMaster()->MoveChase(getVictim());
+ }
+ }
+
+ if(GetTypeId() == TYPEID_PLAYER)
+ ((Player*)this)->SetClientControl(this, !apply);
+}
+
+bool Unit::IsSitState() 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;
+}
+
+bool Unit::IsStandState() const
+{
+ uint8 s = getStandState();
+ return !IsSitState() && s != PLAYER_STATE_SLEEP && s != PLAYER_STATE_KNEEL;
+}
+
+void Unit::SetStandState(uint8 state)
+{
+ SetByteValue(UNIT_FIELD_BYTES_1, 0, state);
+
+ if (IsStandState())
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED);
+
+ if(GetTypeId()==TYPEID_PLAYER)
+ {
+ WorldPacket data(SMSG_STANDSTATE_UPDATE, 1);
+ data << (uint8)state;
+ ((Player*)this)->GetSession()->SendPacket(&data);
+ }
+}
+
+bool Unit::IsPolymorphed() const
+{
+ return GetSpellSpecific(getTransForm())==SPELL_MAGE_POLYMORPH;
+}
+
+void Unit::SetDisplayId(uint32 modelId)
+{
+ SetUInt32Value(UNIT_FIELD_DISPLAYID, modelId);
+
+ if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(!pet->isControlled())
+ return;
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MODEL_ID);
+ }
+}
+
+void Unit::ClearComboPointHolders()
+{
+ while(!m_ComboPointHolders.empty())
+ {
+ uint32 lowguid = *m_ComboPointHolders.begin();
+
+ Player* plr = objmgr.GetPlayer(MAKE_NEW_GUID(lowguid, 0, 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<Unit *> targets;
+
+ {
+ MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, this, ATTACK_DISTANCE);
+ MaNGOS::UnitListSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> searcher(targets, u_check);
+
+ TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_unit_searcher(searcher);
+ TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, GridTypeMapContainer > grid_unit_searcher(searcher);
+
+ CellLock<GridReadGuard> 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<Unit *>::iterator tIter = targets.begin(); tIter != targets.end();)
+ {
+ if(!IsWithinLOSInMap(*tIter))
+ {
+ std::list<Unit *>::iterator tIter2 = tIter;
+ ++tIter;
+ targets.erase(tIter2);
+ }
+ else
+ ++tIter;
+ }
+
+ // no appropriate targets
+ if(targets.empty())
+ return NULL;
+
+ // select random
+ uint32 rIdx = urand(0,targets.size()-1);
+ std::list<Unit *>::const_iterator tcIter = targets.begin();
+ for(uint32 i = 0; i < rIdx; ++i)
+ ++tcIter;
+
+ return *tcIter;
+}
+
+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);
+}
+
+uint32 Unit::GetCastingTimeForBonus( SpellEntry const *spellProto, DamageEffectType damagetype, uint32 CastingTime )
+{
+ if (CastingTime > 7000) CastingTime = 7000;
+ if (CastingTime < 1500) CastingTime = 1500;
+
+ if(damagetype == DOT && !IsChanneledSpell(spellProto))
+ CastingTime = 3500;
+
+ int32 overTime = 0;
+ uint8 effects = 0;
+ bool DirectDamage = false;
+ bool AreaEffect = false;
+
+ for ( uint32 i=0; i<3;i++)
+ {
+ switch ( spellProto->Effect[i] )
+ {
+ case SPELL_EFFECT_SCHOOL_DAMAGE:
+ case SPELL_EFFECT_POWER_DRAIN:
+ case SPELL_EFFECT_HEALTH_LEECH:
+ case SPELL_EFFECT_ENVIRONMENTAL_DAMAGE:
+ case SPELL_EFFECT_POWER_BURN:
+ case SPELL_EFFECT_HEAL:
+ DirectDamage = true;
+ break;
+ case SPELL_EFFECT_APPLY_AURA:
+ switch ( spellProto->EffectApplyAuraName[i] )
+ {
+ case SPELL_AURA_PERIODIC_DAMAGE:
+ case SPELL_AURA_PERIODIC_HEAL:
+ case SPELL_AURA_PERIODIC_LEECH:
+ if ( GetSpellDuration(spellProto) )
+ overTime = GetSpellDuration(spellProto);
+ break;
+ default:
+ // -5% per additional effect
+ ++effects;
+ break;
+ }
+ default:
+ break;
+ }
+
+ if(IsAreaEffectTarget(Targets(spellProto->EffectImplicitTargetA[i])) || IsAreaEffectTarget(Targets(spellProto->EffectImplicitTargetB[i])))
+ AreaEffect = true;
+ }
+
+ // Combined Spells with Both Over Time and Direct Damage
+ if ( overTime > 0 && CastingTime > 0 && DirectDamage )
+ {
+ // mainly for DoTs which are 3500 here otherwise
+ uint32 OriginalCastTime = GetSpellCastTime(spellProto);
+ if (OriginalCastTime > 7000) OriginalCastTime = 7000;
+ if (OriginalCastTime < 1500) OriginalCastTime = 1500;
+ // Portion to Over Time
+ float PtOT = (overTime / 15000.f) / ((overTime / 15000.f) + (OriginalCastTime / 3500.f));
+
+ if ( damagetype == DOT )
+ CastingTime = uint32(CastingTime * PtOT);
+ else if ( PtOT < 1.0f )
+ CastingTime = uint32(CastingTime * (1 - PtOT));
+ else
+ CastingTime = 0;
+ }
+
+ // Area Effect Spells receive only half of bonus
+ if ( AreaEffect )
+ CastingTime /= 2;
+
+ // -5% of total per any additional effect
+ for ( uint8 i=0; i<effects; ++i)
+ {
+ if ( CastingTime > 175 )
+ {
+ CastingTime -= 175;
+ }
+ else
+ {
+ CastingTime = 0;
+ break;
+ }
+ }
+
+ return CastingTime;
+}
+
+void Unit::UpdateAuraForGroup(uint8 slot)
+{
+ if(GetTypeId() == TYPEID_PLAYER)
+ {
+ Player* player = (Player*)this;
+ if(player->GetGroup())
+ {
+ player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_AURAS);
+ player->SetAuraUpdateMask(slot);
+ }
+ }
+ else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet())
+ {
+ Pet *pet = ((Pet*)this);
+ if(pet->isControlled())
+ {
+ Unit *owner = GetOwner();
+ if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
+ {
+ ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_AURAS);
+ pet->SetAuraUpdateMask(slot);
+ }
+ }
+ }
+}
+
+float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized)
+{
+ if (!normalized || GetTypeId() != TYPEID_PLAYER)
+ return float(GetAttackTime(attType))/1000.0f;
+
+ Item *Weapon = ((Player*)this)->GetWeaponForAttack(attType);
+ if (!Weapon)
+ return 2.4; // fist attack
+
+ switch (Weapon->GetProto()->InventoryType)
+ {
+ case INVTYPE_2HWEAPON:
+ return 3.3;
+ case INVTYPE_RANGED:
+ case INVTYPE_RANGEDRIGHT:
+ case INVTYPE_THROWN:
+ return 2.8;
+ case INVTYPE_WEAPON:
+ case INVTYPE_WEAPONMAINHAND:
+ case INVTYPE_WEAPONOFFHAND:
+ default:
+ return Weapon->GetProto()->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER ? 1.7 : 2.4;
+ }
+}
+
+Aura* Unit::GetDummyAura( uint32 spell_id ) const
+{
+ Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
+ for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
+ if ((*itr)->GetId() == spell_id)
+ return *itr;
+
+ return NULL;
+}
+
+bool Unit::IsUnderLastManaUseEffect() const
+{
+ return getMSTimeDiff(m_lastManaUse,getMSTime()) < 5000;
+}
+
+void Unit::SetContestedPvP(Player *attackedPlayer)
+{
+ Player* player = GetCharmerOrOwnerPlayerOrPlayerItself();
+
+ if(!player || attackedPlayer && (attackedPlayer == player || player->duel && player->duel->opponent == attackedPlayer))
+ return;
+
+ player->SetContestedPvPTimer(30000);
+ if(!player->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
+ {
+ player->addUnitState(UNIT_STAT_ATTACK_PLAYER);
+ player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
+ // call MoveInLineOfSight for nearby contested guards
+ SetVisibility(GetVisibility());
+ }
+ if(!hasUnitState(UNIT_STAT_ATTACK_PLAYER))
+ {
+ addUnitState(UNIT_STAT_ATTACK_PLAYER);
+ // call MoveInLineOfSight for nearby contested guards
+ SetVisibility(GetVisibility());
+ }
+}
+
+void Unit::AddPetAura(PetAura const* petSpell)
+{
+ m_petAuras.insert(petSpell);
+ if(Pet* pet = GetPet())
+ pet->CastPetAura(petSpell);
+}
+
+void Unit::RemovePetAura(PetAura const* petSpell)
+{
+ m_petAuras.erase(petSpell);
+ if(Pet* pet = GetPet())
+ pet->RemoveAurasDueToSpell(petSpell->GetAura(pet->GetEntry()));
+}