/*
 * Copyright (C) 2005-2008 MaNGOS 
 *
 * Copyright (C) 2008 Trinity 
 *
 * 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 "OutdoorPvP.h"
#include "InstanceSaveMgr.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "Path.h"
#include "CreatureGroups.h"
#include 
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
    2.5f,                                                   // MOVE_WALK
    7.0f,                                                   // MOVE_RUN
    1.25f,                                                  // MOVE_RUN_BACK
    4.722222f,                                              // MOVE_SWIM
    4.5f,                                                   // MOVE_SWIM_BACK
    3.141594f,                                              // MOVE_TURN_RATE
    7.0f,                                                   // MOVE_FLIGHT
    4.5f,                                                   // MOVE_FLIGHT_BACK
};
void InitTriggerAuraData();
// 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()
{
    InitTriggerAuraData();
    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_IsInNotifyList(false), m_Notified(false)
{
    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_canDualWield = false;
    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_interruptMask = 0;
    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;
    m_isPossessed = false;
    m_reducedThreatPercent = 0;
    m_misdirectionTargetGUID = 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++)
    {
        if (m_currentSpells[i])
        {
            m_currentSpells[i]->SetReferencedFromCurrent(false);
            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;
        }
    }
    //not implemented before 3.0.2
    //if(!hasUnitState(UNIT_STAT_CASTING))
    {
        if(uint32 base_att = getAttackTimer(BASE_ATTACK))
            setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) );
        if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
            setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
        if(uint32 off_att = getAttackTimer(OFF_ATTACK))
            setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
    }
    // update abilities available only for fraction of time
    UpdateReactives( p_time );
    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 m_canDualWield;
}
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(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(GetTypeId() == TYPEID_PLAYER ? MOVEMENTFLAG_WALK_MODE : 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();
    data << GetPositionY();
    data << 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( 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::IsWithinCombatRange(Unit *obj, float dist2compare) const
{
    if (!obj || !IsInMap(obj)) return false;
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float dz = GetPositionZ() - obj->GetPositionZ();
    float distsq = dx*dx + dy*dy + dz*dz;
    float sizefactor = GetCombatReach() + obj->GetCombatReach();
    float maxdist = dist2compare + sizefactor;
    return distsq < maxdist * maxdist;
}
bool Unit::IsWithinMeleeRange(Unit *obj, float dist) const
{
    if (!obj || !IsInMap(obj)) return false;
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float dz = GetPositionZ() - obj->GetPositionZ();
    float distsq = dx*dx + dy*dy + dz*dz;
    float sizefactor = GetMeleeReach() + obj->GetMeleeReach();
    float maxdist = dist + sizefactor;
    return distsq < maxdist * maxdist;
}
void Unit::GetRandomContactPoint( const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const
{
    float combat_reach = GetCombatReach();
    if(combat_reach < 0.1) // sometimes bugged for players
    {
        sLog.outError("Unit %u (Type: %u) has invalid combat_reach %f",GetGUIDLow(),GetTypeId(),combat_reach);
        if(GetTypeId() ==  TYPEID_UNIT)
            sLog.outError("Creature entry %u has invalid combat_reach", ((Creature*)this)->GetEntry());
        combat_reach = DEFAULT_COMBAT_REACH;
    }
	uint32 attacker_number = getAttackers().size();
    if(attacker_number > 0) --attacker_number;
	GetNearPoint(obj,x,y,z,obj->GetCombatReach(), distance2dMin+(distance2dMax-distance2dMin)*rand_norm()
        , GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / combat_reach / 3 : 0));
}
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;
        }
    }
}
void Unit::RemoveAurasWithInterruptFlags(uint32 flag, uint32 except)
{
    if(!(m_interruptMask & flag))
        return;
    // interrupt auras
    AuraList::iterator iter, next;
    for (iter = m_interruptableAuras.begin(); iter != m_interruptableAuras.end(); iter = next)
    {
        next = iter;
        ++next;
        //sLog.outDetail("auraflag:%u flag:%u = %u",(*iter)->GetSpellProto()->AuraInterruptFlags,flag,(*iter)->GetSpellProto()->AuraInterruptFlags & flag);
        if(*iter && ((*iter)->GetSpellProto()->AuraInterruptFlags & flag))
        {
            if((*iter)->IsInUse())
                sLog.outError("Aura %u is trying to remove itself! Flag %u. May cause crash!", (*iter)->GetId(), flag);
            else if(!except || (*iter)->GetId() != except)
            {
                RemoveAurasDueToSpell((*iter)->GetId());
                if (!m_interruptableAuras.empty())
                    next = m_interruptableAuras.begin();
                else
                    break;
            }
        }
    }
    // interrupt channeled spell
    if(Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
        if(spell->getState() == SPELL_STATE_CASTING 
            && (spell->m_spellInfo->ChannelInterruptFlags & flag)
            && spell->m_spellInfo->Id != except)
            InterruptNonMeleeSpells(false);
    UpdateInterruptMask();
}
void Unit::UpdateInterruptMask()
{
    m_interruptMask = 0;
    for(AuraList::iterator i = m_interruptableAuras.begin(); i != m_interruptableAuras.end(); ++i)
    {
        if(*i)
            m_interruptMask |= (*i)->GetSpellProto()->AuraInterruptFlags;
    }
    if(Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
        if(spell->getState() == SPELL_STATE_CASTING)
            m_interruptMask |= spell->m_spellInfo->ChannelInterruptFlags;
}
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(uint32 damage, uint32 spell)
{
    // The chance to dispel 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;
    AuraList::iterator i, next;
    for(i = m_ccAuras.begin(); i != m_ccAuras.end(); i = next)
    {
        next = i;
        ++next;
        if(*i && (!spell || (*i)->GetId() != spell) && roll_chance_f(chance))
        {
            RemoveAurasDueToSpell((*i)->GetId());
            if (!m_ccAuras.empty())
                next = m_ccAuras.begin();
            else
                return;
        }
    }
}
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;
    }
    //Script Event damage taken
    if( pVictim->GetTypeId()== TYPEID_UNIT && ((Creature *)pVictim)->AI() )
	{
		((Creature *)pVictim)->AI()->DamageTaken(this, damage);
 
		// Set tagging
		if(!pVictim->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER) && !((Creature*)pVictim)->isPet())
		{
			//Set Loot
			switch(GetTypeId())
			{
				case TYPEID_PLAYER:
				{
					((Creature *)pVictim)->SetLootRecipient(this);
					//Set tagged
					((Creature *)pVictim)->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER);
					break;
				}
				case TYPEID_UNIT:
				{
					if(((Creature*)this)->isPet())
					{
						((Creature *)pVictim)->SetLootRecipient(this->GetOwner()); 
						((Creature *)pVictim)->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER);
					}
					break;
				}
			}
		}
	}
    
    if(!damage) //when will zero damage? need interrupt aura?
    {
        // 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;
    }
    if(pVictim->GetTypeId() != TYPEID_PLAYER)
    {
        // no xp,health if type 8 /critters/
        if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
        {
            // critters run away when hit
            pVictim->GetMotionMaster()->MoveFleeing(this);
            // allow loot only if has loot_id in creature_template
            if(damage >= pVictim->GetHealth())
            {
                pVictim->setDeathState(JUST_DIED);
                pVictim->SetHealth(0);
                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());
            }
            else
                pVictim->ModifyHealth(- (int32)damage);
            return damage;
        }
    }
    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;
    }
    // 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)
    {
        DEBUG_LOG("DealDamage: victim just died");
        Kill(pVictim, durabilityLoss);
    }
    else                                                    // if (health <= damage)
    {
        DEBUG_LOG("DealDamageAlive");
        pVictim->ModifyHealth(- (int32)damage);
        if(damagetype != DOT)
        {
            if(getVictim())
            {
                // if have target and damage pVictim just call AI reaction
                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));
            }
        }
        if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE)
        {
            //TODO: This is from procflag, I do not know which spell needs this
            //Maim?
            //if (!spellProto || !(spellProto->AuraInterruptFlags&AURA_INTERRUPT_FLAG_DIRECT_DAMAGE))
                pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DIRECT_DAMAGE, spellProto ? spellProto->Id : 0);
        }
        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);
            }
        }
        if (damagetype != NODAMAGE && damage)// && pVictim->GetTypeId() == TYPEID_PLAYER)
        {
            pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DAMAGE, spellProto ? spellProto->Id : 0);
            pVictim->RemoveSpellbyDamageTaken(damage, spellProto ? spellProto->Id : 0);
            /*const SpellEntry *se = i->second->GetSpellProto();
            next = i; ++next;
            if (spellProto && spellProto->Id == se->Id) // Not drop auras added by self
                continue;
            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(pVictim != this && pVictim->GetTypeId() == TYPEID_PLAYER) // does not support creature push_back
            {
                if(damagetype != DOT)
                {
                    if(Spell* spell = pVictim->m_currentSpells[CURRENT_GENERIC_SPELL])
                    {
                        if(spell->getState() == SPELL_STATE_PREPARING)
                        {
                            uint32 interruptFlags = spell->m_spellInfo->InterruptFlags;
                            if(interruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE)
                                pVictim->InterruptNonMeleeSpells(false);
                            else if(interruptFlags & SPELL_INTERRUPT_FLAG_PUSH_BACK)
                                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 )
                            spell->DelayedChannel();
                    }
                }
            }
        }
        // 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* triggeredByAura, 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,triggeredByAura, originalCaster);
}
void Unit::CastSpell(Unit* Victim,SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggeredByAura, 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;
    }
    SpellCastTargets targets;
    uint32 targetMask = spellInfo->Targets;
    //if(targetMask & (TARGET_FLAG_UNIT|TARGET_FLAG_UNK2))
    for(int i = 0; i < 3; ++i)
    {
        if(spellmgr.SpellTargetType[spellInfo->EffectImplicitTargetA[i]] == TARGET_TYPE_UNIT_TARGET)
        {
            SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
            if(srange && GetSpellMaxRange(srange) == 0.0f)
            {
                Victim = this;
                break;
            }
            else if(!Victim)
            {
                sLog.outError("CastSpell: spell id %i by caster: %s %u) does not have unit target", spellInfo->Id,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
                return;
            }
            else
                break;
        }
    }
    targets.setUnitTarget(Victim);
    if(targetMask & (TARGET_FLAG_SOURCE_LOCATION|TARGET_FLAG_DEST_LOCATION))
    {
        if(!Victim)
        {
            sLog.outError("CastSpell: spell id %i by caster: %s %u) does not have destination", spellInfo->Id,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
            return;
        }
        targets.setDestination(Victim);
    }
    if (castItem)
        DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id);
    if(!originalCaster && triggeredByAura)
        originalCaster = triggeredByAura->GetCasterGUID();
    Spell *spell = new Spell(this, spellInfo, triggered, originalCaster );
    spell->m_CastItem = castItem;
    spell->prepare(&targets, triggeredByAura);
}
void Unit::CastCustomSpell(Unit* Victim,uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggeredByAura, 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,triggeredByAura, originalCaster);
}
void Unit::CastCustomSpell(Unit* Victim,SpellEntry const *spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggeredByAura, uint64 originalCaster)
{
    if(!spellInfo)
    {
        sLog.outError("CastCustomSpell: unknown spell");
        return;
    }
    SpellCastTargets targets;
    uint32 targetMask = spellInfo->Targets;
    targets.setUnitTarget(Victim);
    /*if(targetMask & (TARGET_FLAG_UNIT|TARGET_FLAG_UNK2))
    {
        if(!Victim)
        {
            sLog.outError("CastCustomSpell: spell id %i by caster: %s %u) does not have unit target", spellInfo->Id,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
            return;
        }
    }*/
    if(targetMask & (TARGET_FLAG_SOURCE_LOCATION|TARGET_FLAG_DEST_LOCATION))
    {
        if(!Victim)
        {
            sLog.outError("CastCustomSpell: spell id %i by caster: %s %u) does not have destination", spellInfo->Id,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry()));
            return;
        }
        targets.setDestination(Victim);
    }
    if (castItem)
        DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id);
    if(!originalCaster && triggeredByAura)
        originalCaster = triggeredByAura->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]);
    spell->m_CastItem = castItem;
    spell->prepare(&targets, triggeredByAura);
}
// used for scripting
void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem, Aura* triggeredByAura, 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;
    }
    if (castItem)
        DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id);
    if(!originalCaster && triggeredByAura)
        originalCaster = triggeredByAura->GetCasterGUID();
    Spell *spell = new Spell(this, spellInfo, triggered, originalCaster );
    SpellCastTargets targets;
    targets.setDestination(x, y, z);
    spell->m_CastItem = castItem;
    spell->prepare(&targets, triggeredByAura);
}
// used for scripting
void Unit::CastSpell(GameObject *go, uint32 spellId, bool triggered, Item *castItem, Aura* triggeredByAura, uint64 originalCaster)
{
    if(!go)
        return;
    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;
    }
    if(!(spellInfo->Targets & ( TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK)))
    {
        sLog.outError("CastSpell: spell id %i by caster: %s %u) is not gameobject spell", spellId,(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 && triggeredByAura)
        originalCaster = triggeredByAura->GetCasterGUID();
    Spell *spell = new Spell(this, spellInfo, triggered, originalCaster );
    SpellCastTargets targets;
    targets.setGOTarget(go);
    spell->m_CastItem = castItem;
    spell->prepare(&targets, triggeredByAura);
}
/*
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 class 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 )
            {
                // 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)->GetModifierValue()+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(!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 + resist, 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;
    }
}
*/
// Obsolete func need remove, here only for comotability vs another patches
uint32 Unit::SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage, bool isTriggeredSpell, bool useSpellDamage)
{
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
    SpellNonMeleeDamage damageInfo(this, pVictim, spellInfo->Id, spellInfo->SchoolMask);
    CalculateSpellDamage(&damageInfo, damage, spellInfo);
    SendSpellNonMeleeDamageLog(&damageInfo);
    DealSpellDamage(&damageInfo, true);
    return damageInfo.damage;
}
void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType)
{
    SpellSchoolMask damageSchoolMask = SpellSchoolMask(damageInfo->schoolMask);
    Unit *pVictim = damageInfo->target;
    if (damage < 0)
        return;
    if(!this || !pVictim)
        return;
    if(!this->isAlive() || !pVictim->isAlive())
        return;
    uint32 crTypeMask = pVictim->GetCreatureTypeMask();
    // Check spell crit chance
    bool crit = isSpellCrit(pVictim, spellInfo, damageSchoolMask, attackType);
    bool blocked = false;
    // Per-school calc
    switch (spellInfo->DmgClass)
    {
        // Melee and Ranged Spells
        case SPELL_DAMAGE_CLASS_RANGED:
        case SPELL_DAMAGE_CLASS_MELEE:
        {
            // Physical Damage
            if ( damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL )
            {
                //Calculate armor mitigation
                damage = CalcArmorReducedDamage(pVictim, damage);
                // Get blocked status
                blocked = isSpellBlocked(pVictim, spellInfo, attackType);
            }
            // Magical Damage
            else
            {
                // Calculate damage bonus
                damage = SpellDamageBonus(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE);
            }
            if (crit)
            {
                damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT;
                // Calculate crit bonus
                uint32 crit_bonus = damage;
                // Apply crit_damage bonus for melee spells
                if(Player* modOwner = GetSpellModOwner())
                    modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus);
                damage += crit_bonus;
                // Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE
                int32 critPctDamageMod=0;
                if(attackType == RANGED_ATTACK)
                    critPctDamageMod += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE);
                else
                {
                    critPctDamageMod += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE);
                    critPctDamageMod += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS_MELEE);
                }
                // Increase crit damage from SPELL_AURA_MOD_CRIT_PERCENT_VERSUS
                critPctDamageMod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
                if (critPctDamageMod!=0)
                    damage = int32((damage) * float((100.0f + critPctDamageMod)/100.0f));
                // Resilience - reduce crit damage
                if (pVictim->GetTypeId()==TYPEID_PLAYER)
                    damage -= ((Player*)pVictim)->GetMeleeCritDamageReduction(damage);
            }
            // Spell weapon based damage CAN BE crit & blocked at same time
            if (blocked)
            {
                damageInfo->blocked = uint32(pVictim->GetShieldBlockValue());
                if (damage < damageInfo->blocked)
                    damageInfo->blocked = damage;
                damage-=damageInfo->blocked;
            }
        }
        break;
        // Magical Attacks
        case SPELL_DAMAGE_CLASS_NONE:
        case SPELL_DAMAGE_CLASS_MAGIC:
        {
            // Calculate damage bonus
            damage = SpellDamageBonus(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE);
            // If crit add critical bonus
            if (crit)
            {
                damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT;
                damage = SpellCriticalBonus(spellInfo, damage, pVictim);
                // Resilience - reduce crit damage
                if (pVictim->GetTypeId()==TYPEID_PLAYER)
                    damage -= ((Player*)pVictim)->GetSpellCritDamageReduction(damage);
            }
        }
        break;
    }
    // Calculate absorb resist
    if(damage > 0)
    {
        CalcAbsorbResist(pVictim, damageSchoolMask, SPELL_DIRECT_DAMAGE, damage, &damageInfo->absorb, &damageInfo->resist);
        damage-= damageInfo->absorb + damageInfo->resist;
    }
    else
        damage = 0;
    damageInfo->damage = damage;
}
void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss)
{
    if (damageInfo==0)
        return;
    Unit *pVictim = damageInfo->target;
    if(!this || !pVictim)
        return;
    if (!pVictim->isAlive() || pVictim->isInFlight() || pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
        return;
    SpellEntry const *spellProto = sSpellStore.LookupEntry(damageInfo->SpellID);
    if (spellProto == NULL)
    {
        sLog.outDebug("Unit::DealSpellDamage have wrong damageInfo->SpellID: %u", damageInfo->SpellID);
        return;
    }
    //You don't lose health from damage taken from another player while in a sanctuary
    //You still see it in the combat log though
    if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
    {
        const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
        if(area && area->flags & 0x800)                     //sanctuary
            return;
    }
    // update at damage Judgement aura duration that applied by attacker at victim
    if(damageInfo->damage && spellProto->Id == 35395)
    {
        AuraMap& vAuras = pVictim->GetAuras();
        for(AuraMap::iterator itr = vAuras.begin(); itr != vAuras.end(); ++itr)
        {
            SpellEntry const *spellInfo = (*itr).second->GetSpellProto();
            if( spellInfo->AttributesEx3 & 0x40000 && spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && ((*itr).second->GetCasterGUID() == GetGUID()))
            {
                (*itr).second->SetAuraDuration((*itr).second->GetAuraMaxDuration());
                (*itr).second->UpdateAuraDuration();
            }
        }
    }
    // Call default DealDamage
    CleanDamage cleanDamage(damageInfo->cleanDamage, BASE_ATTACK, MELEE_HIT_NORMAL);
    DealDamage(pVictim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss);
}
//TODO for melee need create structure as in
void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *damageInfo, WeaponAttackType attackType)
{
    damageInfo->attacker         = this;
    damageInfo->target           = pVictim;
    damageInfo->damageSchoolMask = GetMeleeDamageSchoolMask();
    damageInfo->attackType       = attackType;
    damageInfo->damage           = 0;
    damageInfo->cleanDamage      = 0;
    damageInfo->absorb           = 0;
    damageInfo->resist           = 0;
    damageInfo->blocked_amount   = 0;
    damageInfo->TargetState      = 0;
    damageInfo->HitInfo          = 0;
    damageInfo->procAttacker     = PROC_FLAG_NONE;
    damageInfo->procVictim       = PROC_FLAG_NONE;
    damageInfo->procEx           = PROC_EX_NONE;
    damageInfo->hitOutCome       = MELEE_HIT_EVADE;
    if(!this || !pVictim)
        return;
    if(!this->isAlive() || !pVictim->isAlive())
        return;
    // Select HitInfo/procAttacker/procVictim flag based on attack type
    switch (attackType)
    {
        case BASE_ATTACK:
            damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MILEE_HIT;
            damageInfo->procVictim   = PROC_FLAG_TAKEN_MELEE_HIT;
            damageInfo->HitInfo      = HITINFO_NORMALSWING2;
            break;
        case OFF_ATTACK:
            damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MILEE_HIT | PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
            damageInfo->procVictim   = PROC_FLAG_TAKEN_MELEE_HIT;//|PROC_FLAG_TAKEN_OFFHAND_HIT // not used
            damageInfo->HitInfo = HITINFO_LEFTSWING;
            break;
        case RANGED_ATTACK:
            damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
            damageInfo->procVictim   = PROC_FLAG_TAKEN_RANGED_HIT;
            damageInfo->HitInfo = 0x08;// test
            break;
        default:
            break;
    }
    // Physical Immune check
    if(damageInfo->target->IsImmunedToDamage(SpellSchoolMask(damageInfo->damageSchoolMask),true))
    {
       damageInfo->HitInfo       |= HITINFO_NORMALSWING;
       damageInfo->TargetState    = VICTIMSTATE_IS_IMMUNE;
       damageInfo->procEx |=PROC_EX_IMMUNE;
       damageInfo->damage         = 0;
       damageInfo->cleanDamage    = 0;
       return;
    }
    damage += CalculateDamage (damageInfo->attackType, false);
    // Add melee damage bonus
    MeleeDamageBonus(damageInfo->target, &damage, damageInfo->attackType);
    // Calculate armor reduction
    damageInfo->damage = CalcArmorReducedDamage(damageInfo->target, damage);
    damageInfo->cleanDamage += damage - damageInfo->damage;
    damageInfo->hitOutCome = RollMeleeOutcomeAgainst(damageInfo->target, damageInfo->attackType);
    // Disable parry or dodge for ranged attack
    if(damageInfo->attackType == RANGED_ATTACK)
    {
        if (damageInfo->hitOutCome == MELEE_HIT_PARRY) damageInfo->hitOutCome = MELEE_HIT_NORMAL;
        if (damageInfo->hitOutCome == MELEE_HIT_DODGE) damageInfo->hitOutCome = MELEE_HIT_MISS;
    }
    switch(damageInfo->hitOutCome)
    {
        case MELEE_HIT_EVADE:
        {
            damageInfo->HitInfo    |= HITINFO_MISS|HITINFO_SWINGNOHITSOUND;
            damageInfo->TargetState = VICTIMSTATE_EVADES;
            damageInfo->procEx|=PROC_EX_EVADE;
            damageInfo->damage = 0;
            damageInfo->cleanDamage = 0;
            return;
        }
        case MELEE_HIT_MISS:
        {
            damageInfo->HitInfo    |= HITINFO_MISS;
            damageInfo->TargetState = VICTIMSTATE_NORMAL;
            damageInfo->procEx|=PROC_EX_MISS;
            damageInfo->damage = 0;
            damageInfo->cleanDamage = 0;
            break;
        }
        case MELEE_HIT_NORMAL:
            damageInfo->TargetState = VICTIMSTATE_NORMAL;
            damageInfo->procEx|=PROC_EX_NORMAL_HIT;
            break;
        case MELEE_HIT_CRIT:
        {
            damageInfo->HitInfo     |= HITINFO_CRITICALHIT;
            damageInfo->TargetState  = VICTIMSTATE_NORMAL;
            damageInfo->procEx|=PROC_EX_CRITICAL_HIT;
            // Crit bonus calc
            damageInfo->damage += damageInfo->damage;
            int32 mod=0;
            // Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE
            if(damageInfo->attackType == RANGED_ATTACK)
                mod += damageInfo->target->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE);
            else
            {
                mod += damageInfo->target->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE);
                mod += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS_MELEE);
            }
            uint32 crTypeMask = damageInfo->target->GetCreatureTypeMask();
            // Increase crit damage from SPELL_AURA_MOD_CRIT_PERCENT_VERSUS
            mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
            if (mod!=0)
                damageInfo->damage = int32((damageInfo->damage) * float((100.0f + mod)/100.0f));
            // Resilience - reduce crit damage
            if (pVictim->GetTypeId()==TYPEID_PLAYER)
            {
                uint32 resilienceReduction = ((Player*)pVictim)->GetMeleeCritDamageReduction(damageInfo->damage);
                damageInfo->damage      -= resilienceReduction;
                damageInfo->cleanDamage += resilienceReduction;
            }
            break;
        }
        case MELEE_HIT_PARRY:
            damageInfo->TargetState  = VICTIMSTATE_PARRY;
            damageInfo->procEx|=PROC_EX_PARRY;
            damageInfo->cleanDamage += damageInfo->damage;
            damageInfo->damage = 0;
            break;
        case MELEE_HIT_DODGE:
            damageInfo->TargetState  = VICTIMSTATE_DODGE;
            damageInfo->procEx|=PROC_EX_DODGE;
            damageInfo->cleanDamage += damageInfo->damage;
            damageInfo->damage = 0;
            break;
        case MELEE_HIT_BLOCK:
        {
            damageInfo->TargetState = VICTIMSTATE_NORMAL;
            damageInfo->procEx|=PROC_EX_BLOCK;
            damageInfo->blocked_amount = damageInfo->target->GetShieldBlockValue();
            if (damageInfo->blocked_amount >= damageInfo->damage)
            {
                damageInfo->TargetState = VICTIMSTATE_BLOCKS;
                damageInfo->blocked_amount = damageInfo->damage;
            }
            damageInfo->damage      -= damageInfo->blocked_amount;
            damageInfo->cleanDamage += damageInfo->blocked_amount;
            break;
        }
        case MELEE_HIT_GLANCING:
        {
            damageInfo->HitInfo     |= HITINFO_GLANCING;
            damageInfo->TargetState  = VICTIMSTATE_NORMAL;
            damageInfo->procEx|=PROC_EX_NORMAL_HIT;
            int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel());
            if (leveldif > 3) leveldif = 3;
            float reducePercent = 1 - leveldif * 0.1f;
            damageInfo->cleanDamage += damageInfo->damage-uint32(reducePercent *  damageInfo->damage);
            damageInfo->damage   = uint32(reducePercent *  damageInfo->damage);
            break;
        }
        case MELEE_HIT_CRUSHING:
        {
            damageInfo->HitInfo     |= HITINFO_CRUSHING;
            damageInfo->TargetState  = VICTIMSTATE_NORMAL;
            damageInfo->procEx|=PROC_EX_NORMAL_HIT;
            // 150% normal damage
            damageInfo->damage += (damageInfo->damage / 2);
            break;
        }
        default:
            break;
    }
    // Calculate absorb resist
    if(int32(damageInfo->damage) > 0)
    {
        damageInfo->procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
        // Calculate absorb & resists
        CalcAbsorbResist(damageInfo->target, SpellSchoolMask(damageInfo->damageSchoolMask), DIRECT_DAMAGE, damageInfo->damage, &damageInfo->absorb, &damageInfo->resist);
        damageInfo->damage-=damageInfo->absorb + damageInfo->resist;
        if (damageInfo->absorb)
        {
            damageInfo->HitInfo|=HITINFO_ABSORB;
            damageInfo->procEx|=PROC_EX_ABSORB;
        }
        if (damageInfo->resist)
            damageInfo->HitInfo|=HITINFO_RESIST;
    }
    else // Umpossible get negative result but....
        damageInfo->damage = 0;
}
void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
{
    if (damageInfo==0) return;
    Unit *pVictim = damageInfo->target;
    if(!this || !pVictim)
        return;
    if (!pVictim->isAlive() || pVictim->isInFlight() || pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
        return;
    //You don't lose health from damage taken from another player while in a sanctuary
    //You still see it in the combat log though
    if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
    {
        const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
        if(area && area->flags & 0x800)                     //sanctuary
            return;
    }
    // Hmmmm dont like this emotes cloent must by self do all animations
    if (damageInfo->HitInfo&HITINFO_CRITICALHIT)
        pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
    if(damageInfo->blocked_amount && damageInfo->TargetState!=VICTIMSTATE_BLOCKS)
        pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
    if(damageInfo->TargetState == VICTIMSTATE_PARRY)
    {
        // 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));
            }
        }
    }
    // Call default DealDamage
    CleanDamage cleanDamage(damageInfo->cleanDamage,damageInfo->attackType,damageInfo->hitOutCome);
    DealDamage(pVictim, damageInfo->damage, &cleanDamage, DIRECT_DAMAGE, SpellSchoolMask(damageInfo->damageSchoolMask), NULL, durabilityLoss);
    // If this is a creature and it attacks from behind it has a probability to daze it's victim
    if( (damageInfo->hitOutCome==MELEE_HIT_CRIT || damageInfo->hitOutCome==MELEE_HIT_CRUSHING || damageInfo->hitOutCome==MELEE_HIT_NORMAL || damageInfo->hitOutCome==MELEE_HIT_GLANCING) &&
        GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) )
    {
        // -probability is between 0% and 40%
        // 20% base chance
        float Probability = 20;
        //there is a newbie protection, at level 10 just 7% base chance; assuming linear function
        if( pVictim->getLevel() < 30 )
            Probability = 0.65f*pVictim->getLevel()+0.5;
        uint32 VictimDefense=pVictim->GetDefenseSkillValue();
        uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
        Probability *= AttackerMeleeSkill/(float)VictimDefense;
        if(Probability > 40)
            Probability = 40;
        if(roll_chance_f(Probability))
            CastSpell(pVictim, 1604, true);
    }
    // update at damage Judgement aura duration that applied by attacker at victim
    if(damageInfo->damage)
    {
        AuraMap& vAuras = pVictim->GetAuras();
        for(AuraMap::iterator itr = vAuras.begin(); itr != vAuras.end(); ++itr)
        {
            SpellEntry const *spellInfo = (*itr).second->GetSpellProto();
            if( spellInfo->AttributesEx3 & 0x40000 && spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && ((*itr).second->GetCasterGUID() == GetGUID()))
            {
                (*itr).second->SetAuraDuration((*itr).second->GetAuraMaxDuration());
                (*itr).second->UpdateAuraDuration();
            }
        }
    }
    // If not miss
    if (!(damageInfo->HitInfo & HITINFO_MISS))
    {
        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, damageInfo->attackType);
        }
        // victim's damage shield
        std::set alreadyDone;
        uint32 removedAuras = pVictim->m_removedAuras;
        AuraList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD);
        for(AuraList::const_iterator i = vDamageShields.begin(), next = vDamageShields.begin(); i != vDamageShields.end(); i = next)
        {
           next++;
           if (alreadyDone.find(*i) == alreadyDone.end())
           {
               alreadyDone.insert(*i);
               uint32 damage=(*i)->GetModifier()->m_amount;
               SpellEntry const *spellProto = sSpellStore.LookupEntry((*i)->GetId());
               if(!spellProto)
                   continue;
               //Calculate absorb resist ??? no data in opcode for this possibly unable to absorb or resist?
               //uint32 absorb;
               //uint32 resist;
               //CalcAbsorbResist(pVictim, SpellSchools(spellProto->School), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist);
               //damage-=absorb + resist;
               WorldPacket data(SMSG_SPELLDAMAGESHIELD,(8+8+4+4));
               data << uint64(pVictim->GetGUID());
               data << uint64(GetGUID());
               data << uint32(spellProto->SchoolMask);
               data << uint32(damage);
               pVictim->SendMessageToSet(&data, true );
               pVictim->DealDamage(this, damage, 0, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(spellProto), spellProto, true);
               if (pVictim->m_removedAuras > removedAuras)
               {
                   removedAuras = pVictim->m_removedAuras;
                   next = vDamageShields.begin();
               }
           }
        }
    }
}
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;
    }
    // only split damage if not damaging yourself
    if(pVictim != this)
    {
        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)
        && pVictim->GetTypeId() == TYPEID_PLAYER)
    {
        // -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)->GetModifierValue()+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 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:
        {
            int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel());
            if (leveldif > 3) leveldif = 3;
            *damage *= (1 - leveldif * 0.1f);
            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 pVictim->SpellNonMeleeDamageLog(this, (*i)->GetId(), (*i)->GetModifier()->m_amount, false, false);eld
    // yet another hack to fix crashes related to the aura getting removed during iteration
    std::set alreadyDone;
    uint32 removedAuras = pVictim->m_removedAuras;
    AuraList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD);
    for(AuraList::const_iterator i = vDamageShields.begin(), next = vDamageShields.begin(); i != vDamageShields.end(); i = next)
    {
        ++next;
        if (alreadyDone.find(*i) == alreadyDone.end())
        {
            alreadyDone.insert(*i);
            pVictim->SpellNonMeleeDamageLog(this, (*i)->GetId(), (*i)->GetModifierValue(), 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_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) )
        return;
    if (!pVictim->isAlive())
        return;
    CombatStart(pVictim);
    RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ATTACK);
    uint32 hitInfo;
    if (attType == BASE_ATTACK)
        hitInfo = HITINFO_NORMALSWING2;
    else if (attType == OFF_ATTACK)
        hitInfo = HITINFO_LEFTSWING;
    else
        return;                                             // ignore ranged 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;
    }
    CalcDamageInfo damageInfo;
    CalculateMeleeDamage(pVictim, 0, &damageInfo, attType);
    // Send log damage message to client
    SendAttackStateUpdate(&damageInfo);
    ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
    DealMeleeDamage(&damageInfo,true);
    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(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
    else
        DEBUG_LOG("AttackerStateUpdate: (NPC)    %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
            GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
    // 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 abilities
        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 for 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);
    float miss_chance = MeleeSpellMissChance(pVictim, attType, int32(GetWeaponSkillValue(attType,pVictim)) - int32(pVictim->GetDefenseSkillValue(this)), 0);
    // 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 << uint64(GetGUID());
    data << uint64(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);*/
}
bool Unit::isSpellBlocked(Unit *pVictim, SpellEntry const *spellProto, WeaponAttackType attackType)
{
    if (pVictim->HasInArc(M_PI,this))
    {
        float blockChance = GetUnitBlockChance();
        blockChance += (GetWeaponSkillValue(attackType) - pVictim->GetMaxSkillValueForLevel() )*0.04;
        if (roll_chance_f(blockChance))
            return true;
    }
    return false;
}
// 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(const Unit *pVictim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const
{
    // 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;*/
    if (spellId || attType == RANGED_ATTACK || !haveOffhandWeapon())
        HitChance = 95.0f;
    else
        HitChance = 76.0f;
    // 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(spellId)
    {
        if(Player *modOwner = GetSpellModOwner())
            modOwner->ApplySpellMod(spellId, 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;
    int32 diff = -skillDiff;
    if(pVictim->GetTypeId()==TYPEID_PLAYER)
        miss_chance += diff > 0 ? diff * 0.04 : diff * 0.02;
    else
        miss_chance += diff > 10 ? 2 + (diff - 10) * 0.4 : diff * 0.1;
    // 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->Id)*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;
}
// Calculate spell hit result can be:
// Every spell can: Evade/Immune/Reflect/Sucesful hit
// For melee based spells:
//   Miss
//   Dodge
//   Parry
// For spells
//   Resist
SpellMissInfo Unit::SpellHitResult(Unit *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;
    // If Spel has this flag cannot be resisted/immuned/etc
    if (spell->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY)
        return SPELL_MISS_NONE;
    // 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)
        &&(!IsHostileTo(pVictim)))  //prevent from affecting enemy by "positive" spell
        return SPELL_MISS_NONE;
    // Check for immune (use charges)
    if (pVictim->IsImmunedToDamage(GetSpellSchoolMask(spell),true))
        return SPELL_MISS_IMMUNE;
    if(this == pVictim)
        return SPELL_MISS_NONE;
    // Try victim reflect spell
    if (CanReflect)
    {
        int32 reflectchance = pVictim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS);
        Unit::AuraList const& mReflectSpellsSchool = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS_SCHOOL);
        for(Unit::AuraList::const_iterator i = mReflectSpellsSchool.begin(); i != mReflectSpellsSchool.end(); ++i)
            if((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spell))
                reflectchance = (*i)->GetModifierValue();
        if (reflectchance > 0 && roll_chance_i(reflectchance))
        {
            // Start triggers for remove charges if need (trigger only for victim, and mark as active spell)
            ProcDamageAndSpell(pVictim, PROC_FLAG_NONE, PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT, PROC_EX_REFLECT, 1, BASE_ATTACK, spell);
            return SPELL_MISS_REFLECT;
        }
    }
    switch (spell->DmgClass)
    {
        case SPELL_DAMAGE_CLASS_RANGED:
        case SPELL_DAMAGE_CLASS_MELEE:
            return MeleeSpellHitResult(pVictim, spell);
        case SPELL_DAMAGE_CLASS_NONE:
            return SPELL_MISS_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_STUNNED))
        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_STUNNED))
        return 0.0f;
    float chance = 0.0f;
    if(GetTypeId() == TYPEID_PLAYER)
    {
        Player const* player = (Player const*)this;
        if(player->CanParry() )
        {
            Item *tmpitem = player->GetWeaponForAttack(BASE_ATTACK,true);
            if(!tmpitem)
                tmpitem = player->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_STUNNED))
        return 0.0f;
    if(GetTypeId() == TYPEID_PLAYER)
    {
        Player const* player = (Player const*)this;
        if(player->CanBlock() )
        {
            Item *tmpitem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
            if(tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block)
                return GetFloatValue(PLAYER_BLOCK_PERCENTAGE);
        }
        // is player but has no block ability or no not broken shield equipped
        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
        // weapon 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]->SetReferencedFromCurrent(false);
            m_currentSpells[i] = NULL;                      // remove pointer
        }
    }
    // TODO: Find a better way to prevent crash when multiple auras are removed.
    m_removedAuras = 0;
    for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i)
        if ((*i).second)
            (*i).second->SetUpdated(false);
    for (AuraMap::iterator i = m_Auras.begin(), next; i != m_Auras.end(); i = next)
    {
        next = i;
        ++next;
        if ((*i).second)
        {
            // prevent double update
            if ((*i).second->IsUpdated())
                continue;
            (*i).second->SetUpdated(true);
            (*i).second->Update( time );
            // several auras can be deleted due to update
            if (m_removedAuras)
            {
                if (m_Auras.empty()) break;
                next = m_Auras.begin();
                m_removedAuras = 0;
            }
        }
    }
    for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end();)
    {
        if ((*i).second)
        {
            if ( !(*i).second->GetAuraDuration() && !((*i).second->IsPermanent() || ((*i).second->IsPassive())) )
            {
                RemoveAura(i);
            }
            else
            {
                ++i;
            }
        }
        else
        {
            ++i;
        }
    }
    if(!m_gameObj.empty())
    {
        std::list::iterator ite1, dnext1;
        for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1)
        {
            dnext1 = ite1;
            //(*i)->Update( difftime );
            if( !(*ite1)->isSpawned() )
            {
                (*ite1)->SetOwnerGUID(0);
                (*ite1)->SetRespawnTime(0);
                (*ite1)->Delete();
                dnext1 = m_gameObj.erase(ite1);
            }
            else
                ++dnext1;
        }
    }
}
void Unit::_UpdateAutoRepeatSpell()
{
    //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();
    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;
            }
            addUnitState(UNIT_STAT_CASTING);
        } break;
        case CURRENT_CHANNELED_SPELL:
        {
            // channel spells always break generic non-delayed and any channeled spells
            InterruptSpell(CURRENT_GENERIC_SPELL,false);
            InterruptSpell(CURRENT_CHANNELED_SPELL);
            // it also does break autorepeat if not Auto Shot
            if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
                m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351 )
                InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
            addUnitState(UNIT_STAT_CASTING);
        } 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]->SetReferencedFromCurrent(false);
    // set new current spell
    m_currentSpells[CSpellType] = pSpell;
    pSpell->SetReferencedFromCurrent(true);
}
void Unit::InterruptSpell(uint32 spellType, bool withDelayed)
{
    assert(spellType < CURRENT_MAX_SPELL);
    if(m_currentSpells[spellType] && (withDelayed || m_currentSpells[spellType]->getState() != SPELL_STATE_DELAYED) )
    {
        // for example, do not let self-stun aura interrupt itself
        if(!m_currentSpells[spellType]->IsInterruptable())
            return;
        // 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]->SetReferencedFromCurrent(false);
        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]->SetReferencedFromCurrent(false);
        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]->SetReferencedFromCurrent(false);
        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]->SetReferencedFromCurrent(false);
        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::isInLine(Unit const* target, float distance) const
{
    if(!HasInArc(M_PI, target) || !IsWithinDistInMap(target, distance)) return false;
    float width = (GetObjectSize() / 2 + target->GetObjectSize()) / 2;
    float angle = GetAngle(target);
    angle -= GetOrientation();
    return abs(sin(angle)) * distance < width;
}
bool Unit::isInAccessiblePlaceFor(Creature const* c) const
{
    if(IsInWater())
        return c->canSwim();
    else
        return c->canWalk() || c->canFly();
}
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)->GetModifierValue();
    return modifier;
}
float Unit::GetTotalAuraMultiplier(AuraType auratype) const
{
    float multiplier = 1.0f;
    AuraList const& mTotalAuraList = GetAurasByType(auratype);
    for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
        multiplier *= (100.0f + (*i)->GetModifierValue())/100.0f;
    return multiplier;
}
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)
    {
        int32 amount = (*i)->GetModifierValue();
        if (amount > modifier)
            modifier = 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)
    {
        int32 amount = (*i)->GetModifierValue();
        if (amount < modifier)
            modifier = 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 += (*i)->GetModifierValue();
    }
    return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
    float multiplier = 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)
            multiplier *= (100.0f + (*i)->GetModifierValue())/100.0f;
    }
    return multiplier;
}
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();
        int32 amount = (*i)->GetModifierValue();
        if (mod->m_miscvalue & misc_mask && amount > modifier)
            modifier = 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();
        int32 amount = (*i)->GetModifierValue();
        if (mod->m_miscvalue & misc_mask && amount < modifier)
            modifier = 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 += (*i)->GetModifierValue();
    }
    return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const
{
    float multiplier = 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)
            multiplier *= (100.0f + (*i)->GetModifierValue())/100.0f;
    }
    return multiplier;
}
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();
        int32 amount = (*i)->GetModifierValue();
        if (mod->m_miscvalue == misc_value && amount > modifier)
            modifier = 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();
		int32 amount = (*i)->GetModifierValue();
        if (mod->m_miscvalue == misc_value && amount < modifier)
            modifier = 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)
            {
				Aur->SetStackAmount(i->second->GetStackAmount());
				if(Aur->GetStackAmount() < aurSpellInfo->StackAmount)
					Aur->SetStackAmount(Aur->GetStackAmount()+1);
                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;                                   // couldn't 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);
        if(Aur->GetSpellProto()->AuraInterruptFlags)
        {
            m_interruptableAuras.push_back(Aur);
            AddInterruptMask(Aur->GetSpellProto()->AuraInterruptFlags);
        }
        if(Aur->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
        {
            m_ccAuras.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 triggered 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 triggered 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)
        {
            bool sameCaster = Aur->GetCasterGUID() == (*i).second->GetCasterGUID();
            if( spellmgr.IsNoStackSpellDueToSpell(spellId, i_spellId, sameCaster) )
            {
                //some spells should be not removed by lower rank of them (totem, paladin aura)
                if (!sameCaster
                    &&(spellProto->Effect[effIndex]==SPELL_EFFECT_APPLY_AREA_AURA_PARTY)
                    &&(spellProto->DurationIndex==21)
                    &&(spellmgr.IsRankSpellDueToSpell(spellProto, i_spellId))
                    &&(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();
            }
        }
    }
    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 dispel type
    AuraMap& auras = GetAuras();
    for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
    {
        SpellEntry const* spell = itr->second->GetSpellProto();
        if( (1<Dispel) & dispelMask )
        {
            // Dispel aura
            RemoveAurasDueToSpell(spell->Id);
            itr = auras.begin();
        }
        else
            ++itr;
    }
}
void Unit::RemoveSingleAuraFromStackByDispel(uint32 spellId)
{
	for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); )
    {
        Aura *aur = iter->second;
        if (aur->GetId() == spellId)
        {
			if(iter->second->GetStackAmount() > 1)
            {
                // reapply modifier with reduced stack amount
                iter->second->ApplyModifier(false,true);
			    iter->second->SetStackAmount(iter->second->GetStackAmount()-1);
                iter->second->ApplyModifier(true,true);
 
                iter->second->UpdateSlotCounterAndDuration();
                return; // not remove aura if stack amount > 1
            }
			else
                RemoveAura(iter,AURA_REMOVE_BY_DISPEL);
		}
		else
			++iter;
	}
}
void Unit::RemoveSingleAuraFromStack(uint32 spellId, uint32 effindex)
{
    AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex));
    if(iter != m_Auras.end())
    {
		if(iter->second->GetStackAmount() > 1)
        {
            // reapply modifier with reduced stack amount
            iter->second->ApplyModifier(false,true);
			iter->second->SetStackAmount(iter->second->GetStackAmount()-1);
            iter->second->ApplyModifier(true,true);
            iter->second->UpdateSlotCounterAndDuration();
            return; // not remove aura if stack amount > 1
        }
        RemoveAura(iter);
	}
}
void Unit::RemoveAurasDueToSpell(uint32 spellId, Aura* except)
{
    for (int i = 0; i < 3; ++i)
        RemoveAura(spellId,i,except);
}
void Unit::RemoveAurasDueToCasterSpell(uint32 spellId, uint64 guid)
{
    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->GetCasterGUID() == guid)
            {
                RemoveAura(iter);
                break;
                //iter = m_Auras.upper_bound(spair);          // overwrite by more appropriate
            }
            else
                ++iter;
        }
    }
}
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::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)
{
    Aura* Aur = i->second;
    SpellEntry const* AurSpellInfo = Aur->GetSpellProto();
    Unit* caster = NULL;
    if (IsSingleTargetSpell(AurSpellInfo))
    {
        caster = Aur->GetCaster();
        if(caster)
        {
            AuraList& scAuras = caster->GetSingleCastAuras();
            scAuras.remove(Aur);
        }
        else
        {
            sLog.outError("Couldn't find the caster of the single target aura, may crash later!");
            assert(false);
        }
    }
    // remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order)
    if (Aur->GetModifier()->m_auraname < TOTAL_AURAS)
    {
        m_modAuras[(*i).second->GetModifier()->m_auraname].remove((*i).second);
        if((*i).second->GetSpellProto()->AuraInterruptFlags)
        {
            m_interruptableAuras.remove((*i).second);
            UpdateInterruptMask();
        }
        if((*i).second->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
            m_ccAuras.remove((*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
    // Statue unsummoned at aura remove
    Totem* statue = NULL;
    bool caster_channeled = false;
    if(IsChanneledSpell(AurSpellInfo))
    {
        if(!caster)                                         // can be already located for IsSingleTargetSpell case
            caster = Aur->GetCaster();
        if(caster)
        {
            if(caster->GetTypeId()==TYPEID_UNIT && ((Creature*)caster)->isTotem() && ((Totem*)caster)->GetTotemType()==TOTEM_STATUE)
                statue = ((Totem*)caster);
            else
                caster_channeled = caster==this;
        }
    }
    if(const std::vector *spell_triggered = spellmgr.GetSpellLinked(-(int32)Aur->GetSpellProto()->Id))
    {
        for(std::vector::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i)
        {
            if(spell_triggered < 0)
                RemoveAurasDueToSpell(-(*i));
            else if(Unit* caster = Aur->GetCaster())
                CastSpell(this, *i, true, 0, 0, caster->GetGUID());
        }
    }
    sLog.outDebug("Aura %u now is remove mode %d",Aur->GetModifier()->m_auraname, mode);
    assert(!Aur->IsInUse());
    Aur->ApplyModifier(false,true);
	
	Aur->SetStackAmount(0);
	
    Aur->_RemoveAura();
    delete Aur;
    if(caster_channeled)
        RemoveAurasAtChanneledTarget (AurSpellInfo);
    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::RemoveArenaAuras(bool onleave)
{
    // in join, remove positive buffs, on end, remove negative
    // used to remove positive visible auras in arenas
    for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
    {
        if ( !(iter->second->GetSpellProto()->AttributesEx4 & (1<<21)) // don't remove stances, shadowform, pally/hunter auras
            && !iter->second->IsPassive()                               // don't remove passive auras
            && (!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) || !(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNK8))   // not unaffected by invulnerability auras or not having that unknown flag (that seemed the most probable)
            && (iter->second->IsPositive() ^ onleave))                   // remove positive buffs on enter, negative buffs on leave
            RemoveAura(iter);
        else
            ++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, *i);
        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::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::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(SpellNonMeleeDamage *log)
{
    WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16+4+4+1+4+4+1+1+4+4+1)); // we guess size
    data.append(log->target->GetPackGUID());
    data.append(log->attacker->GetPackGUID());
    data << uint32(log->SpellID);
    data << uint32(log->damage);                             //damage amount
    data << uint8 (log->schoolMask);                         //damage school
    data << uint32(log->absorb);                             //AbsorbedDamage
    data << uint32(log->resist);                             //resist
    data << uint8 (log->phusicalLog);                        // damsge type? flag
    data << uint8 (log->unused);                             //unused
    data << uint32(log->blocked);                            //blocked
    data << uint32(log->HitInfo);
    data << uint8 (0);                                       // flag to use extend data
    SendMessageToSet( &data, true );
}
void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit)
{
    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::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell)
{
     // Not much to do if no flags are set.
    if (procAttacker)
        ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount);
    // 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)
        pVictim->ProcDamageAndSpellFor(true,this,procVictim, procExtra, attType, procSpell, amount);
}
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(CalcDamageInfo *damageInfo)
{
    WorldPacket data(SMSG_ATTACKERSTATEUPDATE, (16+84));    // we guess size
    data << (uint32)damageInfo->HitInfo;
    data.append(GetPackGUID());
    data.append(damageInfo->target->GetPackGUID());
    data << (uint32)(damageInfo->damage);     // Full damage
    data << (uint8)1;                         // Sub damage count
    //===  Sub damage description
    data << (uint32)(damageInfo->damageSchoolMask); // School of sub damage
    data << (float)damageInfo->damage;        // sub damage
    data << (uint32)damageInfo->damage;       // Sub Damage
    data << (uint32)damageInfo->absorb;       // Absorb
    data << (uint32)damageInfo->resist;       // Resist
    //=================================================
    data << (uint32)damageInfo->TargetState;
    data << (uint32)0;
    data << (uint32)0;
    data << (uint32)damageInfo->blocked_amount;
    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 unexpected 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)
    {
        // processing 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)
    {
        // processing 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, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown)
{
    SpellEntry const *hasteSpell = triggeredByAura->GetSpellProto();
    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, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown)
{
    SpellEntry const *dummySpell = triggeredByAura->GetSpellProto ();
    uint32 effIndex = triggeredByAura->GetEffIndex ();
    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 triggered spell from same triggered 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;
                    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;
            }
            // Incanter's Regalia set (add trigger chance to Mana Shield)
            if (dummySpell->SpellFamilyFlags & 0x0000000000008000LL)
            {
                if(GetTypeId() != TYPEID_PLAYER)
                    return false;
                target = this;
                triggered_spell_id = 37436;
                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 && (procEx & PROC_EX_CRITICAL_HIT) )
                    {
                        RemoveAurasDueToSpell(28682);       //-> remove Combustion auras
                        return true;                        // charge counting (will removed)
                    }
                    CastSpell(this, 28682, true, castItem, triggeredByAura);
                    return (procEx & PROC_EX_CRITICAL_HIT);// 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;
            }
            else if (dummySpell->SpellIconID == 1697)  // Second Wind
            {
                // only for spells and hit/crit (trigger start always) and not start from self casted spells (5530 Mace Stun Effect for example)
                if (procSpell == 0 || !(procEx & (PROC_EX_NORMAL_HIT|PROC_EX_CRITICAL_HIT)) || this == pVictim)
                    return false;
                // Need stun or root mechanic
                if (procSpell->Mechanic != MECHANIC_ROOT && procSpell->Mechanic != MECHANIC_STUN)
                {
                    int32 i;
                    for (i=0; i<3; i++)
                        if (procSpell->EffectMechanic[i] == MECHANIC_ROOT || procSpell->EffectMechanic[i] == MECHANIC_STUN)
                            break;
                    if (i == 3)
                        return false;
                }
                switch (dummySpell->Id)
                {
                    case 29838: triggered_spell_id=29842; break;
                    case 29834: triggered_spell_id=29841; break;
                    default:
                        sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (SW)",dummySpell->Id);
                    return false;
                }
                target = this;
                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
                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!)
                    if(Unit* caster = GetUnit(*this, casterGuid))
                        caster->CastSpell(this, 27285, true, castItem);
                    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!)
                    if(Unit* caster = GetUnit(*this, casterGuid))
                        caster->CastSpell(this, 32865, true, castItem);
                    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:
                        triggered_spell_id = 31893;
                        break;
                    case 1:
                    {
                        // damage
                        damage += CalculateDamage(BASE_ATTACK, false) * 35 / 100; // add spell damage from prev effect (35%)
                        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 duplicate 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 already 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 chance
                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
                        CastCustomSpell(this, 18371, &basepoints0, NULL, NULL, true, castItem, triggeredByAura);
                        break;
                    }
                }
                // Not remove charge (aura removed on death in any cases)
                // Need for correct work Drain Soul SPELL_AURA_CHANNEL_DEATH_ITEM aura
                return false;
            }
            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
                        Aura * dummy = GetDummyAura(37658);
                        if (!dummy)
                            return false;
                        // release at 3 aura in stack
                        if(dummy->GetStackAmount() <= 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;
                        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
                        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::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlags, uint32 procEx, uint32 cooldown)
{
    // Get triggered aura spell info
    SpellEntry const* auraSpellInfo = triggeredByAura->GetSpellProto();
    // Basepoints of trigger aura
    int32 triggerAmount = triggeredByAura->GetModifier()->m_amount;
    // Set trigger spell id, target, custom basepoints
    uint32 trigger_spell_id = auraSpellInfo->EffectTriggerSpell[triggeredByAura->GetEffIndex()];
    Unit*  target = NULL;
    int32  basepoints0 = 0;
    Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER
        ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL;
    // Try handle uncnown trigger spells
    if (sSpellStore.LookupEntry(trigger_spell_id)==NULL)
    switch (auraSpellInfo->SpellFamilyName)
    {
     //=====================================================================
     // Generic class
     // ====================================================================
     // .....
     //=====================================================================
     case SPELLFAMILY_GENERIC:
//     if (auraSpellInfo->Id==34082)      // Advantaged State (DND)
//          trigger_spell_id = ???;
     if (auraSpellInfo->Id == 23780)      // Aegis of Preservation (Aegis of Preservation trinket)
          trigger_spell_id = 23781;
//     else if (auraSpellInfo->Id==43504) // Alterac Valley OnKill Proc Aura
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==37030) // Chaotic Temperament
//          trigger_spell_id = ;
     else if (auraSpellInfo->Id==43820)   // Charm of the Witch Doctor (Amani Charm of the Witch Doctor trinket)
     {
          // Pct value stored in dummy
          basepoints0 = pVictim->GetCreateHealth() * auraSpellInfo->EffectBasePoints[1] / 100;
          target = pVictim;
          break;
     }
//     else if (auraSpellInfo->Id==41248) // Consuming Strikes
//          trigger_spell_id = 41249;
//     else if (auraSpellInfo->Id==41054) // Copy Weapon
//          trigger_spell_id = 41055;
//     else if (auraSpellInfo->Id==31255) // Deadly Swiftness (Rank 1)
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==5301)  // Defensive State (DND)
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==13358) // Defensive State (DND)
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==16092) // Defensive State (DND)
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==24949) // Defensive State 2 (DND)
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==40329) // Demo Shout Sensor
//          trigger_spell_id = ;
     // Desperate Defense (Stonescythe Whelp, Stonescythe Alpha, Stonescythe Ambusher)
     else if (auraSpellInfo->Id == 33896)
         trigger_spell_id = 33898;
//     else if (auraSpellInfo->Id==18943) // Double Attack
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==19194) // Double Attack
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==19817) // Double Attack
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==19818) // Double Attack
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==22835) // Drunken Rage
//          trigger_spell_id = 14822;
 /*
     else if (auraSpellInfo->SpellIconID==191) // Elemental Response
     {
         switch (auraSpellInfo->Id && auraSpellInfo->AttributesEx==0)
         {
         case 34191:
         case 34329:
         case 34524:
         case 34582:
         case 36733:break;
         default:
             sLog.outError("Unit::HandleProcTriggerSpell: Spell %u miss posibly Elemental Response",auraSpellInfo->Id);
             return false;
         }
         //This generic aura self-triggers a different spell for each school of magic that lands on the wearer:
         switch (procSpell->School)
         {
             case SPELL_SCHOOL_FIRE:   trigger_spell_id = 34192;break;//Fire:     34192
             case SPELL_SCHOOL_FROST:  trigger_spell_id = 34193;break;//Frost:    34193
             case SPELL_SCHOOL_ARCANE: trigger_spell_id = 34194;break;//Arcane:   34194
             case SPELL_SCHOOL_NATURE: trigger_spell_id = 34195;break;//Nature:   34195
             case SPELL_SCHOOL_SHADOW: trigger_spell_id = 34196;break;//Shadow:   34196
             case SPELL_SCHOOL_HOLY:   trigger_spell_id = 34197;break;//Holy:     34197
             case SPELL_SCHOOL_NORMAL: trigger_spell_id = 34198;break;//Physical: 34198
             default:
                 sLog.outError("Unit::HandleProcTriggerSpell: Spell %u Elemental Response wrong school",auraSpellInfo->Id);
             return false;
         }
     }*/
//     else if (auraSpellInfo->Id==6542)  // Enraged Defense
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==40364) // Entangling Roots Sensor
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==33207) // Gossip NPC Periodic - Fidget
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==35321) // Gushing Wound
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==38363) // Gushing Wound
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==39215) // Gushing Wound
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==40250) // Improved Duration
//          trigger_spell_id = ;
     else if (auraSpellInfo->Id==27522)   // Mana Drain Trigger
     {
         // On successful melee or ranged attack gain $29471s1 mana and if possible drain $27526s1 mana from the target.
         if (this && this->isAlive())
             CastSpell(this, 29471, true, castItem, triggeredByAura);
         if (pVictim && pVictim->isAlive())
             CastSpell(pVictim, 27526, true, castItem, triggeredByAura);
         return true;
     }
     else if (auraSpellInfo->Id==24905)   // Moonkin Form (Passive)
     {
         // Elune's Touch (instead non-existed triggered spell) 30% from AP
         trigger_spell_id = 33926;
         basepoints0 = GetTotalAttackPowerValue(BASE_ATTACK) * 30 / 100;
         target = this;
     }
//     else if (auraSpellInfo->Id==43453) // Rune Ward
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==7137)  // Shadow Charge (Rank 1)
//          trigger_spell_id = ;
       // Shaleskin (Shaleskin Flayer, Shaleskin Ripper) 30023 trigger
//     else if (auraSpellInfo->Id==36576)
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==34783) // Spell Reflection
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==36096) // Spell Reflection
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==36207) // Steal Weapon
//          trigger_spell_id = ;
//     else if (auraSpellInfo->Id==35205) // Vanish
     break;
     //=====================================================================
     // Mage
     //=====================================================================
     // Blazing Speed (Rank 1,2) trigger = 18350
     //=====================================================================
     case SPELLFAMILY_MAGE:
     // Blazing Speed
     if (auraSpellInfo->SpellIconID == 2127)
     {
         switch (auraSpellInfo->Id)
         {
             case 31641:  // Rank 1
             case 31642:  // Rank 2
                 trigger_spell_id = 31643;
             break;
             default:
                 sLog.outError("Unit::HandleProcTriggerSpell: Spell %u miss posibly Blazing Speed",auraSpellInfo->Id);
             return false;
         }
     }
     break;
     //=====================================================================
     // Warrior
     //=====================================================================
     // Rampage (Rank 1-3) trigger = 18350
     //=====================================================================
     case SPELLFAMILY_WARRIOR:
     // Rampage
     if (auraSpellInfo->SpellIconID == 2006 && auraSpellInfo->SpellFamilyFlags==0x100000)
     {
         switch(auraSpellInfo->Id)
         {
             case 29801: trigger_spell_id = 30029; break;       // Rank 1
             case 30030: trigger_spell_id = 30031; break;       // Rank 2
             case 30033: trigger_spell_id = 30032; break;       // Rank 3
             default:
                 sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in Rampage",auraSpellInfo->Id);
             return false;
         }
     }
     break;
     //=====================================================================
     // Warlock
     //=====================================================================
     // Pyroclasm             trigger = 18350
     // Drain Soul (Rank 1-5) trigger = 0
     //=====================================================================
     case SPELLFAMILY_WARLOCK:
     {
         // Pyroclasm
         if (auraSpellInfo->SpellIconID == 1137)
         {
             if(!pVictim || !pVictim->isAlive() || pVictim == this || procSpell == NULL)
                 return false;
             // Calculate spell tick count for spells
             uint32 tick = 1; // Default tick = 1
             // Hellfire have 15 tick
             if (procSpell->SpellFamilyFlags&0x0000000000000040LL)
                 tick = 15;
             // Rain of Fire have 4 tick
             else if (procSpell->SpellFamilyFlags&0x0000000000000020LL)
                 tick = 4;
             else
                 return false;
             // Calculate chance = baseChance / tick
             float chance = 0;
             switch (auraSpellInfo->Id)
             {
                 case 18096: chance = 13.0f / tick; break;
                 case 18073: chance = 26.0f / tick; break;
             }
             // Roll chance
             if (!roll_chance_f(chance))
                 return false;
             trigger_spell_id = 18093;
         }
         // Drain Soul
         else if (auraSpellInfo->SpellFamilyFlags & 0x0000000000004000LL)
         {
             Unit::AuraList const& mAddFlatModifier = GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER);
             for(Unit::AuraList::const_iterator i = mAddFlatModifier.begin(); i != mAddFlatModifier.end(); ++i)
             {
                 if ((*i)->GetModifier()->m_miscvalue == SPELLMOD_CHANCE_OF_SUCCESS && (*i)->GetSpellProto()->SpellIconID == 113)
                 {
                     int32 value2 = CalculateSpellDamage((*i)->GetSpellProto(),2,(*i)->GetSpellProto()->EffectBasePoints[2],this);
                     basepoints0 = value2 * GetMaxPower(POWER_MANA) / 100;
                 }
             }
             if ( basepoints0 == 0 )
                 return false;
             trigger_spell_id = 18371;
         }
         break;
     }
     //=====================================================================
     // Priest
     //=====================================================================
     // Greater Heal Refund         trigger = 18350
     // Blessed Recovery (Rank 1-3) trigger = 18350
     // Shadowguard (1-7)           trigger = 28376
     //=====================================================================
     case SPELLFAMILY_PRIEST:
     {
         // Greater Heal Refund
         if (auraSpellInfo->Id==37594)
             trigger_spell_id = 37595;
         // Shadowguard
         else if(auraSpellInfo->SpellFamilyFlags==0x100080000000LL && auraSpellInfo->SpellVisual==7958)
         {
             switch(auraSpellInfo->Id)
             {
                 case 18137: trigger_spell_id = 28377; break;   // Rank 1
                 case 19308: trigger_spell_id = 28378; break;   // Rank 2
                 case 19309: trigger_spell_id = 28379; break;   // Rank 3
                 case 19310: trigger_spell_id = 28380; break;   // Rank 4
                 case 19311: trigger_spell_id = 28381; break;   // Rank 5
                 case 19312: trigger_spell_id = 28382; break;   // Rank 6
                 case 25477: trigger_spell_id = 28385; break;   // Rank 7
                 default:
                     sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in SG", auraSpellInfo->Id);
                 return false;
             }
         }
         // Blessed Recovery
         else if (auraSpellInfo->SpellIconID == 1875)
         {
             switch (auraSpellInfo->Id)
             {
                 case 27811: trigger_spell_id = 27813; break;
                 case 27815: trigger_spell_id = 27817; break;
                 case 27816: trigger_spell_id = 27818; break;
                 default:
                     sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in BR", auraSpellInfo->Id);
                 return false;
             }
             basepoints0 = damage * triggerAmount / 100 / 3;
             target = this;
         }
         break;
     }
     //=====================================================================
     // Druid
     // ====================================================================
     // Druid Forms Trinket  trigger = 18350
     // Entangling Roots     trigger = 30023
     // Leader of the Pack   trigger = 18350
     //=====================================================================
     case SPELLFAMILY_DRUID:
     {
         // Druid Forms Trinket
         if (auraSpellInfo->Id==37336)
         {
             switch(m_form)
             {
                 case 0:              trigger_spell_id = 37344;break;
                 case FORM_CAT:       trigger_spell_id = 37341;break;
                 case FORM_BEAR:
                 case FORM_DIREBEAR:  trigger_spell_id = 37340;break;
                 case FORM_TREE:      trigger_spell_id = 37342;break;
                 case FORM_MOONKIN:   trigger_spell_id = 37343;break;
                 default:
                     return false;
             }
         }
//         else if (auraSpellInfo->Id==40363)// Entangling Roots ()
//             trigger_spell_id = ????;
         // Leader of the Pack
         else if (auraSpellInfo->Id == 24932)
         {
             if (triggerAmount == 0)
                 return false;
             basepoints0 = triggerAmount * GetMaxHealth() / 100;
             trigger_spell_id = 34299;
         }
         break;
     }
     //=====================================================================
     // Hunter
     // ====================================================================
     // ......
     //=====================================================================
     case SPELLFAMILY_HUNTER:
     break;
     //=====================================================================
     // Paladin
     // ====================================================================
     // Blessed Life                   trigger = 31934
     // Healing Discount               trigger = 18350
     // Illumination (Rank 1-5)        trigger = 18350
     // Judgement of Light (Rank 1-5)  trigger = 5373
     // Judgement of Wisdom (Rank 1-4) trigger = 1826
     // Lightning Capacitor            trigger = 18350
     //=====================================================================
     case SPELLFAMILY_PALADIN:
     {
 /*         // Blessed Life
         if (auraSpellInfo->SpellIconID == 2137)
         {
             switch (auraSpellInfo->Id)
             {
                 case 31828: // Rank 1
                 case 31829: // Rank 2
                 case 31830: // Rank 3
                 break;
                 default:
                     sLog.outError("Unit::HandleProcTriggerSpell: Spell %u miss posibly Blessed Life", auraSpellInfo->Id);
                 return false;
             }
         }*/
         // Healing Discount
         if (auraSpellInfo->Id==37705)
         {
             trigger_spell_id = 37706;
             target = this;
         }
         // Judgement of Light and Judgement of Wisdom
         else if (auraSpellInfo->SpellFamilyFlags & 0x0000000000080000LL)
         {
             switch (auraSpellInfo->Id)
             {
                 // Judgement of Light
                 case 20185: trigger_spell_id = 20267;break; // Rank 1
                 case 20344: trigger_spell_id = 20341;break; // Rank 2
                 case 20345: trigger_spell_id = 20342;break; // Rank 3
                 case 20346: trigger_spell_id = 20343;break; // Rank 4
                 case 27162: trigger_spell_id = 27163;break; // Rank 5
                 // Judgement of Wisdom
                 case 20186: trigger_spell_id = 20268;break; // Rank 1
                 case 20354: trigger_spell_id = 20352;break; // Rank 2
                 case 20355: trigger_spell_id = 20353;break; // Rank 3
                 case 27164: trigger_spell_id = 27165;break; // Rank 4
                 default:
                     sLog.outError("Unit::HandleProcTriggerSpell: Spell %u miss posibly Judgement of Light/Wisdom", auraSpellInfo->Id);
                 return false;
             }
             pVictim->CastSpell(pVictim, trigger_spell_id, true, castItem, triggeredByAura);
             return true;                        // no hidden cooldown
         }
         // Illumination
         else if (auraSpellInfo->SpellIconID==241)
         {
             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->SpellFamilyFlags & 0x00200000)
             {
                 switch(procSpell->Id)
                 {
                     case 25914: originalSpellId = 20473; break;
                     case 25913: originalSpellId = 20929; break;
                     case 25903: originalSpellId = 20930; break;
                     case 27175: originalSpellId = 27174; break;
                     case 33074: originalSpellId = 33072; break;
                     default:
                         sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in HShock",procSpell->Id);
                     return 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
             basepoints0 = originalSpell->manaCost*(auraSpellInfo->EffectBasePoints[1]+1)/100;
             trigger_spell_id = 20272;
             target = this;
         }
         // Lightning Capacitor
         else if (auraSpellInfo->Id==37657)
         {
             if(!pVictim || !pVictim->isAlive())
                 return false;
             // stacking
             CastSpell(this, 37658, true, NULL, triggeredByAura);
             // counting
             Aura * dummy = GetDummyAura(37658);
             if (!dummy)
                 return false;
             // release at 3 aura in stack (cont contain in basepoint of trigger aura)
             if(dummy->GetStackAmount() <= 2)
                 return false;
             RemoveAurasDueToSpell(37658);
             trigger_spell_id = 37661;
             target = pVictim;
         }
         break;
     }
     //=====================================================================
     // Shaman
     //====================================================================
     // Lightning Shield             trigger = 18350
     // Mana Surge                   trigger = 18350
     // Nature's Guardian (Rank 1-5) trigger = 18350
     //=====================================================================
     case SPELLFAMILY_SHAMAN:
     {
         //Lightning Shield (overwrite non existing triggered spell call in spell.dbc
         if(auraSpellInfo->SpellFamilyFlags==0x00000400 && auraSpellInfo->SpellVisual==37)
         {
             switch(auraSpellInfo->Id)
             {
                 case   324: trigger_spell_id = 26364; break;  // Rank 1
                 case   325: trigger_spell_id = 26365; break;  // Rank 2
                 case   905: trigger_spell_id = 26366; break;  // Rank 3
                 case   945: trigger_spell_id = 26367; break;  // Rank 4
                 case  8134: trigger_spell_id = 26369; break;  // Rank 5
                 case 10431: trigger_spell_id = 26370; break;  // Rank 6
                 case 10432: trigger_spell_id = 26363; break;  // Rank 7
                 case 25469: trigger_spell_id = 26371; break;  // Rank 8
                 case 25472: trigger_spell_id = 26372; break;  // Rank 9
                 default:
                     sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in LShield", auraSpellInfo->Id);
                 return false;
             }
         }
         // Lightning Shield (The Ten Storms set)
         else if (auraSpellInfo->Id == 23551)
         {
             trigger_spell_id = 23552;
             target = pVictim;
         }
         // Damage from Lightning Shield (The Ten Storms set)
         else if (auraSpellInfo->Id == 23552)
             trigger_spell_id = 27635;
         // Mana Surge (The Earthfury set)
         else if (auraSpellInfo->Id == 23572)
         {
             if(!procSpell)
                 return false;
             basepoints0 = procSpell->manaCost * 35 / 100;
             trigger_spell_id = 23571;
             target = this;
         }
         else if (auraSpellInfo->SpellIconID == 2013) //Nature's Guardian
         {
             // Check health condition - should drop to less 30% (damage deal after this!)
             if (!(10*(int32(GetHealth() - damage)) < 3 * GetMaxHealth()))
                 return false;
             if(pVictim && pVictim->isAlive())
                 pVictim->getThreatManager().modifyThreatPercent(this,-10);
             basepoints0 = triggerAmount * GetMaxHealth() / 100;
             trigger_spell_id = 31616;
             target = this;
         }
         break;
     }
     // default
     default:
         break;
    }
    // All ok. Check current trigger spell
    SpellEntry const* triggerEntry = sSpellStore.LookupEntry(trigger_spell_id);
    if ( triggerEntry == NULL )
    {
        // Not cast unknown spell
        // sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have 0 in EffectTriggered[%d], not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex());
        return false;
    }
    // not allow proc extra attack spell at extra attack
    if( m_extraAttacks && IsSpellHaveEffect(triggerEntry, SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
        return false;
    // Costum requirements (not listed in procEx) Warning! damage dealing after this
    // Custom triggered spells
    switch (auraSpellInfo->Id)
    {
        // Persistent Shield (Scarab Brooch trinket)
        // This spell originally trigger 13567 - Dummy Trigger (vs dummy efect)
        case 26467:
        {
            basepoints0 = damage * 15 / 100;
            target = pVictim;
            trigger_spell_id = 26470;
            break;
        }
        // Cheat Death
        case 28845:
        {
            // When your health drops below 20% ....
            if (GetHealth() - damage > GetMaxHealth() / 5 || GetHealth() < GetMaxHealth() / 5)
                return false;
            break;
        }
        // Deadly Swiftness (Rank 1)
        case 31255:
        {
            // whenever you deal damage to a target who is below 20% health.
            if (pVictim->GetHealth() > pVictim->GetMaxHealth() / 5)
                return false;
            target = this;
            trigger_spell_id = 22588;
        }
        // Greater Heal Refund (Avatar Raiment set)
        case 37594:
        {
            // Not give if target alredy have full health
            if (pVictim->GetHealth() == pVictim->GetMaxHealth())
                return false;
            // If your Greater Heal brings the target to full health, you gain $37595s1 mana.
            if (pVictim->GetHealth() + damage < pVictim->GetMaxHealth())
                return false;
            break;
        }
        // Bonus Healing (Crystal Spire of Karabor mace)
        case 40971:
        {
            // If your target is below $s1% health
            if (pVictim->GetHealth() > pVictim->GetMaxHealth() * triggerAmount / 100)
                return false;
            break;
        }
        // Evasive Maneuvers (Commendation of Kael`thas trinket)
        case 45057:
        {
            // reduce you below $s1% health
            if (GetHealth() - damage > GetMaxHealth() * triggerAmount / 100)
                return false;
            break;
        }
    }
    // Costum basepoints/target for exist spell
    // dummy basepoints or other customs
    switch(trigger_spell_id)
    {
        // Cast positive spell on enemy target
        case 7099:  // Curse of Mending
        case 39647: // Curse of Mending
        case 29494: // Temptation
        case 20233: // Improved Lay on Hands (cast on target)
        {
            target = pVictim;
            break;
        }
        // Combo points add triggers (need add combopoint only for main tatget, and after possible combopoints reset)
        case 15250: // Rogue Setup
        {
            if(!pVictim || pVictim != getVictim())   // applied only for main target
                return false;
            break;                                   // continue normal case
        }
        // Finish movies that add combo
        case 14189: // Seal Fate (Netherblade set)
        case 14157: // Ruthlessness
        {
            // Need add combopoint AFTER finish movie (or they dropped in finish phase)
            break;
        }
        // Shamanistic Rage triggered spell
        case 30824:
        {
            basepoints0 = int32(GetTotalAttackPowerValue(BASE_ATTACK) * triggerAmount / 100);
            trigger_spell_id = 30824;
            break;
        }
        // Enlightenment (trigger only from mana cost spells)
        case 35095:
        {
            if(!procSpell || procSpell->powerType!=POWER_MANA || procSpell->manaCost==0 && procSpell->ManaCostPercentage==0 && procSpell->manaCostPerlevel==0)
                return false;
            break;
        }
    }
    if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(trigger_spell_id))
        return false;
    // try detect target manually if not set
    if ( target == NULL )
       target = !(procFlags & PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL) && IsPositiveSpell(trigger_spell_id) ? this : pVictim;
    // default case
    if(!target || target!=this && !target->isAlive())
        return false;
    if(basepoints0)
        CastCustomSpell(target,trigger_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura);
    else if(spellmgr.GetSpellCustomAttr(trigger_spell_id) & SPELL_ATTR_CU_AURA_SPELL)
        AddAura(trigger_spell_id, target);
    else
        CastSpell(target,trigger_spell_id,true,castItem,triggeredByAura);
    if( cooldown && GetTypeId()==TYPEID_PLAYER )
        ((Player*)this)->AddSpellCooldown(trigger_spell_id,0,time(NULL) + cooldown);
    return true;
}
bool Unit::HandleOverrideClassScriptAuraProc(Unit *pVictim, Aura *triggeredByAura, SpellEntry const *procSpell, uint32 cooldown)
{
    int32 scriptId = triggeredByAura->GetModifier()->m_miscvalue;
    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 << uint64(GetGUID());
        data << uint32(AI_REACTION_AGGRO);                  // Aggro sound
        ((WorldObject*)this)->SendMessageToSet(&data, true);
        ((Creature*)this)->CallAssistance();
        ((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
    }
    // 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)->SetNoCallAssistance(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 isn't 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() const
{
    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(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(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* pet)
{
    SetUInt64Value(UNIT_FIELD_CHARM, pet ? pet->GetGUID() : 0);
}
void Unit::AddPlayerToVision(Player* plr) 
{ 
    if (m_sharedVision.empty() && GetTypeId() == TYPEID_UNIT)
    {
        setActive(true);
        GetMap()->SwitchGridContainers((Creature*)this, true);
    }
    m_sharedVision.push_back(plr);
    plr->SetFarsightTarget(this);
}
void Unit::RemovePlayerFromVision(Player* plr) 
{ 
    m_sharedVision.remove(plr); 
    if (m_sharedVision.empty() && GetTypeId() == TYPEID_UNIT)
    {
        setActive(false);
        GetMap()->SwitchGridContainers((Creature*)this, false);
    }
    plr->ClearFarsight();
}
void Unit::RemoveAllFromVision()
{
    while (!m_sharedVision.empty())
    {
        Player* plr = *m_sharedVision.begin();
        m_sharedVision.erase(m_sharedVision.begin());
        plr->ClearFarsight();
    }
}
void Unit::UncharmSelf()
{
    if (!GetCharmer())
        return;
    RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
}
void Unit::UnpossessSelf(bool attack)
{
    if (!isPossessed() || !GetCharmer())
        return;
    if (GetCharmer()->GetTypeId() == TYPEID_PLAYER)
        ((Player*)GetCharmer())->RemovePossess(attack);
    else
    {
        GetCharmer()->SetCharm(0);
        SetCharmerGUID(0);
        m_isPossessed = false;
    }
}
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)
{
    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);
    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)->GetModifierValue() +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)->GetModifierValue() +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)->GetModifierValue() +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_GENERIC:
			// Siphon Essence - 0%
			if(spellProto->AttributesEx == 268435456 && spellProto->SpellIconID == 2027)
			{
				CastingTime = 0;
			}
			// Goblin Rocket Launcher - 0%
			else if (spellProto->SpellIconID == 184 && spellProto->Attributes == 4259840)
			{
				CastingTime = 0;
			}
			// Darkmoon Card: Vengeance - 0.1%
			else if (spellProto->SpellVisual == 9850 && spellProto->SpellIconID == 2230)
			{
				CastingTime = 3.5;
			}
        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 = 0.85f;
                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;
    float CoefficientPtc = ((float)CastingTime/3500.0f)*DotFactor*100.0f;
    if(Player* modOwner = GetSpellModOwner())
        //modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage);
        modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,CoefficientPtc);
    //SpellModSpellDamage /= 100.0f;
    CoefficientPtc /= 100.0f;
    //float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty;
    float DoneActualBenefit = DoneAdvertisedBenefit * CoefficientPtc * LvlPenalty;
    float TakenActualBenefit = TakenAdvertisedBenefit;
    if(spellProto->SpellFamilyName)
        TakenActualBenefit *= (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)->GetModifierValue();
    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)->GetModifierValue() / 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)->GetModifierValue() / 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)->GetModifierValue();
    // ..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)->GetModifierValue();
    return TakenAdvertisedBenefit;
}
bool Unit::isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType)
{
    // not critting 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 || spellProto->Id == 40972 ||
		spellProto->Id == 22845 || spellProto->Id == 33504)
        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;
                }
				// Improved Leader of the Pack
				else if (spellProto->AttributesEx2 == 536870912 && spellProto->SpellIconID == 312 
					&& spellProto->AttributesEx3 == 33554432)
				{
					CastingTime = 0;
				}
                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;
        float CoefficientPtc = ((float)CastingTime/3500.0f)*DotFactor*100.0f;
        if(Player* modOwner = GetSpellModOwner())
            //modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage);
            modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,CoefficientPtc);
        //SpellModSpellDamage /= 100.0f;
        CoefficientPtc /= 100.0f;
        //ActualBenefit = (float)AdvertisedBenefit * ((float)CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty;
        ActualBenefit = (float)AdvertisedBenefit * CoefficientPtc * 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)->GetModifierValue()) / 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)->GetModifierValue();
    // 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)->GetModifierValue() / 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)->GetModifierValue() / 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)->GetModifierValue();
    return AdvertisedBenefit;
}
bool Unit::IsImmunedToDamage(SpellSchoolMask shoolMask, bool useCharges)
{
    //If m_immuneToSchool type contain this school type, IMMUNE damage.
    SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
    for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
        if(itr->type & shoolMask)
            return true;
    //If m_immuneToDamage type contain magic, IMMUNE damage.
    SpellImmuneList const& damageList = m_spellImmune[IMMUNITY_DAMAGE];
    for (SpellImmuneList::const_iterator itr = damageList.begin(); itr != damageList.end(); ++itr)
        if(itr->type & shoolMask)
            return true;
    return false;
}
bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo, bool useCharges)
{
    if (!spellInfo)
        return false;
    SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL];
    for(SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr)
        if(itr->type == spellInfo->Dispel)
            return true;
    if( !(spellInfo->AttributesEx & SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE) &&         // unaffected by school immunity
        !(spellInfo->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)               // can remove immune (by dispell or immune it)
        && (spellInfo->Id != 42292))
    {
        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;
    }
    SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
    for(SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
    {
        if(itr->type == spellInfo->Mechanic)
        {
            return true;
        }
    }
    SpellImmuneList const& idList = m_spellImmune[IMMUNITY_ID];
    for(SpellImmuneList::const_iterator itr = idList.begin(); itr != idList.end(); ++itr)
    {
        if(itr->type == spellInfo->Id)
        {
            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 == SPELLFAMILY_SHAMAN && flags == SPELLFAMILYFLAG_SHAMAN_FROST_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 = 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)->GetModifierValue();
    // ..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)->GetModifierValue();
    }
    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)->GetModifierValue();
    }
    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 & GetMeleeDamageSchoolMask())
            TakenFlatBenefit += (*i)->GetModifierValue();
    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 = 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)->GetModifierValue()+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 & GetMeleeDamageSchoolMask())
            TakenTotalMod *= ((*i)->GetModifierValue()+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)->GetModifierValue()+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)->GetModifierValue()+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 formula...)
    if(isAttackReady(BASE_ATTACK))
        return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f);
    else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
        return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f);
    return 0;
}
float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM) 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_MOUNT);
    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::CombatStart(Unit* target)
{
    if(!target->IsStandState() && !target->hasUnitState(UNIT_STAT_STUNNED))
        target->SetStandState(PLAYER_STATE_NONE);
	//Call creature group update
	if(GetTypeId()==TYPEID_UNIT && ((Creature *)this)->GetFormationID() &&
		CreatureGroupHolder.find(((Creature *)this)->GetFormationID()) != CreatureGroupHolder.end())
		CreatureGroupHolder[((Creature *)this)->GetFormationID()]->MemberHasAttacked(((Creature *)this));
    if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER
        && !((Creature*)target)->HasReactState(REACT_PASSIVE) && ((Creature*)target)->AI())
    {
        SetInCombatWith(target);
        target->SetInCombatWith(this);
        ((Creature*)target)->AI()->AttackStart(this);
    }
    else
    {
        SetInCombatWith(target);
        target->SetInCombatWith(this);
    }
    Unit *who = target->GetCharmerOrOwnerOrSelf();
    if(who->GetTypeId() == TYPEID_PLAYER)
        SetContestedPvP((Player*)who);
    Player *me = GetCharmerOrOwnerPlayerOrPlayerItself();
    if(me && who->IsPvP()
        && (who->GetTypeId() != TYPEID_PLAYER
        || !me->duel || me->duel->opponent != who))
    {
        me->UpdatePvP(true);
        me->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    }
}
void Unit::SetInCombatState(bool PvP)
{
    // only alive units can be in combat
    if(!isAlive())
        return;
    if(PvP)
        m_CombatTimer = 5000;
    if(isInCombat())
        return;
    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);
    if(GetTypeId() == TYPEID_PLAYER && GetPetGUID())
    {
        if(Pet *pet = GetPet())
        {
            pet->UpdateSpeed(MOVE_RUN, true);
            pet->UpdateSpeed(MOVE_SWIM, true);
            pet->UpdateSpeed(MOVE_FLIGHT, true);
        }
    }
}
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);
    if(GetTypeId() == TYPEID_PLAYER && GetPetGUID())
    {
        if(Pet *pet = GetPet())
            for(int i = 0; i < MAX_MOVE_TYPE; ++i)
                pet->SetSpeed(UnitMoveType(i), m_speed_rate[i], true);
    }
}
//TODO: remove this function
bool Unit::isTargetableForAttack() const
{
    return isAttackableByAOE() && !hasUnitState(UNIT_STAT_DIED);
}
bool Unit::canAttack(Unit const* target, bool force) const
{
    assert(target);
    if(force)
    {
        if(IsFriendlyTo(target))
            return false;
    }
    else if(!IsHostileTo(target))
        return false;
    if(!target->isAttackableByAOE() || target->hasUnitState(UNIT_STAT_DIED))
        return false;
    if((m_invisibilityMask || target->m_invisibilityMask) && !canDetectInvisibilityOf(target))
        return false;
    if(target->GetVisibility() == VISIBILITY_GROUP_STEALTH && !canDetectStealthOf(target, GetDistance(target)))
        return false;
    return true;
}
bool Unit::isAttackableByAOE() const
{
    if(!isAlive())
        return false;
    if(HasFlag(UNIT_FIELD_FLAGS, 
        UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NOT_ATTACKABLE_2))
        return false;
    if(GetTypeId()==TYPEID_PLAYER && ((Player *)this)->isGameMaster())
        return false;
    return !isInFlight();
}
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, bool is3dDistance) const
{
    if(!u)
        return false;
    return u->canSeeOrDetect(this, detect, inVisibleList, is3dDistance);
}
bool Unit::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
{
    return true;
}
bool Unit::canDetectInvisibilityOf(Unit const* u) const
{
    if(m_invisibilityMask & u->m_invisibilityMask) // same group
        return true;
    AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_STALKED); // Hunter mark
    for(AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
        if((*iter)->GetCasterGUID()==u->GetGUID())
            return true;
    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;
            if(i==6 && GetTypeId()==TYPEID_PLAYER)          // special drunk detection case
            {
                detectLevel = ((Player*)this)->GetDrunkValue();
            }
            else
            {
                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(invLevel <= detectLevel)
                return true;
        }
    }
    return false;
}
bool Unit::canDetectStealthOf(Unit const* target, float distance) const
{
    if(hasUnitState(UNIT_STAT_STUNNED))
        return false;
    if(distance < 0.24f) //collision
        return true;
    if(!HasInArc(M_PI, target)) //behind
        return false;
    if(HasAuraType(SPELL_AURA_DETECT_STEALTH))
        return true;
    //Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
    float visibleDistance = 10.5f - target->GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH) / 100.0f;
    //Visible distance is modified by -Level Diff (every level diff = 1.0f in visible distance)
    visibleDistance += int32(getLevelForTarget(target)) - int32(target->getLevelForTarget(this));
    //-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 += (float)(GetTotalAuraModifier(SPELL_AURA_MOD_DETECT) - target->GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_LEVEL)) / 5.0f;
    return distance < visibleDistance;
}
void Unit::SetVisibility(UnitVisibility x)
{
    m_Visibility = x;
    if(IsInWorld())
        SetToNotify();
    if(x == VISIBILITY_GROUP_STEALTH)
    {
        std::list targets;
        Trinity::AnyUnitInObjectRangeCheck check(this, World::GetMaxVisibleDistance());
        Trinity::UnitListSearcher searcher(targets, check);
        VisitNearbyWorldObject(World::GetMaxVisibleDistance(), searcher);
        for(std::list::iterator iter = targets.begin(); iter != targets.end(); ++iter)
            if(*iter != this && (*iter)->GetTypeId() == TYPEID_PLAYER
                && ((Player*)(*iter))->HaveAtClient(this))
            {
                DestroyForPlayer((Player*)(*iter));
                ((Player*)(*iter))->m_clientGUIDs.erase(GetGUID());
            }
    }
    /*{
        Map *m = GetMap();
        if(GetTypeId()==TYPEID_PLAYER)
            m->PlayerRelocation((Player*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
        else
            m->CreatureRelocation((Creature*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
    }*/
}
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_RUN_BACK:
            return;
        case MOVE_SWIM:
        {
            main_speed_mod  = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SWIM_SPEED);
            break;
        }
        case MOVE_SWIM_BACK:
            return;
        case MOVE_FLIGHT:
        {
            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_FLIGHT_BACK:
            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_FLIGHT:
        {
            // 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_RUN_BACK:
                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_SWIM_BACK:
                data.Initialize(MSG_MOVE_SET_SWIM_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4);
                break;
            case MOVE_TURN_RATE:
                data.Initialize(MSG_MOVE_SET_TURN_RATE, 8+4+1+4+4+4+4+4+4+4);
                break;
            case MOVE_FLIGHT:
                data.Initialize(MSG_MOVE_SET_FLIGHT_SPEED, 8+4+1+4+4+4+4+4+4+4);
                break;
            case MOVE_FLIGHT_BACK:
                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_RUN_BACK:
                data.Initialize(SMSG_FORCE_RUN_BACK_SPEED_CHANGE, 16);
                break;
            case MOVE_SWIM:
                data.Initialize(SMSG_FORCE_SWIM_SPEED_CHANGE, 16);
                break;
            case MOVE_SWIM_BACK:
                data.Initialize(SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, 16);
                break;
            case MOVE_TURN_RATE:
                data.Initialize(SMSG_FORCE_TURN_RATE_CHANGE, 16);
                break;
            case MOVE_FLIGHT:
                data.Initialize(SMSG_FORCE_FLIGHT_SPEED_CHANGE, 16);
                break;
            case MOVE_FLIGHT_BACK:
                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;                                  // moveEvent, NUM_PMOVE_EVTS = 0x39
        if (mtype == MOVE_RUN)
            data << uint8(0);                               // new 2.1.0
        data << float(GetSpeed(mtype));
        SendMessageToSet( &data, true );
    }
    if(GetPetGUID() && !isInCombat())
        if(Pet* pet = GetPet())
            pet->SetSpeed(mtype, m_speed_rate[mtype], forced);
}
void Unit::SetHover(bool on)
{
    if(on)
        CastSpell(this,11010,true);
    else
        RemoveAurasDueToSpell(11010);
}
void Unit::setDeathState(DeathState s)
{
    if (s != ALIVE && s!= JUST_ALIVED)
    {
        CombatStop();
        DeleteThreatList();
        getHostilRefManager().deleteReferences();
        ClearComboPointHolders();                           // any combo points pointed to unit lost at it death
        if(IsNonMeleeSpellCasted(false))
            InterruptNonMeleeSpells(false);
    }
    if (s == JUST_DIED)
    {
        RemoveAllAurasOnDeath();
        UnsummonAllTotems();
        // Possessed unit died, restore control to possessor
        UnpossessSelf(false);
        RemoveAllFromVision();
        ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
        ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
        // remove aurastates allowing special moves
        ClearAllReactives();
        ClearDiminishings();
        GetMotionMaster()->Clear(false);
        GetMotionMaster()->MoveIdle();
        StopMoving();
        //without this when removing IncreaseMaxHealth aura player may stuck with 1 hp
        //do not why since in IncreaseMaxHealth currenthealth is checked
        SetHealth(0);
    }
    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;
    // totems can not have threat list
    if( ((Creature*)this)->isTotem() )
        return false;
    // pets can not have a threat list, unless they are controlled by a creature
    if( ((Creature*)this)->isPet() && IS_PLAYER_GUID(((Pet*)this)->GetOwnerGUID()) )
        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 initialized
    if (!((Creature*)this)->AI())
        return false;
    if(!m_ThreatManager.isThreatListEmpty())
    {
        if(!HasAuraType(SPELL_AURA_MOD_TAUNT))
        {
            target = m_ThreatManager.getHostilTarget();
        }
        else
            target = getVictim();
    }
    if(target)
    {
        if(!hasUnitState(UNIT_STAT_STUNNED))
            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) && canAttack(*itr) && (*itr)->isInAccessiblePlaceFor((Creature*)this) )
                return false;
        }
    }
    // search nearby enemy before enter evade mode
    if(Unit *target = ((Creature*)this)->SelectNearestTarget())
    {
        if(!((Creature*)this)->IsOutOfThreatArea(target))
        {
            ((Creature*)this)->AI()->AttackStart(target);
            return true;
        }
    }
    if(m_invisibilityMask)
    {
        Unit::AuraList const& iAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY);
        for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr)
            if((*itr)->IsPermanent())
            {
                ((Creature*)this)->AI()->EnterEvadeMode();
                break;
            }
        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());
    if (level > (int32)spellProto->maxLevel && spellProto->maxLevel > 0)
        level = (int32)spellProto->maxLevel;
    else if (level < (int32)spellProto->baseLevel)
        level = (int32)spellProto->baseLevel;
    level-= (int32)spellProto->spellLevel;
    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)
            //there are many more: slow speed, -healing pct
        //value = int32(value*0.25f*exp(getLevel()*(70-spellProto->spellLevel)/1000.0f));
        value = int32(value * (int32)getLevel() / (int32)(spellProto->spellLevel ? spellProto->spellLevel : 1));
    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, false);
}
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(): non existed 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 non existed 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 non existed 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)
{
    if(getDeathState() == JUST_DIED)
        val = 0;
    else
    {
        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)
{
    if(GetPower(power) == val)
        return;
    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()
{
    WorldObject::AddToWorld();
}
void Unit::RemoveFromWorld()
{
    // cleanup
    if(IsInWorld())
    {
        RemoveNotOwnSingleTargetAuras();
    }
    WorldObject::RemoveFromWorld();
}
void Unit::CleanupsBeforeDelete()
{
    if(m_uint32Values)                                      // only for fully created object
    {
        InterruptNonMeleeSpells(true);
        m_Events.KillAllEvents(false);                      // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
        CombatStop();
        ClearComboPointHolders();
        DeleteThreatList();
        getHostilRefManager().setOnlineOfflineState(false);
        RemoveAllAuras();
        RemoveAllGameObjects();
        RemoveAllDynObjects();
        UnpossessSelf(false);
        RemoveAllFromVision();
        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_reactState(REACT_PASSIVE), m_petnumber(0), m_barInit(false)
{
    for(int i =0; i<4; ++i)
    {
        m_charmspells[i].spellId = 0;
        m_charmspells[i].active = ACT_DISABLED;
    }
}
void CharmInfo::InitPetActionBar()
{
    if (m_barInit)
        return;
    // 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;
    }
    m_barInit = true;
}
void CharmInfo::InitEmptyActionBar(bool withAttack)
{
    if (m_barInit)
        return;
    for(uint32 x = 0; x < 10; ++x)
    {
        PetActionBar[x].Type = ACT_CAST;
        PetActionBar[x].SpellOrAction = 0;
    }
    if (withAttack)
    {
        PetActionBar[0].Type = ACT_COMMAND;
        PetActionBar[0].SpellOrAction = COMMAND_ATTACK;
    }
    m_barInit = true;
}
void CharmInfo::InitPossessCreateSpells()
{
    InitEmptyActionBar();
    if(m_unit->GetTypeId() == TYPEID_UNIT)
    {
        for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
        {
            uint32 spellid = ((Creature*)m_unit)->m_spells[i];
            if(IsPassiveSpell(spellid))
                m_unit->CastSpell(m_unit, spellid, true);
            else
                AddSpellToAB(0, spellid, 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(Aura* _triggeredByAura, uint32 _cooldown)
        : triggeredByAura(_triggeredByAura),
        triggeredByAura_SpellPair(Unit::spellEffectPair(triggeredByAura->GetId(),triggeredByAura->GetEffIndex())),
        cooldown(_cooldown)
    {}
    Aura* triggeredByAura;                                  // triggred aura, can be invalidate at triggered aura proccessing
    Unit::spellEffectPair triggeredByAura_SpellPair;        // spell pair, used for re-find aura (by pointer comparison in range)
    uint32 cooldown;                                        // possible hidden 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;
            Aura* i_aura = *i;
            uint32 cooldown;                                // returned at next line
            if(!IsTriggeredAtSpellProcEvent(i_aura->GetSpellProto(), procSpell, procFlag,attType,isVictim,cooldown))
                continue;
            procTriggered.push_back( ProcTriggeredData(i_aura, 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 processed auras:");
                    for(ProcTriggeredList::iterator i2 = procTriggered.begin(); i != i2; ++i2)
                        sLog.outError("     Spell aura %u (id:%u effect:%u)",*aur,i2->triggeredByAura_SpellPair.first,i2->triggeredByAura_SpellPair.second);
                    sLog.outError("     ");
                    continue;
                }
            }
            /// this is aura triggering code call
            Aura* triggeredByAura = i->triggeredByAura;
            /// save charges existence before processing to prevent crash at access to deleted triggered aura after
            /// used in speedup code check before check aura existance.
            bool triggeredByAuraWithCharges =  triggeredByAura->m_procCharges > 0;
            /// success in event proccesing
            /// used in speedup code check before check aura existance.
            bool casted = false;
            /// process triggered code
            switch(*aur)
            {
                case SPELL_AURA_PROC_TRIGGER_SPELL:
                {
                    sLog.outDebug("ProcDamageAndSpell: casting spell (triggered by %s proc aura of spell %u)",
                        (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                    casted = HandleProcTriggerSpell(pTarget, damage, triggeredByAura, procSpell, procFlag, attType, i->cooldown);
                    break;
                }
                case SPELL_AURA_PROC_TRIGGER_DAMAGE:
                {
                    uint32 triggered_damage = triggeredByAura->GetModifier()->m_amount;
                    sLog.outDebug("ProcDamageAndSpell: doing %u damage (triggered by %s aura of spell %u)",
                        triggered_damage, (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                    SpellNonMeleeDamageLog(pTarget, triggeredByAura->GetId(), triggered_damage, true, true);
                    casted = true;
                    break;
                }
                case SPELL_AURA_DUMMY:
                {
                    uint32 effect = triggeredByAura->GetEffIndex();
                    sLog.outDebug("ProcDamageAndSpell: casting spell (triggered by %s dummy aura of spell %u)",
                        (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                    casted = HandleDummyAuraProc(pTarget, damage, triggeredByAura, procSpell, procFlag,i->cooldown);
                    break;
                }
                case SPELL_AURA_PRAYER_OF_MENDING:
                {
                    sLog.outDebug("ProcDamageAndSpell: casting mending (triggered by %s dummy aura of spell %u)",
                        (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                    casted = HandleMeandingAuraProc(triggeredByAura);
                    break;
                }
                case SPELL_AURA_MOD_HASTE:
                {
                    sLog.outDebug("ProcDamageAndSpell: casting spell (triggered by %s haste aura of spell %u)",
                        (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                    casted = HandleHasteAuraProc(pTarget, damage, 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 = triggeredByAura->GetModifier()->m_miscvalue & damageSchoolMask;
                    break;
                }
                case SPELL_AURA_OVERRIDE_CLASS_SCRIPTS:
                {
                    sLog.outDebug("ProcDamageAndSpell: casting spell (triggered by %s class script aura of spell %u)",
                        (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                    casted = HandleOverrideClassScriptAuraProc(pTarget, 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 re-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 == triggeredByAura)      // pointer still valid
                    {
                        if(triggeredByAura->m_procCharges > 0)
                            triggeredByAura->m_procCharges -= 1;
                        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();
            }
        }
    }
}
*/
struct ProcTriggeredData
{
    ProcTriggeredData(SpellProcEventEntry const * _spellProcEvent, Aura* _triggeredByAura)
        : spellProcEvent(_spellProcEvent), triggeredByAura(_triggeredByAura),
        triggeredByAura_SpellPair(Unit::spellEffectPair(triggeredByAura->GetId(),triggeredByAura->GetEffIndex()))
        {}
    SpellProcEventEntry const *spellProcEvent;
    Aura* triggeredByAura;
    Unit::spellEffectPair triggeredByAura_SpellPair;
};
typedef std::list< ProcTriggeredData > ProcTriggeredList;
typedef std::list< uint32> RemoveSpellList;
// List of auras that CAN be trigger but may not exist in spell_proc_event
// in most case need for drop charges
// in some types of aura need do additional check
// for example SPELL_AURA_MECHANIC_IMMUNITY - need check for mechanic
static bool isTriggerAura[TOTAL_AURAS];
static bool isNonTriggerAura[TOTAL_AURAS];
void InitTriggerAuraData()
{
    for (int i=0;iblocked)
            procEx|=PROC_EX_BLOCK;
        // On absorb
        if (damageInfo->absorb)
            procEx|=PROC_EX_ABSORB;
        // On crit
        if (damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT)
            procEx|=PROC_EX_CRITICAL_HIT;
        else
            procEx|=PROC_EX_NORMAL_HIT;
    }
    return procEx;
}
static int deep = 0;
void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage )
{
    deep ++;
    if (deep > 5)
    {
        sLog.outError("Prevent possible stack owerflow in Unit::ProcDamageAndSpellFor");
        if (procSpell)
            sLog.outError("  Spell %u", procSpell->Id);
        deep--;
        return;
    }
    // For melee/ranged based attack need update skills and set some Aura states
    if (procFlag & MELEE_BASED_TRIGGER_MASK)
    {
        // Update skills here for players
        if (GetTypeId() == TYPEID_PLAYER)
        {
            // On melee based hit/miss/resist need update skill (for victim and attacker)
            if (procExtra&(PROC_EX_NORMAL_HIT|PROC_EX_MISS|PROC_EX_RESIST))
            {
                if (pTarget->GetTypeId() != TYPEID_PLAYER && pTarget->GetCreatureType() != CREATURE_TYPE_CRITTER)
                    ((Player*)this)->UpdateCombatSkills(pTarget, attType, MELEE_HIT_MISS, isVictim);
            }
            // Update defence if player is victim and parry/dodge/block
            if (isVictim && procExtra&(PROC_EX_DODGE|PROC_EX_PARRY|PROC_EX_BLOCK))
                ((Player*)this)->UpdateDefense();
        }
        // If exist crit/parry/dodge/block need update aura state (for victim and attacker)
        if (procExtra & (PROC_EX_CRITICAL_HIT|PROC_EX_PARRY|PROC_EX_DODGE|PROC_EX_BLOCK))
        {
            // for victim
            if (isVictim)
            {
                // if victim and dodge attack
                if (procExtra&PROC_EX_DODGE)
                {
                    //Update AURA_STATE on dodge
                    if (getClass() != CLASS_ROGUE) // skip Rogue Riposte
                    {
                        ModifyAuraState(AURA_STATE_DEFENSE, true);
                        StartReactiveTimer( REACTIVE_DEFENSE );
                    }
                }
                // if victim and parry attack
                if (procExtra & PROC_EX_PARRY)
                {
                    // For Hunters only Counterattack (skip Mongoose bite)
                    if (getClass() == CLASS_HUNTER)
                    {
                        ModifyAuraState(AURA_STATE_HUNTER_PARRY, true);
                        StartReactiveTimer( REACTIVE_HUNTER_PARRY );
                    }
                    else
                    {
                        ModifyAuraState(AURA_STATE_DEFENSE, true);
                        StartReactiveTimer( REACTIVE_DEFENSE );
                    }
                }
                // if and victim block attack
                if (procExtra & PROC_EX_BLOCK)
                {
                    ModifyAuraState(AURA_STATE_DEFENSE,true);
                    StartReactiveTimer( REACTIVE_DEFENSE );
                }
            }
            else //For attacker
            {
                // Overpower on victim dodge
                if (procExtra&PROC_EX_DODGE && GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR)
                {
                    ((Player*)this)->AddComboPoints(pTarget, 1);
                    StartReactiveTimer( REACTIVE_OVERPOWER );
                }
                // Enable AURA_STATE_CRIT on crit
                if (procExtra & PROC_EX_CRITICAL_HIT)
                {
                    ModifyAuraState(AURA_STATE_CRIT, true);
                    StartReactiveTimer( REACTIVE_CRIT );
                    if(getClass()==CLASS_HUNTER)
                    {
                        ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, true);
                        StartReactiveTimer( REACTIVE_HUNTER_CRIT );
                    }
                }
            }
        }
    }
    RemoveSpellList removedSpells;
    ProcTriggeredList procTriggered;
    // Fill procTriggered list
    for(AuraMap::const_iterator itr = GetAuras().begin(); itr!= GetAuras().end(); ++itr)
    {
        SpellProcEventEntry const* spellProcEvent = NULL;
        if(!IsTriggeredAtSpellProcEvent(itr->second, procSpell, procFlag, procExtra, attType, isVictim, (damage > 0), spellProcEvent))
           continue;
        procTriggered.push_back( ProcTriggeredData(spellProcEvent, itr->second) );
    }
    // 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 auars 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.outDebug("Spell aura %u (id:%u effect:%u) has been deleted before call spell proc event handler", i->triggeredByAura->GetModifier()->m_auraname, i->triggeredByAura_SpellPair.first, i->triggeredByAura_SpellPair.second);
//                sLog.outDebug("It can be deleted one from early proccesed auras:");
//                for(ProcTriggeredList::iterator i2 = procTriggered.begin(); i != i2; ++i2)
//                    sLog.outDebug("     Spell aura %u (id:%u effect:%u)", i->triggeredByAura->GetModifier()->m_auraname,i2->triggeredByAura_SpellPair.first,i2->triggeredByAura_SpellPair.second);
//                    sLog.outDebug("     ");
                continue;
            }
        }
        SpellProcEventEntry const *spellProcEvent = i->spellProcEvent;
        Aura *triggeredByAura = i->triggeredByAura;
        Modifier *auraModifier = triggeredByAura->GetModifier();
        SpellEntry const *spellInfo = triggeredByAura->GetSpellProto();
        uint32 effIndex = triggeredByAura->GetEffIndex();
        bool useCharges = triggeredByAura->m_procCharges > 0;
        // For players set spell cooldown if need
        uint32 cooldown = 0;
        if (GetTypeId() == TYPEID_PLAYER && spellProcEvent && spellProcEvent->cooldown)
            cooldown = spellProcEvent->cooldown;
        switch(auraModifier->m_auraname)
        {
            case SPELL_AURA_PROC_TRIGGER_SPELL:
            {
                sLog.outDebug("ProcDamageAndSpell: casting spell %u (triggered by %s aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
                // Don`t drop charge or add cooldown for not started trigger
                if (!HandleProcTriggerSpell(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown))
                    continue;
                break;
            }
            case SPELL_AURA_PROC_TRIGGER_DAMAGE:
            {
                sLog.outDebug("ProcDamageAndSpell: doing %u damage from spell id %u (triggered by %s aura of spell %u)", auraModifier->m_amount, spellInfo->Id, (isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
                SpellNonMeleeDamage damageInfo(this, pTarget, spellInfo->Id, spellInfo->SchoolMask);
                CalculateSpellDamage(&damageInfo, auraModifier->m_amount, spellInfo);
                SendSpellNonMeleeDamageLog(&damageInfo);
                DealSpellDamage(&damageInfo, true);
                break;
            }
            case SPELL_AURA_MANA_SHIELD:
            case SPELL_AURA_DUMMY:
            {
                sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s dummy aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
                if (!HandleDummyAuraProc(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown))
                    continue;
                break;
            }
            case SPELL_AURA_MOD_HASTE:
            {
                sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s haste aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
                if (!HandleHasteAuraProc(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown))
                    continue;
                break;
            }
            case SPELL_AURA_OVERRIDE_CLASS_SCRIPTS:
            {
                sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
                if (!HandleOverrideClassScriptAuraProc(pTarget, triggeredByAura, procSpell, cooldown))
                    continue;
                break;
            }
            case SPELL_AURA_PRAYER_OF_MENDING:
            {
                sLog.outDebug("ProcDamageAndSpell: casting mending (triggered by %s dummy aura of spell %u)",
                    (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId());
                HandleMeandingAuraProc(triggeredByAura);
                break;
            }
            case SPELL_AURA_MOD_STUN:
                // Remove by default, but if charge exist drop it
                if (triggeredByAura->m_procCharges == 0)
                   removedSpells.push_back(triggeredByAura->GetId());
                break;
            case SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS:
            case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
                // Hunter's Mark (1-4 Rangs)
                if (spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (spellInfo->SpellFamilyFlags&0x0000000000000400LL))
                {
                    uint32 basevalue = triggeredByAura->GetBasePoints();
                    auraModifier->m_amount += basevalue/10;
                    if (auraModifier->m_amount > basevalue*4)
                        auraModifier->m_amount = basevalue*4;
                }
                break;
            case SPELL_AURA_MOD_CASTING_SPEED:
                // Skip melee hits or instant cast spells
                if (procSpell == NULL || GetSpellCastTime(procSpell) == 0)
                    continue;
                break;
            case SPELL_AURA_REFLECT_SPELLS_SCHOOL:
                // Skip Melee hits and spells ws wrong school
                if (procSpell == NULL || (auraModifier->m_miscvalue & procSpell->SchoolMask) == 0)
                    continue;
                break;
            case SPELL_AURA_MOD_POWER_COST_SCHOOL_PCT:
            case SPELL_AURA_MOD_POWER_COST_SCHOOL:
                // Skip melee hits and spells ws wrong school or zero cost
                if (procSpell == NULL ||
                    (procSpell->manaCost == 0 && procSpell->ManaCostPercentage == 0) || // Cost check
                    (auraModifier->m_miscvalue & procSpell->SchoolMask) == 0)         // School check
                    continue;
                break;
            case SPELL_AURA_MECHANIC_IMMUNITY:
                // Compare mechanic
                if (procSpell==NULL || procSpell->Mechanic != auraModifier->m_miscvalue)
                    continue;
                break;
            case SPELL_AURA_MOD_MECHANIC_RESISTANCE:
                // Compare mechanic
                if (procSpell==NULL || procSpell->Mechanic != auraModifier->m_miscvalue)
                    continue;
                break;
            default:
                // nothing do, just charges counter
                break;
        }
        // Remove charge (aura can be removed by triggers)
        if(useCharges)
        {
            // need found aura on drop (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)
                {
                     triggeredByAura->m_procCharges -=1;
                     triggeredByAura->UpdateAuraCharges();
                     if (triggeredByAura->m_procCharges <= 0)
                          removedSpells.push_back(triggeredByAura->GetId());
                    break;
                }
            }
        }
    }
    if (removedSpells.size())
    {
        // Sort spells and remove dublicates
        removedSpells.sort();
        removedSpells.unique();
        // Remove auras from removedAuras
        for(RemoveSpellList::const_iterator i = removedSpells.begin(); i != removedSpells.end();i++)
            RemoveAurasDueToSpell(*i);
    }
    deep--;
}
SpellSchoolMask Unit::GetMeleeDamageSchoolMask() const
{
    return SPELL_SCHOOL_MASK_NORMAL;
}
Player* Unit::GetSpellModOwner() const
{
    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);                                     // flags (0x1, 0x2)
    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 example 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(float dist) const
{
    std::list targets;
    Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, this, dist);
    Trinity::UnitListSearcher searcher(targets, u_check);
    VisitNearbyObject(dist, searcher);
    // remove current target
    if(getVictim())
        targets.remove(getVictim());
    // remove not LoS targets
    for(std::list::iterator tIter = targets.begin(); tIter != targets.end();)
    {
        if(!IsWithinLOSInMap(*tIter))
        {
            std::list::iterator tIter2 = tIter;
            ++tIter;
            targets.erase(tIter2);
        }
        else
            ++tIter;
    }
    // no appropriate targets
    if(targets.empty())
        return NULL;
    // select random
    uint32 rIdx = urand(0,targets.size()-1);
    std::list::const_iterator tcIter = targets.begin();
    for(uint32 i = 0; i < rIdx; ++i)
        ++tcIter;
    return *tcIter;
}
void Unit::ApplyAttackTimePercentMod( WeaponAttackType att,float val, bool apply )
{
    float remainingTimePct = (float)m_attackTimer[att] / (GetAttackTime(att) * m_modAttackSpeedPct[att]);
    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);
    }
    m_attackTimer[att] = uint32(GetAttackTime(att) * m_modAttackSpeedPct[att] * remainingTimePct);
}
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 )
{
    // Not apply this to creature casted spells with casttime==0
    if(CastingTime==0 && GetTypeId()==TYPEID_UNIT && !((Creature*)this)->isPet())
        return 3500;
    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 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
        player->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()));
}
Pet* Unit::CreateTamedPetFrom(Creature* creatureTarget,uint32 spell_id)
{
    Pet* pet = new Pet(HUNTER_PET);
    if(!pet->CreateBaseAtCreature(creatureTarget))
    {
        delete pet;
        return NULL;
    }
    pet->SetOwnerGUID(GetGUID());
    pet->SetCreatorGUID(GetGUID());
    pet->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, getFaction());
    pet->SetUInt32Value(UNIT_CREATED_BY_SPELL, spell_id);
    if(!pet->InitStatsForLevel(creatureTarget->getLevel()))
    {
        sLog.outError("ERROR: Pet::InitStatsForLevel() failed for creature (Entry: %u)!",creatureTarget->GetEntry());
        delete pet;
        return NULL;
    }
    pet->GetCharmInfo()->SetPetNumber(objmgr.GeneratePetNumber(), true);
    // this enables pet details window (Shift+P)
    pet->AIM_Initialize();
    pet->InitPetCreateSpells();
    pet->SetHealth(pet->GetMaxHealth());
    return pet;
}
bool Unit::IsTriggeredAtSpellProcEvent(Aura* aura, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const*& spellProcEvent )
{
    SpellEntry const* spellProto = aura->GetSpellProto ();
    // Get proc Event Entry
    spellProcEvent = spellmgr.GetSpellProcEvent(spellProto->Id);
    // Aura info stored here
    Modifier *mod = aura->GetModifier();
    // Skip this auras
    if (isNonTriggerAura[mod->m_auraname])
        return false;
    // If not trigger by default and spellProcEvent==NULL - skip
    if (!isTriggerAura[mod->m_auraname] && spellProcEvent==NULL)
        return false;
    // Get EventProcFlag
    uint32 EventProcFlag;
    if (spellProcEvent && spellProcEvent->procFlags) // if exist get custom spellProcEvent->procFlags
        EventProcFlag = spellProcEvent->procFlags;
    else
        EventProcFlag = spellProto->procFlags;       // else get from spell proto
    // Continue if no trigger exist
    if (!EventProcFlag)
        return false;
    // Check spellProcEvent data requirements
    if(!SpellMgr::IsSpellProcEventCanTriggeredBy(spellProcEvent, EventProcFlag, procSpell, procFlag, procExtra, active))
        return false;
    // Aura added by spell can`t trogger from self (prevent drop cahres/do triggers)
    // But except periodic triggers (can triggered from self)
    if(procSpell && procSpell->Id == spellProto->Id && !(spellProto->procFlags&PROC_FLAG_ON_TAKE_PERIODIC))
        return false;
    // Check if current equipment allows aura to proc
    if(!isVictim && GetTypeId() == TYPEID_PLAYER)
    {
        if(spellProto->EquippedItemClass == ITEM_CLASS_WEAPON)
        {
            Item *item = NULL;
            if(attType == BASE_ATTACK)
                item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
            else if (attType == OFF_ATTACK)
                item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
            else
                item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
            if (!((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK))
                return false;
            if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
                return false;
        }
        else if(spellProto->EquippedItemClass == ITEM_CLASS_ARMOR)
        {
            // Check if player is wearing shield
            Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
            if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_ARMOR || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
                return false;
        }
    }
    // Get chance from spell
    float chance = (float)spellProto->procChance;
    // If in spellProcEvent exist custom chance, chance = spellProcEvent->customChance;
    if(spellProcEvent && spellProcEvent->customChance)
        chance = spellProcEvent->customChance;
    // If PPM exist calculate chance from PPM
    if(!isVictim && spellProcEvent && spellProcEvent->ppmRate != 0)
    {
        uint32 WeaponSpeed = GetAttackTime(attType);
        chance = GetPPMProcChance(WeaponSpeed, spellProcEvent->ppmRate);
    }
    // Apply chance modifer aura
    if(Player* modOwner = GetSpellModOwner())
        modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance);
    return roll_chance_f(chance);
}
bool Unit::HandleMeandingAuraProc( Aura* triggeredByAura )
{
    // aura can be deleted at casts
    SpellEntry const* spellProto = triggeredByAura->GetSpellProto();
    uint32 effIdx = triggeredByAura->GetEffIndex();
    int32 heal = triggeredByAura->GetModifier()->m_amount;
    uint64 caster_guid = triggeredByAura->GetCasterGUID();
    // jumps
    int32 jumps = triggeredByAura->m_procCharges-1;
    // current aura expire
    triggeredByAura->m_procCharges = 1;             // will removed at next charges decrease
    // next target selection
    if(jumps > 0 && GetTypeId()==TYPEID_PLAYER && IS_PLAYER_GUID(caster_guid))
    {
        float radius;
        if (spellProto->EffectRadiusIndex[effIdx])
            radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(spellProto->EffectRadiusIndex[effIdx]));
        else
            radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(spellProto->rangeIndex));
        if(Player* caster = ((Player*)triggeredByAura->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,triggeredByAura,caster->GetGUID());
                caster->AddSpellMod(mod, false);
            }
        }
    }
    // heal
    CastCustomSpell(this,33110,&heal,NULL,NULL,true,NULL,NULL,caster_guid);
    return true;
}
void Unit::RemoveAurasAtChanneledTarget(SpellEntry const* spellInfo)
{
    uint64 target_guid = GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT);
    if(!IS_UNIT_GUID(target_guid))
        return;
    Unit* target = ObjectAccessor::GetUnit(*this, target_guid);
    if(!target)
        return;
    for (AuraMap::iterator iter = target->GetAuras().begin(); iter != target->GetAuras().end(); )
    {
        if (iter->second->GetId() == spellInfo->Id && iter->second->GetCasterGUID()==GetGUID())
            target->RemoveAura(iter);
        else
            ++iter;
    }
}
/*-----------------------TRINITY-----------------------------*/
void Unit::SetToNotify()
{
    if(Map *map = GetMap())
        map->AddUnitToNotify(this);
}
void Unit::Kill(Unit *pVictim, bool durabilityLoss)
{
    pVictim->SetHealth(0);
    // 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_AND_GET_XP, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
        else
            player->ProcDamageAndSpell(pVictim, PROC_FLAG_NONE, PROC_FLAG_KILLED,PROC_EX_NONE, 0);
    }
    // if talent known but not triggered (check priest class for speedup check)
    bool SpiritOfRedemption = false;
    if(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)
            {
                // 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,*itr);
                SpiritOfRedemption = true;
                break;
            }
        }
    }
    if(!SpiritOfRedemption)
    {
        DEBUG_LOG("SET JUST_DIED");
        pVictim->setDeathState(JUST_DIED);
    }
    // 10% durability loss on death
    // clean InHateListOf
    if (pVictim->GetTypeId() == TYPEID_PLAYER)
    {
        // remember victim PvP death for corpse type and corpse reclaim delay
        // at original death (not at SpiritOfRedemtionTalent timeout)
        ((Player*)pVictim)->SetPvPDeath(player!=NULL);
        // 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);
        }
        // Call KilledUnit for creatures
        if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
            ((Creature*)this)->AI()->KilledUnit(pVictim);
        // last damage from non duel opponent or opponent controlled creature
        if(((Player*)pVictim)->duel)
        {
            ((Player*)pVictim)->duel->opponent->CombatStopWithPets(true);
            ((Player*)pVictim)->CombatStopWithPets(true);
            ((Player*)pVictim)->DuelComplete(DUEL_INTERUPTED);
        }
    }
    else                                                // creature died
    {
        DEBUG_LOG("DealDamageNotPlayer");
        Creature *cVictim = (Creature*)pVictim;
        if(!cVictim->isPet())
        {
            cVictim->DeleteThreatList();
            cVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
        }
        // Call KilledUnit for creatures, this needs to be called after the lootable flag is set
        if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
            ((Creature*)this)->AI()->KilledUnit(pVictim);
        // 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);
                }
            }
        }
    }
    // outdoor pvp things, do these after setting the death state, else the player activity notify won't work... doh...
    // handle player kill only if not suicide (spirit of redemption for example)
    if(player && this != pVictim)
        if(OutdoorPvP * pvp = player->GetOutdoorPvP())
            pvp->HandleKill(player, pVictim);
    if(pVictim->GetTypeId() == TYPEID_PLAYER)
        if(OutdoorPvP * pvp = ((Player*)pVictim)->GetOutdoorPvP())
            pvp->HandlePlayerActivityChanged((Player*)pVictim);
    // battleground things (do this at the end, so the death state flag will be properly set to handle in the bg->handlekill)
    if(player && player->InBattleGround())
    {
        if(BattleGround *bg = player->GetBattleGround())
        {
            if(pVictim->GetTypeId() == TYPEID_PLAYER)
                bg->HandleKillPlayer((Player*)pVictim, player);
            else
                bg->HandleKillUnit((Creature*)pVictim, player);
        }
    }
}
void Unit::SetControlled(bool apply, UnitState state)
{
    if(apply)
    {
        if(hasUnitState(state))
            return;
        addUnitState(state);
        switch(state)
        {
        case UNIT_STAT_STUNNED:
            SetStunned(true);
            break;
        case UNIT_STAT_ROOT:
            if(!hasUnitState(UNIT_STAT_STUNNED))
                SetRooted(true);
            break;
        case UNIT_STAT_CONFUSED:
            if(!hasUnitState(UNIT_STAT_STUNNED))
                SetConfused(true);
            break;
        case UNIT_STAT_FLEEING:
            if(!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
                SetFeared(true);
            break;
        default:
            break;
        }
    }
    else
    {
        switch(state)
        {
            case UNIT_STAT_STUNNED: if(HasAuraType(SPELL_AURA_MOD_STUN))    return;
                                    else    SetStunned(false);    break;
            case UNIT_STAT_ROOT:    if(HasAuraType(SPELL_AURA_MOD_ROOT))    return;
                                    else    SetRooted(false);     break;
            case UNIT_STAT_CONFUSED:if(HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
                                    else    SetConfused(false);   break;
            case UNIT_STAT_FLEEING: if(HasAuraType(SPELL_AURA_MOD_FEAR))    return;
                                    else    SetFeared(false);     break;
            default: return;
        }
        clearUnitState(state);
        if(hasUnitState(UNIT_STAT_STUNNED))
            SetStunned(true);
        else
        {
            if(hasUnitState(UNIT_STAT_ROOT))
                SetRooted(true);
            if(hasUnitState(UNIT_STAT_CONFUSED))
                SetConfused(true);
            else if(hasUnitState(UNIT_STAT_FLEEING))
                SetFeared(true);
        }
    }
}
void Unit::SetStunned(bool apply)
{
    if(apply)
    {
        SetUInt64Value(UNIT_FIELD_TARGET, 0);
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE);
        CastStop();
        // Creature specific
        if(GetTypeId() != TYPEID_PLAYER)
            ((Creature*)this)->StopMoving();
        else
            SetUnitMovementFlags(0);    //Clear movement flags
        WorldPacket data(SMSG_FORCE_MOVE_ROOT, 8);
        data.append(GetPackGUID());
        data << uint32(0);
        SendMessageToSet(&data,true);
    }
    else
    {
        if(isAlive() && getVictim())
            SetUInt64Value(UNIT_FIELD_TARGET, getVictim()->GetGUID());
        RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE);
        if(!hasUnitState(UNIT_STAT_ROOT))         // prevent allow move if have also root effect
        {
            WorldPacket data(SMSG_FORCE_MOVE_UNROOT, 8+4);
            data.append(GetPackGUID());
            data << uint32(0);
            SendMessageToSet(&data,true);
        }
    }
}
void Unit::SetRooted(bool apply)
{
    uint32 apply_stat = UNIT_STAT_ROOT;
    if(apply)
    {
        SetFlag(UNIT_FIELD_FLAGS,(apply_stat<<16)); // probably wrong
        if(GetTypeId() == TYPEID_PLAYER)
        {
            SetUnitMovementFlags(0);
            WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
            data.append(GetPackGUID());
            data << (uint32)2;
            SendMessageToSet(&data,true);
        }
        else
            ((Creature *)this)->StopMoving();
    }
    else
    {
        RemoveFlag(UNIT_FIELD_FLAGS,(apply_stat<<16)); // probably wrong
        if(!hasUnitState(UNIT_STAT_STUNNED))      // prevent allow move if have also stun effect
        {
            if(GetTypeId() == TYPEID_PLAYER)
            {
                WorldPacket data(SMSG_FORCE_MOVE_UNROOT, 10);
                data.append(GetPackGUID());
                data << (uint32)2;
                SendMessageToSet(&data,true);
            }
        }
    }
}
void Unit::SetFeared(bool apply)
{
    if(apply)
    {
        if(HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
            return;
        SetUInt64Value(UNIT_FIELD_TARGET, 0);
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
        CastStop();
        //GetMotionMaster()->MovementExpired(false);
        Unit *caster = NULL;
        Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR);
        if(!fearAuras.empty())
            caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID());
        GetMotionMaster()->MoveFleeing(caster);             // caster==NULL processed in MoveFleeing
    }
    else
    {
        RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
        if(isAlive())
        {
            if( GetTypeId() != TYPEID_PLAYER && getVictim())
            {
                SetUInt64Value(UNIT_FIELD_TARGET, getVictim()->GetGUID());
                GetMotionMaster()->MoveChase(getVictim());
            }
            else
                GetMotionMaster()->Initialize();
        }
    }
    if (GetTypeId() == TYPEID_PLAYER)
        ((Player*)this)->SetClientControl(this, !apply);
}
void Unit::SetConfused(bool apply)
{
    if(apply)
    {
        SetUInt64Value(UNIT_FIELD_TARGET, 0);
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
        CastStop();
        GetMotionMaster()->MoveConfused();
    }
    else
    {
        RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
        if(isAlive())
        {
            if( GetTypeId() != TYPEID_PLAYER && getVictim())
            {
                SetUInt64Value(UNIT_FIELD_TARGET, getVictim()->GetGUID());
                GetMotionMaster()->MoveChase(getVictim());
            }
            else
                GetMotionMaster()->Initialize();
        }
    }
    if(GetTypeId() == TYPEID_PLAYER)
        ((Player*)this)->SetClientControl(this, !apply);
}
bool Unit::IsInPartyWith(Unit const *unit) const
{
    const Player *p1 = GetCharmerOrOwnerPlayerOrPlayerItself();
    const Player *p2 = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
    if(p1 && p2)
        return p1->IsInSameGroupWith(p2);
    else
        return false;
}
bool Unit::IsInRaidWith(Unit const *unit) const
{
    const Player *p1 = GetCharmerOrOwnerPlayerOrPlayerItself();
    const Player *p2 = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
    if(p1 && p2)
        return p1->IsInSameRaidWith(p2);
    else
        return false;
}
void Unit::GetRaidMember(std::list &nearMembers, float radius)
{
    Player *owner = GetCharmerOrOwnerPlayerOrPlayerItself();
    if(!owner)
        return;
    Group *pGroup = owner->GetGroup();
    if(!pGroup)
        return;
    for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player* Target = itr->getSource();
        // IsHostileTo check duel and controlled by enemy
        if( Target && Target != this && Target->isAlive() 
            && IsWithinDistInMap(Target, radius) && !IsHostileTo(Target) )
            nearMembers.push_back(Target);
    }
}
void Unit::GetPartyMember(std::list &TagUnitMap, float radius)
{
    Unit *owner = GetCharmerOrOwnerOrSelf();
    Group *pGroup = NULL;
    if (owner->GetTypeId() == TYPEID_PLAYER)
        pGroup = ((Player*)owner)->GetGroup();
    if(pGroup)
    {
        uint8 subgroup = ((Player*)owner)->GetSubGroup();
        for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* Target = itr->getSource();
            // IsHostileTo check duel and controlled by enemy
            if( Target && Target->GetSubGroup()==subgroup && !IsHostileTo(Target) )
            {
                if(Target->isAlive() && IsWithinDistInMap(Target, radius) )
                    TagUnitMap.push_back(Target);
                if(Pet* pet = Target->GetPet())
                    if(pet->isAlive() &&  IsWithinDistInMap(pet, radius) )
                        TagUnitMap.push_back(pet);
            }
        }
    }
    else
    {
        if(owner->isAlive() && (owner == this || IsWithinDistInMap(owner, radius)))
            TagUnitMap.push_back(owner);
        if(Pet* pet = owner->GetPet())
            if(pet->isAlive() && (pet == this && IsWithinDistInMap(pet, radius)))
                TagUnitMap.push_back(pet);
    }
}
void Unit::AddAura(uint32 spellId, Unit* target)
{
    if(!target || !target->isAlive())
        return;
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
    if(!spellInfo)
        return;
    if (target->IsImmunedToSpell(spellInfo))
        return;
    for(uint32 i = 0; i < 3; ++i)
    {
        if(spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA)
        {
            if(target->IsImmunedToSpellEffect(spellInfo->Effect[i], spellInfo->EffectMechanic[i]))
                continue;
            if(spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_CASTER)
            {
                Aura *Aur = CreateAura(spellInfo, i, NULL, this, this);
                AddAura(Aur);
            }
            else
            {
                Aura *Aur = CreateAura(spellInfo, i, NULL, target, this);
                target->AddAura(Aur);
            }
        }
    }
}