/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 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 "PetAI.h" #include "NullCreatureAI.h" #include "Traveller.h" #include "TemporarySummon.h" #include "Vehicle.h" #include "Transports.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 3.14f // MOVE_PITCH_RATE }; // Used for prepare can/can`t triggr aura static bool InitTriggerAuraData(); // Define can trigger auras static bool isTriggerAura[TOTAL_AURAS]; // Define can`t trigger auras (need for disable second trigger) static bool isNonTriggerAura[TOTAL_AURAS]; // Prepare lists static bool procPrepared = InitTriggerAuraData(); Unit::Unit() : WorldObject(), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this) , m_IsInNotifyList(false), m_Notified(false), IsAIEnabled(false), NeedChangeAI(false) , i_AI(NULL), i_disabledAI(NULL), m_removedAurasCount(0), m_Vehicle(NULL), m_transport(NULL) , m_ControlledByPlayer(false) { m_objectType |= TYPEMASK_UNIT; m_objectTypeId = TYPEID_UNIT; // 2.3.2 - 0x70 m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION); 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_SUMMON_SLOT; ++i) m_SummonSlot[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; 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 < MAX_ATTACK; ++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_charmInfo = NULL; m_unit_movement_flags = 0; 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(); _DeleteAuras(); if(m_charmInfo) delete m_charmInfo; assert(!m_attacking); assert(m_attackers.empty()); assert(m_sharedVision.empty()); assert(m_Controlled.empty()); } 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); ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, GetHealth() > GetMaxHealth()*0.75f); 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, 0, player); } void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime, Player* player) { if (!transitTime) { if(GetTypeId()==TYPEID_PLAYER) { Traveller traveller(*(Player*)this); transitTime = traveller.GetTotalTrevelTimeTo(x,y,z); } else { Traveller traveller(*(Creature*)this); transitTime = traveller.GetTotalTrevelTimeTo(x,y,z); } } //float orientation = (float)atan2((double)dy, (double)dx); SendMonsterMove(x, y, z, transitTime, player); } void Unit::SendMonsterStop() { WorldPacket data( SMSG_MONSTER_MOVE, (17 + GetPackGUID().size()) ); data.append(GetPackGUID()); data << GetPositionX() << GetPositionY() << GetPositionZ(); data << getMSTime(); data << uint8(1); SendMessageToSet(&data, true); clearUnitState(UNIT_STAT_MOVE); } void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 Time, Player* player) { WorldPacket data( SMSG_MONSTER_MOVE, 12+4+1+4+4+4+12+GetPackGUID().size()); data.append(GetPackGUID()); data << GetPositionX() << GetPositionY() << GetPositionZ(); data << getMSTime(); data << uint8(0); data << uint32((GetUnitMovementFlags() & MOVEMENTFLAG_LEVITATING) ? MOVEFLAG_FLY : MOVEFLAG_WALK); 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 ); addUnitState(UNIT_STAT_MOVE); } void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 MoveFlags, uint32 time, float speedZ, Player *player) { WorldPacket data( SMSG_MONSTER_MOVE, 12+4+1+4+4+4+12+GetPackGUID().size()); data.append(GetPackGUID()); data << GetPositionX() << GetPositionY() << GetPositionZ(); data << getMSTime(); data << uint8(0); data << MoveFlags; if(MoveFlags & MOVEFLAG_JUMP) { data << time; data << speedZ; data << (uint32)0; // walk time after jump } else data << time; 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::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()); data << GetPositionX() << GetPositionY() << GetPositionZ(); data << uint32(getMSTime()); data << uint8(type); // unknown switch(type) { case 0: // normal packet break; case 1: // stop packet (raw pos?) SendMessageToSet( &data, true ); return; case 2: // facing spot, not used currently data << float(0); data << float(0); data << float(0); break; case 3: // not used currently data << uint64(0); // probably target guid (facing target?) break; case 4: // not used currently data << float(0); // facing angle break; } data << uint32(MovementFlags); data << uint32(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 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(); data << getMSTime(); data << uint8( 0 ); data << uint32(((GetUnitMovementFlags() & MOVEMENTFLAG_LEVITATING) || isInFlight())? (MOVEFLAG_FLY|MOVEFLAG_WALK) : MOVEFLAG_WALK); data << uint32( traveltime ); data << uint32( pathSize ); data.append( (char*)path.GetNodes(start), pathSize * 4 * 3 ); SendMessageToSet(&data, true); addUnitState(UNIT_STAT_MOVE); } 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::RemoveMovementImpairingAuras() { for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();) { if(spellmgr.GetSpellCustomAttr(iter->second->GetId()) & SPELL_ATTR_CU_MOVEMENT_IMPAIR) RemoveAura(iter); else ++iter; } } void Unit::RemoveAurasWithInterruptFlags(uint32 flag, uint32 except) { if(!(m_interruptMask & flag)) return; // interrupt auras for (AuraList::iterator iter = m_interruptableAuras.begin(); iter != m_interruptableAuras.end();) { Aura * aur = *iter; ++iter; if ((aur->GetSpellProto()->AuraInterruptFlags & flag) && (!except || aur->GetId() != except)) { uint32 removedAuras = m_removedAurasCount; RemoveAura(aur, AURA_REMOVE_BY_ENEMY_SPELL); if (removedAuras+1 < m_removedAurasCount) iter=m_interruptableAuras.begin(); } } // 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; } /* 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; std::queue < std::pair < uint32, uint64 > > remove_list; for (AuraList::iterator iter = m_ccAuras.begin(); iter != m_ccAuras.end();++iter) { if((!spell || (*iter)->GetId() != spell) && roll_chance_f(chance)) { remove_list.push(std::make_pair((*iter)->GetId(), (*iter)->GetCasterGUID() ) ); } } for(;remove_list.size();remove_list.pop()) { RemoveAura(remove_list.front().first, remove_list.front().second, AURA_REMOVE_BY_ENEMY_SPELL); } } uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss) { if (!pVictim->isAlive() || pVictim->hasUnitState(UNIT_STAT_UNATTACKABLE) || 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)->IsAIEnabled ) { ((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 (damagetype != NODAMAGE) { // interrupting auras with AURA_INTERRUPT_FLAG_DAMAGE before checking !damage (absorbed damage breaks that type of auras) pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DAMAGE, spellProto ? spellProto->Id : 0); pVictim->RemoveSpellbyDamageTaken(damage, spellProto ? spellProto->Id : 0); } if(!damage) { // Rage from physical damage received . if(cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE)) ((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false); return 0; } // no xp,health if type 8 /critters/ if(pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) { // 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->SetFlag(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 (GetTypeId() == TYPEID_PLAYER && this != pVictim) { Player *killer = ((Player*)this); // in bg, count dmg if victim is also a player if (pVictim->GetTypeId()==TYPEID_PLAYER) { if (BattleGround *bg = killer->GetBattleGround()) { // FIXME: kept by compatibility. don't know in BG if the restriction apply. bg->UpdatePlayerScore(killer, SCORE_DAMAGE_DONE, damage); } } killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, damage, 0, pVictim); killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT, damage); } if (pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED, 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"); if (pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health); Kill(pVictim, durabilityLoss); /*// 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) { player->RewardPlayerAndGroupAtKill(pVictim); player->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0); } DEBUG_LOG("DealDamageAttackStop"); // stop combat pVictim->CombatStop(); pVictim->getHostilRefManager().deleteReferences(); bool damageFromSpiritOfRedemtionTalent = spellProto && spellProto->Id == 27795; // if talent known but not triggered (check priest class for speedup check) Aura* spiritOfRedemtionTalentReady = NULL; if( !damageFromSpiritOfRedemtionTalent && // not called from SPELL_AURA_SPIRIT_OF_REDEMPTION pVictim->GetTypeId()==TYPEID_PLAYER && pVictim->getClass()==CLASS_PRIEST ) { AuraList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); ++itr) { if((*itr)->GetSpellProto()->SpellIconID==1654) { spiritOfRedemtionTalentReady = *itr; break; } } } DEBUG_LOG("SET JUST_DIED"); if(!spiritOfRedemtionTalentReady) pVictim->setDeathState(JUST_DIED); DEBUG_LOG("DealDamageHealth1"); if(spiritOfRedemtionTalentReady) { // save value before aura remove uint32 ressSpellId = pVictim->GetUInt32Value(PLAYER_SELF_RES_SPELL); if(!ressSpellId) ressSpellId = ((Player*)pVictim)->GetResurrectionSpellId(); //Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers) pVictim->RemoveAllAurasOnDeath(); // restore for use at real death pVictim->SetUInt32Value(PLAYER_SELF_RES_SPELL,ressSpellId); // FORM_SPIRITOFREDEMPTION and related auras pVictim->CastSpell(pVictim,27827,true,NULL,spiritOfRedemtionTalentReady); } else pVictim->SetHealth(0); // remember victim PvP death for corpse type and corpse reclaim delay // at original death (not at SpiritOfRedemtionTalent timeout) if( pVictim->GetTypeId()==TYPEID_PLAYER && !damageFromSpiritOfRedemtionTalent ) ((Player*)pVictim)->SetPvPDeath(player!=NULL); // Call KilledUnit for creatures if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI()) ((Creature*)this)->AI()->KilledUnit(pVictim); // achievement stuff if (pVictim->GetTypeId() == TYPEID_PLAYER) { if (GetTypeId() == TYPEID_UNIT) ((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE, GetEntry()); else if(GetTypeId() == TYPEID_PLAYER && pVictim != this) ((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1, ((Player*)this)->GetTeam()); } // 10% durability loss on death // clean InHateListOf if (pVictim->GetTypeId() == TYPEID_PLAYER) { // only if not player and not controlled by player pet. And not at BG if (durabilityLoss && !player && !((Player*)pVictim)->InBattleGround()) { DEBUG_LOG("We are dead, loosing 10 percents durability"); ((Player*)pVictim)->DurabilityLossAll(0.10f,false); // durability lost message WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0); ((Player*)pVictim)->GetSession()->SendPacket(&data); } } else // creature died { DEBUG_LOG("DealDamageNotPlayer"); Creature *cVictim = (Creature*)pVictim; if(!cVictim->isPet()) { cVictim->DeleteThreatList(); cVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); } // Call creature just died function if (cVictim->AI()) cVictim->AI()->JustDied(this); // Dungeon specific stuff, only applies to players killing creatures if(cVictim->GetInstanceId()) { Map *m = cVictim->GetMap(); Player *creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself(); // TODO: do instance binding anyway if the charmer/owner is offline if(m->IsDungeon() && creditedPlayer) { if(m->IsRaid() || m->IsHeroic()) { if(cVictim->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND) ((InstanceMap *)m)->PermBindAllPlayers(creditedPlayer); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = cVictim->GetRespawnTimeEx() + 2 * HOUR; if(InstanceSave *save = sInstanceSaveManager.GetInstanceSave(cVictim->GetInstanceId())) if(save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } } // last damage from non duel opponent or opponent controlled creature if(duel_hasEnded) { assert(pVictim->GetTypeId()==TYPEID_PLAYER); Player *he = (Player*)pVictim; assert(he->duel); he->duel->opponent->CombatStopWithPets(true); he->CombatStopWithPets(true); he->DuelComplete(DUEL_INTERUPTED); } // battleground things (do this at the end, so the death state flag will be properly set to handle in the bg->handlekill) if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->InBattleGround()) { Player *killed = ((Player*)pVictim); if(BattleGround *bg = killed->GetBattleGround()) if(player) bg->HandleKillPlayer(killed, player); //later we can add support for creature->player kills here i'm //not sure, but i guess those kills also get counted in av //else if(GetTypeId() == TYPEID_UNIT) // bg->HandleKillPlayer(killed,(Creature*)this); }*/ } else // if (health <= damage) { DEBUG_LOG("DealDamageAlive"); if (pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, damage); pVictim->ModifyHealth(- (int32)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) { /*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_ABORT_ON_DMG) 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, AuraEffect* 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, AuraEffect* 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; } if (!originalCaster && GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem()) if (Unit * owner = GetOwner()) originalCaster=owner->GetGUID(); 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* target, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, AuraEffect* triggeredByAura, uint64 originalCaster) { CustomSpellValues values; if(bp0) values.AddSpellMod(SPELLVALUE_BASE_POINT0, *bp0); if(bp1) values.AddSpellMod(SPELLVALUE_BASE_POINT1, *bp1); if(bp2) values.AddSpellMod(SPELLVALUE_BASE_POINT2, *bp2); CastCustomSpell(spellId, values, target, triggered, castItem, triggeredByAura, originalCaster); } void Unit::CastCustomSpell(uint32 spellId, SpellValueMod mod, uint32 value, Unit* target, bool triggered, Item *castItem, AuraEffect* triggeredByAura, uint64 originalCaster) { CustomSpellValues values; values.AddSpellMod(mod, value); CastCustomSpell(spellId, values, target, triggered, castItem, triggeredByAura, originalCaster); } void Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const &value, Unit* Victim, bool triggered, Item *castItem, AuraEffect* 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; } SpellCastTargets targets; uint32 targetMask = spellInfo->Targets; //check unit target for(int i = 0; i < 3; ++i) { if(spellmgr.SpellTargetType[spellInfo->EffectImplicitTargetA[i]] == TARGET_TYPE_UNIT_TARGET) { 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); //check destination 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(!originalCaster && triggeredByAura) originalCaster = triggeredByAura->GetCasterGUID(); Spell *spell = new Spell(this, spellInfo, triggered, originalCaster ); if(castItem) { DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id); spell->m_CastItem = castItem; } for(CustomSpellValues::const_iterator itr = value.begin(); itr != value.end(); ++itr) spell->SetSpellValue(itr->first, itr->second); spell->prepare(&targets, triggeredByAura); } // used for scripting void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem, AuraEffect* 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, AuraEffect* 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); } // Obsolete func need remove, here only for comotability vs another patches uint32 Unit::SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); SpellNonMeleeDamage damageInfo(this, pVictim, spellInfo->Id, spellInfo->SchoolMask); damage = SpellDamageBonus(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE); CalculateSpellDamageTaken(&damageInfo, damage, spellInfo); SendSpellNonMeleeDamageLog(&damageInfo); DealSpellDamage(&damageInfo, true); return damageInfo.damage; } void Unit::CalculateSpellDamageTaken(SpellNonMeleeDamage *damageInfo, int32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType) { if (damage < 0) return; Unit *pVictim = damageInfo->target; if(!pVictim || !pVictim->isAlive()) return; SpellSchoolMask damageSchoolMask = SpellSchoolMask(damageInfo->schoolMask); 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 ) { // Get blocked status blocked = isSpellBlocked(pVictim, spellInfo, attackType); } 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()); //double blocked amount if block is critical if (isBlockCritical()) damageInfo->blocked+=damageInfo->blocked; if (damage < damageInfo->blocked) damageInfo->blocked = damage; damage-=damageInfo->blocked; } } break; // Magical Attacks case SPELL_DAMAGE_CLASS_NONE: case SPELL_DAMAGE_CLASS_MAGIC: { // If crit add critical bonus if (crit) { damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT; damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim); // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) damage -= ((Player*)pVictim)->GetSpellCritDamageReduction(damage); } } break; } if( damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL ) damage = CalcArmorReducedDamage(pVictim, damage, spellInfo, attackType); // Calculate absorb resist if(damage > 0) { CalcAbsorbResist(pVictim, damageSchoolMask, SPELL_DIRECT_DAMAGE, damage, &damageInfo->absorb, &damageInfo->resist, spellInfo); damage-= damageInfo->absorb + damageInfo->resist; } else damage = 0; damageInfo->damage = damage; } int32 Unit::GetIgnoredArmorMultiplier(SpellEntry const *spellInfo, WeaponAttackType attackType) { if (GetTypeId() != TYPEID_PLAYER) return 0; //check if spell uses weapon if (!spellInfo || spellInfo->EquippedItemClass!=ITEM_CLASS_WEAPON) return 0; Item *item = NULL; if(attackType == BASE_ATTACK) item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); else if (attackType == OFF_ATTACK) item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); else if (attackType == RANGED_ATTACK) item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); if (!item) return 0; AuraEffectList const& armAuras = GetAurasByType(SPELL_AURA_MOD_WEAPONTYPE_IGNORE_TARGET_RESISTANCE); int32 armorIgnored = 0; for(AuraEffectList::const_iterator i = armAuras.begin();i != armAuras.end(); ++i) { if (!((*i)->GetSpellProto()->EquippedItemClass==item->GetProto()->Class && (*i)->GetSpellProto()->EquippedItemSubClassMask & (1<GetProto()->SubClass))) continue; if((*i)->GetAmount()) armorIgnored += (*i)->GetAmount(); } return (-armorIgnored); } void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss) { if (damageInfo==0) return; Unit *pVictim = damageInfo->target; if(!this || !pVictim) return; if (!pVictim->isAlive() || pVictim->hasUnitState(UNIT_STAT_UNATTACKABLE) || 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; } // 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))) { 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, NULL , damageInfo->attackType); 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->HitInfo |= HITINFO_BLOCK; damageInfo->procEx|=PROC_EX_BLOCK; damageInfo->blocked_amount = damageInfo->target->GetShieldBlockValue(); //double blocked amount if block is critical if (isBlockCritical()) damageInfo->blocked_amount+=damageInfo->blocked_amount; 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->hasUnitState(UNIT_STAT_UNATTACKABLE) || 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) * 0.20f; float percent60 = 3.0f * percent20; if(offtime > percent20 && offtime <= percent60) { pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20)); } else if(offtime > percent60) { offtime -= 2.0f * percent20; pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime)); } } else { float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20; float percent60 = 3.0f * percent20; if(basetime > percent20 && basetime <= percent60) { pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20)); } else if(basetime > percent60) { basetime -= 2.0f * 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)->IsControlledByPlayer() && !pVictim->HasInArc(M_PI, this) && (pVictim->GetTypeId() == TYPEID_PLAYER || !((Creature*)pVictim)->isWorldBoss())) { // -probability is between 0% and 40% // 20% base chance float Probability = 20.0f; //there is a newbie protection, at level 10 just 7% base chance; assuming linear function if( pVictim->getLevel() < 30 ) Probability = 0.65f*pVictim->getLevel()+0.5f; uint32 VictimDefense=pVictim->GetDefenseSkillValue(); uint32 AttackerMeleeSkill=GetUnitMeleeSkill(); Probability *= AttackerMeleeSkill/(float)VictimDefense; if(Probability > 40.0f) Probability = 40.0f; if(roll_chance_f(Probability)) CastSpell(pVictim, 1604, true); } // 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)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0,i), pVictim, damageInfo->attackType); } // victim's damage shield std::set alreadyDone; uint32 removedAuras = pVictim->m_removedAurasCount; AuraEffectList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD); for(AuraEffectList::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)->GetAmount(); 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+4+4)); data << uint64(pVictim->GetGUID()); data << uint64(GetGUID()); data << uint32(spellProto->Id); data << uint32(damage); // Damage data << uint32(0); // Overkill data << uint32(spellProto->SchoolMask); pVictim->SendMessageToSet(&data, true ); pVictim->DealDamage(this, damage, 0, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(spellProto), spellProto, true); if (pVictim->m_removedAurasCount > removedAuras) { removedAuras = pVictim->m_removedAurasCount; next = vDamageShields.begin(); } } } } } void Unit::HandleEmoteCommand(uint32 anim_id) { WorldPacket data( SMSG_EMOTE, 12 ); data << uint32(anim_id); data << uint64(GetGUID()); SendMessageToSet(&data, true); } uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType) { 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); armor *= float((GetIgnoredArmorMultiplier(spellInfo, attackType)+100.0f)/100.0f); if(spellInfo) if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_IGNORE_ARMOR, armor); AuraEffectList const& ResIgnoreAurasAb = GetAurasByType(SPELL_AURA_MOD_ABILITY_IGNORE_TARGET_RESIST); for(AuraEffectList::const_iterator j = ResIgnoreAurasAb.begin();j != ResIgnoreAurasAb.end(); ++j) { if( (*j)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL && (*j)->isAffectedOnSpell(spellInfo)) armor= int32(float(armor) * (float(100-(*j)->GetAmount())/100.0f)); } AuraEffectList const& ResIgnoreAuras = GetAurasByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); for(AuraEffectList::const_iterator j = ResIgnoreAuras.begin();j != ResIgnoreAuras.end(); ++j) { if( (*j)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) armor= int32(float(armor) * (float(100-(*j)->GetAmount())/100.0f)); } // Apply Player CR_ARMOR_PENETRATION rating if (GetTypeId()==TYPEID_PLAYER) armor *= 1.0f - ((Player*)this)->GetRatingBonusValue(CR_ARMOR_PENETRATION) / 100.0f; if (armor < 0.0f) armor=0.0f; float levelModifier = getLevel(); if ( levelModifier > 59 ) levelModifier = levelModifier + (4.5f * (levelModifier-59)); float tmpvalue = 0.1f * armor / (8.5f * levelModifier + 40); tmpvalue = tmpvalue/(1.0f + tmpvalue); 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, SpellEntry const *spellInfo) { 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; AuraEffectList const& ResIgnoreAurasAb = GetAurasByType(SPELL_AURA_MOD_ABILITY_IGNORE_TARGET_RESIST); for(AuraEffectList::const_iterator j = ResIgnoreAurasAb.begin();j != ResIgnoreAurasAb.end(); ++j) { if( (*j)->GetMiscValue() & schoolMask && (*j)->isAffectedOnSpell(spellInfo)) *resist= int32(float(*resist) * (float(100-(*j)->GetAmount())/100.0f)); } AuraEffectList const& ResIgnoreAuras = GetAurasByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); for(AuraEffectList::const_iterator j = ResIgnoreAuras.begin();j != ResIgnoreAuras.end(); ++j) { if( (*j)->GetMiscValue() & schoolMask) *resist= int32(float(*resist) * (float(100-(*j)->GetAmount())/100.0f)); } } else *resist = 0; int32 RemainingDamage = damage - *resist; int32 TotalAbsorb = RemainingDamage; // Get unit state (need for some absorb check) uint32 unitflag = pVictim->GetUInt32Value(UNIT_FIELD_FLAGS); // Reflect damage spells (not cast any damage spell in aura lookup) uint32 reflectSpell = 0; int32 reflectDamage = 0; uint32 healSpell = 0; int32 healAmount = 0; Unit * healCaster = NULL; // Need remove expired auras after bool existExpired = false; // absorb without mana cost AuraEffectList const& vSchoolAbsorb = pVictim->GetAurasByType(SPELL_AURA_SCHOOL_ABSORB); for(AuraEffectList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end() && RemainingDamage > 0; ++i) { if (!((*i)->GetMiscValue() & schoolMask)) continue; SpellEntry const* spellProto = (*i)->GetSpellProto(); // Max Amount can be absorbed by this aura int32 currentAbsorb = (*i)->GetAmount(); // Found empty aura (impossible but..) if (currentAbsorb <=0) { existExpired = true; continue; } // Handle custom absorb auras // TODO: try find better way switch(spellProto->SpellFamilyName) { case SPELLFAMILY_GENERIC: { // Astral Shift if (spellProto->SpellIconID == 3066) { //reduces all damage taken while stun, fear or silence if (unitflag & (UNIT_FLAG_STUNNED|UNIT_FLAG_FLEEING|UNIT_FLAG_SILENCED)) RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } // Nerves of Steel if (spellProto->SpellIconID == 2115) { // while affected by Stun and Fear if (unitflag&(UNIT_FLAG_STUNNED|UNIT_FLAG_FLEEING)) RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } // Spell Deflection if (spellProto->SpellIconID == 3006) { // You have a chance equal to your Parry chance if (damagetype == DIRECT_DAMAGE && // Only for direct damage roll_chance_f(pVictim->GetUnitParryChance())) // Roll chance RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } // Reflective Shield (Lady Malande boss) if (spellProto->Id == 41475) { if(RemainingDamage < currentAbsorb) reflectDamage = RemainingDamage / 2; else reflectDamage = currentAbsorb / 2; reflectSpell = 33619; break; } if (spellProto->Id == 39228 || // Argussian Compass spellProto->Id == 60218) // Essence of Gossamer { // Max absorb stored in 1 dummy effect if (spellProto->EffectBasePoints[1] < currentAbsorb) currentAbsorb = spellProto->EffectBasePoints[1]; break; } break; } case SPELLFAMILY_DRUID: { // Primal Tenacity if (spellProto->SpellIconID == 2253) { //reduces all damage taken while Stunned if (unitflag & UNIT_FLAG_STUNNED) RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } break; } case SPELLFAMILY_ROGUE: { // Cheat Death if(spellProto->SpellIconID == 2109) { if (pVictim->GetTypeId()==TYPEID_PLAYER && // Only players pVictim->GetHealth() <= RemainingDamage && // Only if damage kill !((Player*)pVictim)->HasSpellCooldown(31231) && // Only if no cooldown roll_chance_i(currentAbsorb)) // Only if roll { 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; } break; } case SPELLFAMILY_PRIEST: { // Guardian Spirit if (spellProto->Id==47788) { if (pVictim->GetHealth() <= RemainingDamage) // Killing Blow { healAmount = pVictim->GetMaxHealth()/2; healCaster = pVictim; healSpell = 48153; (*i)->SetAmount(0); RemainingDamage=0; } continue; } // Reflective Shield if (spellProto->SpellFamilyFlags.IsEqual(0x1, 0, 0x400)) { if (pVictim == this) break; Unit* caster = (*i)->GetCaster(); if (!caster) break; AuraEffectList const& vOverRideCS = caster->GetAurasByType(SPELL_AURA_DUMMY); for(AuraEffectList::const_iterator k = vOverRideCS.begin(); k != vOverRideCS.end(); ++k) { if((*k)->GetSpellProto()->SpellFamilyName != SPELLFAMILY_PRIEST) continue; switch((*k)->GetMiscValue()) { case 5065: // Rank 1 case 5064: // Rank 2 case 5063: // Rank 3 { if(RemainingDamage >= currentAbsorb) reflectDamage = (*k)->GetAmount() * currentAbsorb/100; else reflectDamage = (*k)->GetAmount() * RemainingDamage/100; reflectSpell = 33619; } break; } } } // no break here, rapture can proc with reflective shield // Rapture if (spellProto->SpellFamilyFlags.HasFlag(0x1, 0x1000000)) { if (pVictim == this) break; healCaster = (*i)->GetCaster(); if (!healCaster) break; AuraEffectList const& lOverRideCS = pVictim->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraEffectList::const_iterator k = lOverRideCS.begin(); k != lOverRideCS.end(); ++k) { switch((*k)->GetMiscValue()) { case 7556: // Rank 1 case 7555: // Rank 2 case 7554: // Rank 3 case 7553: // Rank 4 case 7552: // Rank 5 { healSpell = 47755; healAmount += ((pVictim->getLevel() * (-0.2) + 18) / 1000000) * currentAbsorb * pVictim->GetMaxPower(POWER_MANA); // limitation based on aura amount if(healAmount > pVictim->GetMaxPower(POWER_MANA) * (*k)->GetAmount() / 1000) healAmount = pVictim->GetMaxPower(POWER_MANA) * (*k)->GetAmount() / 1000; } break; } } } break; } case SPELLFAMILY_SHAMAN: { // Astral Shift if (spellProto->SpellIconID == 3066) { //reduces all damage taken while stun, fear or silence if (unitflag & (UNIT_FLAG_STUNNED|UNIT_FLAG_FLEEING|UNIT_FLAG_SILENCED)) RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } break; } case SPELLFAMILY_DEATHKNIGHT: { // Shadow of Death if (spellProto->SpellIconID == 1958) { // TODO: absorb only while transform continue; } // Anti-Magic Shell (on self) if (spellProto->Id == 48707) { // damage absorbed by Anti-Magic Shell energizes the DK with additional runic power. // This, if I'm not mistaken, shows that we get back ~2% of the absorbed damage as runic power. int32 absorbed = RemainingDamage * currentAbsorb / 100; int32 regen = absorbed * 2 / 10; pVictim->CastCustomSpell(pVictim, 49088, ®en, 0, 0, true, 0, (*i)); RemainingDamage -= absorbed; continue; } // Anti-Magic Shell (on single party/raid member) if (spellProto->Id == 50462) { RemainingDamage -= RemainingDamage * currentAbsorb / 100; continue; } // Anti-Magic Zone if (spellProto->Id == 50461) { Unit* caster = (*i)->GetCaster(); if (!caster) continue; int32 absorbed = RemainingDamage * currentAbsorb / 100; int32 canabsorb = caster->GetHealth(); if (canabsorb < absorbed) absorbed = canabsorb; DealDamage(caster, absorbed, NULL, damagetype, schoolMask, 0, false); RemainingDamage -= absorbed; continue; } break; } default: break; } // currentAbsorb - damage can be absorbed by shield // If need absorb less damage if (RemainingDamage < currentAbsorb) currentAbsorb = RemainingDamage; RemainingDamage -= currentAbsorb; // Reduce shield amount (*i)->SetAmount((*i)->GetAmount() -currentAbsorb); // Need remove it later if ((*i)->GetAmount()<=0) existExpired = true; } if(healSpell && healCaster) healCaster->CastCustomSpell(healCaster, healSpell, &healAmount, NULL, NULL, true); // Remove all expired absorb auras if (existExpired) { for(AuraEffectList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end();) { Aura *aura=(*i)->GetParentAura(); AuraEffect *auraeff =(*i); ++i; if (auraeff->GetAmount()<=0) { uint32 removedAuras = pVictim->m_removedAurasCount; pVictim->RemoveAura(aura, AURA_REMOVE_BY_ENEMY_SPELL); if (removedAuras+1m_removedAurasCount) i=vSchoolAbsorb.begin(); } } } // Cast back reflect damage spell if (reflectSpell) pVictim->CastCustomSpell(this, reflectSpell, &reflectDamage, NULL, NULL, true); // absorb by mana cost AuraEffectList const& vManaShield = pVictim->GetAurasByType(SPELL_AURA_MANA_SHIELD); for(AuraEffectList::const_iterator i = vManaShield.begin(), next; i != vManaShield.end() && RemainingDamage > 0; i = next) { next = i; ++next; // check damage school mask if(((*i)->GetMiscValue() & schoolMask)==0) continue; int32 currentAbsorb; if (RemainingDamage >= (*i)->GetAmount()) currentAbsorb = (*i)->GetAmount(); else currentAbsorb = RemainingDamage; float manaMultiplier = (*i)->GetSpellProto()->EffectMultipleValue[(*i)->GetEffIndex()]; if(Player *modOwner = pVictim->GetSpellModOwner()) modOwner->ApplySpellMod((*i)->GetId(), SPELLMOD_MULTIPLE_VALUE, manaMultiplier); int32 maxAbsorb = int32(pVictim->GetPower(POWER_MANA) / manaMultiplier); if (currentAbsorb > maxAbsorb) currentAbsorb = maxAbsorb; (*i)->SetAmount((*i)->GetAmount()-currentAbsorb); if((*i)->GetAmount() <= 0) { pVictim->RemoveAura((*i)->GetParentAura(), AURA_REMOVE_BY_ENEMY_SPELL); 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) { AuraEffectList const& vSplitDamageFlat = pVictim->GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_FLAT); for(AuraEffectList::const_iterator i = vSplitDamageFlat.begin(), next; i != vSplitDamageFlat.end() && RemainingDamage >= 0; i = next) { next = i; ++next; // check damage school mask if(((*i)->GetMiscValue() & 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)->GetAmount()) currentAbsorb = (*i)->GetAmount(); 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); } AuraEffectList const& vSplitDamagePct = pVictim->GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_PCT); for(AuraEffectList::const_iterator i = vSplitDamagePct.begin(), next; i != vSplitDamagePct.end() && RemainingDamage >= 0; i = next) { next = i; ++next; // check damage school mask if(((*i)->GetMiscValue() & 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)->GetAmount() / 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); } } TotalAbsorb = (TotalAbsorb - RemainingDamage > 0) ? TotalAbsorb - RemainingDamage : 0; // TODO: School should be checked for absorbing auras or for attacks? int32 auraAbsorbMod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_TARGET_ABSORB_SCHOOL); AuraEffectList const& AbsIgnoreAurasAb = GetAurasByType(SPELL_AURA_MOD_TARGET_ABILITY_ABSORB_SCHOOL); for(AuraEffectList::const_iterator i = AbsIgnoreAurasAb.begin();i != AbsIgnoreAurasAb.end(); ++i) { if ((*i)->GetAmount() > auraAbsorbMod && (*i)->isAffectedOnSpell(spellInfo)) auraAbsorbMod = (*i)->GetAmount(); } // Ignore absorb - add reduced amount again to damage RemainingDamage += auraAbsorbMod * TotalAbsorb / 100; *absorb = damage - RemainingDamage - *resist; if (*absorb) { bool found = false; int32 spell_dmg=0; // Incanter's Absorption AuraEffectList const& DummmyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraEffectList::const_iterator i = DummmyAuras.begin(); i != DummmyAuras.end(); ++i) { SpellEntry const* spellInfo = (*i)->GetSpellProto(); if (spellmgr.GetFirstSpellInChain(spellInfo->Id) == 44394) { int32 total_dmg=0; // Get total bonus from auras AuraEffectList const& BonusAuras = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraEffectList::const_iterator itr = BonusAuras.begin(); itr != BonusAuras.end(); ++itr) { if ((*itr)->GetId()==44413) total_dmg += (*itr)->GetMiscValue(); } spell_dmg = int32(*absorb * (*i)->GetAmount() / 100); // Do not apply more auras if more than 5% hp if(total_dmg+spell_dmg > int32(GetMaxHealth() * 5 / 100)) break; found=true; break; } } if (found) pVictim->CastCustomSpell(pVictim, 44413, &spell_dmg, NULL, NULL, false); } } 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; } // attack can be redirected to another target pVictim = SelectMagnetTarget(pVictim); 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); // if damage pVictim call AI reaction //if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) // ((Creature*)pVictim)->AI()->AttackedBy(this); // 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::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)); } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) 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 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); dodge_chance = int32 (float (dodge_chance) * GetTotalAuraMultiplier(SPELL_AURA_MOD_ENEMY_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 tmp2 = int32(parry_chance); if ( (tmp2 > 0) // check if unit _can_ parry && ((tmp2 -= skillBonus) > 0) && (roll < (sum += tmp2))) { DEBUG_LOG ("RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum-tmp2, 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))) { DEBUG_LOG ("RollMeleeOutcomeAgainst: BLOCK <%d, %d)", sum-tmp, sum); return MELEE_HIT_BLOCK; } } } // Critical chance tmp = crit_chance; if (tmp > 0 && roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRIT <%d, %d)", sum-tmp, sum); if(GetTypeId() == TYPEID_UNIT && (((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRIT)) DEBUG_LOG ("RollMeleeOutcomeAgainst: CRIT DISABLED)"); else return MELEE_HIT_CRIT; } // Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon) if( attType != RANGED_ATTACK && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->isPet()) && pVictim->GetTypeId() != TYPEID_PLAYER && !((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; } } // mobs can score crushing blows if they're 4 or more levels above victim if (getLevelForTarget(pVictim) >= pVictim->getLevelForTarget(this) + 4 && // can be from by creature (if can) or from controlled player that considered as creature !IsControlledByPlayer() && !(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRUSH)) { // 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)) { /* Currently not exist spells with ignore block // Ignore combat result aura (parry/dodge check on prepare) AuraList const& ignore = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT); for(AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i) { if (!(*i)->isAffectedOnSpell(spellProto)) continue; if ((*i)->GetMiscValue() == ) return false; } */ // Check creatures flags_extra for disable block if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK ) return false; float blockChance = pVictim->GetUnitBlockChance(); blockChance += (int32(GetWeaponSkillValue(attackType)) - int32(pVictim->GetMaxSkillValueForLevel()))*0.04f; if (roll_chance_f(blockChance)) return true; } return false; } bool Unit::isBlockCritical() { if (roll_chance_i(GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_CRIT_CHANCE))) return true; return false; } // Melee based spells can be miss, parry or dodge on this step // Crit or block - determined on damage calculation phase! (and can be both in some time) /*float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const *spell) { // Calculate hit chance (more correct for chance mod) int32 HitChance; // PvP - PvE melee chances int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim); if(leveldif < 3) HitChance = 95 - leveldif; else HitChance = 93 - (leveldif - 2) * lchance; // Hit chance depends from victim auras if(attType == RANGED_ATTACK) HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); else HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); // Spellmod from SPELLMOD_RESIST_MISS_CHANCE if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, HitChance); // Miss = 100 - hit float miss_chance= 100.0f - HitChance; // Bonuses from attacker aura and ratings if (attType == RANGED_ATTACK) miss_chance -= m_modRangedHitChance; else miss_chance -= m_modMeleeHitChance; // bonus from skills is 0.04% miss_chance -= skillDiff * 0.04f; // Limit miss chance from 0 to 60% if (miss_chance < 0.0f) return 0.0f; if (miss_chance > 60.0f) return 60.0f; return miss_chance; }*/ // Melee based spells hit result calculations SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell) { WeaponAttackType attType = BASE_ATTACK; if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED && spell->Attributes & SPELL_ATTR_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; // 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*100) resist_mech = temp*100; } } // Roll chance tmp += resist_mech; if (roll < tmp) return SPELL_MISS_RESIST; bool canDodge = true; bool canParry = true; // Same spells cannot be parry/dodge if (spell->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK) return SPELL_MISS_NONE; // Ranged attack cannot be parry/dodge only deflect if (attType == RANGED_ATTACK) { // only if in front if (pVictim->HasInArc(M_PI,this)) { int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100; tmp+=deflect_chance; if (roll < tmp) return SPELL_MISS_DEFLECT; } return SPELL_MISS_NONE; } // Check for attack from behind if (!pVictim->HasInArc(M_PI,this)) { // Can`t dodge from behind in PvP (but its possible in PvE) if (GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER) canDodge = false; // Can`t parry canParry = false; } // Check creatures flags_extra for disable parry if(pVictim->GetTypeId()==TYPEID_UNIT) { uint32 flagEx = ((Creature*)pVictim)->GetCreatureInfo()->flags_extra; if( flagEx & CREATURE_FLAG_EXTRA_NO_PARRY ) canParry = false; } // Ignore combat result aura AuraEffectList const& ignore = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT); for(AuraEffectList::const_iterator i = ignore.begin(); i != ignore.end(); ++i) { if (!(*i)->isAffectedOnSpell(spell)) continue; switch((*i)->GetMiscValue()) { case MELEE_HIT_DODGE: canDodge = false; break; case MELEE_HIT_BLOCK: break; // Block check in hit step case MELEE_HIT_PARRY: canParry = false; break; default: DEBUG_LOG("Spell %u SPELL_AURA_IGNORE_COMBAT_RESULT have unhandled state %d", (*i)->GetId(), (*i)->GetMiscValue()); break; } } if (canDodge) { // 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)*100; dodgeChance = int32 (float (dodgeChance) * GetTotalAuraMultiplier(SPELL_AURA_MOD_ENEMY_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; tmp += dodgeChance; if (roll < tmp) return SPELL_MISS_DODGE; } if (canParry) { // 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); if (parryChance < 0) 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 > 10000) HitChance = 10000; int32 tmp = 10000 - HitChance; uint32 rand = urand(0,10000); if (rand < tmp) return SPELL_MISS_RESIST; // cast by caster in front of victim if (pVictim->HasInArc(M_PI,this)) { int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100; tmp+=deflect_chance; if (rand < tmp) return SPELL_MISS_DEFLECT; } return SPELL_MISS_NONE; } // Calculate spell hit result can be: // Every spell can: Evade/Immune/Reflect/Sucesful hit // For melee based spells: // Miss // Dodge // Parry // For spells // Resist SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool CanReflect) { // Return evade for units in evade mode if (pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return SPELL_MISS_EVADE; // Check for immune if (pVictim->IsImmunedToSpell(spell)) return SPELL_MISS_IMMUNE; // All positive spells can`t miss // TODO: client not show miss log for this spells - so need find info for this in dbc and use it! if (IsPositiveSpell(spell->Id) &&(!IsHostileTo(pVictim))) //prevent from affecting enemy by "positive" spell return SPELL_MISS_NONE; // Check for immune if (pVictim->IsImmunedToDamage(spell)) 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::AuraEffectList const& mReflectSpellsSchool = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS_SCHOOL); for(Unit::AuraEffectList::const_iterator i = mReflectSpellsSchool.begin(); i != mReflectSpellsSchool.end(); ++i) if((*i)->GetMiscValue() & GetSpellSchoolMask(spell)) reflectchance += (*i)->GetAmount(); 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->GetUseableItemByPos(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); } // Apply crit chance from defence skill crit += (int32(GetMaxSkillValueForLevel(pVictim)) - int32(pVictim->GetDefenseSkillValue(this))) * 0.04f; 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(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->IsControlledByPlayer()) ? ((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::_DeleteAuras() { for (AuraList::iterator i = m_removedAuras.begin(); i != m_removedAuras.end();i = m_removedAuras.begin()) { Aura * Aur = *i; sLog.outDebug("Aura %d is deleted from unit %d", Aur->GetId(), GetGUIDLow()); m_removedAuras.pop_front(); delete (Aur); } } 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. for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) i->second->SetUpdated(false); for(AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end();) { Aura *aur = i->second; // prevent double update if(aur->IsUpdated()) { ++i; continue; } aur->SetUpdated(true); m_removedAurasCount = 0; aur->Update( time ); // several auras can be deleted due to update if(m_removedAurasCount) { m_removedAurasCount = 0; i = m_Auras.begin(); } else ++i; } for(AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end();) { if(i->second->IsExpired()) RemoveAura(i, AURA_REMOVE_BY_EXPIRE); else ++i; } _DeleteAuras(); if(!m_gameObj.empty()) { GameObjectList::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->Id != SPELL_ID_AUTOSHOT) 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]->CheckCast(true) != SPELL_CAST_OK) { 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 CurrentSpellTypes 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->Id != SPELL_ID_AUTOSHOT) 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->Id != SPELL_ID_AUTOSHOT ) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); addUnitState(UNIT_STAT_CASTING); } break; case CURRENT_AUTOREPEAT_SPELL: { // only Auto Shoot does not break anything if (pSpell->m_spellInfo->Id != SPELL_ID_AUTOSHOT) { // 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, bool withInstant) { assert(spellType < CURRENT_MAX_SPELL); Spell *spell = m_currentSpells[spellType]; if(spell && (withDelayed || spell->getState() != SPELL_STATE_DELAYED) && (withInstant || spell->GetCastTime() > 0)) { // for example, do not let self-stun aura interrupt itself if(!spell->IsInterruptable()) return; m_currentSpells[spellType] = NULL; // send autorepeat cancel message for autorepeat spells if (spellType == CURRENT_AUTOREPEAT_SPELL) { if(GetTypeId()==TYPEID_PLAYER) ((Player*)this)->SendAutoRepeatCancel(); } if (spell->getState() != SPELL_STATE_FINISHED) spell->cancel(); spell->SetReferencedFromCurrent(false); } } 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, bool withInstant) { // generic spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_GENERIC_SPELL] && (!spell_id || m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id==spell_id)) InterruptSpell(CURRENT_GENERIC_SPELL,withDelayed,withInstant); // autorepeat spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && (!spell_id || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id==spell_id)) InterruptSpell(CURRENT_AUTOREPEAT_SPELL,withDelayed,withInstant); // channeled spells are interrupted if they are not finished, even if they are delayed if (m_currentSpells[CURRENT_CHANNELED_SPELL] && (!spell_id || m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id==spell_id)) InterruptSpell(CURRENT_CHANNELED_SPELL,true,true); } 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() + target->GetObjectSize() * 0.5f; float angle = GetAngle(target) - GetOrientation(); return abs(sin(angle)) * GetExactDistance2d(target->GetPositionX(), target->GetPositionY()) < 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; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) modifier += (*i)->GetAmount(); return modifier; } float Unit::GetTotalAuraMultiplier(AuraType auratype) const { float multiplier = 1.0f; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) multiplier *= (100.0f + (*i)->GetAmount())/100.0f; return multiplier; } int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetAmount() > modifier) modifier = (*i)->GetAmount(); } return modifier; } int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) if ((*i)->GetAmount() < modifier) modifier = (*i)->GetAmount(); return modifier; } int32 Unit::GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()& misc_mask) modifier += (*i)->GetAmount(); } return modifier; } float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const { float multiplier = 1.0f; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()& misc_mask) multiplier *= (100.0f + (*i)->GetAmount())/100.0f; } return multiplier; } int32 Unit::GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()& misc_mask && (*i)->GetAmount() > modifier) modifier = (*i)->GetAmount(); } return modifier; } int32 Unit::GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()& misc_mask && (*i)->GetAmount() < modifier) modifier = (*i)->GetAmount(); } return modifier; } int32 Unit::GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()== misc_value) modifier += (*i)->GetAmount(); } return modifier; } float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const { float multiplier = 1.0f; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()== misc_value) multiplier *= (100.0f + (*i)->GetAmount())/100.0f; } return multiplier; } int32 Unit::GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()== misc_value && (*i)->GetAmount() > modifier) modifier = (*i)->GetAmount(); } return modifier; } int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const { int32 modifier = 0; AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { if ((*i)->GetMiscValue()== misc_value && (*i)->GetAmount() < modifier) modifier = (*i)->GetAmount(); } return modifier; } bool Unit::AddAura(Aura *Aur, bool handleEffects) { // aura doesn't apply effects-return if (!Aur->GetEffectMask() || Aur->IsExpired()) { delete Aur; return false; } // 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) add to aura list of %s (lowguid: %u) but Aura target is %s (lowguid: %u)", Aur->GetId(),(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(); // passive and persistent auras can stack with themselves any number of times if (!Aur->IsPassive() && !Aur->IsPersistent() && aurSpellInfo->StackAmount>1) { // find current aura from spell and change it's stackamount if (Aura * foundAura = GetAura(aurSpellInfo->Id,Aur->GetCasterGUID())) { if(foundAura->GetStackAmount() < aurSpellInfo->StackAmount) foundAura->SetStackAmount(foundAura->GetStackAmount()+1); else foundAura->RefreshAura(); delete Aur; return false; } } // passive auras not stacable with other ranks 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 (Aur->IsSingleTarget() && 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) ) { (*itr)->GetTarget()->RemoveAurasDueToSpell((*itr)->GetId(), caster->GetGUID(), AURA_REMOVE_BY_STACK); 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(Aur->GetId(), Aur)); if(Aur->GetSpellProto()->AuraInterruptFlags) { m_interruptableAuras.push_back(Aur); AddInterruptMask(Aur->GetSpellProto()->AuraInterruptFlags); } if((Aur->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE && !Aur->IsAuraType(SPELL_AURA_MOD_POSSESS)) //only dummy aura is breakable || ((GetAllSpellMechanicMask(Aur->GetSpellProto()) & 1<IsAuraType(SPELL_AURA_MOD_STUN))) { m_ccAuras.push_back(Aur); } if (handleEffects) Aur->HandleEffects(true); sLog.outDebug("Aura %u now is in use", Aur->GetId()); return true; } bool Unit::RemoveNoStackAurasDueToAura(Aura *Aur) { if (!Aur) return false; SpellEntry const* spellProto = Aur->GetSpellProto(); uint32 spellId = Aur->GetId(); // passive spell special case (only non stackable with ranks) if(IsPassiveSpell(spellId)) { if(IsPassiveSpellStackableWithRanks(spellProto)) return true; } SpellSpecific spellId_spec = GetSpellSpecific(spellId); //bool linked = spellmgr.GetSpellCustomAttr(spellId) & SPELL_ATTR_CU_LINK_AURA? true : false; AuraMap::iterator i,next; for (i = m_Auras.begin(); i != m_Auras.end(); i = next) { next = i; ++next; SpellEntry const* i_spellProto = (*i).second->GetSpellProto(); uint32 i_spellId = i_spellProto->Id; if(IsPassiveSpell(i_spellId)) { // passive non-stackable spells not stackable only for same caster if(Aur->GetCasterGUID()!=i->second->GetCasterGUID()) continue; // passive non-stackable spells not stackable only with another rank of same spell if (!spellmgr.IsRankSpellDueToSpell(spellProto, i_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; // check if they can stack bool sameCaster = Aur->GetCasterGUID() == (*i).second->GetCasterGUID(); /*// Dont remove by stack with linked auras // Not needed for now if(sameCaster && linked) { if(const std::vector *spell_triggered = spellmgr.GetSpellLinked(spellId + SPELL_LINK_AURA)) for(std::vector::const_iterator itr = spell_triggered->begin(); itr != spell_triggered->end(); ++itr) if(*itr>0 && *itr==i_spellId) { is_triggered_by_spell=true; break; } }*/ if (is_triggered_by_spell) continue; if(!spellmgr.IsNoStackSpellDueToSpell(spellId, i_spellId, sameCaster)) continue; //some spells should be not removed by lower rank of them (totem, paladin aura) if (!sameCaster &&(Aur->IsAreaAura()) &&(spellProto->DurationIndex==21) &&(spellmgr.IsRankSpellDueToSpell(spellProto, i_spellId)) &&(IsHigherHankOfSpell(spellId,i_spellId))) return false; // Remove all auras by aura caster RemoveAura(i, AURA_REMOVE_BY_STACK); next=i; } return true; } void Unit::RemoveAura(uint32 spellId, uint64 caster ,AuraRemoveMode removeMode) { for(AuraMap::iterator iter = m_Auras.lower_bound(spellId); iter != m_Auras.upper_bound(spellId);) { if (!caster || iter->second->GetCasterGUID()==caster) { RemoveAura(iter, removeMode); return; } else ++iter; } } void Unit::RemoveAura(Aura * aur ,AuraRemoveMode mode) { // no need to remove if (!aur || aur->IsRemoved()) return; for(AuraMap::iterator iter = m_Auras.lower_bound(aur->GetId()); iter != m_Auras.upper_bound(aur->GetId());) { if (aur == iter->second) { RemoveAura(iter, mode); return; } else ++iter; } } void Unit::RemoveAurasDueToSpell(uint32 spellId, uint64 caster ,AuraRemoveMode removeMode) { for(AuraMap::iterator iter = m_Auras.lower_bound(spellId); iter != m_Auras.upper_bound(spellId);) { if (!caster || iter->second->GetCasterGUID()==caster) { RemoveAura(iter, removeMode); iter = m_Auras.lower_bound(spellId); } else ++iter; } } void Unit::RemoveAuraFromStack(uint32 spellId, uint64 caster ,AuraRemoveMode removeMode) { for(AuraMap::iterator iter = m_Auras.lower_bound(spellId); iter != m_Auras.upper_bound(spellId);) { if (!caster || iter->second->GetCasterGUID()==caster) { RemoveAuraFromStack(iter, removeMode); return; } else ++iter; } } inline void Unit::RemoveAuraFromStack(AuraMap::iterator &iter,AuraRemoveMode removeMode) { if (iter->second->modStackAmount(-1)) RemoveAura(iter, removeMode); } void Unit::RemoveAurasDueToSpellByDispel(uint32 spellId, uint64 casterGUID, Unit *dispeler) { for(AuraMap::iterator iter = m_Auras.lower_bound(spellId); iter != m_Auras.upper_bound(spellId);) { Aura * aur= iter->second; if (casterGUID == aur->GetCasterGUID()) { // Unstable Affliction if (aur->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && (aur->GetSpellProto()->SpellFamilyFlags[1] & 0x0100)) { int32 damage = aur->GetPartAura(0)->GetAmount()*9; RemoveAuraFromStack(iter, AURA_REMOVE_BY_ENEMY_SPELL); // backfire damage and silence dispeler->CastCustomSpell(this, 31117, &damage, NULL, NULL, true, NULL, NULL,dispeler->GetGUID()); return; } RemoveAuraFromStack(iter, AURA_REMOVE_BY_ENEMY_SPELL); return; } else ++iter; } } void Unit::RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit *stealer) { if (casterGUID == stealer->GetGUID()) return; for(AuraMap::iterator iter = m_Auras.lower_bound(spellId); iter != m_Auras.upper_bound(spellId);) { Aura * aur= iter->second; if (casterGUID == aur->GetCasterGUID()) { int32 damage[3]; for (uint8 i=0;i<3;++i) { if (aur->GetPartAura(i)) damage[i]=aur->GetPartAura(i)->GetAmount(); else damage[i]=NULL; } int32 dur = 2*MINUTE*IN_MILISECONDS < aur->GetAuraDuration() ? 2*MINUTE*IN_MILISECONDS : aur->GetAuraDuration(); Aura * new_aur = new Aura(aur->GetSpellProto(),aur->GetEffectMask(), NULL, stealer, stealer, NULL); new_aur->SetLoadedState(aur->GetCasterGUID(), dur, dur, aur->GetAuraCharges(), aur->GetStackAmount(), &damage[0]); // Unregister _before_ adding to stealer aur->UnregisterSingleCastAura(); // strange but intended behaviour: Stolen single target auras won't be treated as single targeted new_aur->SetIsSingleTarget(false); stealer->AddAura(new_aur); RemoveAuraFromStack(iter, AURA_REMOVE_BY_ENEMY_SPELL); return; } else ++iter; } } void Unit::RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId) { for (AuraMap::iterator iter = m_Auras.lower_bound(spellId); iter != m_Auras.upper_bound(spellId);) { if (!castItem || iter->second->GetCastItemGUID()==castItem->GetGUID()) { RemoveAura(iter); iter = m_Auras.upper_bound(spellId); // overwrite by more appropriate } else ++iter; } } void Unit::RemoveAurasByType(AuraType auraType, uint64 casterGUID, Aura * except) { if (auraType >= TOTAL_AURAS) return; for (AuraEffectList::iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();) { Aura * aur = (*iter)->GetParentAura(); ++iter; if (aur != except && (!casterGUID || aur->GetCasterGUID()==casterGUID)) { uint32 removedAuras = m_removedAurasCount; RemoveAura(aur); if (removedAuras+1< m_removedAurasCount) iter=m_modAuras[auraType].begin(); } } } void Unit::RemoveAurasByTypeWithDispel(AuraType auraType, Spell * spell) { if (auraType >= TOTAL_AURAS) return; std::queue < std::pair < uint32, uint64 > > remove_list; for (AuraEffectList::iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();++iter) { if(GetDispelChance((*iter)->GetCaster(), (*iter)->GetId())) { remove_list.push(std::make_pair((*iter)->GetId(), (*iter)->GetCasterGUID() ) ); } } for(;remove_list.size();remove_list.pop()) { RemoveAura(remove_list.front().first, remove_list.front().second, AURA_REMOVE_BY_ENEMY_SPELL); } } 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 * aur=*iter; ++iter; if (aur->GetTarget()!=this) { uint32 removedAuras = m_removedAurasCount; aur->GetTarget()->RemoveAura(aur->GetId(),aur->GetCasterGUID()); if (removedAuras+1second; // 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_removedAurasCount += 1; Aur->UnregisterSingleCastAura(); if(Aur->GetSpellProto()->AuraInterruptFlags) { m_interruptableAuras.remove(Aur); UpdateInterruptMask(); } if((Aur->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE && !Aur->IsAuraType(SPELL_AURA_MOD_POSSESS)) //only dummy aura is breakable || ((GetAllSpellMechanicMask(Aur->GetSpellProto()) & 1<IsAuraType(SPELL_AURA_MOD_STUN))) { m_ccAuras.remove(Aur); } Aur->SetRemoveMode(mode); sLog.outDebug("Aura %u now is remove mode %d", Aur->GetId(), mode); Aur->HandleEffects(false); // set aura to be removed during unit::_updatespells m_removedAuras.push_back(Aur); Aur->_RemoveAura(); // Remove totem at next update if totem looses its aura if (GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem()&& ((TempSummon*)this)->GetSummonerGUID()==Aur->GetCasterGUID()) { if (((Totem*)this)->GetSpell()==Aur->GetId()) ((Totem*)this)->setDeathState(JUST_DIED); } // only way correctly remove all auras from list i = m_Auras.begin(); } void Unit::RemoveAllAuras() { AuraMap::iterator iter = m_Auras.begin(); while (!m_Auras.empty()) 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, uint64 caster, int32 delaytime) { if (Aura * aur = GetAura(spellId, caster)) { if (aur->GetAuraDuration() < delaytime) aur->SetAuraDuration(0); else aur->SetAuraDuration(aur->GetAuraDuration() - delaytime); // update for out of range group members (on 1 slot use) UpdateAuraForGroup(aur->GetAuraSlot()); sLog.outDebug("Aura %u partially interrupted on unit %u, new duration: %u ms",aur->GetId(), GetGUIDLow(), aur->GetAuraDuration()); } } void Unit::_RemoveAllAuraMods() { for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) { (*i).second->ApplyAllModifiers(false); } } void Unit::_ApplyAllAuraMods() { for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) { (*i).second->ApplyAllModifiers(true); } } bool Unit::HasAuraTypeWithMiscvalue(AuraType auratype, uint32 miscvalue) const { AuraEffectList const& mTotalAuraList = GetAurasByType(auratype); for(AuraEffectList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) if (miscvalue == (*i)->GetMiscValue()) return true; return false; } bool Unit::HasAuraType(AuraType auraType) const { return (!m_modAuras[auraType].empty()); } bool Unit::HasAura(uint32 spellId, uint64 caster) const { //Special case for non existing spell if (spellId==61988) return HasAura(61987, caster) || HasAura(25771, caster); if (Aura * aur = GetAura(spellId, caster)) return true; return false; } bool Unit::HasAura(Aura * aur) const { // no need to find aura if (!aur || aur->IsRemoved()) return false; for(AuraMap::const_iterator iter = m_Auras.lower_bound(aur->GetId()); iter != m_Auras.upper_bound(aur->GetId());) { if (aur == iter->second) return true; else ++iter; } return false; } bool Unit::HasAuraEffect(uint32 spellId, uint8 effIndex, uint64 caster) const { if (Aura * aur = GetAura(spellId, caster)) return bool(aur->HasEffect(effIndex)); return false; } Aura * Unit::GetAura(uint32 spellId, uint64 caster) const { if (!caster) { AuraMap::const_iterator itr = m_Auras.find(spellId); return itr != m_Auras.end() ? itr->second : NULL; } else { AuraMap const& auras = GetAuras(); for(AuraMap::const_iterator itr = auras.lower_bound(spellId); itr != auras.upper_bound(spellId); ++itr) if(itr->second->GetCasterGUID()==caster) return itr->second; return NULL; } } AuraEffect * Unit::GetAuraEffect(uint32 spellId, uint8 effIndex, uint64 caster) const { if (Aura * aur = GetAura(spellId, caster)) return aur->GetPartAura(effIndex); return false; } AuraEffect* Unit::GetAura(AuraType type, uint32 family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, uint64 casterGUID) { AuraEffectList const& auras = GetAurasByType(type); for(AuraEffectList::const_iterator i = auras.begin();i != auras.end(); ++i) { SpellEntry const *spell = (*i)->GetSpellProto(); if (spell->SpellFamilyName == family && spell->SpellFamilyFlags.HasFlag(familyFlag1, familyFlag2, familyFlag3)) { if (casterGUID && (*i)->GetCasterGUID()!=casterGUID) continue; return (*i); } } 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 = GetMap()->GetDynamicObject(*i); if(!dynObj) // may happen if a dynobj is removed when grid unload { 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 = GetMap()->GetDynamicObject(*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 = GetMap()->GetDynamicObject(*i); 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 = GetMap()->GetDynamicObject(*i); if(!dynObj) { i = m_dynObjGUIDs.erase(i); continue; } if (dynObj->GetSpellId() == spellId) return dynObj; ++i; } return NULL; } GameObject* Unit::GetGameObject(uint32 spellId) const { for (GameObjectList::const_iterator i = m_gameObj.begin(); i != m_gameObj.end();) if ((*i)->GetSpellId() == spellId) return *i; return NULL; } void Unit::AddGameObject(GameObject* gameObj) { assert(gameObj && gameObj->GetOwnerGUID()==0); m_gameObj.push_back(gameObj); gameObj->SetOwnerGUID(GetGUID()); if ( GetTypeId()==TYPEID_PLAYER && gameObj->GetSpellId() ) { SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId()); // Need disable spell use for owner if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases) ((Player*)this)->AddSpellAndCategoryCooldowns(createBySpell,0,NULL,true); } } void Unit::RemoveGameObject(GameObject* gameObj, bool del) { assert(gameObj && gameObj->GetOwnerGUID()==GetGUID()); gameObj->SetOwnerGUID(0); // GO created by some spell if (uint32 spellid = gameObj->GetSpellId()) { RemoveAurasDueToSpell(spellid); if (GetTypeId()==TYPEID_PLAYER) { SpellEntry const* createBySpell = sSpellStore.LookupEntry(spellid ); // Need activate spell use for owner if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases) ((Player*)this)->SendCooldownEvent(createBySpell); } } m_gameObj.remove(gameObj); if(del) { gameObj->SetRespawnTime(0); gameObj->Delete(); } } void Unit::RemoveGameObject(uint32 spellid, bool del) { if(m_gameObj.empty()) return; GameObjectList::iterator i, next; for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next) { next = i; if(spellid == 0 || (*i)->GetSpellId() == spellid) { (*i)->SetOwnerGUID(0); if(del) { (*i)->SetRespawnTime(0); (*i)->Delete(); } next = m_gameObj.erase(i); } else ++next; } } void Unit::RemoveAllGameObjects() { // remove references to unit for(GameObjectList::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 << uint32(int32 (log->target->GetHealth()-log->damage ) >0 ? 0 : log->damage - log->target->GetHealth()); 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); int32 damageDone = Damage-AbsorbedDamage-Resist-Blocked; data << uint32(damageDone); data << uint32(int32 (target->GetHealth()-damageDone ) >0 ? 0 : damageDone - target->GetHealth());// wotlk 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) { uint32 count = 1; WorldPacket data(SMSG_ATTACKERSTATEUPDATE, (16+45)); // we guess size data << (uint32)damageInfo->HitInfo; data.append(GetPackGUID()); data.append(damageInfo->target->GetPackGUID()); data << (uint32)(damageInfo->damage); // Full damage data << uint32(int32 (damageInfo->target->GetHealth()-damageInfo->damage ) >0 ? 0 : damageInfo->damage - damageInfo->target->GetHealth()); // Overkill data << (uint8)count; // Sub damage count for(int i = 0; i < count; ++i) { data << (uint32)(damageInfo->damageSchoolMask); // School of sub damage data << (float)damageInfo->damage; // sub damage data << (uint32)damageInfo->damage; // Sub Damage } if(damageInfo->HitInfo & (HITINFO_ABSORB | HITINFO_ABSORB2)) { for(int i = 0; i < count; ++i) data << (uint32)damageInfo->absorb; // Absorb } if(damageInfo->HitInfo & (HITINFO_RESIST | HITINFO_RESIST2)) { for(int i = 0; i < count; ++i) data << (uint32)damageInfo->resist; // Resist } data << (uint8)damageInfo->TargetState; data << (uint32)0; data << (uint32)0; if(damageInfo->HitInfo & HITINFO_BLOCK) data << (uint32)damageInfo->blocked_amount; if(damageInfo->HitInfo & HITINFO_UNK3) data << uint32(0); if(damageInfo->HitInfo & HITINFO_UNK1) { data << uint32(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); for(uint8 i = 0; i < 5; ++i) { data << float(0); data << float(0); } data << uint32(0); } 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); // flags data.append(GetPackGUID()); data.append(target->GetPackGUID()); int32 damageDone = Damage-AbsorbDamage-Resist-BlockedAmount; data << uint32(damageDone);// damage data << uint32(int32 (target->GetHealth()-damageDone ) >0 ? 0 : damageDone - target->GetHealth()); // Overkill data << (uint8)SwingType; // count? // for(i = 0; i < SwingType; ++i) data << (uint32)damageSchoolMask; data << (float)(damageDone); data << (uint32)(damageDone); // end loop if(HitInfo & (HITINFO_ABSORB | HITINFO_ABSORB2)) { // for(i = 0; i < SwingType; ++i) data << uint32(AbsorbDamage); // end loop } if(HitInfo & (HITINFO_RESIST | HITINFO_RESIST2)) { // for(i = 0; i < SwingType; ++i) data << uint32(Resist); // end loop } data << (uint8)TargetState; data << (uint32)0; data << (uint32)0; if(HitInfo & HITINFO_BLOCK) { data << uint32(BlockedAmount); } if(HitInfo & HITINFO_UNK3) { data << uint32(0); } if(HitInfo & HITINFO_UNK1) { data << uint32(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); data << float(0); for(uint8 i = 0; i < 5; ++i) { data << float(0); data << float(0); } data << uint32(0); } SendMessageToSet( &data, true ); } bool Unit::HandleHasteAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown) { SpellEntry const *hasteSpell = triggeredByAura->GetSpellProto(); Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->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, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown) { SpellEntry const *dummySpell = triggeredByAura->GetSpellProto (); uint32 effIndex = triggeredByAura->GetEffIndex(); int32 triggerAmount = triggeredByAura->GetAmount(); Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; Unit* target = pVictim; int32 basepoints0 = 0; // Master of subtlety (checked here because ranks have different spellfamilynames) if (dummySpell->Id == 31223 || dummySpell->Id == 31221 || dummySpell->Id == 31222) { if (procEx & AURA_REMOVE_PROC_EX_MASK) triggered_spell_id = 31666; else { triggered_spell_id = 31665; basepoints0 = triggerAmount; } } switch(dummySpell->SpellFamilyName) { case SPELLFAMILY_GENERIC: { switch (dummySpell->Id) { // Improved Divine Spirit case 33174: case 33182: { // Tricky thing here, we find current aura from spell by caster and change its modifier value int32 spelldmg = CalculateSpellDamage(procSpell, 0, procSpell->EffectBasePoints[0],pVictim); if (AuraEffect * Aur = pVictim->GetAuraEffect(procSpell->Id, effIndex+1, triggeredByAura->GetCasterGUID())) { // Remove aura mods Aur->ApplyModifier(false); Aur->SetAmount(Aur->GetAmount() + spelldmg * triggerAmount / 100); // Apply extended aura mods Aur->ApplyModifier(true); return true; } return false; } // Eye for an Eye case 9799: case 25988: { // return damage % to attacker but < 50% own total health basepoints0 = triggerAmount*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 RemoveAuraFromStack(24659); return true; } // Restless Strength case 24661: { // Need remove one 24662 aura RemoveAuraFromStack(24662); return true; } // Adaptive Warding (Frostfire Regalia set) case 28764: { if(!procSpell) return false; // find Mage Armor bool found = false; AuraEffectList const& mRegenInterupt = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT); for(AuraEffectList::const_iterator iter = mRegenInterupt.begin(); iter != mRegenInterupt.end(); ++iter) { if(SpellEntry const* iterSpellProto = (*iter)->GetSpellProto()) { if(iterSpellProto->SpellFamilyName==SPELLFAMILY_MAGE && (iterSpellProto->SpellFamilyFlags[0] & 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; triggered_spell_id = 34650; break; } // Overkill case 58426: { if (procEx & AURA_REMOVE_PROC_EX_MASK) triggered_spell_id = 58428; else { basepoints0 = -triggerAmount; triggered_spell_id = 58427; } break; } // Mark of Malice case 33493: { // Cast finish spell at last charge if (triggeredByAura->GetParentAura()->GetAuraCharges() > 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 || !this->isAlive()) 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) { if(this->IsFriendlyTo(target)) return false; 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; } // Living Seed case 48504: { triggered_spell_id = 48503; basepoints0 = triggerAmount; target = this; break; } // Kill command case 58914: { // Remove aura stack from pet RemoveAuraFromStack(58914); Unit* owner = GetOwner(); if(!owner) return true; // reduce the owner's aura stack owner->RemoveAuraFromStack(34027); return true; } // Vampiric Touch (generic, used by some boss) case 52723: case 60501: { triggered_spell_id = 52724; basepoints0 = damage / 2; target = this; break; } // Divine purpose case 31871: case 31872: { // Roll chane if (!roll_chance_i(triggerAmount)) return false; // Remove any stun effect on target AuraMap& Auras = pVictim->GetAuras(); for(AuraMap::iterator iter = Auras.begin(); iter != Auras.end();) { SpellEntry const *spell = iter->second->GetSpellProto(); if( GetAllSpellMechanicMask(spell) & 1<<(MECHANIC_STUN)) { pVictim->RemoveAura(iter); } else ++iter; } return true; } } 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 = (triggerAmount * 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 int32 cost = procSpell->manaCost + procSpell->ManaCostPercentage * GetCreateMana() / 100; basepoints0 = cost * triggerAmount/100; if( basepoints0 <=0 ) return false; target = this; triggered_spell_id = 29077; break; } // Shattered Barrier if (dummySpell->SpellIconID == 2945) { // only on dispel/remove aura by destroy target = NULL; triggered_spell_id = 55080; CastSpell(target, triggered_spell_id, true); return true; } // Hot Streak if (dummySpell->SpellIconID == 2999) { if (effIndex!=0) return false; AuraEffect *counter = triggeredByAura->GetParentAura()->GetPartAura(1); if (!counter) return true; // Count spell criticals in a row in second aura if (procEx & PROC_EX_CRITICAL_HIT) { counter->SetAmount(counter->GetAmount()*2); if (counter->GetAmount() < 100) // not enough return true; // Crititcal counted -> roll chance if (roll_chance_i(triggerAmount)) CastSpell(this, 48108, true, castItem, triggeredByAura); } counter->SetAmount(25); return true; } // Burnout if (dummySpell->SpellIconID == 2998) { if(!procSpell) return false; int32 cost = procSpell->manaCost + procSpell->ManaCostPercentage * GetCreateMana() / 100; basepoints0 = cost * triggerAmount/100; if( basepoints0 <=0 ) return false; triggered_spell_id = 44450; target = this; break; } // Incanter's Regalia set (add trigger chance to Mana Shield) if (dummySpell->SpellFamilyFlags[0] & 0x8000) { 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->GetParentAura()->GetAuraCharges() <= 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.IsEqual(0, 0x8, 0)) { // check attack comes not from behind if (!HasInArc(M_PI, pVictim)) return false; triggered_spell_id = 22858; break; } // Glyph of Devastate if(dummySpell->Id==58388) { // get highest rank of the Sunder Armor spell if (GetTypeId()!=TYPEID_PLAYER) return false; const PlayerSpellMap& sp_list = ((Player*)this)->GetSpellMap(); for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr) { // only highest rank is shown in spell book, so simply check if shown in spell book if(!itr->second->active || itr->second->disabled || itr->second->state == PLAYERSPELL_REMOVED) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first); if (!spellInfo) continue; if (spellInfo->SpellFamilyFlags.IsEqual(SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR) && spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR) { triggered_spell_id = spellInfo->Id; break; } } if (!triggered_spell_id) return false; for (int32 value = CalculateSpellDamage(dummySpell, 0 , dummySpell->EffectBasePoints[0], pVictim);value>0;value--) CastSpell(target,triggered_spell_id,true); return true; } // Second Wind if (dummySpell->SpellIconID == 1697) { // 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 (!(GetAllSpellMechanicMask(procSpell) & ((1<Id) { case 29838: triggered_spell_id=29842; break; case 29834: triggered_spell_id=29841; break; case 42770: triggered_spell_id=42771; break; default: sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (SW)",dummySpell->Id); return false; } target = this; break; } // Damage Shield if (dummySpell->SpellIconID == 3214) { triggered_spell_id = 59653; // % of amount blocked basepoints0 = GetShieldBlockValue() * triggerAmount / 100; break; } break; } case SPELLFAMILY_WARLOCK: { // Seed of Corruption if (dummySpell->SpellFamilyFlags[1] & 0x00000010) { // if damage is more than need or target die from damage deal finish spell if( triggeredByAura->GetAmount() <= 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 triggeredByAura->SetAmount(triggeredByAura->GetAmount() - damage); return true; } // Seed of Corruption (Mobs cast) - no die req if (dummySpell->SpellFamilyFlags.IsEqual(0,0,0) && dummySpell->SpellIconID == 1932) { // if damage is more than need deal finish spell if( triggeredByAura->GetAmount() <= 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 triggeredByAura->SetAmount(triggeredByAura->GetAmount() - damage); return true; } // Fel Synergy if (dummySpell->SpellIconID == 3222) { target = GetGuardianPet(); if (!target) return false; triggered_spell_id = 54181; basepoints0 = damage * 15 / 100; break; } switch(dummySpell->Id) { // Nightfall case 18094: case 18095: { target = this; triggered_spell_id = 17941; break; } //Soul Leech case 30293: case 30295: case 30296: { // Improved Soul Leech AuraEffectList const& SoulLeechAuras = GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraEffectList::const_iterator i = SoulLeechAuras.begin();i != SoulLeechAuras.end(); ++i) { if ((*i)->GetId()==54117 || (*i)->GetId()==54118) { basepoints0 = int32((*i)->GetAmount()); if (target = GetGuardianPet()) { // regen mana for pet CastCustomSpell(target,54607,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); } // regen mana for caster CastCustomSpell(this,59117,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); break; } } // health basepoints0 = int32(damage*triggerAmount/100); target = this; triggered_spell_id = 30294; break; } // Improved Fear case 53754: { if(!pVictim || !pVictim->isAlive()) return false; pVictim->CastSpell(pVictim, 60946,true); return true; } // Improved Fear (Rank 2) case 53759: { if(!pVictim || !pVictim->isAlive()) return false; pVictim->CastSpell(pVictim, 60947,true); return true; } // Shadowflame (Voidheart Raiment set bonus) case 37377: { triggered_spell_id = 37379; break; } // Pet Healing (Corruptor Raiment or Rift Stalker Armor) case 37381: { target = GetGuardianPet(); if(!target) return false; // heal amount basepoints0 = damage * triggerAmount/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[1] & 0x00000400 ) { if(!pVictim || !pVictim->isAlive()) return false; // pVictim is caster of aura if(triggeredByAura->GetCasterGUID() != pVictim->GetGUID()) return false; // energize amount basepoints0 = triggerAmount*damage/100; pVictim->CastCustomSpell(pVictim,34919,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); return true; // no hidden cooldown } // Divine Aegis if (dummySpell->SpellIconID == 2820) { basepoints0 = damage * triggerAmount/100; triggered_spell_id = 47753; break; } 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 int32 team = triggerAmount*damage/500; int32 self = triggerAmount*damage/100 - team; pVictim->CastCustomSpell(pVictim,15290,&team,&self,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[0] & 0x8000 ) triggered_spell_id = 40441; // Renew else if( procSpell->SpellFamilyFlags[0] & 0x10 ) triggered_spell_id = 40440; else return false; target = this; break; } // Glyph of Power Word: Shield case 55672: { basepoints0 = damage * triggerAmount/100; triggered_spell_id = 56160; break; } // Improved Shadowform case 47570: case 47569: { RemoveAurasByTypeWithDispel(SPELL_AURA_MOD_ROOT); RemoveAurasByTypeWithDispel(SPELL_AURA_MOD_DECREASE_SPEED); break; } // Psychic Horror case 47571: { if(!pVictim || !pVictim->isAlive()) return false; pVictim->CastSpell(pVictim, 59980,true); return true; } // Psychic Horror (Rank 2) case 47572: { if(!pVictim || !pVictim->isAlive()) return false; pVictim->CastSpell(pVictim, 59981,true); return true; } // Glyph of Dispel Magic case 55677: { // Dispel Magic shares spellfamilyflag with abolish disease if (procSpell->SpellIconID!=74) return false; if(!target->IsFriendlyTo(this)) return false; basepoints0 = int32(target->GetMaxHealth() * triggerAmount / 100); triggered_spell_id = 56131; 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 = damage * triggerAmount/100; target = this; triggered_spell_id = 39373; break; } // Greater Heal (Vestments of Faith (Priest Tier 3) - 4 pieces bonus) case 28809: { triggered_spell_id = 28810; break; } } break; } case SPELLFAMILY_DRUID: { switch(dummySpell->Id) { // Leader of the Pack case 24932: { if (triggerAmount <= 0) return false; basepoints0 = triggerAmount * GetMaxHealth() / 100; target = this; triggered_spell_id = 34299; if (triggeredByAura->GetCaster() != this) break; int32 basepoints1 = triggerAmount * 2; CastCustomSpell(this,60889,&basepoints1,0,0,true,0,triggeredByAura); break; } // Healing Touch (Dreamwalker Raiment set) case 28719: { // mana back basepoints0 = int32(procSpell->manaCost * 30 / 100); target = this; triggered_spell_id = 28742; break; } // Glyph of Rejuvenation case 54754: { if (pVictim->GetHealth() >= triggerAmount * pVictim->GetMaxHealth()/100) return false; basepoints0 = int32(triggerAmount * damage / 100); triggered_spell_id = 54755; 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[0] & 0x4 ) { triggered_spell_id = 40445; chance = 25.f; } // Rejuvenation else if( procSpell->SpellFamilyFlags[0] & 0x10 ) { triggered_spell_id = 40446; chance = 25.f; } // Mangle (cat/bear) else if( procSpell->SpellFamilyFlags[1] & 0x00000440) { 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; } } // Eclipse if (dummySpell->SpellIconID == 2856) { if (!procSpell) return false; // Only 0 aura can proc if (effIndex!=0) return false; // Wrath crit if (procSpell->SpellFamilyFlags[0] & 0x1) { if (!roll_chance_i(60)) return false; triggered_spell_id = 48518; target = this; break; } // Starfire crit if (procSpell->SpellFamilyFlags[0] & 0x4) { triggered_spell_id = 48517; target = this; break; } return false; } // Living Seed else if (dummySpell->SpellIconID == 2860) { triggered_spell_id = 48504; basepoints0 = triggerAmount * damage / 100; 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; } } // Cut to the Chase if( dummySpell->SpellIconID == 2909 ) { // "refresh your Slice and Dice duration to its 5 combo point maximum" // lookup Slice and Dice if (AuraEffect * aur = GetAura(SPELL_AURA_MOD_HASTE, SPELLFAMILY_ROGUE,0x40000, 0, 0)) { aur->GetParentAura()->SetAuraDuration(GetSpellMaxDuration(aur->GetSpellProto())); return true; } return false; } // Deadly Brew else if( dummySpell->SpellIconID == 2963 ) { triggered_spell_id = 3409; break; } // Quick Recovery else if( dummySpell->SpellIconID == 2116 ) { if(!procSpell) return false; // energy cost save basepoints0 = procSpell->manaCost * triggerAmount/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 int32 mana = procSpell->manaCost + procSpell->ManaCostPercentage * GetCreateMana() / 100; basepoints0 = mana * 40/100; if(basepoints0 <= 0) return false; target = this; triggered_spell_id = 34720; break; } // Hunting Party if ( dummySpell->SpellIconID == 3406 ) { triggered_spell_id = 57669; target = this; break; } // Lock and Load if ( dummySpell->SpellIconID == 3579 ) { // Proc only from periodic (from trap activation proc another aura of this spell) if (!(procFlag & PROC_FLAG_ON_DO_PERIODIC) || !roll_chance_i(triggerAmount)) return false; triggered_spell_id = 56453; target = this; break; } // Rapid Recuperation if ( dummySpell->SpellIconID == 3560 ) { // This effect only from Rapid Killing (mana regen) if (!(procSpell->SpellFamilyFlags[1] & 0x01000000)) return false; triggered_spell_id = 56654; target = this; break; } break; } case SPELLFAMILY_PALADIN: { // Seal of Righteousness - melee proc dummy (addition ${$MWS*(0.022*$AP+0.044*$SPH)} damage) if (dummySpell->SpellFamilyFlags[0]&0x8000000) { if (effIndex!=0) return false; triggered_spell_id = 25742; float ap = GetTotalAttackPowerValue(BASE_ATTACK); int32 holy = SpellBaseDamageBonus(SPELL_SCHOOL_MASK_HOLY) + SpellBaseDamageBonusForVictim(SPELL_SCHOOL_MASK_HOLY, pVictim); basepoints0 = GetAttackTime(BASE_ATTACK) * int32(ap*0.022f + 0.044f * holy) / 1000; break; } // Light's Beacon - Beacon of Light if ( dummySpell->Id == 53651 ) { if (Unit * caster = triggeredByAura->GetCaster()) { // do not proc when target of beacon of light is healed if (caster == pVictim) return false; if (Aura * aur = caster->GetAura(53563)) { if (Unit * paladin = aur->GetCaster()) { if (paladin != this) return false; basepoints0 = damage; triggered_spell_id = 53654; target = caster; break; } else { pVictim->RemoveAura(triggeredByAura->GetParentAura()); return false; } } } else return false; } // Judgements of the Wise if (dummySpell->SpellIconID == 3017) { // hardcoded amount basepoints0 = 15 * GetCreatePowers(POWER_MANA)/100; target = this; triggered_spell_id = 31930; // replenishment CastSpell(this,57669,true); break; } // Sanctified Wrath if (dummySpell->SpellIconID == 3029) { triggered_spell_id = 57318; target = this; basepoints0 = triggerAmount; CastCustomSpell(target,triggered_spell_id,&basepoints0,&basepoints0,NULL,true,castItem,triggeredByAura); return true; } // Sacred Shield if (dummySpell->SpellFamilyFlags[1]&0x00080000) { triggered_spell_id = 58597; target = this; break; } // Righteous Vengeance if (dummySpell->SpellIconID == 3025) { // 4 damage tick basepoints0 = triggerAmount*damage/400; triggered_spell_id = 61840; break; } // Sheath of Light if (dummySpell->SpellIconID == 3030) { // 4 healing tick basepoints0 = triggerAmount*damage/400; triggered_spell_id = 54203; break; } switch(dummySpell->Id) { // Judgement of Light case 20185: { // Get judgement caster Unit *caster = triggeredByAura->GetCaster(); if (!caster) return false; float ap = caster->GetTotalAttackPowerValue(BASE_ATTACK); int32 holy = caster->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_HOLY) + caster->SpellBaseDamageBonusForVictim(SPELL_SCHOOL_MASK_HOLY, this); basepoints0 = int32(ap*0.10f + 0.10f*holy); pVictim->CastCustomSpell(pVictim, 20267, &basepoints0, 0, 0, true, 0, triggeredByAura); return true; } // Judgement of Wisdom case 20186: { pVictim->CastSpell(pVictim, 20268, true, NULL, triggeredByAura); return true; } // 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 (damage calc on apply aura) case 31801: { if(effIndex != 0) // effect 1,2 used by seal unleashing code return false; triggered_spell_id = 31803; break; } // Seal of Corruption case 53736: { if(effIndex != 0) // effect 1,2 used by seal unleashing code return false; triggered_spell_id = 53742; break; } // Spiritual Attunement case 31785: case 33776: { // if healed by another unit (pVictim) if(this == pVictim) return false; // heal amount basepoints0 = triggerAmount*damage/100; target = this; triggered_spell_id = 31786; break; } // Seal of Blood do damage trigger case 31892: { if (effIndex == 0) // 0 effect - is proc on enemy triggered_spell_id = 31893; else if (effIndex == 1) // 1 effect - is proc on self { // add spell damage from prev effect (27%) damage += CalculateDamage(BASE_ATTACK, false) * 27 / 100; basepoints0 = triggerAmount * damage / 100; target = this; triggered_spell_id = 32221; } else return false; break; } // Seal of the Martyr do damage trigger case 53720: { if (effIndex == 0) // 0 effect - is proc on enemy triggered_spell_id = 53719; else if (effIndex == 1) // 1 effect - is proc on self { // add spell damage from prev effect (27%) damage += CalculateDamage(BASE_ATTACK, false) * 27 / 100; basepoints0 = triggerAmount * damage / 100; target = this; triggered_spell_id = 53718; } else return false; 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[0] & 0xC0000000) { triggered_spell_id = 40471; chance = 15.f; } // Judgement else if( procSpell->SpellFamilyFlags[0] & 0x800000 ) { triggered_spell_id = 40472; chance = 50.f; } else return false; if (!roll_chance_f(chance)) return false; break; } // Glyph of Divinity case 54939: { // Lookup base amount mana restore for (int i=0; i<3;i++) if (procSpell->Effect[i] == SPELL_EFFECT_ENERGIZE) { int32 mana = procSpell->EffectBasePoints[i]; CastCustomSpell(this, 54986, 0, &mana, 0, true, castItem, triggeredByAura); break; } return true; } // Glyph of Flash of Light case 54936: { triggered_spell_id = 54957; basepoints0 = triggerAmount*damage/100; break; } // Glyph of Holy Light case 54937: { triggered_spell_id = 54968; basepoints0 = triggerAmount*damage/100; break; } } break; } case SPELLFAMILY_SHAMAN: { switch(dummySpell->Id) { // Improved fire nova totem case 16544: { triggered_spell_id = 51880; break; } // Tidal Force case 55198: { // Remove aura stack from caster RemoveAuraFromStack(55166); // drop charges return false; } // 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; // Now amount of extra power stored in 1 effect of Enchant spell // Get it by item enchant id uint32 spellId; switch (castItem->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT))) { case 283: spellId = 8232; break; // 1 Rank case 284: spellId = 8235; break; // 2 Rank case 525: spellId = 10486; break; // 3 Rank case 1669:spellId = 16362; break; // 4 Rank case 2636:spellId = 25505; break; // 5 Rank case 3785:spellId = 58801; break; // 6 Rank case 3786:spellId = 58803; break; // 7 Rank case 3787:spellId = 58804; break; // 8 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, 1, windfurySpellEntry->EffectBasePoints[1], 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[0] & 0x1) { triggered_spell_id = 40465; // Lightning Bolt chance = 15.f; } else if (procSpell->SpellFamilyFlags[0] & 0x80) { triggered_spell_id = 40465; // Lesser Healing Wave chance = 10.f; } else if (procSpell->SpellFamilyFlags[1] & 0x00000010) { triggered_spell_id = 40466; // Stormstrike chance = 50.f; } else return false; if (!roll_chance_f(chance)) return false; target = this; break; } // Glyph of Healing Wave case 55440: { // Not proc from self heals if (this==pVictim) return false; basepoints0 = triggerAmount * damage / 100; target = this; triggered_spell_id = 55533; break; } // Spirit Hunt case 58877: { // Cast on owner target = GetOwner(); if(!target) return false; basepoints0 = triggerAmount * damage / 100; triggered_spell_id = 58879; break; } } // Ancestral Awakening if (dummySpell->SpellIconID == 3065) { // TODO: frite dummy fot triggered spell triggered_spell_id = 52759; basepoints0 = triggerAmount * damage / 100; target = this; break; } // Earth Shield if(dummySpell->SpellFamilyFlags[1] & 0x00000400) { basepoints0 = triggerAmount; target = this; triggered_spell_id = 379; break; } // Improved Water Shield if (dummySpell->SpellIconID == 2287) { // Lesser Healing Wave need aditional 60% roll if (procSpell->SpellFamilyFlags[0] & 0x80 && !roll_chance_i(60)) return false; // lookup water shield AuraEffectList const& vs = GetAurasByType(SPELL_AURA_PROC_TRIGGER_SPELL); for(AuraEffectList::const_iterator itr = vs.begin(); itr != vs.end(); ++itr) { if( (*itr)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_SHAMAN && (*itr)->GetSpellProto()->SpellFamilyFlags[1] & 0x00000020) { uint32 spell = (*itr)->GetSpellProto()->EffectTriggerSpell[(*itr)->GetEffIndex()]; CastSpell(this, spell, true, castItem, triggeredByAura); (*itr)->GetParentAura()->DropAuraCharge(); return true; } } return false; 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 case 49237: spellId = 49239; break; // Rank 13 case 49238: spellId = 49240; break; // Rank 14 // 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 case 49268: spellId = 49270; break; // Rank 7 case 49269: spellId = 49271; break; // Rank 8 default: sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (LO)", procSpell->Id); return false; } // Remove cooldown (Chain Lightning - have Category Recovery time) if (procSpell->SpellFamilyFlags[0] & 0x2) ((Player*)this)->RemoveSpellCooldown(spellId); // do not reduce damage-spells have correct basepoints int32 mod = 0; // Apply spellmod CastCustomSpell(this, 39805, NULL, &mod, NULL, true, castItem, triggeredByAura); CastSpell(pVictim, spellId, true, castItem, triggeredByAura); if( cooldown && GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown); return true; } // Static Shock if(dummySpell->SpellIconID == 3059) { // lookup Lightning Shield AuraEffectList const& vs = GetAurasByType(SPELL_AURA_PROC_TRIGGER_SPELL); for(AuraEffectList::const_iterator itr = vs.begin(); itr != vs.end(); ++itr) { if( (*itr)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_SHAMAN && (*itr)->GetSpellProto()->SpellFamilyFlags[0] & 0x400) { uint32 spell = 0; switch ((*itr)->GetId()) { case 324: spell = 26364; break; case 325: spell = 26365; break; case 905: spell = 26366; break; case 945: spell = 26367; break; case 8134: spell = 26369; break; case 10431: spell = 26370; break; case 10432: spell = 26363; break; case 25469: spell = 26371; break; case 25472: spell = 26372; break; case 49280: spell = 49278; break; case 49281: spell = 49279; break; default: return false; } CastSpell(this, spell, true, castItem, triggeredByAura); (*itr)->GetParentAura()->DropAuraCharge(); return true; } } return false; break; } break; } case SPELLFAMILY_DEATHKNIGHT: { // Blood Aura if (dummySpell->SpellIconID == 2636) { if (GetTypeId() != TYPEID_PLAYER || !((Player*)this)->isHonorOrXPTarget(pVictim)) return false; basepoints0 = triggerAmount * damage / 100; triggered_spell_id = 53168; break; } // Butchery if (dummySpell->SpellIconID == 2664) { basepoints0 = triggerAmount; triggered_spell_id = 50163; target = this; break; } // Dancing Rune Weapon if (dummySpell->Id == 49028) { // 1 dummy aura for dismiss rune blade if (effIndex!=2) return false; // TODO: wite script for this "fights on its own, doing the same attacks" // NOTE: Trigger here on every attack and spell cast return false; } // Mark of Blood if (dummySpell->Id == 49005) { // TODO: need more info (cooldowns/PPM) triggered_spell_id = 61607; break; } // Vendetta if (dummySpell->SpellFamilyFlags[0] & 0x10000) { basepoints0 = triggerAmount * GetMaxHealth() / 100; triggered_spell_id = 50181; target = this; break; } // Necrosis if (dummySpell->SpellIconID == 2709) { basepoints0 = triggerAmount * damage / 100; triggered_spell_id = 51460; break; } // Runic Power Back on Snare/Root if (dummySpell->Id == 61257) { // only for spells and hit/crit (trigger start always) and not start from self casted spells if (procSpell == 0 || !(procEx & (PROC_EX_NORMAL_HIT|PROC_EX_CRITICAL_HIT)) || this == pVictim) return false; // Need snare or root mechanic if (!(GetAllSpellMechanicMask(procSpell) & ((1<SpellIconID == 1614) { if (!roll_chance_f(GetUnitCriticalChance(BASE_ATTACK, pVictim))) return false; basepoints0 = triggerAmount * damage / 100; triggered_spell_id = 50526; break; } // Death Strike healing effect if (dummySpell->Id == 45469) { uint8 n=0; Unit::AuraEffectList const& decSpeedList = pVictim->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE); for(Unit::AuraEffectList::const_iterator iter = decSpeedList.begin(); iter != decSpeedList.end(); ++iter) { if((*iter)->GetSpellProto()->SpellFamilyName==SPELLFAMILY_DEATHKNIGHT && (*iter)->GetCasterGUID() == GetGUID() && (*iter)->GetSpellProto()->Dispel == DISPEL_DISEASE) { n++; } } int32 heal=0.5f*n*damage+damage; CastCustomSpell(this,45470,&heal,NULL,NULL,true); return true; } break; } case SPELLFAMILY_POTION: { // alchemist's stone if (dummySpell->Id == 17619) { if (procSpell->SpellFamilyName == SPELLFAMILY_POTION) { for (uint8 i=0;i<3;i++) { if (procSpell->Effect[i]==SPELL_EFFECT_HEAL) { triggered_spell_id = 21399; } else if (procSpell->Effect[i]==SPELL_EFFECT_ENERGIZE) { triggered_spell_id = 21400; } else continue; basepoints0 = CalculateSpellDamage(procSpell,i,procSpell->EffectBasePoints[i],this) * 0.4f; CastCustomSpell(this,triggered_spell_id,&basepoints0,NULL,NULL,true,NULL,triggeredByAura); } return true; } } break; } case SPELLFAMILY_PET: { // improved cower if (dummySpell->SpellIconID == 958 && procSpell->SpellIconID == 958) { triggered_spell_id = dummySpell->Id == 53180 ? 54200 : 54201; target = this; break; } // guard dog if (dummySpell->SpellIconID == 201 && procSpell->SpellIconID == 201) { triggered_spell_id = 54445; target = this; pVictim->AddThreat(this,procSpell->EffectBasePoints[0]*triggerAmount/100); break; } 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::HandleObsModEnergyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown) { SpellEntry const *dummySpell = triggeredByAura->GetSpellProto (); uint32 effIndex = triggeredByAura->GetEffIndex(); int32 triggerAmount = triggeredByAura->GetAmount(); Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; Unit* target = pVictim; int32 basepoints0 = 0; switch(dummySpell->SpellFamilyName) { case SPELLFAMILY_HUNTER: { // Aspect of the Viper if ( dummySpell->SpellFamilyFlags[1] & 0x40000 ) { uint32 maxmana = GetMaxPower(POWER_MANA); basepoints0 = maxmana* GetAttackTime(RANGED_ATTACK)/1000.0f/100.0f; target = this; triggered_spell_id = 34075; 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::HandleObsModEnergyAuraProc: 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::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown) { SpellEntry const *dummySpell = triggeredByAura->GetSpellProto (); uint32 effIndex = triggeredByAura->GetEffIndex(); int32 triggerAmount = triggeredByAura->GetAmount(); Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; Unit* target = pVictim; int32 basepoints0 = 0; switch(dummySpell->SpellFamilyName) { case SPELLFAMILY_PALADIN: { // Blessing of Sanctuary if ( dummySpell->SpellFamilyFlags[0] & 0x10000000 ) { switch (getPowerType()) { case POWER_MANA: triggered_spell_id = 57319; break; case POWER_RAGE: triggered_spell_id = 57320; break; case POWER_RUNIC_POWER: triggered_spell_id = 57321; break; default: return false; } } 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::HandleModDamagePctTakenAuraProc: 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, AuraEffect* 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->GetAmount(); // Set trigger spell id, target, custom basepoints uint32 trigger_spell_id = auraSpellInfo->EffectTriggerSpell[triggeredByAura->GetEffIndex()]; Unit* target = NULL; int32 basepoints0 = 0; if(triggeredByAura->GetAuraName() == SPELL_AURA_PROC_TRIGGER_SPELL_WITH_VALUE) basepoints0 = triggerAmount; Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->GetCastItemGUID()) : NULL; // Try handle unknown trigger spells if (sSpellStore.LookupEntry(trigger_spell_id)==NULL) { switch (auraSpellInfo->SpellFamilyName) { case SPELLFAMILY_GENERIC: //if (auraSpellInfo->Id==59532) // Abandon Passengers on Poly //if (auraSpellInfo->Id==54775) // Abandon Vehicle on Poly //if (auraSpellInfo->Id==34082) // Advantaged State (DND) 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 //else if (auraSpellInfo->Id == 48876) // Beast's Mark //{ // trigger_spell_id = 48877; //} //else if (auraSpellInfo->Id == 59237) // Beast's Mark //{ // trigger_spell_id = 59233; //} //else if (auraSpellInfo->Id==46939) // Black Bow of the Betrayer //{ // trigger_spell_id = 29471; // gain mana // 27526; // drain mana if possible //} //else if (auraSpellInfo->Id==50844) // Blood Mirror //else if (auraSpellInfo->Id==54476) // Blood Presence //else if (auraSpellInfo->Id==50689) // Blood Presence (Rank 1) //else if (auraSpellInfo->Id==37030) // Chaotic Temperament //else if (auraSpellInfo->Id==52856) // Charge 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==45205) // Copy Offhand Weapon //else if (auraSpellInfo->Id==57594) // Copy Ranged Weapon //else if (auraSpellInfo->Id==41054) // Copy Weapon // trigger_spell_id = 41055; //else if (auraSpellInfo->Id==45343) // Dark Flame Aura //else if (auraSpellInfo->Id==47300) // Dark Flame Aura else if (auraSpellInfo->Id==57345) // Darkmoon Card: Greatness { float stat = 0.0f; // strength if (GetStat(STAT_STRENGTH) > stat) { trigger_spell_id = 60229;stat = GetStat(STAT_STRENGTH); } // agility if (GetStat(STAT_AGILITY) > stat) { trigger_spell_id = 60233;stat = GetStat(STAT_AGILITY); } // intellect if (GetStat(STAT_INTELLECT)> stat) { trigger_spell_id = 60234;stat = GetStat(STAT_INTELLECT);} // spirit if (GetStat(STAT_SPIRIT) > stat) { trigger_spell_id = 60235;stat = GetStat(STAT_SPIRIT); } } //else if (auraSpellInfo->Id==31255) // Deadly Swiftness (Rank 1) //else if (auraSpellInfo->Id==5301) // Defensive State (DND) //else if (auraSpellInfo->Id==13358) // Defensive State (DND) //else if (auraSpellInfo->Id==16092) // Defensive State (DND) //else if (auraSpellInfo->Id==24949) // Defensive State 2 (DND) //else if (auraSpellInfo->Id==40329) // Demo Shout Sensor else if (auraSpellInfo->Id == 33896) // Desperate Defense (Stonescythe Whelp, Stonescythe Alpha, Stonescythe Ambusher) trigger_spell_id = 33898; //else if (auraSpellInfo->Id==18943) // Double Attack //else if (auraSpellInfo->Id==19194) // Double Attack //else if (auraSpellInfo->Id==19817) // Double Attack //else if (auraSpellInfo->Id==19818) // Double Attack //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; case SPELL_SCHOOL_FROST: trigger_spell_id = 34193; break; case SPELL_SCHOOL_ARCANE:trigger_spell_id = 34194; break; case SPELL_SCHOOL_NATURE:trigger_spell_id = 34195; break; case SPELL_SCHOOL_SHADOW:trigger_spell_id = 34196; break; case SPELL_SCHOOL_HOLY: trigger_spell_id = 34197; break; case SPELL_SCHOOL_NORMAL:trigger_spell_id = 34198; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u Elemental Response wrong school",auraSpellInfo->Id); return false; } } */ //else if (auraSpellInfo->Id==40364) // Entangling Roots Sensor //else if (auraSpellInfo->Id==33207) // Gossip NPC Periodic - Fidget //else if (auraSpellInfo->Id==50051) // Ethereal Pet Aura //else if (auraSpellInfo->Id==35321) // Gushing Wound //else if (auraSpellInfo->Id==38363) // Gushing Wound //else if (auraSpellInfo->Id==39215) // Gushing Wound //else if (auraSpellInfo->Id==44527) // Hate Monster (Spar Buddy) (30 sec) //else if (auraSpellInfo->Id==44819) // Hate Monster (Spar Buddy) (>30% Health) //else if (auraSpellInfo->Id==44526) // Hate Monster (Spar) (30 sec) //else if (auraSpellInfo->Id==44820) // Hate Monster (Spar) (<30%) //else if (auraSpellInfo->Id==49059) // Horde, Hate Monster (Spar Buddy) (>30% Health) //else if (auraSpellInfo->Id==40250) // Improved Duration //else if (auraSpellInfo->Id==59288) // Infra-Green Shield //else if (auraSpellInfo->Id==54072) // Knockback Ball Passive else if (auraSpellInfo->Id==27522 || auraSpellInfo->Id==40336) // 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==55580) // Mana Link //else if (auraSpellInfo->Id==45903) // Offensive State //else if (auraSpellInfo->Id==44326) // Pure Energy Passive //else if (auraSpellInfo->Id==43453) // Rune Ward //else if (auraSpellInfo->Id== 7137) // Shadow Charge (Rank 1) //else if (auraSpellInfo->Id==36576) // Shaleskin (Shaleskin Flayer, Shaleskin Ripper) 30023 trigger //else if (auraSpellInfo->Id==34783) // Spell Reflection //else if (auraSpellInfo->Id==36096) // Spell Reflection //else if (auraSpellInfo->Id==57587) // Steal Ranged () //else if (auraSpellInfo->Id==36207) // Steal Weapon //else if (auraSpellInfo->Id== 7377) // Take Immune Periodic Damage //else if (auraSpellInfo->Id==35205) // Vanish //else if (auraSpellInfo->Id==42730) // Woe Strike //else if (auraSpellInfo->Id==59735) // Woe Strike //else if (auraSpellInfo->Id==46146) // [PH] Ahune Spanky Hands break; case SPELLFAMILY_MAGE: if (auraSpellInfo->SpellIconID == 2127) // Blazing Speed { 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; case SPELLFAMILY_WARRIOR: if (auraSpellInfo->Id == 50421) // Scent of Blood trigger_spell_id = 50422; break; 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[0]&0x40) tick = 15; // Rain of Fire have 4 tick else if (procSpell->SpellFamilyFlags[0]&0x20) 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[0] & 0x4000) { Unit::AuraEffectList const& mAddFlatModifier = GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER); for(Unit::AuraEffectList::const_iterator i = mAddFlatModifier.begin(); i != mAddFlatModifier.end(); ++i) { if ((*i)->GetMiscValue() == SPELLMOD_CHANCE_OF_SUCCESS && (*i)->GetSpellProto()->SpellIconID == 113) { int32 value2 = CalculateSpellDamage((*i)->GetSpellProto(),2,(*i)->GetSpellProto()->EffectBasePoints[2],this); // 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; } // Nether Protection else if (auraSpellInfo->SpellIconID == 1985) { if (!procSpell) return false; switch(GetFirstSchoolInMask(GetSpellSchoolMask(procSpell))) { case SPELL_SCHOOL_NORMAL: case SPELL_SCHOOL_HOLY: return false; // ignore case SPELL_SCHOOL_FIRE: trigger_spell_id = 54371; break; case SPELL_SCHOOL_NATURE: trigger_spell_id = 54375; break; case SPELL_SCHOOL_FROST: trigger_spell_id = 54372; break; case SPELL_SCHOOL_SHADOW: trigger_spell_id = 54374; break; case SPELL_SCHOOL_ARCANE: trigger_spell_id = 54373; break; default: return false; } } break; } case SPELLFAMILY_PRIEST: { // Greater Heal Refund if (auraSpellInfo->Id==37594) trigger_spell_id = 37595; // 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; } case SPELLFAMILY_DRUID: { // Druid Forms Trinket if (auraSpellInfo->Id==37336) { switch(m_form) { case FORM_NONE: 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 = ????; break; } case SPELLFAMILY_HUNTER: break; 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; } // Soul Preserver if (auraSpellInfo->Id==60510) { trigger_spell_id = 60515; target = this; } // 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 heal if(procSpell->SpellFamilyFlags[1] & 0x00010000) { 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; case 48820: originalSpellId = 48824; break; case 48821: originalSpellId = 48825; 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 cost = originalSpell->manaCost + originalSpell->ManaCostPercentage * GetCreateMana() / 100; basepoints0 = cost*auraSpellInfo->CalculateSimpleValue(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); AuraEffect * dummy = GetDummyAura(37658); // release at 3 aura in stack (cont contain in basepoint of trigger aura) if(!dummy || dummy->GetParentAura()->GetStackAmount() < triggerAmount) return false; RemoveAurasDueToSpell(37658); trigger_spell_id = 37661; target = pVictim; } // Thunder Capacitor else if (auraSpellInfo->Id == 54841) { if(!pVictim || !pVictim->isAlive()) return false; // stacking CastSpell(this, 54842, true, NULL, triggeredByAura); // counting AuraEffect * dummy = GetDummyAura(54842); // release at 3 aura in stack (cont contain in basepoint of trigger aura) if(!dummy || dummy->GetParentAura()->GetStackAmount() < triggerAmount) return false; RemoveAurasDueToSpell(54842); trigger_spell_id = 54843; target = pVictim; } break; } case SPELLFAMILY_SHAMAN: { // Lightning Shield (overwrite non existing triggered spell call in spell.dbc if(auraSpellInfo->SpellFamilyFlags[0] & 0x400) { switch(auraSpellInfo->Id) { case 324: // Rank 1 trigger_spell_id = 26364; break; case 325: // Rank 2 trigger_spell_id = 26365; break; case 905: // Rank 3 trigger_spell_id = 26366; break; case 945: // Rank 4 trigger_spell_id = 26367; break; case 8134: // Rank 5 trigger_spell_id = 26369; break; case 10431: // Rank 6 trigger_spell_id = 26370; break; case 10432: // Rank 7 trigger_spell_id = 26363; break; case 25469: // Rank 8 trigger_spell_id = 26371; break; case 25472: // Rank 9 trigger_spell_id = 26372; break; case 49280: // Rank 10 trigger_spell_id = 49278; break; case 49281: // Rank 11 trigger_spell_id = 49279; break; 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; } // Nature's Guardian else if (auraSpellInfo->SpellIconID == 2013) { // 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; } case SPELLFAMILY_DEATHKNIGHT: { // Acclimation if (auraSpellInfo->SpellIconID == 1930) { if (!procSpell) return false; switch(GetFirstSchoolInMask(GetSpellSchoolMask(procSpell))) { case SPELL_SCHOOL_NORMAL: return false; // ignore case SPELL_SCHOOL_HOLY: trigger_spell_id = 50490; break; case SPELL_SCHOOL_FIRE: trigger_spell_id = 50362; break; case SPELL_SCHOOL_NATURE: trigger_spell_id = 50488; break; case SPELL_SCHOOL_FROST: trigger_spell_id = 50485; break; case SPELL_SCHOOL_SHADOW: trigger_spell_id = 50489; break; case SPELL_SCHOOL_ARCANE: trigger_spell_id = 54373; break; default: return false; } } // Blood Presence else if (auraSpellInfo->Id == 48266) { if (GetTypeId() != TYPEID_PLAYER) return false; if (!((Player*)this)->isHonorOrXPTarget(pVictim)) return false; trigger_spell_id = 50475; basepoints0 = damage * triggerAmount / 100; } break; } 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 $s1% health if (GetHealth() - damage > GetMaxHealth() * triggerAmount / 100) return false; break; } // Rapid Recuperation case 53228: case 53232: { // This effect only from Rapid Fire (ability cast) if (!(procSpell->SpellFamilyFlags[0] & 0x20)) return false; break; } } // Costum basepoints/target for exist spell // dummy basepoints or other customs switch(trigger_spell_id) { // Cast positive spell on enemy target case 7099: // Curse of Mending case 39647: // Curse of Mending case 29494: // Temptation case 20233: // Improved Lay on Hands (cast on target) { target = pVictim; break; } // Combo points add triggers (need add combopoint only for main tatget, and after possible combopoints reset) case 15250: // Rogue Setup { if(!pVictim || pVictim != getVictim()) // applied only for main target return false; break; // continue normal case } // Finish movies that add combo case 14189: // Seal Fate (Netherblade set) case 14157: // Ruthlessness { // Need add combopoint AFTER finish movie (or they dropped in finish phase) break; } // Bloodthirst (($m/100)% of max health) case 23880: { basepoints0 = int32(GetMaxHealth() * triggerAmount / 100); break; } // Shamanistic Rage triggered spell case 30824: { basepoints0 = int32(GetTotalAttackPowerValue(BASE_ATTACK) * triggerAmount / 100); 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; } // Brain Freeze case 57761: { if(!procSpell) return false; // For trigger from Blizzard need exist Improved Blizzard if (procSpell->SpellFamilyName==SPELLFAMILY_MAGE && procSpell->SpellFamilyFlags[0] & 0x80) { bool found = false; AuraEffectList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraEffectList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { int32 script = (*i)->GetMiscValue(); if(script==836 || script==988 || script==989) { found=true; break; } } if(!found) return false; } break; } // Astral Shift case 52179: { if (procSpell == 0 || !(procEx & (PROC_EX_NORMAL_HIT|PROC_EX_CRITICAL_HIT)) || this == pVictim) return false; // Need stun, fear or silence mechanic if (!(GetAllSpellMechanicMask(procSpell) & ((1<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, uint32 damage, AuraEffect *triggeredByAura, SpellEntry const *procSpell, uint32 cooldown) { int32 scriptId = triggeredByAura->GetMiscValue(); if(!pVictim || !pVictim->isAlive()) return false; Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; switch(scriptId) { case 836: // Improved Blizzard (Rank 1) { if (!procSpell || procSpell->SpellVisual[0]!=9487) return false; triggered_spell_id = 12484; break; } case 988: // Improved Blizzard (Rank 2) { if (!procSpell || procSpell->SpellVisual[0]!=9487) return false; triggered_spell_id = 12485; break; } case 989: // Improved Blizzard (Rank 3) { if (!procSpell || procSpell->SpellVisual[0]!=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; case 8152: // Serendipity { // if heal your target over maximum health if (pVictim->GetHealth() + damage < pVictim->GetMaxHealth()) return false; int32 cost = procSpell->manaCost + procSpell->ManaCostPercentage * GetCreateMana() / 100; int32 basepoints0 = cost * triggeredByAura->GetAmount()/100; CastCustomSpell(this, 47762, &basepoints0, 0, 0, true, 0, triggeredByAura); return true; } // Rapture case 7556: // Rank 1 case 7555: // Rank 2 case 7554: // Rank 3 case 7553: // Rank 4 case 7552: // Rank 5 { int32 basepoints0 = ((getLevel() * (-0.2) + 18) / 1000000) * damage * GetMaxPower(POWER_MANA); if(basepoints0 > (GetMaxPower(POWER_MANA) / 100) * (triggeredByAura->GetAmount() / 10)) basepoints0 = (GetMaxPower(POWER_MANA) / 100) * (triggeredByAura->GetAmount() / 10); CastCustomSpell(this, 47755, &basepoints0, 0, 0, true, 0, triggeredByAura); return true; } } // 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 { if(!unit) return false; // 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->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY) && pTester->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY)) return false; // PvP FFA state if(pTester->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && pTarget->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_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 if(target_faction->faction) { if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction)) return *force <= 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(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction)) return (factionState->Flags & FACTION_FLAG_AT_WAR); } } // CvP forced reaction and reputation case else if(target->GetTypeId()==TYPEID_PLAYER) { // forced reaction if(tester_faction->faction) { if(ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction)) return *force <= 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)->GetReputationMgr().GetRank(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->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY) && pTester->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY)) return true; // PvP FFA state if(pTester->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && pTarget->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_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 if(target_faction->faction) { if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction)) return *force >= 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(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction)) return !(factionState->Flags & FACTION_FLAG_AT_WAR); } } // CvP forced reaction and reputation case else if(target->GetTypeId()==TYPEID_PLAYER) { // forced reaction if(tester_faction->faction) { if(ReputationRank const* force =((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction)) return *force >= 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)->GetReputationMgr().GetRank(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 || !my_faction->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 || !my_faction->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)) RemoveAurasByType(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; } //switch target InterruptSpell(CURRENT_MELEE_SPELL); if(!meleeAttack) clearUnitState(UNIT_STAT_MELEE_ATTACKING); } if(m_attacking) m_attacking->_removeAttacker(this); m_attacking = victim; m_attacking->_addAttacker(this); //Set our target SetUInt64Value(UNIT_FIELD_TARGET, victim->GetGUID()); if(meleeAttack) addUnitState(UNIT_STAT_MELEE_ATTACKING); // set position before any AI calls/assistance //if(GetTypeId()==TYPEID_UNIT) // ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ()); if(GetTypeId()==TYPEID_UNIT && !IsControlledByPlayer()) { // should not let player enter combat by right clicking target SetInCombatWith(victim); if(victim->GetTypeId() == TYPEID_PLAYER) victim->SetInCombatWith(this); AddThreat(victim, 0.0f); WorldPacket data(SMSG_AI_REACTION, 12); data << uint64(GetGUID()); data << uint32(AI_REACTION_AGGRO); // Aggro sound ((WorldObject*)this)->SendMessageToSet(&data, true); ((Creature*)this)->CallAssistance(); } // 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 includingCast) { if (includingCast && IsNonMeleeSpellCasted(false)) InterruptNonMeleeSpells(false); AttackStop(); RemoveAllAttackers(); if( GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel ClearInCombat(); } void Unit::CombatStopWithPets(bool includingCast) { CombatStop(includingCast); for(ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->CombatStop(includingCast); } bool Unit::isAttackingPlayer() const { if(hasUnitState(UNIT_STAT_ATTACK_PLAYER)) return true; for(ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) if((*itr)->isAttackingPlayer()) return true; for(int8 i = 0; i < MAX_SUMMON_SLOT; ++i) if(m_SummonSlot[i]) if(Creature *summon = GetMap()->GetCreature(m_SummonSlot[i])) if(summon->isAttackingPlayer()) return true; return false; } void Unit::RemoveAllAttackers() { while (!m_attackers.empty()) { AttackerSet::iterator iter = m_attackers.begin(); if(!(*iter)->AttackStop()) { 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)); if (flag != AURA_STATE_ENRAGE) // enrage aura state triggering continues auras { 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[0]==0x100000) { ++itr; continue; } RemoveAura(itr); } else ++itr; } } } } } bool Unit::HasAuraState(AuraState flag, SpellEntry const *spellProto, Unit * Caster) const { if (Caster && spellProto) { AuraEffectList const& stateAuras = Caster->GetAurasByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); for(AuraEffectList::const_iterator j = stateAuras.begin();j != stateAuras.end(); ++j) if((*j)->isAffectedOnSpell(spellProto)) return true; } return HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); } Unit *Unit::GetOwner() const { if(uint64 ownerid = GetOwnerGUID()) return ObjectAccessor::GetUnit(*this, ownerid); return NULL; } 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; } Minion *Unit::GetFirstMinion() const { if(uint64 pet_guid = GetMinionGUID()) { if(Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, pet_guid)) if(pet->HasSummonMask(SUMMON_MASK_MINION)) return (Minion*)pet; sLog.outError("Unit::GetFirstMinion: Minion %u not exist.",GUID_LOPART(pet_guid)); const_cast(this)->SetMinionGUID(0); } return NULL; } Guardian* Unit::GetGuardianPet() const { if(uint64 pet_guid = GetPetGUID()) { if(Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, pet_guid)) if(pet->HasSummonMask(SUMMON_MASK_GUARDIAN)) return (Guardian*)pet; sLog.outError("Unit::GetGuardianPet: Guardian %u not exist.",GUID_LOPART(pet_guid)); const_cast(this)->SetPetGUID(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)->SetUInt64Value(UNIT_FIELD_CHARM, 0); } return NULL; } void Unit::SetMinion(Minion *minion, bool apply) { sLog.outDebug("SetMinion %u for %u, apply %u", minion->GetEntry(), GetEntry(), apply); if(apply) { if(!minion->AddUInt64Value(UNIT_FIELD_SUMMONEDBY, GetGUID())) { sLog.outCrash("SetMinion: Minion %u is not the minion of owner %u", minion->GetEntry(), GetEntry()); return; } m_Controlled.insert(minion); if(GetTypeId() == TYPEID_PLAYER) { minion->m_ControlledByPlayer = true; minion->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); } // Can only have one pet. If a new one is summoned, dismiss the old one. if(minion->isPet() || minion->m_Properties && minion->m_Properties->Category == SUMMON_CATEGORY_PET) { if(Guardian* oldPet = GetGuardianPet()) { if(oldPet != minion && (oldPet->isPet() || minion->isPet() || oldPet->GetEntry() != minion->GetEntry())) { // remove existing minion pet if(oldPet->isPet()) ((Pet*)oldPet)->Remove(PET_SAVE_AS_CURRENT); else oldPet->UnSummon(); SetPetGUID(minion->GetGUID()); SetMinionGUID(0); } } else { SetPetGUID(minion->GetGUID()); SetMinionGUID(0); } } //if(minion->HasSummonMask(SUMMON_MASK_GUARDIAN)) { if(AddUInt64Value(UNIT_FIELD_SUMMON, minion->GetGUID())) { } } //else if(minion->m_Properties && minion->m_Properties->Type == SUMMON_TYPE_MINIPET) // AddUInt64Value(UNIT_FIELD_CRITTER, minion->GetGUID()); // FIXME: hack, speed must be set only at follow if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) minion->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); if(GetTypeId() == TYPEID_PLAYER && minion->HasSummonMask(SUMMON_MASK_PET)) for(int i = 0; i < MAX_MOVE_TYPE; ++i) minion->SetSpeed(UnitMoveType(i), m_speed_rate[i], true); } else { if(minion->GetOwnerGUID() != GetGUID()) { sLog.outCrash("SetMinion: Minion %u is not the minion of owner %u", minion->GetEntry(), GetEntry()); return; } m_Controlled.erase(minion); if(minion->isPet() || minion->m_Properties && minion->m_Properties->Category == SUMMON_CATEGORY_PET) { if(GetPetGUID() == minion->GetGUID()) SetPetGUID(0); } //if(minion->HasSummonMask(SUMMON_MASK_GUARDIAN)) { if(RemoveUInt64Value(UNIT_FIELD_SUMMON, minion->GetGUID())) { //Check if there is another minion for(ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) { if(GetCharmGUID() == (*itr)->GetGUID()) continue; assert((*itr)->GetOwnerGUID() == GetGUID()); assert((*itr)->GetTypeId() == TYPEID_UNIT); if(!((Creature*)(*itr))->HasSummonMask(SUMMON_MASK_GUARDIAN)) continue; if(AddUInt64Value(UNIT_FIELD_SUMMON, (*itr)->GetGUID())) { //show another pet bar if there is no charm bar if(GetTypeId() == TYPEID_PLAYER && !GetCharmGUID() && ((Creature*)(*itr))->HasSummonMask(SUMMON_MASK_GUARDIAN)) { if(((Creature*)(*itr))->isPet()) ((Player*)this)->PetSpellInitialize(); else ((Player*)this)->CharmSpellInitialize(); } } break; } } } //else if(minion->m_Properties && minion->m_Properties->Type == SUMMON_TYPE_MINIPET) // RemoveUInt64Value(UNIT_FIELD_CRITTER, minion->GetGUID()); } } void Unit::SetCharm(Unit* charm, bool apply) { if(apply) { if(GetTypeId() == TYPEID_PLAYER) { if(!AddUInt64Value(UNIT_FIELD_CHARM, charm->GetGUID())) sLog.outCrash("Player %s is trying to charm unit %u, but it already has a charmed unit %u", GetName(), charm->GetEntry(), GetCharmGUID()); charm->m_ControlledByPlayer = true; } else charm->m_ControlledByPlayer = false; if(!charm->AddUInt64Value(UNIT_FIELD_CHARMEDBY, GetGUID())) sLog.outCrash("Unit %u is being charmed, but it already has a charmer %u", charm->GetEntry(), charm->GetCharmerGUID()); m_Controlled.insert(charm); } else { if(GetTypeId() == TYPEID_PLAYER) { if(!RemoveUInt64Value(UNIT_FIELD_CHARM, charm->GetGUID())) sLog.outCrash("Player %s is trying to uncharm unit %u, but it has another charmed unit %u", GetName(), charm->GetEntry(), GetCharmGUID()); } if(charm->GetTypeId() == TYPEID_PLAYER || IS_PLAYER_GUID(charm->GetOwnerGUID())) charm->m_ControlledByPlayer = true; else charm->m_ControlledByPlayer = false; if(!charm->RemoveUInt64Value(UNIT_FIELD_CHARMEDBY, GetGUID())) sLog.outCrash("Unit %u is being uncharmed, but it has another charmer %u", charm->GetEntry(), charm->GetCharmerGUID()); m_Controlled.erase(charm); } } int32 Unit::DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellProto, bool critical) { int32 gain = pVictim->ModifyHealth(int32(addhealth)); if (GetTypeId()==TYPEID_PLAYER) { SendHealSpellLog(pVictim, spellProto->Id, addhealth, critical, gain); if (BattleGround *bg = ((Player*)this)->GetBattleGround()) bg->UpdatePlayerScore((Player*)this, SCORE_HEALING_DONE, gain); // use the actual gain, as the overheal shall not be counted, skip gain 0 (it ignored anyway in to criteria) if (gain) ((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain, 0, pVictim); ((Player*)this)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED, addhealth); } if (pVictim->GetTypeId()==TYPEID_PLAYER) { ((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED, gain); ((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED, addhealth); } return gain; } Unit* Unit::SelectMagnetTarget(Unit *victim, SpellEntry const *spellInfo) { if(!victim) return NULL; // Magic case if(spellInfo && (spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE || spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC)) { //I am not sure if this should be redirected. if(spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE) return victim; Unit::AuraEffectList const& magnetAuras = victim->GetAurasByType(SPELL_AURA_SPELL_MAGNET); for(Unit::AuraEffectList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr) if(Unit* magnet = (*itr)->IsAreaAura() ? ((AreaAuraEffect*)(*itr))->GetFormalCaster():(*itr)->GetCaster() ) if(magnet->isAlive()) { if (Aura * aur = magnet->GetAura((*itr)->GetId(),(*itr)->GetCasterGUID())) aur->DropAuraCharge(); return magnet; } } // Melee && ranged case else { AuraEffectList const& hitTriggerAuras = victim->GetAurasByType(SPELL_AURA_ADD_CASTER_HIT_TRIGGER); for(AuraEffectList::const_iterator i = hitTriggerAuras.begin(); i != hitTriggerAuras.end(); ++i) if(Unit* magnet = (*i)->IsAreaAura() ? ((AreaAuraEffect*)(*i))->GetFormalCaster():(*i)->GetCaster() ) if(magnet->isAlive() && magnet->IsWithinLOSInMap(this)) if(roll_chance_i((*i)->GetAmount())) { (*i)->GetParentAura()->DropAuraCharge(); return magnet; } } return victim; } Unit* Unit::GetFirstControlled() const { //Sequence: charmed, pet, other guardians Unit *unit = GetCharm(); if(!unit) { if(uint64 guid = GetUInt64Value(UNIT_FIELD_SUMMON)) unit = ObjectAccessor::GetUnit(*this, guid); } return unit; } void Unit::RemoveAllControlled() { //possessed pet and vehicle if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->StopCastingCharm(); while(!m_Controlled.empty()) { Unit *target = *m_Controlled.begin(); m_Controlled.erase(m_Controlled.begin()); if(target->GetCharmerGUID() == GetGUID()) { target->RemoveCharmAuras(); } else if(target->GetOwnerGUID() == GetGUID() && target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->HasSummonMask(SUMMON_MASK_SUMMON)) { if(!((TempSummon*)target)->isPet()) ((TempSummon*)target)->UnSummon(); } else { sLog.outError("Unit %u is trying to release unit %u which is neither charmed nor owned by it", GetEntry(), target->GetEntry()); } } if(GetPetGUID() != GetUInt64Value(UNIT_FIELD_SUMMON)) sLog.outCrash("Unit %u is not able to release its summon %u", GetEntry(), GetPetGUID()); if(GetCharmGUID()) sLog.outCrash("Unit %u is not able to release its charm %u", GetEntry(), GetCharmGUID()); } Unit* Unit::GetNextRandomRaidMemberOrPet(float radius) { Player* player = NULL; if(GetTypeId() == TYPEID_PLAYER) player = (Player*)this; // Should we enable this also for charmed units? else if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) player=(Player*)GetOwner(); if (!player) return NULL; Group *pGroup = player->GetGroup(); //When there is no group check pet presence if (!pGroup) { // We are pet now, return owner if(player!=this) return IsWithinDistInMap(player, radius) ? player : NULL; Unit * pet = GetGuardianPet(); //No pet, no group, nothing to return if (!pet) return NULL; // We are owner now, return pet return IsWithinDistInMap(pet, radius) ? pet : NULL; } std::vector nearMembers; //reserve place for players and pets because resizing vector every unit push is unefficient (vector is reallocated then) nearMembers.reserve(pGroup->GetMembersCount()*2); 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); // Push player's pet to vector Unit * pet = Target->GetGuardianPet(); if (pet && pet !=this && pet->isAlive() && IsWithinDistInMap(pet, radius) && !IsHostileTo(pet) ) nearMembers.push_back(pet); } if (nearMembers.empty()) return NULL; uint32 randTarget = urand(0,nearMembers.size()-1); return nearMembers[randTarget]; } //only called in Player::SetSeer void Unit::AddPlayerToVision(Player* plr) { if(m_sharedVision.empty()) { setActive(true); SetWorldObject(true); } m_sharedVision.push_back(plr); } //only called in Player::SetSeer void Unit::RemovePlayerFromVision(Player* plr) { m_sharedVision.remove(plr); if(m_sharedVision.empty()) { setActive(false); SetWorldObject(false); } } void Unit::RemoveBindSightAuras() { RemoveAurasByType(SPELL_AURA_BIND_SIGHT); } void Unit::RemoveCharmAuras() { RemoveAurasByType(SPELL_AURA_MOD_CHARM); RemoveAurasByType(SPELL_AURA_MOD_POSSESS_PET); RemoveAurasByType(SPELL_AURA_MOD_POSSESS); } void Unit::UnsummonAllTotems() { for (int8 i = 0; i < MAX_SUMMON_SLOT; ++i) { if(!m_SummonSlot[i]) continue; Creature *OldTotem = GetMap()->GetCreature(m_SummonSlot[i]); if(OldTotem && OldTotem->isSummon()) ((TempSummon*)OldTotem)->UnSummon(); } } void Unit::SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, bool critical, int32 gain) { // 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 << uint32((int32)Damage > gain ? (int32)Damage - gain : 0); // overheal 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, uint32 stack) { if(!spellProto || !pVictim || damagetype==DIRECT_DAMAGE ) return pdamage; // For totems get damage bonus from owner (statue isn't totem in fact) if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem()) { if(Unit* owner = GetOwner()) return owner->SpellDamageBonus(pVictim, spellProto, pdamage, damagetype); } // Taken/Done total percent damage auras float DoneTotalMod = 1.0f; float TakenTotalMod = 1.0f; int32 DoneTotal = 0; int32 TakenTotal = 0; // ..done // Pet damage if( GetTypeId() == TYPEID_UNIT && !((Creature*)this)->isPet() ) DoneTotalMod *= ((Creature*)this)->GetSpellDamageMod(((Creature*)this)->GetCreatureInfo()->rank); AuraEffectList const& mModDamagePercentDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); for(AuraEffectList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i) { if( ((*i)->GetMiscValue() & 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)->GetAmount()+100.0f)/100.0f; } } uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); // Add flat bonus from spell damage versus DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, creatureTypeMask); AuraEffectList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS); for(AuraEffectList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i) if(creatureTypeMask & uint32((*i)->GetMiscValue())) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; // done scripted mod (take it from owner) Unit *owner = GetOwner(); if (!owner) owner = this; AuraEffectList const& mOverrideClassScript= owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraEffectList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { if (!(*i)->isAffectedOnSpell(spellProto)) continue; switch((*i)->GetMiscValue()) { case 4920: // Molten Fury case 4919: case 6917: // Death's Embrace case 6926: case 6928: { if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, spellProto, this)) DoneTotalMod *= (100.0f+(*i)->GetAmount())/100.0f; break; } // Soul Siphon case 4992: case 4993: { // effect 1 m_amount int32 maxPercent = (*i)->GetAmount(); // effect 0 m_amount int32 stepPercent = CalculateSpellDamage((*i)->GetSpellProto(), 0, (*i)->GetSpellProto()->EffectBasePoints[0], this); // count affliction effects and calc additional damage in percentage int32 modPercent = 0; AuraMap const& victimAuras = pVictim->GetAuras(); for (AuraMap::const_iterator itr = victimAuras.begin(); itr != victimAuras.end(); ++itr) { SpellEntry const* m_spell = itr->second->GetSpellProto(); if (m_spell->SpellFamilyName != SPELLFAMILY_WARLOCK || !(m_spell->SpellFamilyFlags[1] & 0x0004071B || m_spell->SpellFamilyFlags[0] & 0x8044C402)) continue; modPercent += stepPercent * itr->second->GetStackAmount(); if (modPercent >= maxPercent) { modPercent = maxPercent; break; } } DoneTotalMod *= (modPercent+100.0f)/100.0f; break; } case 6916: // Death's Embrace case 6925: case 6927: if (HasAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, spellProto, this)) DoneTotalMod *= (100.0f+(*i)->GetAmount())/100.0f; break; case 5481: // Starfire Bonus { if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, 0x200002, 0)) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } case 4418: // Increased Shock Damage case 4554: // Increased Lightning Damage case 4555: // Improved Moonfire case 5142: // Increased Lightning Damage case 5147: // Improved Consecration / Libram of Resurgence case 5148: // Idol of the Shooting Star case 6008: // Increased Lightning Damage / Totem of Hex { DoneTotal+=(*i)->GetAmount(); break; } // Tundra Stalker // Merciless Combat case 7277: { // Merciless Combat if ((*i)->GetSpellProto()->SpellIconID == 2656) { if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, spellProto, this)) DoneTotalMod *= (100.0f+(*i)->GetAmount())/100.0f; } else // Tundra Stalker { if (pVictim->GetAura(SPELL_AURA_DUMMY, SPELLFAMILY_DEATHKNIGHT,0, 0x04000000,0)) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } break; } case 7293: // Rage of Rivendare { if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DEATHKNIGHT, 0,0x02000000,0)) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } // Twisted Faith case 7377: { if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, 0x8000, 0,0, GetGUID())) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } // Marked for Death case 7598: case 7599: case 7600: case 7601: case 7602: { if (pVictim->GetAura(SPELL_AURA_MOD_STALKED, SPELLFAMILY_HUNTER, 0x400, 0)) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } } } // Custom scripted damage // Ice Lance if (spellProto->SpellFamilyName == SPELLFAMILY_MAGE && spellProto->SpellIconID == 186) { if (pVictim->HasAuraState(AURA_STATE_FROZEN, spellProto, this)) DoneTotalMod *= 3.0f; } // Torment the weak if (spellProto->SpellFamilyName== SPELLFAMILY_MAGE && (spellProto->SpellFamilyFlags[0]&0x20200021 || spellProto->SpellFamilyFlags[1]& 0x9000)) { if(pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED)) { AuraEffectList const& mDumyAuras = GetAurasByType(SPELL_AURA_DUMMY); for(AuraEffectList::const_iterator i = mDumyAuras.begin(); i != mDumyAuras.end(); ++i) { if ((*i)->GetSpellProto()->SpellIconID == 3263) { DoneTotalMod *=float((*i)->GetAmount() + 100.f) / 100.f; break; } } } } // ..taken AuraEffectList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); for(AuraEffectList::const_iterator i = mModDamagePercentTaken.begin(); i != mModDamagePercentTaken.end(); ++i) if( (*i)->GetMiscValue() & GetSpellSchoolMask(spellProto) ) TakenTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; // .. taken pct: dummy auras if (pVictim->GetTypeId() == TYPEID_PLAYER) { //Cheat Death if (AuraEffect *dummy = pVictim->GetDummyAura(45182)) { float mod = -((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2*4; if (mod < dummy->GetAmount()) mod = dummy->GetAmount(); TakenTotalMod *= (mod+100.0f)/100.0f; } } // From caster spells AuraEffectList const& mOwnerTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_FROM_CASTER); for(AuraEffectList::const_iterator i = mOwnerTaken.begin(); i != mOwnerTaken.end(); ++i) if( (*i)->GetCasterGUID() == GetGUID() && (*i)->isAffectedOnSpell(spellProto)) TakenTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; // Mod damage from spell mechanic uint32 mechanicMask = GetAllSpellMechanicMask(spellProto); if (mechanicMask) { AuraEffectList const& mDamageDoneMechanic = pVictim->GetAurasByType(SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT); for(AuraEffectList::const_iterator i = mDamageDoneMechanic.begin();i != mDamageDoneMechanic.end(); ++i) if(mechanicMask & uint32(1<<((*i)->GetMiscValue()))) TakenTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; } // Taken/Done fixed damage bonus auras int32 DoneAdvertisedBenefit = SpellBaseDamageBonus(GetSpellSchoolMask(spellProto)); int32 TakenAdvertisedBenefit = SpellBaseDamageBonusForVictim(GetSpellSchoolMask(spellProto), pVictim); // Pets just add their bonus damage to their spell damage // note that their spell damage is just gain of their own auras if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->HasSummonMask(SUMMON_MASK_GUARDIAN)) DoneAdvertisedBenefit += ((Guardian*)this)->GetBonusDamage(); // Check for table values float coeff; SpellBonusEntry const* bonus = spellmgr.GetSpellBonusData(spellProto->Id); if (bonus) { if (damagetype == DOT) coeff = bonus->dot_damage; else coeff = bonus->direct_damage; if (bonus->ap_bonus) DoneTotal+=bonus->ap_bonus * GetTotalAttackPowerValue(BASE_ATTACK) * stack; } // Default calculation if (DoneAdvertisedBenefit || TakenAdvertisedBenefit) { if(!bonus) { // Damage Done from spell damage bonus int32 CastingTime = !IsChanneledSpell(spellProto) ? GetSpellCastTime(spellProto) : GetSpellDuration(spellProto); // 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; } } int32 DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; if(DotTicks) { DoneAdvertisedBenefit /= DotTicks; TakenAdvertisedBenefit /= DotTicks; } } } // 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; } } if(spellProto->SchoolMask != SPELL_SCHOOL_MASK_NORMAL) coeff = (CastingTime / 3500.0f) * DotFactor; else coeff = DotFactor; } float coeff2 = CalculateLevelPenalty(spellProto) * stack; if(spellProto->SpellFamilyName) //TODO: fix this TakenTotal+= TakenAdvertisedBenefit * coeff * coeff2; if(Player* modOwner = GetSpellModOwner()) { coeff *= 100.0f; modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_SPELL_BONUS_DAMAGE, coeff); coeff /= 100.0f; } DoneTotal += DoneAdvertisedBenefit * coeff * coeff2; } float tmpDamage = (pdamage + DoneTotal) * DoneTotalMod; // apply spellmod to Done damage (flat and pct) if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage); tmpDamage = (tmpDamage + TakenTotal) * TakenTotalMod; return tmpDamage > 0 ? uint32(tmpDamage) : 0; } int32 Unit::SpellBaseDamageBonus(SpellSchoolMask schoolMask) { int32 DoneAdvertisedBenefit = 0; // ..done AuraEffectList const& mDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraEffectList::const_iterator i = mDamageDone.begin();i != mDamageDone.end(); ++i) if(((*i)->GetMiscValue() & 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)->GetAmount(); if (GetTypeId() == TYPEID_PLAYER) { // Base value DoneAdvertisedBenefit +=((Player*)this)->GetBaseSpellDamageBonus(); // Damage bonus from stats AuraEffectList const& mDamageDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT); for(AuraEffectList::const_iterator i = mDamageDoneOfStatPercent.begin();i != mDamageDoneOfStatPercent.end(); ++i) { if((*i)->GetMiscValue() & schoolMask) { // stat used stored in miscValueB for this aura Stats usedStat = Stats((*i)->GetMiscBValue()); DoneAdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetAmount() / 100.0f); } } // ... and attack power AuraEffectList const& mDamageDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER); for(AuraEffectList::const_iterator i =mDamageDonebyAP.begin();i != mDamageDonebyAP.end(); ++i) if ((*i)->GetMiscValue() & schoolMask) DoneAdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetAmount() / 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 AuraEffectList const& mDamageDoneCreature = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE); for(AuraEffectList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i) if(creatureTypeMask & uint32((*i)->GetMiscValue())) TakenAdvertisedBenefit += (*i)->GetAmount(); // ..taken AuraEffectList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN); for(AuraEffectList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if(((*i)->GetMiscValue() & schoolMask) != 0) TakenAdvertisedBenefit += (*i)->GetAmount(); 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) { if (!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% AuraEffectList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraEffectList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { if (!((*i)->isAffectedOnSpell(spellProto))) continue; int32 modChance=0; switch((*i)->GetMiscValue()) { // Shatter case 911: modChance+= 16.0f; case 910: modChance+= 17.0f; case 849: modChance+= 17.0f; if (!pVictim->HasAuraState(AURA_STATE_FROZEN, spellProto, this)) break; crit_chance+=modChance; // Fingers of Frost // TODO: Change this code to less hacky if (Aura * aur = GetAura(44544)) aur->DropAuraCharge(); break; case 7917: // Glyph of Shadowburn if (pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, spellProto, this)) crit_chance+=(*i)->GetAmount(); break; case 7997: // Renewed Hope case 7998: if (pVictim->HasAura(6788)) crit_chance+=(*i)->GetAmount(); break; case 21: // Test of Faith case 6935: case 6918: if (pVictim->GetHealth() < pVictim->GetMaxHealth()/2) crit_chance+=(*i)->GetAmount(); break; default: break; } } // Custom crit by class switch(spellProto->SpellFamilyName) { case SPELLFAMILY_PALADIN: // Sacred Shield if (spellProto->SpellFamilyFlags[0] & 0x40000000) { AuraEffect *aura = pVictim->GetDummyAura(58597); if (aura && aura->GetCasterGUID() == GetGUID()) crit_chance+=aura->GetAmount(); break; } break; case SPELLFAMILY_SHAMAN: // Lava Burst if (spellProto->SpellFamilyFlags[1] & 0x00001000) { if (AuraEffect *flameShock = pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_SHAMAN, 10000000, 0,0, GetGUID())) { // Consume shock aura if not have Glyph of Flame Shock if (!GetAuraEffect(55447, 0)) pVictim->RemoveAurasDueToSpell(flameShock->GetId(), GetGUID()); return true; } break; } break; } } break; } case SPELL_DAMAGE_CLASS_MELEE: case SPELL_DAMAGE_CLASS_RANGED: { if (pVictim) { crit_chance = GetUnitCriticalChance(attackType, pVictim); 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::SpellCriticalDamageBonus(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::SpellCriticalHealingBonus(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; } 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; damage = int32(float(damage) * GetTotalAuraMultiplier(SPELL_AURA_MOD_CRITICAL_HEALING_AMOUNT)); return damage; } uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack) { // No heal amount for this class spells if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE) return healamount; // For totems get healing bonus from owner (statue isn't totem in fact) if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem()) if(Unit* owner = GetOwner()) return owner->SpellHealingBonus(pVictim, spellProto, healamount, damagetype, stack); // Healing Done // Taken/Done total percent damage auras float DoneTotalMod = 1.0f; float TakenTotalMod = 1.0f; int32 DoneTotal = 0; int32 TakenTotal = 0; // Healing done percent AuraEffectList const& mHealingDonePct = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE_PERCENT); for(AuraEffectList::const_iterator i = mHealingDonePct.begin();i != mHealingDonePct.end(); ++i) DoneTotalMod *= (100.0f + (*i)->GetAmount()) / 100.0f; // done scripted mod (take it from owner) Unit *owner = GetOwner(); if (!owner) owner = this; AuraEffectList const& mOverrideClassScript= owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraEffectList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { if (!(*i)->isAffectedOnSpell(spellProto)) continue; switch((*i)->GetMiscValue()) { case 4415: // Increased Rejuvenation Healing case 4953: case 3736: // Hateful Totem of the Third Wind / Increased Lesser Healing Wave / LK Arena (4/5/6) Totem of the Third Wind / Savage Totem of the Third Wind DoneTotal+=(*i)->GetAmount(); break; case 7997: // Renewed Hope case 7998: if (pVictim->HasAura(6788)) DoneTotalMod *=((*i)->GetAmount() + 100.0f)/100.0f; break; case 21: // Test of Faith case 6935: case 6918: if (pVictim->GetHealth() < pVictim->GetMaxHealth()/2) DoneTotalMod *=((*i)->GetAmount() + 100.0f)/100.0f; break; case 7798: // Glyph of Regrowth { if (pVictim->GetAura(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, 0x40, 0)) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } case 8477: // Nourish Heal Boost { int32 stepPercent = (*i)->GetAmount(); int32 modPercent = 0; AuraMap const& victimAuras = pVictim->GetAuras(); for (AuraMap::const_iterator itr = victimAuras.begin(); itr != victimAuras.end(); ++itr) { if (itr->second->GetCasterGUID()!=GetGUID()) continue; SpellEntry const* m_spell = itr->second->GetSpellProto(); if ( m_spell->SpellFamilyName != SPELLFAMILY_DRUID || !(m_spell->SpellFamilyFlags[1] & 0x00000010 || m_spell->SpellFamilyFlags[0] & 0x50)) continue; modPercent += stepPercent * itr->second->GetStackAmount(); } DoneTotalMod *= (modPercent+100.0f)/100.0f; break; } case 7871: // Glyph of Lesser Healing Wave { if (pVictim->GetAura(SPELL_AURA_DUMMY, SPELLFAMILY_SHAMAN, 0 , 0x00000400, 0, GetGUID())) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; break; } default: break; } } // Taken/Done fixed damage bonus auras int32 DoneAdvertisedBenefit = SpellBaseHealingBonus(GetSpellSchoolMask(spellProto)); int32 TakenAdvertisedBenefit = SpellBaseHealingBonusForVictim(GetSpellSchoolMask(spellProto), pVictim); // Check for table values SpellBonusEntry const* bonus = spellmgr.GetSpellBonusData(spellProto->Id); float coeff; float factorMod = 1.0f; bool scripted = false; if (bonus) { if (damagetype == DOT) coeff = bonus->dot_damage; else coeff = bonus->direct_damage; if (bonus->ap_bonus) DoneTotal+=bonus->ap_bonus * GetTotalAttackPowerValue(BASE_ATTACK) * stack; } else // scripted bonus { // Gift of the Naaru if (spellProto->Id==59547) { scripted = true; uint32 apBonus = GetTotalAttackPowerValue(BASE_ATTACK); if (apBonus > DoneAdvertisedBenefit) { DoneTotal+=apBonus * stack; coeff = 0.0f; } else coeff = 1.0f; } // Earthliving - 0.45% of normal hot coeff else if (spellProto->SpellFamilyName==SPELLFAMILY_SHAMAN && spellProto->SpellFamilyFlags[1] & 0x80000) { factorMod *= 0.45f; } } // Default calculation if (DoneAdvertisedBenefit || TakenAdvertisedBenefit) { if(!bonus && !scripted) { // Damage Done from spell damage bonus int32 CastingTime = !IsChanneledSpell(spellProto) ? GetSpellCastTime(spellProto) : GetSpellDuration(spellProto); // 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; } } int32 DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; if(DotTicks) { DoneAdvertisedBenefit = DoneAdvertisedBenefit * int32(stack) / DotTicks; TakenAdvertisedBenefit = TakenAdvertisedBenefit * int32(stack) / DotTicks; } } } // 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; } } // As wowwiki says: C = (Cast Time / 3.5) * 1.88 (for healing spells) coeff = (CastingTime / 3500.0f) * DotFactor * 1.88f; } factorMod *= CalculateLevelPenalty(spellProto)* stack; TakenTotal += TakenAdvertisedBenefit * coeff * factorMod; if(Player* modOwner = GetSpellModOwner()) { coeff *= 100.0f; modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_SPELL_BONUS_DAMAGE, coeff); coeff /= 100.0f; } DoneTotal += DoneAdvertisedBenefit * coeff * factorMod; } // use float as more appropriate for negative values and percent applying float heal = (healamount + DoneTotal)*DoneTotalMod; // apply spellmod to Done amount if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal); // Nourish cast if (spellProto->SpellFamilyName == SPELLFAMILY_DRUID && spellProto->SpellFamilyFlags[1] & 0x2000000) { // Rejuvenation, Regrowth, Lifebloom, or Wild Growth if (pVictim->GetAura(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, 0x50, 0x4000010, 0)) //increase healing by 20% TakenTotalMod *= 1.2f; } // Taken mods // Healing Wave cast if (spellProto->SpellFamilyName == SPELLFAMILY_SHAMAN && spellProto->SpellFamilyFlags[0] & 0x40) { // Search for Healing Way on Victim Unit::AuraEffectList const& auraDummy = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraEffectList::const_iterator itr = auraDummy.begin(); itr!=auraDummy.end(); ++itr) if((*itr)->GetId() == 29203) TakenTotalMod *= ((*itr)->GetAmount()+100.0f) / 100.0f; } // Healing taken percent float minval = pVictim->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HEALING_PCT); if(minval) TakenTotalMod *= (100.0f + minval) / 100.0f; float maxval = pVictim->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HEALING_PCT); if(maxval) TakenTotalMod *= (100.0f + maxval) / 100.0f; if(damagetype==DOT) { // Healing over time taken percent float minval_hot = pVictim->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HOT_PCT); if(minval_hot) TakenTotalMod *= (100.0f + minval_hot) / 100.0f; float maxval_hot = pVictim->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HOT_PCT); if(maxval_hot) TakenTotalMod *= (100.0f + maxval_hot) / 100.0f; } AuraEffectList const& mHealingGet= pVictim->GetAurasByType(SPELL_AURA_MOD_HEALING_RECEIVED); for(AuraEffectList::const_iterator i = mHealingGet.begin(); i != mHealingGet.end(); ++i) if (GetGUID()==(*i)->GetCasterGUID() && (*i)->isAffectedOnSpell(spellProto) ) TakenTotalMod *= ((*i)->GetAmount() + 100.0f) / 100.0f; heal = (heal + TakenTotal) * TakenTotalMod; return heal < 0 ? 0 : uint32(heal); } int32 Unit::SpellBaseHealingBonus(SpellSchoolMask schoolMask) { int32 AdvertisedBenefit = 0; AuraEffectList const& mHealingDone = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE); for(AuraEffectList::const_iterator i = mHealingDone.begin();i != mHealingDone.end(); ++i) if(((*i)->GetMiscValue() & schoolMask) != 0) AdvertisedBenefit += (*i)->GetAmount(); // Healing bonus of spirit, intellect and strength if (GetTypeId() == TYPEID_PLAYER) { // Base value AdvertisedBenefit +=((Player*)this)->GetBaseSpellHealingBonus(); // Healing bonus from stats AuraEffectList const& mHealingDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT); for(AuraEffectList::const_iterator i = mHealingDoneOfStatPercent.begin();i != mHealingDoneOfStatPercent.end(); ++i) { // stat used dependent from misc value (stat index) Stats usedStat = Stats((*i)->GetSpellProto()->EffectMiscValue[(*i)->GetEffIndex()]); AdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetAmount() / 100.0f); } // ... and attack power AuraEffectList const& mHealingDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER); for(AuraEffectList::const_iterator i = mHealingDonebyAP.begin();i != mHealingDonebyAP.end(); ++i) if ((*i)->GetMiscValue() & schoolMask) AdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetAmount() / 100.0f); } return AdvertisedBenefit; } int32 Unit::SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim) { int32 AdvertisedBenefit = 0; AuraEffectList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_HEALING); for(AuraEffectList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if(((*i)->GetMiscValue() & schoolMask) != 0) AdvertisedBenefit += (*i)->GetAmount(); return AdvertisedBenefit; } bool Unit::IsImmunedToDamage(SpellSchoolMask shoolMask) { //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::IsImmunedToDamage(SpellEntry const* spellInfo) { if(spellInfo->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) return false; uint32 shoolMask = GetSpellSchoolMask(spellInfo); if(!(spellInfo->AttributesEx & (SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE | SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)) // can remove immune (by dispell or immune it) && spellInfo->Id != 42292) { //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 &&!IsDispelableBySpell(spellInfo, itr->spellId)) 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) { if (!spellInfo) return false; // Single spell immunity. 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; if(spellInfo->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) 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 | 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)) && !IsDispelableBySpell(spellInfo, itr->spellId)) return true; } if (spellInfo->Mechanic) { 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; } } } return false; } bool Unit::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const { if (!spellInfo) return false; //If m_immuneToEffect type contain this effect type, IMMUNE effect. uint32 effect = spellInfo->Effect[index]; SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT]; for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr) if(itr->type == effect) return true; if(uint32 mechanic = spellInfo->EffectMechanic[index]) { SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr) if(itr->type == spellInfo->EffectMechanic[index]) return true; } if(uint32 aura = spellInfo->EffectApplyAuraName[index]) { SpellImmuneList const& list = m_spellImmune[IMMUNITY_STATE]; for(SpellImmuneList::const_iterator itr = list.begin(); itr != list.end(); ++itr) if(itr->type == aura) return true; // Check for immune to application of harmful magical effects AuraEffectList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MOD_IMMUNE_AURA_APPLY_SCHOOL); for(AuraEffectList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter) if (spellInfo->Dispel == DISPEL_MAGIC && // Magic debuff ((*iter)->GetMiscValue() & GetSpellSchoolMask(spellInfo)) && // Check school !IsPositiveEffect(spellInfo->Id, index)) // Harmful 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 AuraEffectList const& mDamageDoneCreature = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE); for(AuraEffectList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i) if(creatureTypeMask & uint32((*i)->GetMiscValue())) DoneFlatBenefit += (*i)->GetAmount(); // ..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) AuraEffectList const& mCreatureAttackPower = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS); for(AuraEffectList::const_iterator i = mCreatureAttackPower.begin();i != mCreatureAttackPower.end(); ++i) if(creatureTypeMask & uint32((*i)->GetMiscValue())) APbonus += (*i)->GetAmount(); } else { APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS); // ..done (base at attack power and creature type) AuraEffectList const& mCreatureAttackPower = GetAurasByType(SPELL_AURA_MOD_MELEE_ATTACK_POWER_VERSUS); for(AuraEffectList::const_iterator i = mCreatureAttackPower.begin();i != mCreatureAttackPower.end(); ++i) if(creatureTypeMask & uint32((*i)->GetMiscValue())) APbonus += (*i)->GetAmount(); } 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 AuraEffectList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN); for(AuraEffectList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if((*i)->GetMiscValue() & GetMeleeDamageSchoolMask()) TakenFlatBenefit += (*i)->GetAmount(); 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 = 1.0f; float TakenTotalMod = 1.0f; // ..done // SPELL_AURA_MOD_DAMAGE_PERCENT_DONE included in weapon damage // SPELL_AURA_MOD_OFFHAND_DAMAGE_PCT included in weapon damage AuraEffectList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS); for(AuraEffectList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i) if(creatureTypeMask & uint32((*i)->GetMiscValue())) DoneTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; // ..taken AuraEffectList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); for(AuraEffectList::const_iterator i = mModDamagePercentTaken.begin(); i != mModDamagePercentTaken.end(); ++i) if((*i)->GetMiscValue() & GetMeleeDamageSchoolMask()) TakenTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; // .. taken pct: dummy auras AuraEffectList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraEffectList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i) { switch((*i)->GetSpellProto()->SpellIconID) { //Cheat Death case 2109: if((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) { if(pVictim->GetTypeId() != TYPEID_PLAYER) continue; float mod = ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*(-8.0f); if (mod < (*i)->GetAmount()) mod = (*i)->GetAmount(); 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.IsEqual (0x00008000,0,0)) TakenTotalMod *= (100.0f+(*i)->GetAmount())/100.0f; break; } } // .. taken pct: class scripts AuraEffectList const& mclassScritAuras = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraEffectList::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, spellProto, this)) { AuraEffect* eff0 = (*i)->GetParentAura()->GetPartAura(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->GetAmount()+100.0f)/100.0f; } break; } } if(attType != RANGED_ATTACK) { AuraEffectList const& mModMeleeDamageTakenPercent = pVictim->GetAurasByType(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN_PCT); for(AuraEffectList::const_iterator i = mModMeleeDamageTakenPercent.begin(); i != mModMeleeDamageTakenPercent.end(); ++i) TakenTotalMod *= ((*i)->GetAmount()+100.0f)/100.0f; } else { AuraEffectList const& mModRangedDamageTakenPercent = pVictim->GetAurasByType(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN_PCT); for(AuraEffectList::const_iterator i = mModRangedDamageTakenPercent.begin(); i != mModRangedDamageTakenPercent.end(); ++i) TakenTotalMod *= ((*i)->GetAmount()+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) { // 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 RemoveAura(itr); } else ++itr; } } } float Unit::GetWeaponProcChance() const { // normalized proc chance for weapon attack speed // (odd formula...) if(isAttackReady(BASE_ATTACK)) return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f); else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f); return 0; } float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM, const SpellEntry * spellProto) const { // proc per minute chance calculation if (PPM <= 0) return 0.0f; // Apply chance modifer aura if (spellProto) if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_PROC_PER_MINUTE,PPM); 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) { RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOUNT); if(mount) SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount); SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); // unsummon pet if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->UnsummonPetTemporaryIfAny(); } 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) ((Player*)this)->ResummonPetTemporaryUnSummonedIfAny(); } void Unit::SetInCombatWith(Unit* enemy) { Unit* eOwner = enemy->GetCharmerOrOwnerOrSelf(); if(eOwner->IsPvP()) { SetInCombatState(true,enemy); 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,enemy); return; } } SetInCombatState(false,enemy); } void Unit::CombatStart(Unit* target) { if(!target->IsStandState()/* && !target->hasUnitState(UNIT_STAT_STUNNED)*/) target->SetStandState(UNIT_STAND_STATE_STAND); if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER && !((Creature*)target)->HasReactState(REACT_PASSIVE) && ((Creature*)target)->IsAIEnabled) { ((Creature*)target)->AI()->AttackStart(this); } 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, Unit* enemy) { // 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(GetTypeId() != TYPEID_PLAYER) { if(GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_IDLE) != IDLE_MOTION_TYPE) ((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); if(enemy) { if(!((Creature*)this)->HasReactState(REACT_PASSIVE) && ((Creature*)this)->IsAIEnabled) ((Creature*)this)->AI()->EnterCombat(enemy); if(((Creature*)this)->GetFormation()) ((Creature*)this)->GetFormation()->MemberAttackStart((Creature*)this, enemy); } } if(GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->isPet()) { UpdateSpeed(MOVE_RUN, true); UpdateSpeed(MOVE_SWIM, true); UpdateSpeed(MOVE_FLIGHT, true); } else if(!isCharmed()) return; SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); } void Unit::ClearInCombat() { m_CombatTimer = 0; RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); // Player's state will be cleared in Player::UpdateContestedPvP if(GetTypeId()!=TYPEID_PLAYER) clearUnitState(UNIT_STAT_ATTACK_PLAYER); else ((Player*)this)->UpdatePotionCooldown(); if(GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->isPet()) { if(Unit *owner = GetOwner()) { for(int i = 0; i < MAX_MOVE_TYPE; ++i) SetSpeed(UnitMoveType(i), owner->GetSpeedRate(UnitMoveType(i)), true); } } else if(!isCharmed()) return; RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); } //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 !hasUnitState(UNIT_STAT_UNATTACKABLE); } int32 Unit::ModifyHealth(int32 dVal) { int32 gain = 0; if(dVal==0) return 0; int32 curHealth = (int32)GetHealth(); int32 val = dVal + curHealth; if(val <= 0) { SetHealth(0); return -curHealth; } int32 maxHealth = (int32)GetMaxHealth(); if(val < maxHealth) { SetHealth(val); gain = val - curHealth; } else if(curHealth != maxHealth) { SetHealth(maxHealth); gain = maxHealth - curHealth; } return gain; } int32 Unit::GetHealthGain(int32 dVal) { int32 gain = 0; if(dVal==0) return 0; int32 curHealth = (int32)GetHealth(); int32 val = dVal + curHealth; if(val <= 0) { return -curHealth; } int32 maxHealth = (int32)GetMaxHealth(); if(val < maxHealth) { gain = dVal; } else if(curHealth != maxHealth) { gain = maxHealth - curHealth; } return gain; } 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; AuraEffectList const& auras = u->GetAurasByType(SPELL_AURA_MOD_STALKED); // Hunter mark for(AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID()==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::AuraEffectList const& iAuras = u->GetAurasByType(SPELL_AURA_MOD_INVISIBILITY); for(Unit::AuraEffectList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr) if(((*itr)->GetMiscValue())==i && invLevel < (*itr)->GetAmount()) invLevel = (*itr)->GetAmount(); // find invisibility detect level uint32 detectLevel = 0; if(i==6 && GetTypeId()==TYPEID_PLAYER) // special drunk detection case { detectLevel = ((Player*)this)->GetDrunkValue(); } else { Unit::AuraEffectList const& dAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY_DETECTION); for(Unit::AuraEffectList::const_iterator itr = dAuras.begin(); itr != dAuras.end(); ++itr) if(((*itr)->GetMiscValue())==i && detectLevel < (*itr)->GetAmount()) detectLevel = (*itr)->GetAmount(); } 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; AuraEffectList const& auras = target->GetAurasByType(SPELL_AURA_MOD_STALKED); // Hunter mark for(AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID()==GetGUID()) 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::DestroyForNearbyPlayers() { if(!IsInWorld()) return; std::list targets; Trinity::AnyUnitInObjectRangeCheck check(this, World::GetMaxVisibleDistance()); Trinity::UnitListSearcher searcher(this, 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()); } } void Unit::SetVisibility(UnitVisibility x) { m_Visibility = x; if(IsInWorld()) SetToNotify(); if(x == VISIBILITY_GROUP_STEALTH) DestroyForNearbyPlayers(); } 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 (GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isVehicle()) { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_VEHICLE_SPEED_ALWAYS); // for some spells this mod is applied on vehicle owner uint32 owner_speed_mod = 0; if (Unit * owner = ((Vehicle*)this)->GetCharmer()) uint32 owner_speed_mod = owner->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED); main_speed_mod = main_speed_mod>owner_speed_mod ? main_speed_mod : owner_speed_mod; } else if (IsMounted()) { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS); } else // Use not mount (shapeshift for example) auras (should stack) main_speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED); non_stack_bonus = (100.0 + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK))/100.0f; // Update speed for vehicle if avalible if (GetTypeId()==TYPEID_PLAYER) if (Unit * vehicle = ((Player*)this)->m_Vehicle) vehicle->UpdateSpeed(MOVE_FLIGHT, true); 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(); WorldPacket data; if(!forced) { switch(mtype) { case MOVE_WALK: data.Initialize(MSG_MOVE_SET_WALK_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_RUN: data.Initialize(MSG_MOVE_SET_RUN_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_RUN_BACK: data.Initialize(MSG_MOVE_SET_RUN_BACK_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_SWIM: data.Initialize(MSG_MOVE_SET_SWIM_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_SWIM_BACK: data.Initialize(MSG_MOVE_SET_SWIM_BACK_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_TURN_RATE: data.Initialize(MSG_MOVE_SET_TURN_RATE, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_FLIGHT: data.Initialize(MSG_MOVE_SET_FLIGHT_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_FLIGHT_BACK: data.Initialize(MSG_MOVE_SET_FLIGHT_BACK_SPEED, 8+4+2+4+4+4+4+4+4+4); break; case MOVE_PITCH_RATE: data.Initialize(MSG_MOVE_SET_PITCH_RATE, 8+4+2+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 << uint16(0); // unk flags data << uint32(getMSTime()); data << float(GetPositionX()); data << float(GetPositionY()); data << float(GetPositionZ()); data << float(GetOrientation()); data << uint32(0); // fall time data << float(GetSpeed(mtype)); SendMessageToSet( &data, true ); } else { if(GetTypeId() == TYPEID_PLAYER) { // 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]; if(!isInCombat()) if(Pet* pet = ((Player*)this)->GetPet()) pet->SetSpeed(mtype, m_speed_rate[mtype], forced); } 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; case MOVE_PITCH_RATE: data.Initialize(SMSG_FORCE_PITCH_RATE_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 ); } } 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) { UnsummonAllTotems(); RemoveAllControlled(); RemoveAllAurasOnDeath(); ExitVehicle(); 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(); //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; // vehicles can not have threat list if( ((Creature*)this)->isVehicle() ) 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)->IsAIEnabled) ((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)->IsAIEnabled) ((Creature*)this)->AI()->EnterEvadeMode(); return; } //m_ThreatManager.tauntFadeOut(taunter); target = m_ThreatManager.getHostilTarget(); if (target && target != taunter) { SetInFront(target); if (((Creature*)this)->IsAIEnabled) ((Creature*)this)->AI()->AttackStart(target); } } //====================================================================== Unit* Creature::SelectVictim() { //function provides main threat functionality //next-victim-selection algorithm and evade mode are called //threat list sorting etc. //This should not be called by unit who does not have a threatlist //or who does not have threat (totem/pet/critter) //otherwise enterevademode every update Unit* target = NULL; // First checking if we have some taunt on us const AuraEffectList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT); if ( !tauntAuras.empty() ) { Unit* caster; // The last taunt aura caster is alive an we are happy to attack him if ( (caster = tauntAuras.back()->GetCaster()) && caster->isAlive() ) return getVictim(); else if (tauntAuras.size() > 1) { // We do not have last taunt aura caster but we have more taunt auras, // so find first available target // Auras are pushed_back, last caster will be on the end AuraEffectList::const_iterator aura = --tauntAuras.end(); do { --aura; if ( (caster = (*aura)->GetCaster()) && caster->IsInMap(this) && canAttack(caster) && caster->isInAccessiblePlaceFor((Creature*)this) ) { target = caster; break; } }while (aura != tauntAuras.begin()); } else target = getVictim(); } if ( !target && !m_ThreatManager.isThreatListEmpty() ) // No taunt aura or taunt aura caster is dead standart target selection target = m_ThreatManager.getHostilTarget(); if(target) { if(!hasUnitState(UNIT_STAT_STUNNED)) SetInFront(target); return target; } // 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(m_attackers.size()) return NULL; /*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 NULL; } }*/ // search nearby enemy before enter evade mode if(HasReactState(REACT_AGGRESSIVE)) { target = SelectNearestTarget(); if(target && !IsOutOfThreatArea(target)) return target; } if(m_invisibilityMask) { Unit::AuraEffectList const& iAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY); for(Unit::AuraEffectList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr) if((*itr)->GetParentAura()->IsPermanent()) { AI()->EnterEvadeMode(); break; } return NULL; } // enter in evade mode in other case AI()->EnterEvadeMode(); return NULL; } //====================================================================== //====================================================================== //====================================================================== 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]; // range can have possitive and negative values, so order its for irand int32 randvalue = int32(spellProto->EffectBaseDice[effect_index]) >= randomPoints ? irand(randomPoints, int32(spellProto->EffectBaseDice[effect_index])) : irand(int32(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(!basePointsPerLevel && (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::CalcSpellDuration(SpellEntry const* spellProto) { 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; return duration; } int32 Unit::ModSpellDuration(SpellEntry const* spellProto, Unit const* target, int32 duration, bool positive) { //don't mod permament auras duration if (duration<0) return duration; //cut duration only of negative effects if (!positive) { int32 mechanic = spellProto->Mechanic; // 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( float (duration) * float(100.0f+durationMod) /100.0f); // there are only negative mods currently durationMod_always =target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL, spellProto->Dispel); durationMod_not_stack=target->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL_NOT_STACK, spellProto->Dispel); durationMod=0; if (durationMod_always > durationMod_not_stack) durationMod += durationMod_not_stack; else durationMod += durationMod_always; if (durationMod != 0) duration = int32( float (duration) * float(100.0f+durationMod) /100.0f); } //else positive mods here, there are no currently //when there will be, change GetTotalAuraModifierByMiscValue to GetTotalPositiveAuraModifierByMiscValue return duration>0 ? duration : 0; } void Unit::ModSpellCastTime(SpellEntry const* spellProto, int32 & castTime, Spell const * spell) { if (!spellProto || castTime<0) return; //called from caster if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CASTING_TIME, castTime, spell); if( !(spellProto->Attributes & (SPELL_ATTR_UNK4|SPELL_ATTR_UNK5)) && spellProto->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && spellProto->SpellFamilyName) castTime = int32( float(castTime) * GetFloatValue(UNIT_MOD_CAST_SPEED)); else { if (spellProto->Attributes & SPELL_ATTR_RANGED && !(spellProto->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG)) castTime = int32 (float(castTime) * m_modAttackSpeedPct[RANGED_ATTACK]); } } 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 for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->DRGroup != group) continue; if(i->hitCount < DIMINISHING_LEVEL_IMMUNE) i->hitCount += 1; return; } 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; // test pet/charm masters instead pets/charmeds Unit const* targetOwner = GetCharmerOrOwner(); Unit const* casterOwner = caster->GetCharmerOrOwner(); // Duration of crowd control abilities on pvp target is limited by 10 sec. (2.2.0) if(duration > 10000 && IsDiminishingReturnsGroupDurationLimited(group)) { 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 && (targetOwner ? targetOwner->GetTypeId():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; if(apply) i->stack += 1; else if(i->stack) { i->stack -= 1; // Remember time after last aura from group removed if (i->stack == 0) i->hitTime = getMSTime(); } break; } } uint32 Unit::GetSpellMaxRangeForTarget(Unit* target,const SpellRangeEntry * rangeEntry) { if (!rangeEntry) return 0; if (rangeEntry->maxRangeHostile == rangeEntry->maxRangeFriend) return rangeEntry->maxRangeFriend; if (IsHostileTo(target)) return rangeEntry->maxRangeHostile; return rangeEntry->maxRangeFriend; }; uint32 Unit::GetSpellMinRangeForTarget(Unit* target,const SpellRangeEntry * rangeEntry) { if (!rangeEntry) return 0; if (rangeEntry->minRangeHostile == rangeEntry->minRangeFriend) return rangeEntry->minRangeFriend; if (IsHostileTo(target)) return rangeEntry->minRangeHostile; return rangeEntry->minRangeFriend; }; uint32 Unit::GetSpellRadiusForTarget(Unit* target,const SpellRadiusEntry * radiusEntry) { if (!radiusEntry) return 0; if (radiusEntry->radiusHostile == radiusEntry->radiusFriend) return radiusEntry->radiusFriend; if (IsHostileTo(target)) return radiusEntry->radiusHostile; return radiusEntry->radiusFriend; }; Unit* Unit::GetUnit(WorldObject& object, uint64 guid) { return ObjectAccessor::GetUnit(object,guid); } Player* Unit::GetPlayer(uint64 guid) { return ObjectAccessor::FindPlayer(guid); } Creature* Unit::GetCreature(WorldObject& object, uint64 guid) { return object.GetMap()->GetCreature(guid); } bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const { return u->canSeeOrDetect(this, false, inVisibleList, false); } uint32 Unit::GetCreatureType() const { if(GetTypeId() == TYPEID_PLAYER) { SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(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: case UNIT_MOD_RUNE: case UNIT_MOD_RUNIC_POWER: UpdateMaxPower(GetPowerTypeByAuraGroup(unitMod)); break; case UNIT_MOD_RESISTANCE_HOLY: case UNIT_MOD_RESISTANCE_FIRE: case UNIT_MOD_RESISTANCE_NATURE: case UNIT_MOD_RESISTANCE_FROST: case UNIT_MOD_RESISTANCE_SHADOW: case UNIT_MOD_RESISTANCE_ARCANE: UpdateResistances(GetSpellSchoolByAuraGroup(unitMod)); break; case UNIT_MOD_ATTACK_POWER: UpdateAttackPowerAndDamage(); break; case UNIT_MOD_ATTACK_POWER_RANGED: UpdateAttackPowerAndDamage(true); break; case UNIT_MOD_DAMAGE_MAINHAND: UpdateDamagePhysical(BASE_ATTACK); break; case UNIT_MOD_DAMAGE_OFFHAND: UpdateDamagePhysical(OFF_ATTACK); break; case UNIT_MOD_DAMAGE_RANGED: UpdateDamagePhysical(RANGED_ATTACK); break; default: break; } return true; } float Unit::GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const { if( unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END) { sLog.outError("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("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 { switch(unitMod) { case UNIT_MOD_MANA: return POWER_MANA; case UNIT_MOD_RAGE: return POWER_RAGE; case UNIT_MOD_FOCUS: return POWER_FOCUS; case UNIT_MOD_ENERGY: return POWER_ENERGY; case UNIT_MOD_HAPPINESS: return POWER_HAPPINESS; case UNIT_MOD_RUNE: return POWER_RUNE; case UNIT_MOD_RUNIC_POWER:return POWER_RUNIC_POWER; default: return POWER_MANA; } return POWER_MANA; } float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const { if (attType == RANGED_ATTACK) { int32 ap = GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS); if (ap < 0) return 0.0f; return ap * (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER)); } else { int32 ap = GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS); if (ap < 0) return 0.0f; return ap * (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER)); } } float Unit::GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const { if (attType == OFF_ATTACK && !haveOffhandWeapon()) return 0.0f; return m_weaponDamage[attType][type]; } 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); WorldPacket data(SMSG_POWER_UPDATE); data.append(GetPackGUID()); data << uint8(power); data << uint32(val); SendMessageToSet(&data, GetTypeId() == TYPEID_PLAYER ? true : false); // 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); } } } 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); case POWER_RUNIC_POWER: return 1000; case POWER_RUNE: return 0; case POWER_HEALTH: return 0; } return 0; } void Unit::AddToWorld() { if(!IsInWorld()) { WorldObject::AddToWorld(); m_Notified = false; m_IsInNotifyList = false; SetToNotify(); } } void Unit::RemoveFromWorld() { // cleanup assert(GetGUID()); if(IsInWorld()) { UnsummonAllTotems(); RemoveAllControlled(); RemoveCharmAuras(); RemoveBindSightAuras(); RemoveNotOwnSingleTargetAuras(); ExitVehicle(); if(GetCharmerGUID()) sLog.outCrash("Unit %u has charmer guid when removed from world", GetEntry()); WorldObject::RemoveFromWorld(); } } void Unit::CleanupsBeforeDelete() { assert(GetGUID()); //A unit may be in removelist and not in world, but it is still in grid //and may have some references during delete RemoveAllAuras(); 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); RemoveAllGameObjects(); RemoveAllDynObjects(); GetMotionMaster()->Clear(false); // remove different non-standard movement generators. if(IsInWorld()) RemoveFromWorld(); } void Unit::UpdateCharmAI() { if(GetTypeId() == TYPEID_PLAYER) return; if(i_disabledAI) // disabled AI must be primary AI { if(!isCharmed()) { if(i_AI) delete i_AI; i_AI = i_disabledAI; i_disabledAI = NULL; } } else { if(isCharmed()) { i_disabledAI = i_AI; if(isPossessed()) i_AI = new PossessedAI((Creature*)this); else i_AI = new PetAI((Creature*)this); } } } CharmInfo* Unit::InitCharmInfo() { if(!m_charmInfo) m_charmInfo = new CharmInfo(this); return m_charmInfo; } void Unit::DeleteCharmInfo() { if(!m_charmInfo) return; delete m_charmInfo; m_charmInfo = NULL; } CharmInfo::CharmInfo(Unit* unit) : m_unit(unit), m_CommandState(COMMAND_FOLLOW), m_petnumber(0), m_barInit(false) { for(int i =0; i<4; ++i) { m_charmspells[i].spellId = 0; m_charmspells[i].active = ACT_DISABLED; } if(m_unit->GetTypeId() == TYPEID_UNIT) { m_oldReactState = ((Creature*)m_unit)->GetReactState(); ((Creature*)m_unit)->SetReactState(REACT_PASSIVE); } } CharmInfo::~CharmInfo() { if(m_unit->GetTypeId() == TYPEID_UNIT) { ((Creature*)m_unit)->SetReactState(m_oldReactState); } } 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_PASSIVE; 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_DISABLED); } } } void CharmInfo::InitCharmCreateSpells() { if(m_unit->GetTypeId() == TYPEID_PLAYER) //charmed players don't have spells { InitEmptyActionBar(); return; } InitPetActionBar(); for(uint32 x = 0; x < MAX_SPELL_CHARM; ++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_UNIT_CASTER && 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_PASSIVE; 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_PASSIVE) && 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 < MAX_SPELL_CHARM; ++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 { return HasAuraState(AURA_STATE_FROZEN); } struct ProcTriggeredData { ProcTriggeredData(Aura* _aura) : aura(_aura) { effMask = 0; spellProcEvent = NULL; } SpellProcEventEntry const *spellProcEvent; Aura * aura; uint32 effMask; }; typedef std::list< ProcTriggeredData > ProcTriggeredList; // 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 bool 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; } void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage ) { // 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, 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 ); } } } } ProcTriggeredList procTriggered; // Fill procTriggered list for(AuraMap::const_iterator itr = GetAuras().begin(); itr!= GetAuras().end(); ++itr) { ProcTriggeredData triggerData(itr->second); if(!IsTriggeredAtSpellProcEvent(pTarget, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, (damage > 0), triggerData.spellProcEvent)) continue; for (uint8 i=0; isecond->GetPartAura(i)) { // Skip this auras if (isNonTriggerAura[aurEff->GetAuraName()]) continue; // If not trigger by default and spellProcEvent==NULL - skip if (!isTriggerAura[aurEff->GetAuraName()] && triggerData.spellProcEvent==NULL) continue; triggerData.effMask |= 1<aura)) continue; bool useCharges= i->aura->GetAuraCharges()>0; bool takeCharges = false; SpellEntry const *spellInfo = i->aura->GetSpellProto(); uint32 Id=i->aura->GetId(); // For players set spell cooldown if need uint32 cooldown = 0; if (GetTypeId() == TYPEID_PLAYER && i->spellProcEvent && i->spellProcEvent->cooldown) cooldown = i->spellProcEvent->cooldown; uint32 procDebug = 0; for (uint8 effIndex = 0; effIndexeffMask & (1<aura->GetPartAura(effIndex); assert(triggeredByAura); switch(triggeredByAura->GetAuraName()) { 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)", triggeredByAura->GetAmount() , spellInfo->Id, (isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId()); SpellNonMeleeDamage damageInfo(this, pTarget, spellInfo->Id, spellInfo->SchoolMask); uint32 damage = SpellDamageBonus(pTarget, spellInfo, triggeredByAura->GetAmount(), SPELL_DIRECT_DAMAGE); CalculateSpellDamageTaken(&damageInfo, damage, 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; if (procDebug & 1) sLog.outError("Dummy aura of spell %d procs twice from one effect!",spellInfo->Id); procDebug |= 1; break; } case SPELL_AURA_OBS_MOD_ENERGY: 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 (!HandleObsModEnergyAuraProc(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown)) continue; if (procDebug & 2) sLog.outError("ObsModEnergy aura of spell %d procs twice from one effect!",spellInfo->Id); procDebug |= 2; break; case SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN: 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 (!HandleModDamagePctTakenAuraProc(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown)) continue; if (procDebug & 16) sLog.outError("ModDamagePctTaken aura of spell %d procs twice from one effect!",spellInfo->Id); procDebug |= 16; 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; if (procDebug & 4) sLog.outError("Haste aura of spell %d procs twice from one effect!",spellInfo->Id); procDebug |= 4; 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, damage, triggeredByAura, procSpell, cooldown)) continue; if (procDebug & 8) sLog.outError("OverrideClassScripts aura of spell %d procs twice from one effect!",spellInfo->Id); procDebug |= 8; break; } case SPELL_AURA_RAID_PROC_FROM_CHARGE_WITH_VALUE: { sLog.outDebug("ProcDamageAndSpell: casting mending (triggered by %s dummy aura of spell %u)", (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId()); HandleAuraRaidProcFromChargeWithValue(triggeredByAura); break; } case SPELL_AURA_RAID_PROC_FROM_CHARGE: { sLog.outDebug("ProcDamageAndSpell: casting mending (triggered by %s dummy aura of spell %u)", (isVictim?"a victim's":"an attacker's"),triggeredByAura->GetId()); HandleAuraRaidProcFromCharge(triggeredByAura); break; } case SPELL_AURA_PROC_TRIGGER_SPELL_WITH_VALUE: { sLog.outDebug("ProcDamageAndSpell: casting spell %u (triggered with value by %s aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId()); if (!HandleProcTriggerSpell(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown)) continue; break; } case SPELL_AURA_MOD_CASTING_SPEED_NOT_STACK: // 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 || (triggeredByAura->GetMiscValue() & 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 (triggeredByAura->GetMiscValue() & procSpell->SchoolMask) == 0) // School check continue; break; case SPELL_AURA_MECHANIC_IMMUNITY: // Compare mechanic if (procSpell==NULL || procSpell->Mechanic != triggeredByAura->GetMiscValue()) continue; break; case SPELL_AURA_MOD_MECHANIC_RESISTANCE: // Compare mechanic if (procSpell==NULL || procSpell->Mechanic != triggeredByAura->GetMiscValue()) continue; break; case SPELL_AURA_MOD_DAMAGE_FROM_CASTER: // Compare casters if (triggeredByAura->GetCasterGUID() != pTarget->GetGUID()) continue; break; default: // nothing do, just charges counter break; } takeCharges=true; } // Remove charge (aura can be removed by triggers) if(useCharges && takeCharges) { i->aura->DropAuraCharge(); } } } 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, SpellCastResult msg) { if(msg == SPELL_CAST_OK) return; Unit *owner = GetCharmerOrOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_CAST_FAILED, (4+1)); data << uint8(0); // cast count? data << uint32(spellid); data << uint8(msg); // uint32 for some reason // uint32 for some reason ((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()); SendMonsterStop(); // 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 && ((Creature*)this)->AI()) ((Creature*)this)->AI()->AttackedBy(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 == UNIT_STAND_STATE_SIT_CHAIR || s == UNIT_STAND_STATE_SIT_LOW_CHAIR || s == UNIT_STAND_STATE_SIT_MEDIUM_CHAIR || s == UNIT_STAND_STATE_SIT_HIGH_CHAIR || s == UNIT_STAND_STATE_SIT; } bool Unit::IsStandState() const { uint8 s = getStandState(); return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL; } void Unit::SetStandState(uint8 state) { SetByteValue(UNIT_FIELD_BYTES_1, 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(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_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(this, 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; } bool Unit::hasNegativeAuraWithInterruptFlag(uint32 flag) { for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ++iter) { if (!iter->second->IsPositive() && iter->second->GetSpellProto()->AuraInterruptFlags & flag) return true; } return false; } 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[spellProto->EffectImplicitTargetA[i]] || IsAreaEffectTarget[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(slot >= MAX_AURAS) // slot not found, return return; if(GetTypeId() == TYPEID_PLAYER) { Player* player = (Player*)this; if(player->GetGroup()) { player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_AURAS); player->SetAuraUpdateMaskForRaid(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->SetAuraUpdateMaskForRaid(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; } } AuraEffect* Unit::GetDummyAura( uint32 spell_id ) const { Unit::AuraEffectList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraEffectList::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) { if(GetTypeId() != TYPEID_PLAYER) return; m_petAuras.insert(petSpell); if(Pet* pet = ((Player*)this)->GetPet()) pet->CastPetAura(petSpell); } void Unit::RemovePetAura(PetAura const* petSpell) { if(GetTypeId() != TYPEID_PLAYER) return; m_petAuras.erase(petSpell); if(Pet* pet = ((Player*)this)->GetPet()) pet->RemoveAurasDueToSpell(petSpell->GetAura(pet->GetEntry())); } Pet* Unit::CreateTamedPetFrom(Creature* creatureTarget,uint32 spell_id) { if(GetTypeId()!=TYPEID_PLAYER) return NULL; Pet* pet = new Pet((Player*)this, HUNTER_PET); if(!pet->CreateBaseAtCreature(creatureTarget)) { delete pet; return NULL; } pet->SetCreatorGUID(GetGUID()); pet->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, getFaction()); pet->SetUInt32Value(UNIT_CREATED_BY_SPELL, spell_id); if(GetTypeId()==TYPEID_PLAYER) pet->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); uint32 level = (creatureTarget->getLevel() < (getLevel() - 5)) ? (getLevel() - 5) : creatureTarget->getLevel(); if(!pet->InitStatsForLevel(level)) { sLog.outError("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->InitPetCreateSpells(); pet->InitTalentForLevel(); pet->SetHealth(pet->GetMaxHealth()); return pet; } bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, 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); // 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; // Additional checks for triggered spells if (procExtra & PROC_EX_INTERNAL_TRIGGERED) { if (!(spellProto->AttributesEx3 & SPELL_ATTR_EX3_CAN_PROC_TRIGGERED)) return false; } // Check spellProcEvent data requirements if(!spellmgr.IsSpellProcEventCanTriggeredBy(spellProcEvent, EventProcFlag, procSpell, procFlag, procExtra, active)) return false; // In most cases req get honor or XP from kill if (EventProcFlag & PROC_FLAG_KILL && GetTypeId() == TYPEID_PLAYER) { bool allow = ((Player*)this)->isHonorOrXPTarget(pVictim); // Shadow Word: Death - can trigger from every kill if (aura->GetId() == 32409) allow = true; if (!allow) return false; } // Aura added by spell can`t trogger from self (prevent drop charges/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)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); else if (attType == OFF_ATTACK) item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); else item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); if (((Player*)this)->IsInFeralForm()) 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)->GetUseableItemByPos(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, spellProto); } // Apply chance modifer aura if(Player* modOwner = GetSpellModOwner()) { modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance); } return roll_chance_f(chance); } bool Unit::HandleAuraRaidProcFromChargeWithValue( AuraEffect* triggeredByAura ) { // aura can be deleted at casts SpellEntry const* spellProto = triggeredByAura->GetSpellProto(); uint32 effIdx = triggeredByAura->GetEffIndex(); int32 heal = triggeredByAura->GetAmount(); uint64 caster_guid = triggeredByAura->GetCasterGUID(); //Currently only Prayer Of Mending if (!(spellProto->SpellFamilyName==SPELLFAMILY_PRIEST && spellProto->SpellFamilyFlags[1] & 0x20)) { sLog.outDebug("Unit::HandleAuraRaidProcFromChargeWithValue, received not handled spell: %u", spellProto->Id); return false; } // jumps int32 jumps = triggeredByAura->GetParentAura()->GetAuraCharges()-1; // current aura expire triggeredByAura->GetParentAura()->SetAuraCharges(1); // will removed at next charges decrease // next target selection if(jumps > 0 && IS_PLAYER_GUID(caster_guid)) { float radius; if (spellProto->EffectRadiusIndex[effIdx]) radius = GetSpellRadiusForTarget(triggeredByAura->GetCaster(), sSpellRadiusStore.LookupEntry(spellProto->EffectRadiusIndex[effIdx])); else radius = GetSpellMaxRangeForTarget(triggeredByAura->GetCaster() ,sSpellRangeStore.LookupEntry(spellProto->rangeIndex)); if(Player* caster = ((Player*)triggeredByAura->GetCaster())) { caster->ApplySpellMod(spellProto->Id, SPELLMOD_RADIUS, radius,NULL); if (Unit* target= GetNextRandomRaidMemberOrPet(radius)) { CastCustomSpell(target,spellProto->Id,&heal,NULL,NULL,true,NULL,triggeredByAura,caster->GetGUID()); if (Aura * aur = target->GetAura(spellProto->Id, caster->GetGUID())) aur->SetAuraCharges(jumps); //bonus must be applied after aura cast on target heal = caster->SpellHealingBonus(this, spellProto, heal, HEAL); } } } // heal CastCustomSpell(this,33110,&heal,NULL,NULL,true,NULL,NULL,caster_guid); return true; } bool Unit::HandleAuraRaidProcFromCharge( AuraEffect* triggeredByAura ) { // aura can be deleted at casts SpellEntry const* spellProto = triggeredByAura->GetSpellProto(); uint32 damageSpellId; switch(spellProto->Id) { case 57949: //shiver damageSpellId=57952; // animationSpellId=57951; dummy effects for jump spell have unknown use (see also 41637) break; case 59978: //shiver damageSpellId=59979; break; case 43593: //Cold Stare damageSpellId=43594; break; default: sLog.outDebug("Unit::HandleAuraRaidProcFromCharge, received not handled spell: %u", spellProto->Id); return false; } uint64 caster_guid = triggeredByAura->GetCasterGUID(); uint32 effIdx = triggeredByAura->GetEffIndex(); // jumps int32 jumps = triggeredByAura->GetParentAura()->GetAuraCharges()-1; // current aura expire triggeredByAura->GetParentAura()->SetAuraCharges(1); // will removed at next charges decrease // next target selection if(jumps > 0 && IS_PLAYER_GUID(caster_guid)) { float radius; if (spellProto->EffectRadiusIndex[effIdx]) radius = GetSpellRadiusForTarget(triggeredByAura->GetCaster(), sSpellRadiusStore.LookupEntry(spellProto->EffectRadiusIndex[effIdx])); else radius = GetSpellMaxRangeForTarget(triggeredByAura->GetCaster() ,sSpellRangeStore.LookupEntry(spellProto->rangeIndex)); if(Player* caster = ((Player*)triggeredByAura->GetCaster())) { caster->ApplySpellMod(spellProto->Id, SPELLMOD_RADIUS, radius,NULL); if (Unit* target= GetNextRandomRaidMemberOrPet(radius)) { CastSpell(target, spellProto, true,NULL,triggeredByAura,caster_guid); if (Aura * aur = target->GetAura(spellProto->Id, caster->GetGUID())) aur->SetAuraCharges(jumps); } } } CastSpell(this, damageSpellId, true,NULL,triggeredByAura,caster_guid); return true; } /*-----------------------TRINITY-----------------------------*/ void Unit::SetToNotify() { if(m_IsInNotifyList) return; if(Map *map = GetMap()) map->AddUnitToNotify(this); } void Unit::Kill(Unit *pVictim, bool durabilityLoss) { // Prevent killing unit twice (and giving reward from kill twice) if (!pVictim->isAlive()) return; 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, 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 ) { AuraEffectList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraEffectList::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)->IsAIEnabled) ((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)->IsAIEnabled) ((Creature*)this)->AI()->KilledUnit(pVictim); // Call creature just died function if (cVictim->IsAIEnabled) 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); } } // achievement stuff if (pVictim->GetTypeId() == TYPEID_PLAYER) { if (GetTypeId() == TYPEID_UNIT) ((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE, GetEntry()); else if(GetTypeId() == TYPEID_PLAYER && pVictim != this) ((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1, ((Player*)this)->GetTeam()); } } 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_STUNNED); 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_STUNNED); 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) { Unit *caster = NULL; Unit::AuraEffectList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR); if(!fearAuras.empty()) caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID()); if(!caster) caster = getAttackerForHelper(); GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing } else { if(isAlive() && GetMotionMaster()->GetCurrentMovementGeneratorType() == FLEEING_MOTION_TYPE) GetMotionMaster()->MovementExpired(); } if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetClientControl(this, !apply); } void Unit::SetConfused(bool apply) { if(apply) { GetMotionMaster()->MoveConfused(); } else { if(isAlive() && GetMotionMaster()->GetCurrentMovementGeneratorType() == CONFUSED_MOTION_TYPE) GetMotionMaster()->MovementExpired(); } if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetClientControl(this, !apply); } void Unit::SetCharmedOrPossessedBy(Unit* charmer, bool possess) { if(!charmer) return; assert(!possess || charmer->GetTypeId() == TYPEID_PLAYER); if(this == charmer) return; if(hasUnitState(UNIT_STAT_UNATTACKABLE)) return; if(GetTypeId() == TYPEID_PLAYER && ((Player*)this)->GetTransport()) return; RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); CastStop(); CombatStop(); //TODO: CombatStop(true) may cause crash (interrupt spells) DeleteThreatList(); // Charmer stop charming if(charmer->GetTypeId() == TYPEID_PLAYER) { ((Player*)charmer)->StopCastingCharm(); ((Player*)charmer)->StopCastingBindSight(); } // Charmed stop charming if(GetTypeId() == TYPEID_PLAYER) { ((Player*)this)->StopCastingCharm(); ((Player*)this)->StopCastingBindSight(); } // StopCastingCharm may remove a possessed pet? if(!IsInWorld()) return; // Set charmed setFaction(charmer->getFaction()); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); charmer->SetCharm(this, true); if(GetTypeId() == TYPEID_UNIT) { ((Creature*)this)->AI()->OnCharmed(true); GetMotionMaster()->Clear(false); GetMotionMaster()->MoveIdle(); } else { if(((Player*)this)->isAFK()) ((Player*)this)->ToggleAFK(); ((Player*)this)->SetClientControl(this, 0); } // Pets already have a properly initialized CharmInfo, don't overwrite it. if(GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT && !((Creature*)this)->HasSummonMask(SUMMON_MASK_GUARDIAN)) { CharmInfo *charmInfo = InitCharmInfo(); if(possess) charmInfo->InitPossessCreateSpells(); else charmInfo->InitCharmCreateSpells(); } //Set possessed if(possess) { addUnitState(UNIT_STAT_POSSESSED); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24); ((Player*)charmer)->SetClientControl(this, 1); ((Player*)charmer)->SetViewpoint(this, true); charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE); } // Charm demon else if(GetTypeId() == TYPEID_UNIT && charmer->GetTypeId() == TYPEID_PLAYER && charmer->getClass() == CLASS_WARLOCK) { CreatureInfo const *cinfo = ((Creature*)this)->GetCreatureInfo(); if(cinfo && cinfo->type == CREATURE_TYPE_DEMON) { //to prevent client crash SetFlag(UNIT_FIELD_BYTES_0, 2048); //just to enable stat window if(GetCharmInfo()) GetCharmInfo()->SetPetNumber(objmgr.GeneratePetNumber(), true); //if charmed two demons the same session, the 2nd gets the 1st one's name SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, time(NULL)); } } if(possess) ((Player*)charmer)->PossessSpellInitialize(); else if(charmer->GetTypeId() == TYPEID_PLAYER) ((Player*)charmer)->CharmSpellInitialize(); } void Unit::RemoveCharmedOrPossessedBy(Unit *charmer) { if(!isCharmed()) return; if(!charmer) charmer = GetCharmer(); else if(charmer != GetCharmer()) // one aura overrides another? return; bool possess = hasUnitState(UNIT_STAT_POSSESSED); CastStop(); CombatStop(); //TODO: CombatStop(true) may cause crash (interrupt spells) getHostilRefManager().deleteReferences(); DeleteThreatList(); RestoreFaction(); GetMotionMaster()->InitDefault(); if(possess) { clearUnitState(UNIT_STAT_POSSESSED); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24); } if(GetTypeId() == TYPEID_UNIT) { if(!((Creature*)this)->isPet()) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); ((Creature*)this)->AI()->OnCharmed(false); if(isAlive() && ((Creature*)this)->IsAIEnabled) { if(charmer && !IsFriendlyTo(charmer)) { ((Creature*)this)->AddThreat(charmer, 10000.0f); ((Creature*)this)->AI()->AttackStart(charmer); } else ((Creature*)this)->AI()->EnterEvadeMode(); } } else ((Player*)this)->SetClientControl(this, 1); // If charmer still exists if(!charmer) return; assert(!possess || charmer->GetTypeId() == TYPEID_PLAYER); charmer->SetCharm(this, false); if(possess) { ((Player*)charmer)->SetClientControl(charmer, 1); ((Player*)charmer)->SetViewpoint(this, false); charmer->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE); } // restore UNIT_FIELD_BYTES_0 else if(GetTypeId() == TYPEID_UNIT && charmer->GetTypeId() == TYPEID_PLAYER && charmer->getClass() == CLASS_WARLOCK) { CreatureInfo const *cinfo = ((Creature*)this)->GetCreatureInfo(); if(cinfo && cinfo->type == CREATURE_TYPE_DEMON) { CreatureDataAddon const *cainfo = ((Creature*)this)->GetCreatureAddon(); if(cainfo && cainfo->bytes0 != 0) SetUInt32Value(UNIT_FIELD_BYTES_0, cainfo->bytes0); else RemoveFlag(UNIT_FIELD_BYTES_0, 2048); if(GetCharmInfo()) GetCharmInfo()->SetPetNumber(0, true); else sLog.outError("Aura::HandleModCharm: target="I64FMTD" with typeid=%d has a charm aura but no charm info!", GetGUID(), GetTypeId()); } } //a guardian should always have charminfo if(GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT && !((Creature*)this)->HasSummonMask(SUMMON_MASK_GUARDIAN)) { DeleteCharmInfo(); } if(possess || charmer->GetTypeId() == TYPEID_PLAYER) { // Remove pet spell action bar WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); ((Player*)charmer)->GetSession()->SendPacket(&data); } } void Unit::RestoreFaction() { if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->setFactionForRace(getRace()); else { CreatureInfo const *cinfo = ((Creature*)this)->GetCreatureInfo(); if(((Creature*)this)->isPet()) { if(Unit* owner = GetOwner()) setFaction(owner->getFaction()); else if(cinfo) setFaction(cinfo->faction_A); } else if(cinfo) // normal creature setFaction(cinfo->faction_A); } } bool Unit::IsInPartyWith(Unit const *unit) const { if(this == unit) return true; const Unit *u1 = GetCharmerOrOwnerOrSelf(); const Unit *u2 = unit->GetCharmerOrOwnerOrSelf(); if(u1 == u2) return true; if(u1->GetTypeId() == TYPEID_PLAYER && u2->GetTypeId() == TYPEID_PLAYER) return ((Player*)u1)->IsInSameGroupWith((Player*)u2); else return false; } bool Unit::IsInRaidWith(Unit const *unit) const { if(this == unit) return true; const Unit *u1 = GetCharmerOrOwnerOrSelf(); const Unit *u2 = unit->GetCharmerOrOwnerOrSelf(); if(u1 == u2) return true; if(u1->GetTypeId() == TYPEID_PLAYER && u2->GetTypeId() == TYPEID_PLAYER) return ((Player*)u1)->IsInSameRaidWith((Player*)u2); else return false; } void Unit::GetRaidMember(std::list &nearMembers, float radius) { Player *owner = GetCharmerOrOwnerPlayerOrPlayerItself(); if(!owner) return; Group *pGroup = owner->GetGroup(); if(pGroup) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); if( Target && !IsHostileTo(Target) ) { if(Target->isAlive() && IsWithinDistInMap(Target, radius) ) nearMembers.push_back(Target); if(Guardian* pet = Target->GetGuardianPet()) if(pet->isAlive() && IsWithinDistInMap(pet, radius) ) nearMembers.push_back(pet); } } } else { if(owner->isAlive() && (owner == this || IsWithinDistInMap(owner, radius))) nearMembers.push_back(owner); if(Guardian* pet = owner->GetGuardianPet()) if(pet->isAlive() && (pet == this && IsWithinDistInMap(pet, radius))) nearMembers.push_back(pet); } } 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(Guardian* pet = Target->GetGuardianPet()) if(pet->isAlive() && IsWithinDistInMap(pet, radius) ) TagUnitMap.push_back(pet); } } } else { if(owner->isAlive() && (owner == this || IsWithinDistInMap(owner, radius))) TagUnitMap.push_back(owner); if(Guardian* pet = owner->GetGuardianPet()) if(pet->isAlive() && (pet == this && IsWithinDistInMap(pet, radius))) TagUnitMap.push_back(pet); } } void Unit::HandleAuraEffect(AuraEffect * aureff, bool apply) { if (aureff->GetParentAura()->IsRemoved()) return; if (apply) { m_modAuras[aureff->GetAuraName()].push_back(aureff); aureff->ApplyModifier(true, true); } else { // remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order) m_modAuras[aureff->GetAuraName()].remove(aureff); aureff->ApplyModifier(false, true); Unit * caster = aureff->GetParentAura()->GetCaster(); if(caster && aureff->IsPersistent()) { DynamicObject *dynObj = caster->GetDynObject(aureff->GetId(), aureff->GetEffIndex()); if (dynObj) dynObj->RemoveAffected(this); } // Remove all triggered by aura spells vs unlimited duration aureff->CleanupTriggeredSpells(); } } 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; uint8 eff_mask=0; for(uint32 i = 0; i < 3; ++i) { if(spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA || IsAreaAuraEffect(spellInfo->Effect[i])) { if(target->IsImmunedToSpellEffect(spellInfo, i)) continue; eff_mask|=1<AddAura(Aur); } Aura * Unit::AddAuraEffect(uint32 spellId, uint8 effIndex, Unit* caster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(!spellInfo || !caster) return NULL; // can't do that for passive auras - they stack from same caster so there is no way to get exact aura which should get effect //assert (!IsPassiveSpell(spellInfo)); Aura * aur = GetAura(spellId, caster->GetGUID()); if (aur) { AuraEffect *aurEffect = CreateAuraEffect(aur, effIndex, NULL, caster); if (!aurEffect) return aur; if (!aur->SetPartAura(aurEffect, effIndex)) delete aurEffect; } else { aur = new Aura(spellInfo, 1<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; } void Unit::SetPhaseMask(uint32 newPhaseMask, bool update) { WorldObject::SetPhaseMask(newPhaseMask,update); if(!IsInWorld()) return; for(ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) if((*itr)->GetOwnerGUID() == GetGUID()) (*itr)->SetPhaseMask(newPhaseMask,true); for(int8 i = 0; i < MAX_SUMMON_SLOT; ++i) if(m_SummonSlot[i]) if(Creature *summon = GetMap()->GetCreature(m_SummonSlot[i])) summon->SetPhaseMask(newPhaseMask,true); } void Unit::KnockbackFrom(float x, float y, float speedXY, float speedZ) { if(GetTypeId() == TYPEID_UNIT) { GetMotionMaster()->MoveKnockbackFrom(x, y, speedXY, speedZ); } else { float vcos, vsin; GetSinCos(x, y, vsin, vcos); WorldPacket data(SMSG_MOVE_KNOCK_BACK, (8+4+4+4+4+4)); data.append(GetPackGUID()); data << uint32(0); // Sequence data << float(vcos); // x direction data << float(vsin); // y direction data << float(speedXY); // Horizontal speed data << float(-speedZ); // Z Movement speed (vertical) ((Player*)this)->GetSession()->SendPacket(&data); } } void Unit::JumpTo(float speedXY, float speedZ, bool forward) { float angle = forward ? 0 : M_PI; if(GetTypeId() == TYPEID_UNIT) { GetMotionMaster()->MoveJumpTo(angle, speedXY, speedZ); } else { float vcos = cos(angle+GetOrientation()); float vsin = sin(angle+GetOrientation()); WorldPacket data(SMSG_MOVE_KNOCK_BACK, (8+4+4+4+4+4)); data.append(GetPackGUID()); data << uint32(0); // Sequence data << float(vcos); // x direction data << float(vsin); // y direction data << float(speedXY); // Horizontal speed data << float(-speedZ); // Z Movement speed (vertical) ((Player*)this)->GetSession()->SendPacket(&data); } } void Unit::JumpTo(WorldObject *obj, float speedZ) { float x, y, z; obj->GetContactPoint(this, x, y, z); float speedXY = GetExactDistance2d(x, y) * 10.0f / speedZ; GetMotionMaster()->MoveJump(x, y, z, speedXY, speedZ); } void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId) { if(m_Vehicle) { if(m_Vehicle == vehicle) { if(seatId >= 0) ChangeSeat(seatId); return; } else ExitVehicle(); } if(GetTypeId() == TYPEID_PLAYER) { ((Player*)this)->StopCastingCharm(); ((Player*)this)->StopCastingBindSight(); } assert(!m_Vehicle); m_Vehicle = vehicle; if(!m_Vehicle->AddPassenger(this, seatId)) { m_Vehicle = NULL; return; } m_Vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24); m_Vehicle->setFaction(getFaction()); addUnitState(UNIT_STAT_ONVEHICLE); //movementInfo is set in AddPassenger //packets are sent in AddPassenger if(GetTypeId() == TYPEID_PLAYER) { ((Player*)this)->SetClientControl(vehicle, 1); WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0); ((Player*)this)->GetSession()->SendPacket(&data); } } void Unit::ChangeSeat(int8 seatId, bool next) { if(!m_Vehicle) return; if(seatId < 0) { seatId = m_Vehicle->GetNextEmptySeat(GetTransSeat(), next); if(seatId < 0) return; } else if(seatId == GetTransSeat() || !m_Vehicle->HasEmptySeat(seatId)) return; m_Vehicle->RemovePassenger(this); if(!m_Vehicle->AddPassenger(this, seatId)) assert(false); } void Unit::ExitVehicle() { if(!m_Vehicle) return; m_Vehicle->RemovePassenger(this); m_Vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24); //setFaction((GetTeam() == ALLIANCE) ? GetCreatureInfo()->faction_A : GetCreatureInfo()->faction_H); clearUnitState(UNIT_STAT_ONVEHICLE); RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT); m_movementInfo.t_x = 0; m_movementInfo.t_y = 0; m_movementInfo.t_z = 0; m_movementInfo.t_o = 0; m_movementInfo.t_time = 0; m_movementInfo.t_seat = 0; //Send leave vehicle WorldPacket data; if(GetTypeId() == TYPEID_PLAYER) { ((Player*)this)->SetClientControl(this, 1); ((Player*)this)->BuildTeleportAckMsg(&data, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); ((Player*)this)->GetSession()->SendPacket(&data); } BuildHeartBeatMsg(&data); SendMessageToSet(&data, false); if(m_Vehicle->GetOwnerGUID() == GetGUID()) m_Vehicle->Dismiss(); m_Vehicle = NULL; } void Unit::BuildMovementPacket(ByteBuffer *data) const { // 0x00000200 if(GetUnitMovementFlags() & MOVEMENTFLAG_ONTRANSPORT) { if(m_Vehicle) *data << (uint64)m_Vehicle->GetGUID(); else if(GetTransport()) *data << (uint64)GetTransport()->GetGUID(); else *data << (uint64)0; //This will cause client crash *data << float (GetTransOffsetX()); *data << float (GetTransOffsetY()); *data << float (GetTransOffsetZ()); *data << float (GetTransOffsetO()); *data << uint32(GetTransTime()); *data << uint8 (GetTransSeat()); } // 0x02200000 if((GetUnitMovementFlags() & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (m_movementInfo.unk1 & 0x20)) *data << (float)m_movementInfo.s_pitch; *data << (uint32)m_movementInfo.fallTime; // 0x00001000 if(GetUnitMovementFlags() & MOVEMENTFLAG_JUMPING) { *data << (float)m_movementInfo.j_zspeed; *data << (float)m_movementInfo.j_sinAngle; *data << (float)m_movementInfo.j_cosAngle; *data << (float)m_movementInfo.j_xyspeed; } // 0x04000000 if(GetUnitMovementFlags() & MOVEMENTFLAG_SPLINE) *data << (float)m_movementInfo.u_unk1; } void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool casting /*= false*/ ) { if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0)); else { WorldPacket data; /*data.Initialize(MSG_MOVE_TELEPORT, 30); data.append(GetPackGUID()); data << uint32(GetUnitMovementFlags()); data << uint16(0); // Probably walk flags here data << getMSTime(); // time data << x; // destination coords data << y; data << z; data << orientation; data << uint32 (0); // Other information here: jumping angle etc SendMessageToSet(&data, false);*/ // FIXME: this interrupts spell visual DestroyForNearbyPlayers(); GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation); ObjectAccessor::UpdateObjectVisibility(this); //WorldPacket data; // Work strange for many spells: triggered active mover set for targeted player to creature //BuildTeleportAckMsg(&data, x, y, z, orientation); //BuildHeartBeatMsg(&data); //SendMessageToSet(&data, false); } }