/* * Copyright (C) 2005-2008 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "Log.h" #include "Opcodes.h" #include "WorldPacket.h" #include "WorldSession.h" #include "World.h" #include "ObjectMgr.h" #include "SpellMgr.h" #include "Unit.h" #include "QuestDef.h" #include "Player.h" #include "Creature.h" #include "Spell.h" #include "Group.h" #include "SpellAuras.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "CreatureAI.h" #include "Formulas.h" #include "Pet.h" #include "Util.h" #include "Totem.h" #include "BattleGround.h" #include "InstanceSaveMgr.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "Path.h" #include float baseMoveSpeed[MAX_MOVE_TYPE] = { 2.5f, // MOVE_WALK 7.0f, // MOVE_RUN 1.25f, // MOVE_WALKBACK 4.722222f, // MOVE_SWIM 4.5f, // MOVE_SWIMBACK 3.141594f, // MOVE_TURN 7.0f, // MOVE_FLY 4.5f, // MOVE_FLYBACK }; // auraTypes contains attacker auras capable of proc'ing cast auras static Unit::AuraTypeSet GenerateAttakerProcCastAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_DUMMY); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_SPELL); auraTypes.insert(SPELL_AURA_MOD_HASTE); auraTypes.insert(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); return auraTypes; } // auraTypes contains victim auras capable of proc'ing cast auras static Unit::AuraTypeSet GenerateVictimProcCastAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_DUMMY); auraTypes.insert(SPELL_AURA_PRAYER_OF_MENDING); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_SPELL); return auraTypes; } // auraTypes contains auras capable of proc effect/damage (but not cast) for attacker static Unit::AuraTypeSet GenerateAttakerProcEffectAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_MOD_DAMAGE_DONE); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_DAMAGE); auraTypes.insert(SPELL_AURA_MOD_CASTING_SPEED); auraTypes.insert(SPELL_AURA_MOD_RATING); return auraTypes; } // auraTypes contains auras capable of proc effect/damage (but not cast) for victim static Unit::AuraTypeSet GenerateVictimProcEffectAuraTypes() { static Unit::AuraTypeSet auraTypes; auraTypes.insert(SPELL_AURA_MOD_RESISTANCE); auraTypes.insert(SPELL_AURA_PROC_TRIGGER_DAMAGE); auraTypes.insert(SPELL_AURA_MOD_PARRY_PERCENT); auraTypes.insert(SPELL_AURA_MOD_BLOCK_PERCENT); auraTypes.insert(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); return auraTypes; } static Unit::AuraTypeSet attackerProcCastAuraTypes = GenerateAttakerProcCastAuraTypes(); static Unit::AuraTypeSet attackerProcEffectAuraTypes = GenerateAttakerProcEffectAuraTypes(); static Unit::AuraTypeSet victimProcCastAuraTypes = GenerateVictimProcCastAuraTypes(); static Unit::AuraTypeSet victimProcEffectAuraTypes = GenerateVictimProcEffectAuraTypes(); // auraTypes contains auras capable of proc'ing for attacker and victim static Unit::AuraTypeSet GenerateProcAuraTypes() { Unit::AuraTypeSet auraTypes; auraTypes.insert(attackerProcCastAuraTypes.begin(),attackerProcCastAuraTypes.end()); auraTypes.insert(attackerProcEffectAuraTypes.begin(),attackerProcEffectAuraTypes.end()); auraTypes.insert(victimProcCastAuraTypes.begin(),victimProcCastAuraTypes.end()); auraTypes.insert(victimProcEffectAuraTypes.begin(),victimProcEffectAuraTypes.end()); return auraTypes; } static Unit::AuraTypeSet procAuraTypes = GenerateProcAuraTypes(); bool IsPassiveStackableSpell( uint32 spellId ) { if(!IsPassiveSpell(spellId)) return false; SpellEntry const* spellProto = sSpellStore.LookupEntry(spellId); if(!spellProto) return false; for(int j = 0; j < 3; ++j) { if(std::find(procAuraTypes.begin(),procAuraTypes.end(),spellProto->EffectApplyAuraName[j])!=procAuraTypes.end()) return false; } return true; } Unit::Unit() : WorldObject(), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this) { m_objectType |= TYPEMASK_UNIT; m_objectTypeId = TYPEID_UNIT; // 2.3.2 - 0x70 m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HASPOSITION); m_attackTimer[BASE_ATTACK] = 0; m_attackTimer[OFF_ATTACK] = 0; m_attackTimer[RANGED_ATTACK] = 0; m_modAttackSpeedPct[BASE_ATTACK] = 1.0f; m_modAttackSpeedPct[OFF_ATTACK] = 1.0f; m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f; m_extraAttacks = 0; m_state = 0; m_form = FORM_NONE; m_deathState = ALIVE; for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) m_currentSpells[i] = NULL; m_addDmgOnce = 0; for(int i = 0; i < MAX_TOTEM; ++i) m_TotemSlot[i] = 0; m_ObjectSlot[0] = m_ObjectSlot[1] = m_ObjectSlot[2] = m_ObjectSlot[3] = 0; //m_Aura = NULL; //m_AurasCheck = 2000; //m_removeAuraTimer = 4; //tmpAura = NULL; waterbreath = false; m_Visibility = VISIBILITY_ON; m_detectInvisibilityMask = 0; m_invisibilityMask = 0; m_transform = 0; m_ShapeShiftFormSpellId = 0; m_canModifyStats = false; for (int i = 0; i < MAX_SPELL_IMMUNITY; i++) m_spellImmune[i].clear(); for (int i = 0; i < UNIT_MOD_END; i++) { m_auraModifiersGroup[i][BASE_VALUE] = 0.0f; m_auraModifiersGroup[i][BASE_PCT] = 1.0f; m_auraModifiersGroup[i][TOTAL_VALUE] = 0.0f; m_auraModifiersGroup[i][TOTAL_PCT] = 1.0f; } // implement 50% base damage from offhand m_auraModifiersGroup[UNIT_MOD_DAMAGE_OFFHAND][TOTAL_PCT] = 0.5f; for (int i = 0; i < 3; i++) { m_weaponDamage[i][MINDAMAGE] = BASE_MINDAMAGE; m_weaponDamage[i][MAXDAMAGE] = BASE_MAXDAMAGE; } for (int i = 0; i < MAX_STATS; i++) m_createStats[i] = 0.0f; m_attacking = NULL; m_modMeleeHitChance = 0.0f; m_modRangedHitChance = 0.0f; m_modSpellHitChance = 0.0f; m_baseSpellCritChance = 5; m_CombatTimer = 0; m_lastManaUse = 0; //m_victimThreat = 0.0f; for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) m_threatModifier[i] = 1.0f; m_isSorted = true; for (int i = 0; i < MAX_MOVE_TYPE; ++i) m_speed_rate[i] = 1.0f; m_removedAuras = 0; m_charmInfo = NULL; m_unit_movement_flags = 0; // remove aurastates allowing special moves for(int i=0; i < MAX_REACTIVE; ++i) m_reactiveTimer[i] = 0; } Unit::~Unit() { // set current spells as deletable for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) { // spell may be safely deleted now if (m_currentSpells[i]) m_currentSpells[i]->SetDeletable(true); m_currentSpells[i] = NULL; } RemoveAllGameObjects(); RemoveAllDynObjects(); if(m_charmInfo) delete m_charmInfo; } void Unit::Update( uint32 p_time ) { /*if(p_time > m_AurasCheck) { m_AurasCheck = 2000; _UpdateAura(); }else m_AurasCheck -= p_time;*/ // WARNING! Order of execution here is important, do not change. // Spells must be processed with event system BEFORE they go to _UpdateSpells. // Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad. m_Events.Update( p_time ); _UpdateSpells( p_time ); // update combat timer only for players and pets if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->isPet() || ((Creature*)this)->isCharmed())) { // Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away // targets without stopping half way there and running off. // These flags are reset after target dies or another command is given. if( m_HostilRefManager.isEmpty() ) { // m_CombatTimer set at aura start and it will be freeze until aura removing if ( m_CombatTimer <= p_time ) ClearInCombat(); else m_CombatTimer -= p_time; } } if(uint32 base_att = getAttackTimer(BASE_ATTACK)) { setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) ); } // update abilities available only for fraction of time UpdateReactives( p_time ); ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth()*0.20f); ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, GetHealth() < GetMaxHealth()*0.35f); i_motionMaster.UpdateMotion(p_time); } bool Unit::haveOffhandWeapon() const { if(GetTypeId() == TYPEID_PLAYER) return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true); else return false; } void Unit::SendMonsterMoveWithSpeedToCurrentDestination(Player* player) { float x, y, z; if(GetMotionMaster()->GetDestination(x, y, z)) SendMonsterMoveWithSpeed(x, y, z, GetUnitMovementFlags(), 0, player); } void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 MovementFlags, uint32 transitTime, Player* player) { if (!transitTime) { float dx = x - GetPositionX(); float dy = y - GetPositionY(); float dz = z - GetPositionZ(); float dist = ((dx*dx) + (dy*dy) + (dz*dz)); if(dist<0) dist = 0; else dist = sqrt(dist); double speed = GetSpeed((MovementFlags & MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN); if(speed<=0) speed = 2.5f; speed *= 0.001f; transitTime = static_cast(dist / speed + 0.5); } //float orientation = (float)atan2((double)dy, (double)dx); SendMonsterMove(x, y, z, 0, MovementFlags, transitTime, player); } void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player) { WorldPacket data( SMSG_MONSTER_MOVE, (41 + GetPackGUID().size()) ); data.append(GetPackGUID()); // Point A, starting location data << GetPositionX() << GetPositionY() << GetPositionZ(); // unknown field - unrelated to orientation // seems to increment about 1000 for every 1.7 seconds // for now, we'll just use mstime data << getMSTime(); data << uint8(type); // unknown switch(type) { case 0: // normal packet break; case 1: // stop packet SendMessageToSet( &data, true ); return; case 3: // not used currently data << uint64(0); // probably target guid break; case 4: // not used currently data << float(0); // probably orientation break; } //Movement Flags (0x0 = walk, 0x100 = run, 0x200 = fly/swim) data << uint32(MovementFlags); data << Time; // Time in between points data << uint32(1); // 1 single waypoint data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B if(player) player->GetSession()->SendPacket(&data); else SendMessageToSet( &data, true ); } void Unit::SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, uint32 MovementFlags) { uint32 traveltime = uint32(path.GetTotalLength(start, end) * 32); uint32 pathSize = end-start; WorldPacket data( SMSG_MONSTER_MOVE, (GetPackGUID().size()+4+4+4+4+1+4+4+4+pathSize*4*3) ); data.append(GetPackGUID()); data << GetPositionX( ) << GetPositionY( ) << GetPositionZ( ); data << GetOrientation( ); data << uint8( 0 ); data << uint32( MovementFlags ); data << uint32( traveltime ); data << uint32( pathSize ); data.append( (char*)path.GetNodes(start), pathSize * 4 * 3 ); //WPAssert( data.size() == 37 + pathnodes.Size( ) * 4 * 3 ); SendMessageToSet(&data, true); } void Unit::resetAttackTimer(WeaponAttackType type) { m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]); } bool Unit::canReachWithAttack(Unit *pVictim) const { assert(pVictim); float reach = GetFloatValue(UNIT_FIELD_COMBATREACH); if( reach <= 0.0f ) reach = 1.0f; return IsWithinDistInMap(pVictim, reach); } void Unit::RemoveSpellsCausingAura(AuraType auraType) { if (auraType >= TOTAL_AURAS) return; AuraList::iterator iter, next; for (iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end(); iter = next) { next = iter; ++next; if (*iter) { RemoveAurasDueToSpell((*iter)->GetId()); if (!m_modAuras[auraType].empty()) next = m_modAuras[auraType].begin(); else return; } } } bool Unit::HasAuraType(AuraType auraType) const { return (!m_modAuras[auraType].empty()); } /* Called by DealDamage for auras that have a chance to be dispelled on damage taken. */ void Unit::RemoveSpellbyDamageTaken(AuraType auraType, uint32 damage) { if(!HasAuraType(auraType)) return; // The chance to dispell an aura depends on the damage taken with respect to the casters level. uint32 max_dmg = getLevel() > 8 ? 25 * getLevel() - 150 : 50; float chance = float(damage) / max_dmg * 100.0f; if (roll_chance_f(chance)) RemoveSpellsCausingAura(auraType); } uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss) { if (!pVictim->isAlive() || pVictim->isInFlight() || pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return 0; //You don't lose health from damage taken from another player while in a sanctuary //You still see it in the combat log though if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER) { const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId()); if(area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary return 0; } // remove affects from victim (including from 0 damage and DoTs) if(pVictim != this) pVictim->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); // remove affects from attacker at any non-DoT damage (including 0 damage) if( damagetype != DOT) { RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); if(pVictim != this) RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY); if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNDED)) pVictim->SetStandState(PLAYER_STATE_NONE); } //Script Event damage Deal if( GetTypeId()== TYPEID_UNIT && ((Creature *)this)->AI()) ((Creature *)this)->AI()->DamageDeal(pVictim, damage); //Script Event damage taken if( pVictim->GetTypeId()== TYPEID_UNIT && ((Creature *)pVictim)->AI() ) ((Creature *)pVictim)->AI()->DamageTaken(this, damage); if(!damage) { // Rage from physical damage received . if(cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE)) ((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false); return 0; } pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_FEAR, damage); // root type spells do not dispell the root effect if(!spellProto || spellProto->Mechanic != MECHANIC_ROOT) pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage); if(pVictim->GetTypeId() != TYPEID_PLAYER) { // no xp,health if type 8 /critters/ if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) { pVictim->setDeathState(JUST_DIED); pVictim->SetHealth(0); // allow loot only if has loot_id in creature_template CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo(); if(cInfo && cInfo->lootid) pVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); // some critters required for quests if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID()); return damage; } if(!pVictim->isInCombat() && ((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->AttackStart(this); } DEBUG_LOG("DealDamageStart"); uint32 health = pVictim->GetHealth(); sLog.outDetail("deal dmg:%d to health:%d ",damage,health); // duel ends when player has 1 or less hp bool duel_hasEnded = false; if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->duel && damage >= (health-1)) { // prevent kill only if killed in duel and killed by opponent or opponent controlled creature if(((Player*)pVictim)->duel->opponent==this || ((Player*)pVictim)->duel->opponent->GetGUID() == GetOwnerGUID()) damage = health-1; duel_hasEnded = true; } //Get in CombatState if(pVictim != this && damagetype != DOT) { SetInCombatWith(pVictim); pVictim->SetInCombatWith(this); if(Player* attackedPlayer = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself()) SetContestedPvP(attackedPlayer); } // Rage from Damage made (only from direct weapon damage) if( cleanDamage && damagetype==DIRECT_DAMAGE && this != pVictim && GetTypeId() == TYPEID_PLAYER && (getPowerType() == POWER_RAGE)) { uint32 weaponSpeedHitFactor; switch(cleanDamage->attackType) { case BASE_ATTACK: { if(cleanDamage->hitOutCome == MELEE_HIT_CRIT) weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 7); else weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f); ((Player*)this)->RewardRage(damage, weaponSpeedHitFactor, true); break; } case OFF_ATTACK: { if(cleanDamage->hitOutCome == MELEE_HIT_CRIT) weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f); else weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 1.75f); ((Player*)this)->RewardRage(damage, weaponSpeedHitFactor, true); break; } case RANGED_ATTACK: break; } } if(pVictim->GetTypeId() == TYPEID_PLAYER && GetTypeId() == TYPEID_PLAYER) { if(((Player*)pVictim)->InBattleGround()) { Player *killer = ((Player*)this); if(killer != ((Player*)pVictim)) if(BattleGround *bg = killer->GetBattleGround()) bg->UpdatePlayerScore(killer, SCORE_DAMAGE_DONE, damage); } } if (pVictim->GetTypeId() == TYPEID_UNIT && !((Creature*)pVictim)->isPet() && !((Creature*)pVictim)->hasLootRecipient()) ((Creature*)pVictim)->SetLootRecipient(this); if (health <= damage) { // battleground things if(pVictim->GetTypeId() == TYPEID_PLAYER && (((Player*)pVictim)->InBattleGround())) { Player *killed = ((Player*)pVictim); Player *killer = NULL; if(GetTypeId() == TYPEID_PLAYER) killer = ((Player*)this); else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) { Unit *owner = GetOwner(); if(owner && owner->GetTypeId() == TYPEID_PLAYER) killer = ((Player*)owner); } if(killer) if(BattleGround *bg = killed->GetBattleGround()) bg->HandleKillPlayer(killed, killer); // drop flags and etc } DEBUG_LOG("DealDamage: victim just died"); // find player: owner of controlled `this` or `this` itself maybe Player *player = GetCharmerOrOwnerPlayerOrPlayerItself(); if(pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->GetLootRecipient()) player = ((Creature*)pVictim)->GetLootRecipient(); // Reward player, his pets, and group/raid members // call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop) if(player && player!=pVictim) if(player->RewardPlayerAndGroupAtKill(pVictim)) player->ProcDamageAndSpell(pVictim,PROC_FLAG_KILL_XP_GIVER,PROC_FLAG_NONE); DEBUG_LOG("DealDamageAttackStop"); // stop combat pVictim->CombatStop(); pVictim->getHostilRefManager().deleteReferences(); bool damageFromSpiritOfRedemtionTalent = spellProto && spellProto->Id == 27795; // if talent known but not triggered (check priest class for speedup check) Aura* spiritOfRedemtionTalentReady = NULL; if( !damageFromSpiritOfRedemtionTalent && // not called from SPELL_AURA_SPIRIT_OF_REDEMPTION pVictim->GetTypeId()==TYPEID_PLAYER && pVictim->getClass()==CLASS_PRIEST ) { AuraList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); ++itr) { if((*itr)->GetSpellProto()->SpellIconID==1654) { spiritOfRedemtionTalentReady = *itr; break; } } } DEBUG_LOG("SET JUST_DIED"); if(!spiritOfRedemtionTalentReady) pVictim->setDeathState(JUST_DIED); DEBUG_LOG("DealDamageHealth1"); if(spiritOfRedemtionTalentReady) { // save value before aura remove uint32 ressSpellId = pVictim->GetUInt32Value(PLAYER_SELF_RES_SPELL); if(!ressSpellId) ressSpellId = ((Player*)pVictim)->GetResurrectionSpellId(); //Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers) pVictim->RemoveAllAurasOnDeath(); // restore for use at real death pVictim->SetUInt32Value(PLAYER_SELF_RES_SPELL,ressSpellId); // FORM_SPIRITOFREDEMPTION and related auras pVictim->CastSpell(pVictim,27827,true,NULL,spiritOfRedemtionTalentReady); } else pVictim->SetHealth(0); // remember victim PvP death for corpse type and corpse reclaim delay // at original death (not at SpiritOfRedemtionTalent timeout) if( pVictim->GetTypeId()==TYPEID_PLAYER && !damageFromSpiritOfRedemtionTalent ) ((Player*)pVictim)->SetPvPDeath(player!=NULL); // Call KilledUnit for creatures if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI()) ((Creature*)this)->AI()->KilledUnit(pVictim); // 10% durability loss on death // clean InHateListOf if (pVictim->GetTypeId() == TYPEID_PLAYER) { // only if not player and not controlled by player pet. And not at BG if (durabilityLoss && !player && !((Player*)pVictim)->InBattleGround()) { DEBUG_LOG("We are dead, loosing 10 percents durability"); ((Player*)pVictim)->DurabilityLossAll(0.10f,false); // durability lost message WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0); ((Player*)pVictim)->GetSession()->SendPacket(&data); } } else // creature died { DEBUG_LOG("DealDamageNotPlayer"); Creature *cVictim = (Creature*)pVictim; if(!cVictim->isPet()) { cVictim->DeleteThreatList(); cVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); } // Call creature just died function if (cVictim->AI()) cVictim->AI()->JustDied(this); // Dungeon specific stuff, only applies to players killing creatures if(cVictim->GetInstanceId()) { Map *m = cVictim->GetMap(); Player *creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself(); // TODO: do instance binding anyway if the charmer/owner is offline if(m->IsDungeon() && creditedPlayer) { if(m->IsRaid() || m->IsHeroic()) { if(cVictim->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND) ((InstanceMap *)m)->PermBindAllPlayers(creditedPlayer); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = cVictim->GetRespawnTimeEx() + 2 * HOUR; if(InstanceSave *save = sInstanceSaveManager.GetInstanceSave(cVictim->GetInstanceId())) if(save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } } // last damage from non duel opponent or opponent controlled creature if(duel_hasEnded) { assert(pVictim->GetTypeId()==TYPEID_PLAYER); Player *he = (Player*)pVictim; assert(he->duel); he->duel->opponent->CombatStopWithPets(true); he->CombatStopWithPets(true); he->DuelComplete(DUEL_INTERUPTED); } } else // if (health <= damage) { DEBUG_LOG("DealDamageAlive"); pVictim->ModifyHealth(- (int32)damage); // Check if health is below 20% (apply damage before to prevent case when after ProcDamageAndSpell health < damage if(pVictim->GetHealth()*5 < pVictim->GetMaxHealth()) { uint32 procVictim = PROC_FLAG_NONE; // if just dropped below 20% (for CheatDeath) if((pVictim->GetHealth()+damage)*5 > pVictim->GetMaxHealth()) procVictim = PROC_FLAG_LOW_HEALTH; ProcDamageAndSpell(pVictim,PROC_FLAG_TARGET_LOW_HEALTH,procVictim); } if(damagetype != DOT) { if(getVictim()) { // if have target and damage pVictim just call AI recation if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) ((Creature*)pVictim)->AI()->AttackedBy(this); } else { // if not have main target then attack state with target (including AI call) //start melee attacks only after melee hit Attack(pVictim,(damagetype == DIRECT_DAMAGE)); } } // polymorphed and other negative transformed cases if(pVictim->getTransForm() && pVictim->hasUnitState(UNIT_STAT_CONFUSED)) pVictim->RemoveAurasDueToSpell(pVictim->getTransForm()); if(damagetype == DIRECT_DAMAGE|| damagetype == SPELL_DIRECT_DAMAGE) pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DIRECT_DAMAGE); if (pVictim->GetTypeId() != TYPEID_PLAYER) { if(spellProto && IsDamageToThreatSpell(spellProto)) pVictim->AddThreat(this, damage*2, damageSchoolMask, spellProto); else pVictim->AddThreat(this, damage, damageSchoolMask, spellProto); } else // victim is a player { // Rage from damage received if(this != pVictim && pVictim->getPowerType() == POWER_RAGE) { uint32 rage_damage = damage + (cleanDamage ? cleanDamage->damage : 0); ((Player*)pVictim)->RewardRage(rage_damage, 0, false); } // random durability for items (HIT TAKEN) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_DAMAGE))) { EquipmentSlots slot = EquipmentSlots(urand(0,EQUIPMENT_SLOT_END-1)); ((Player*)pVictim)->DurabilityPointLossForEquipSlot(slot); } } if(GetTypeId()==TYPEID_PLAYER) { // random durability for items (HIT DONE) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_DAMAGE))) { EquipmentSlots slot = EquipmentSlots(urand(0,EQUIPMENT_SLOT_END-1)); ((Player*)this)->DurabilityPointLossForEquipSlot(slot); } } // TODO: Store auras by interrupt flag to speed this up. AuraMap& vAuras = pVictim->GetAuras(); for (AuraMap::iterator i = vAuras.begin(), next; i != vAuras.end(); i = next) { const SpellEntry *se = i->second->GetSpellProto(); next = i; ++next; if( se->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DAMAGE ) { bool remove = true; if (se->procFlags & (1<<3)) { if (!roll_chance_i(se->procChance)) remove = false; } if (remove) { pVictim->RemoveAurasDueToSpell(i->second->GetId()); // FIXME: this may cause the auras with proc chance to be rerolled several times next = vAuras.begin(); } } } if (damagetype != NODAMAGE && damage && pVictim->GetTypeId() == TYPEID_PLAYER) { if( damagetype != DOT ) { for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) { // skip channeled spell (processed differently below) if (i == CURRENT_CHANNELED_SPELL) continue; if(Spell* spell = pVictim->m_currentSpells[i]) if(spell->getState() == SPELL_STATE_PREPARING) spell->Delayed(); } } if(Spell* spell = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL]) { if (spell->getState() == SPELL_STATE_CASTING) { uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags; if( channelInterruptFlags & CHANNEL_FLAG_DELAY ) { if(pVictim!=this) //don't shorten the duration of channeling if you damage yourself spell->DelayedChannel(); } else if( (channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)) ) { sLog.outDetail("Spell %u canceled at damage!",spell->m_spellInfo->Id); pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL); } } else if (spell->getState() == SPELL_STATE_DELAYED) // break channeled spell in delayed state on damage { sLog.outDetail("Spell %u canceled at damage!",spell->m_spellInfo->Id); pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL); } } } // last damage from duel opponent if(duel_hasEnded) { assert(pVictim->GetTypeId()==TYPEID_PLAYER); Player *he = (Player*)pVictim; assert(he->duel); he->SetHealth(1); he->duel->opponent->CombatStopWithPets(true); he->CombatStopWithPets(true); he->CastSpell(he, 7267, true); // beg he->DuelComplete(DUEL_WON); } } DEBUG_LOG("DealDamageEnd returned %d damage", damage); return damage; } void Unit::CastStop(uint32 except_spellid) { for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id!=except_spellid) InterruptSpell(i,false); } void Unit::CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); if(!spellInfo) { sLog.outError("CastSpell: unknown spell id %i by caster: %s %u)", spellId,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry())); return; } CastSpell(Victim,spellInfo,triggered,castItem,triggredByAura, originalCaster); } void Unit::CastSpell(Unit* Victim,SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { if(!spellInfo) { sLog.outError("CastSpell: unknown spell by caster: %s %u)", (GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry())); return; } if (castItem) DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id); if(!originalCaster && triggredByAura) originalCaster = triggredByAura->GetCasterGUID(); Spell *spell = new Spell(this, spellInfo, triggered, originalCaster ); SpellCastTargets targets; targets.setUnitTarget( Victim ); spell->m_CastItem = castItem; spell->prepare(&targets, triggredByAura); } void Unit::CastCustomSpell(Unit* Victim,uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); if(!spellInfo) { sLog.outError("CastCustomSpell: unknown spell id %i\n", spellId); return; } CastCustomSpell(Victim,spellInfo,bp0,bp1,bp2,triggered,castItem,triggredByAura, originalCaster); } void Unit::CastCustomSpell(Unit* Victim,SpellEntry const *spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { if(!spellInfo) { sLog.outError("CastCustomSpell: unknown spell"); return; } if (castItem) DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id); if(!originalCaster && triggredByAura) originalCaster = triggredByAura->GetCasterGUID(); Spell *spell = new Spell(this, spellInfo, triggered, originalCaster); if(bp0) spell->m_currentBasePoints[0] = *bp0-int32(spellInfo->EffectBaseDice[0]); if(bp1) spell->m_currentBasePoints[1] = *bp1-int32(spellInfo->EffectBaseDice[1]); if(bp2) spell->m_currentBasePoints[2] = *bp2-int32(spellInfo->EffectBaseDice[2]); SpellCastTargets targets; targets.setUnitTarget( Victim ); spell->m_CastItem = castItem; spell->prepare(&targets, triggredByAura); } // used for scripting void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); if(!spellInfo) { sLog.outError("CastSpell(x,y,z): unknown spell id %i by caster: %s %u)", spellId,(GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry())); return; } CastSpell(x, y, z,spellInfo,triggered,castItem,triggredByAura, originalCaster); } // used for scripting void Unit::CastSpell(float x, float y, float z, SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggredByAura, uint64 originalCaster) { if(!spellInfo) { sLog.outError("CastSpell(x,y,z): unknown spell by caster: %s %u)", (GetTypeId()==TYPEID_PLAYER ? "player (GUID:" : "creature (Entry:"),(GetTypeId()==TYPEID_PLAYER ? GetGUIDLow() : GetEntry())); return; } if (castItem) DEBUG_LOG("WORLD: cast Item spellId - %i", spellInfo->Id); if(!originalCaster && triggredByAura) originalCaster = triggredByAura->GetCasterGUID(); Spell *spell = new Spell(this, spellInfo, triggered, originalCaster ); SpellCastTargets targets; targets.setDestination(x, y, z); spell->m_CastItem = castItem; spell->prepare(&targets, triggredByAura); } void Unit::DealFlatDamage(Unit *pVictim, SpellEntry const *spellInfo, uint32 *damage, CleanDamage *cleanDamage, bool *crit, bool isTriggeredSpell) { // TODO this in only generic way, check for exceptions DEBUG_LOG("DealFlatDamage (BEFORE) >> DMG:%u", *damage); // Per-damage calss calculation switch (spellInfo->DmgClass) { // Melee and Ranged Spells case SPELL_DAMAGE_CLASS_RANGED: case SPELL_DAMAGE_CLASS_MELEE: { // Calculate physical outcome MeleeHitOutcome outcome = RollPhysicalOutcomeAgainst(pVictim, BASE_ATTACK, spellInfo); //Used to store the Hit Outcome cleanDamage->hitOutCome = outcome; // Return miss/evade first (sends miss message) switch(outcome) { case MELEE_HIT_EVADE: { SendAttackStateUpdate(HITINFO_MISS, pVictim, 1, GetSpellSchoolMask(spellInfo), 0, 0,0,VICTIMSTATE_EVADES,0); *damage = 0; return; } case MELEE_HIT_MISS: { SendAttackStateUpdate(HITINFO_MISS, pVictim, 1, GetSpellSchoolMask(spellInfo), 0, 0,0,VICTIMSTATE_NORMAL,0); *damage = 0; if(GetTypeId()== TYPEID_PLAYER) ((Player*)this)->UpdateWeaponSkill(BASE_ATTACK); CastMeleeProcDamageAndSpell(pVictim,0,GetSpellSchoolMask(spellInfo),BASE_ATTACK,MELEE_HIT_MISS,spellInfo,isTriggeredSpell); return; } } // Hitinfo, Victimstate uint32 hitInfo = HITINFO_NORMALSWING; VictimState victimState = VICTIMSTATE_NORMAL; // Physical Damage if ( GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_MASK_NORMAL ) { uint32 modDamage=*damage; // apply spellmod to Done damage if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_DAMAGE, *damage); //Calculate armor mitigation uint32 damageAfterArmor = CalcArmorReducedDamage(pVictim, *damage); // random durability for main hand weapon (ABSORB) if(damageAfterArmor < *damage) if(pVictim->GetTypeId() == TYPEID_PLAYER) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_ABSORB))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EquipmentSlots(urand(EQUIPMENT_SLOT_START,EQUIPMENT_SLOT_BACK))); cleanDamage->damage += *damage - damageAfterArmor; *damage = damageAfterArmor; } // Magical Damage else { // Calculate damage bonus *damage = SpellDamageBonus(pVictim, spellInfo, *damage, SPELL_DIRECT_DAMAGE); } // Classify outcome switch (outcome) { case MELEE_HIT_BLOCK_CRIT: case MELEE_HIT_CRIT: { uint32 bonusDmg = *damage; // Apply crit_damage bonus if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, bonusDmg); uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS); for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) bonusDmg = uint32(bonusDmg * ((*i)->GetModifier()->m_amount+100.0f)/100.0f); *damage += bonusDmg; // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) { uint32 resilienceReduction = ((Player*)pVictim)->GetMeleeCritDamageReduction(*damage); cleanDamage->damage += resilienceReduction; *damage -= resilienceReduction; } *crit = true; hitInfo |= HITINFO_CRITICALHIT; ModifyAuraState(AURA_STATE_CRIT, true); StartReactiveTimer( REACTIVE_CRIT ); if(getClass()==CLASS_HUNTER) { ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, true); StartReactiveTimer( REACTIVE_HUNTER_CRIT ); } if ( outcome == MELEE_HIT_BLOCK_CRIT ) { uint32 blocked_amount = uint32(pVictim->GetShieldBlockValue()); if (blocked_amount >= *damage) { hitInfo |= HITINFO_SWINGNOHITSOUND; victimState = VICTIMSTATE_BLOCKS; cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; } else { // To Help Calculate Rage cleanDamage->damage += blocked_amount; *damage = *damage - blocked_amount; } pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); if(pVictim->GetTypeId() == TYPEID_PLAYER) { // Update defense ((Player*)pVictim)->UpdateDefense(); // random durability for main hand weapon (BLOCK) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND); } } break; } case MELEE_HIT_PARRY: { cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; victimState = VICTIMSTATE_PARRY; // Counter-attack ( explained in Unit::DoAttackDamage() ) if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN) ) { // Get attack timers float offtime = float(pVictim->getAttackTimer(OFF_ATTACK)); float basetime = float(pVictim->getAttackTimer(BASE_ATTACK)); // Reduce attack time if (pVictim->haveOffhandWeapon() && offtime < basetime) { float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20; float percent60 = 3 * percent20; if(offtime > percent20 && offtime <= percent60) { pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20)); } else if(offtime > percent60) { offtime -= 2 * percent20; pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime)); } } else { float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20; float percent60 = 3 * percent20; if(basetime > percent20 && basetime <= percent60) { pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20)); } else if(basetime > percent60) { basetime -= 2 * percent20; pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime)); } } } if(pVictim->GetTypeId() == TYPEID_PLAYER) { // Update victim defense ? ((Player*)pVictim)->UpdateDefense(); // random durability for main hand weapon (PARRY) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_PARRY))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_MAINHAND); } // Set parry flags pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); // Mongoose bite - set only Counterattack here if (pVictim->getClass() == CLASS_HUNTER) { pVictim->ModifyAuraState(AURA_STATE_HUNTER_PARRY,true); pVictim->StartReactiveTimer( REACTIVE_HUNTER_PARRY ); } else { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } break; } case MELEE_HIT_DODGE: { if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; hitInfo |= HITINFO_SWINGNOHITSOUND; victimState = VICTIMSTATE_DODGE; // Set dodge flags pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); // Overpower if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR) { ((Player*)this)->AddComboPoints(pVictim, 1); StartReactiveTimer( REACTIVE_OVERPOWER ); } // Riposte if (pVictim->getClass() != CLASS_ROGUE) { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } break; } case MELEE_HIT_BLOCK: { uint32 blocked_amount = uint32(pVictim->GetShieldBlockValue()); if (blocked_amount >= *damage) { hitInfo |= HITINFO_SWINGNOHITSOUND; victimState = VICTIMSTATE_BLOCKS; cleanDamage->damage += *damage; // To Help Calculate Rage *damage = 0; } else { // To Help Calculate Rage cleanDamage->damage += blocked_amount; *damage = *damage - blocked_amount; } pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); if(pVictim->GetTypeId() == TYPEID_PLAYER) { // Update defense ((Player*)pVictim)->UpdateDefense(); // random durability for main hand weapon (BLOCK) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND); } break; } case MELEE_HIT_EVADE: // already processed early case MELEE_HIT_MISS: // already processed early case MELEE_HIT_GLANCING: case MELEE_HIT_CRUSHING: case MELEE_HIT_NORMAL: break; } // do all damage=0 cases here if(*damage == 0) CastMeleeProcDamageAndSpell(pVictim,0,GetSpellSchoolMask(spellInfo),BASE_ATTACK,outcome,spellInfo,isTriggeredSpell); break; } // Magical Attacks case SPELL_DAMAGE_CLASS_NONE: case SPELL_DAMAGE_CLASS_MAGIC: { // Calculate damage bonus *damage = SpellDamageBonus(pVictim, spellInfo, *damage, SPELL_DIRECT_DAMAGE); *crit = isSpellCrit(pVictim, spellInfo, GetSpellSchoolMask(spellInfo), BASE_ATTACK); if (*crit) { *damage = SpellCriticalBonus(spellInfo, *damage, pVictim); // Resilience - reduce crit damage if (pVictim && pVictim->GetTypeId()==TYPEID_PLAYER) { uint32 damage_reduction = ((Player *)pVictim)->GetSpellCritDamageReduction(*damage); if(*damage > damage_reduction) *damage -= damage_reduction; else *damage = 0; } cleanDamage->hitOutCome = MELEE_HIT_CRIT; } // spell proc all magic damage==0 case in this function if(*damage == 0) { // Procflags uint32 procAttacker = PROC_FLAG_HIT_SPELL; uint32 procVictim = (PROC_FLAG_STRUCK_SPELL|PROC_FLAG_TAKE_DAMAGE); ProcDamageAndSpell(pVictim, procAttacker, procVictim, 0, GetSpellSchoolMask(spellInfo), spellInfo, isTriggeredSpell); } break; } } // TODO this in only generic way, check for exceptions DEBUG_LOG("DealFlatDamage (AFTER) >> DMG:%u", *damage); } uint32 Unit::SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage, bool isTriggeredSpell, bool useSpellDamage) { if(!this || !pVictim) return 0; if(!this->isAlive() || !pVictim->isAlive()) return 0; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); if(!spellInfo) return 0; CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL); bool crit = false; if (useSpellDamage) DealFlatDamage(pVictim, spellInfo, &damage, &cleanDamage, &crit, isTriggeredSpell); // If we actually dealt some damage (spell proc's for 0 damage (normal and magic) called in DealFlatDamage) if(damage > 0) { // Calculate absorb & resists uint32 absorb = 0; uint32 resist = 0; CalcAbsorbResist(pVictim,GetSpellSchoolMask(spellInfo), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist); //No more damage left, target absorbed and/or resisted all damage if (damage > absorb + resist) damage -= absorb + resist; //Remove Absorbed and Resisted from damage actually dealt else { uint32 HitInfo = HITINFO_SWINGNOHITSOUND; if (absorb) HitInfo |= HITINFO_ABSORB; if (resist) { HitInfo |= HITINFO_RESIST; ProcDamageAndSpell(pVictim, PROC_FLAG_TARGET_RESISTS, PROC_FLAG_RESIST_SPELL, 0, GetSpellSchoolMask(spellInfo), spellInfo,isTriggeredSpell); } //Send resist SendAttackStateUpdate(HitInfo, pVictim, 1, GetSpellSchoolMask(spellInfo), damage, absorb,resist,VICTIMSTATE_NORMAL,0); return 0; } // Deal damage done damage = DealDamage(pVictim, damage, &cleanDamage, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(spellInfo), spellInfo, true); // Send damage log sLog.outDetail("SpellNonMeleeDamageLog: %u (TypeId: %u) attacked %u (TypeId: %u) for %u dmg inflicted by %u,absorb is %u,resist is %u", GetGUIDLow(), GetTypeId(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damage, spellID, absorb,resist); // Actual log sent to client SendSpellNonMeleeDamageLog(pVictim, spellID, damage, GetSpellSchoolMask(spellInfo), absorb, resist, false, 0, crit); // Procflags uint32 procAttacker = PROC_FLAG_HIT_SPELL; uint32 procVictim = (PROC_FLAG_STRUCK_SPELL|PROC_FLAG_TAKE_DAMAGE); if (crit) { procAttacker |= PROC_FLAG_CRIT_SPELL; procVictim |= PROC_FLAG_STRUCK_CRIT_SPELL; } ProcDamageAndSpell(pVictim, procAttacker, procVictim, damage, GetSpellSchoolMask(spellInfo), spellInfo, isTriggeredSpell); return damage; } else { // all spell proc for 0 normal and magic damage called in DealFlatDamage //Check for rage if(cleanDamage.damage) // Rage from damage received. if(pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE)) ((Player*)pVictim)->RewardRage(cleanDamage.damage, 0, false); return 0; } } void Unit::HandleEmoteCommand(uint32 anim_id) { WorldPacket data( SMSG_EMOTE, 12 ); data << anim_id << GetGUID(); WPAssert(data.size() == 12); SendMessageToSet(&data, true); } uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage) { uint32 newdamage = 0; float armor = pVictim->GetArmor(); // Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL); if (armor<0.0f) armor=0.0f; float tmpvalue = 0.0f; if(getLevel() <= 59) //Level 1-59 tmpvalue = armor / (armor + 400.0f + 85.0f * getLevel()); else if(getLevel() < 70) //Level 60-69 tmpvalue = armor / (armor - 22167.5f + 467.5f * getLevel()); else //Level 70+ tmpvalue = armor / (armor + 10557.5f); if(tmpvalue < 0.0f) tmpvalue = 0.0f; if(tmpvalue > 0.75f) tmpvalue = 0.75f; newdamage = uint32(damage - (damage * tmpvalue)); return (newdamage > 1) ? newdamage : 1; } void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist) { if(!pVictim || !pVictim->isAlive() || !damage) return; // Magic damage, check for resists if ((schoolMask & SPELL_SCHOOL_MASK_NORMAL)==0) { // Get base victim resistance for school float tmpvalue2 = (float)pVictim->GetResistance(GetFirstSchoolInMask(schoolMask)); // Ignore resistance by self SPELL_AURA_MOD_TARGET_RESISTANCE aura tmpvalue2 += (float)GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask); tmpvalue2 *= (float)(0.15f / getLevel()); if (tmpvalue2 < 0.0f) tmpvalue2 = 0.0f; if (tmpvalue2 > 0.75f) tmpvalue2 = 0.75f; uint32 ran = urand(0, 100); uint32 faq[4] = {24,6,4,6}; uint8 m = 0; float Binom = 0.0f; for (uint8 i = 0; i < 4; i++) { Binom += 2400 *( powf(tmpvalue2, i) * powf( (1-tmpvalue2), (4-i)))/faq[i]; if (ran > Binom ) ++m; else break; } if (damagetype == DOT && m == 4) *resist += uint32(damage - 1); else *resist += uint32(damage * m / 4); if(*resist > damage) *resist = damage; } else *resist = 0; int32 RemainingDamage = damage - *resist; // absorb without mana cost int32 reflectDamage = 0; Aura* reflectAura = NULL; AuraList const& vSchoolAbsorb = pVictim->GetAurasByType(SPELL_AURA_SCHOOL_ABSORB); for(AuraList::const_iterator i = vSchoolAbsorb.begin(), next; i != vSchoolAbsorb.end() && RemainingDamage > 0; i = next) { next = i; ++next; if (((*i)->GetModifier()->m_miscvalue & schoolMask)==0) continue; // Cheat Death if((*i)->GetSpellProto()->SpellFamilyName==SPELLFAMILY_ROGUE && (*i)->GetSpellProto()->SpellIconID == 2109) { if (((Player*)pVictim)->HasSpellCooldown(31231)) continue; if (pVictim->GetHealth() <= RemainingDamage) { int32 chance = (*i)->GetModifier()->m_amount; if (roll_chance_i(chance)) { pVictim->CastSpell(pVictim,31231,true); ((Player*)pVictim)->AddSpellCooldown(31231,0,time(NULL)+60); // with health > 10% lost health until health==10%, in other case no losses uint32 health10 = pVictim->GetMaxHealth()/10; RemainingDamage = pVictim->GetHealth() > health10 ? pVictim->GetHealth() - health10 : 0; } } continue; } int32 currentAbsorb; //Reflective Shield if ((pVictim != this) && (*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_PRIEST && (*i)->GetSpellProto()->SpellFamilyFlags == 0x1) { if(Unit* caster = (*i)->GetCaster()) { AuraList const& vOverRideCS = caster->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraList::const_iterator k = vOverRideCS.begin(); k != vOverRideCS.end(); ++k) { switch((*k)->GetModifier()->m_miscvalue) { case 5065: // Rank 1 case 5064: // Rank 2 case 5063: // Rank 3 case 5062: // Rank 4 case 5061: // Rank 5 { if(RemainingDamage >= (*i)->GetModifier()->m_amount) reflectDamage = (*i)->GetModifier()->m_amount * (*k)->GetModifier()->m_amount/100; else reflectDamage = (*k)->GetModifier()->m_amount * RemainingDamage/100; reflectAura = *i; } break; default: break; } if(reflectDamage) break; } } } if (RemainingDamage >= (*i)->GetModifier()->m_amount) { currentAbsorb = (*i)->GetModifier()->m_amount; pVictim->RemoveAurasDueToSpell((*i)->GetId()); next = vSchoolAbsorb.begin(); } else { currentAbsorb = RemainingDamage; (*i)->GetModifier()->m_amount -= RemainingDamage; } RemainingDamage -= currentAbsorb; } // do not cast spells while looping auras; auras can get invalid otherwise if (reflectDamage) pVictim->CastCustomSpell(this, 33619, &reflectDamage, NULL, NULL, true, NULL, reflectAura); // absorb by mana cost AuraList const& vManaShield = pVictim->GetAurasByType(SPELL_AURA_MANA_SHIELD); for(AuraList::const_iterator i = vManaShield.begin(), next; i != vManaShield.end() && RemainingDamage > 0; i = next) { next = i; ++next; // check damage school mask if(((*i)->GetModifier()->m_miscvalue & schoolMask)==0) continue; int32 currentAbsorb; if (RemainingDamage >= (*i)->GetModifier()->m_amount) currentAbsorb = (*i)->GetModifier()->m_amount; else currentAbsorb = RemainingDamage; float manaMultiplier = (*i)->GetSpellProto()->EffectMultipleValue[(*i)->GetEffIndex()]; if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod((*i)->GetId(), SPELLMOD_MULTIPLE_VALUE, manaMultiplier); int32 maxAbsorb = int32(pVictim->GetPower(POWER_MANA) / manaMultiplier); if (currentAbsorb > maxAbsorb) currentAbsorb = maxAbsorb; (*i)->GetModifier()->m_amount -= currentAbsorb; if((*i)->GetModifier()->m_amount <= 0) { pVictim->RemoveAurasDueToSpell((*i)->GetId()); next = vManaShield.begin(); } int32 manaReduction = int32(currentAbsorb * manaMultiplier); pVictim->ApplyPowerMod(POWER_MANA, manaReduction, false); RemainingDamage -= currentAbsorb; } AuraList const& vSplitDamageFlat = pVictim->GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_FLAT); for(AuraList::const_iterator i = vSplitDamageFlat.begin(), next; i != vSplitDamageFlat.end() && RemainingDamage >= 0; i = next) { next = i; ++next; // check damage school mask if(((*i)->GetModifier()->m_miscvalue & schoolMask)==0) continue; // Damage can be splitted only if aura has an alive caster Unit *caster = (*i)->GetCaster(); if(!caster || caster == pVictim || !caster->IsInWorld() || !caster->isAlive()) continue; int32 currentAbsorb; if (RemainingDamage >= (*i)->GetModifier()->m_amount) currentAbsorb = (*i)->GetModifier()->m_amount; else currentAbsorb = RemainingDamage; RemainingDamage -= currentAbsorb; SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, currentAbsorb, schoolMask, 0, 0, false, 0, false); CleanDamage cleanDamage = CleanDamage(currentAbsorb, BASE_ATTACK, MELEE_HIT_NORMAL); DealDamage(caster, currentAbsorb, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false); } AuraList const& vSplitDamagePct = pVictim->GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_PCT); for(AuraList::const_iterator i = vSplitDamagePct.begin(), next; i != vSplitDamagePct.end() && RemainingDamage >= 0; i = next) { next = i; ++next; // check damage school mask if(((*i)->GetModifier()->m_miscvalue & schoolMask)==0) continue; // Damage can be splitted only if aura has an alive caster Unit *caster = (*i)->GetCaster(); if(!caster || caster == pVictim || !caster->IsInWorld() || !caster->isAlive()) continue; int32 splitted = int32(RemainingDamage * (*i)->GetModifier()->m_amount / 100.0f); RemainingDamage -= splitted; SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, schoolMask, 0, 0, false, 0, false); CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL); DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false); } *absorb = damage - RemainingDamage - *resist; } void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDamage, uint32 *blocked_amount, SpellSchoolMask damageSchoolMask, uint32 *hitInfo, VictimState *victimState, uint32 *absorbDamage, uint32 *resistDamage, WeaponAttackType attType, SpellEntry const *spellCasted, bool isTriggeredSpell) { MeleeHitOutcome outcome; // If is casted Melee spell, calculate like physical if(!spellCasted) outcome = RollMeleeOutcomeAgainst (pVictim, attType); else outcome = RollPhysicalOutcomeAgainst (pVictim, attType, spellCasted); if(outcome == MELEE_HIT_MISS ||outcome == MELEE_HIT_DODGE ||outcome == MELEE_HIT_BLOCK ||outcome == MELEE_HIT_PARRY) pVictim->AddThreat(this, 0.0f); switch(outcome) { case MELEE_HIT_EVADE: { *hitInfo |= HITINFO_MISS; *damage = 0; cleanDamage->damage = 0; return; } case MELEE_HIT_MISS: { *hitInfo |= HITINFO_MISS; *damage = 0; cleanDamage->damage = 0; if(GetTypeId()== TYPEID_PLAYER) ((Player*)this)->UpdateWeaponSkill(attType); return; } } /// If this is a creature and it attacks from behind it has a probability to daze it's victim if( (outcome==MELEE_HIT_CRIT || outcome==MELEE_HIT_CRUSHING || outcome==MELEE_HIT_NORMAL || outcome==MELEE_HIT_GLANCING) && GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) ) { // -probability is between 0% and 40% // 20% base chance float Probability = 20; //there is a newbie protection, at level 10 just 7% base chance; assuming linear function if( pVictim->getLevel() < 30 ) Probability = 0.65f*pVictim->getLevel()+0.5; uint32 VictimDefense=pVictim->GetDefenseSkillValue(this); uint32 AttackerMeleeSkill=GetUnitMeleeSkill(pVictim); Probability *= AttackerMeleeSkill/(float)VictimDefense; if(Probability > 40.0f) Probability = 40.0f; if(roll_chance_f(Probability)) CastSpell(pVictim, 1604, true); } //Calculate the damage after armor mitigation if SPELL_SCHOOL_NORMAL if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) { uint32 damageAfterArmor = CalcArmorReducedDamage(pVictim, *damage); // random durability for main hand weapon (ABSORB) if(damageAfterArmor < *damage) if(pVictim->GetTypeId() == TYPEID_PLAYER) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_ABSORB))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EquipmentSlots(urand(EQUIPMENT_SLOT_START,EQUIPMENT_SLOT_BACK))); cleanDamage->damage += *damage - damageAfterArmor; *damage = damageAfterArmor; } if(GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() != CREATURE_TYPE_CRITTER ) ((Player*)this)->UpdateCombatSkills(pVictim, attType, outcome, false); if(GetTypeId() != TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateCombatSkills(this, attType, outcome, true); switch (outcome) { case MELEE_HIT_BLOCK_CRIT: case MELEE_HIT_CRIT: { //*hitInfo = 0xEA; // 0xEA *hitInfo = HITINFO_CRITICALHIT | HITINFO_NORMALSWING2 | 0x8; // Crit bonus calc uint32 crit_bonus; crit_bonus = *damage; // Apply crit_damage bonus for melee spells if (spellCasted) { if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellCasted->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus); uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS); for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) crit_bonus = uint32(crit_bonus * ((*i)->GetModifier()->m_amount+100.0f)/100.0f); } *damage += crit_bonus; uint32 resilienceReduction = 0; if(attType == RANGED_ATTACK) { int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE); *damage = int32((*damage) * float((100.0f + mod)/100.0f)); // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) resilienceReduction = ((Player*)pVictim)->GetRangedCritDamageReduction(*damage); } else { int32 mod = pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE); mod += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS_MELEE); *damage = int32((*damage) * float((100.0f + mod)/100.0f)); // Resilience - reduce crit damage if (pVictim->GetTypeId()==TYPEID_PLAYER) resilienceReduction = ((Player*)pVictim)->GetMeleeCritDamageReduction(*damage); } *damage -= resilienceReduction; cleanDamage->damage += resilienceReduction; if(GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() != CREATURE_TYPE_CRITTER ) ((Player*)this)->UpdateWeaponSkill(attType); ModifyAuraState(AURA_STATE_CRIT, true); StartReactiveTimer( REACTIVE_CRIT ); if(getClass()==CLASS_HUNTER) { ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, true); StartReactiveTimer( REACTIVE_HUNTER_CRIT ); } if ( outcome == MELEE_HIT_BLOCK_CRIT ) { *blocked_amount = pVictim->GetShieldBlockValue(); if (pVictim->GetUnitBlockChance()) pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD); else pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); //Only set VICTIMSTATE_BLOCK on a full block if (*blocked_amount >= uint32(*damage)) { *victimState = VICTIMSTATE_BLOCKS; *blocked_amount = uint32(*damage); } if(pVictim->GetTypeId() == TYPEID_PLAYER) { // Update defense ((Player*)pVictim)->UpdateDefense(); // random durability for main hand weapon (BLOCK) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND); } pVictim->ModifyAuraState(AURA_STATE_DEFENSE,true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); break; } pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL); break; } case MELEE_HIT_PARRY: { if(attType == RANGED_ATTACK) //range attack - no parry { outcome = MELEE_HIT_NORMAL; break; } cleanDamage->damage += *damage; *damage = 0; *victimState = VICTIMSTATE_PARRY; // instant (maybe with small delay) counter attack { float offtime = float(pVictim->getAttackTimer(OFF_ATTACK)); float basetime = float(pVictim->getAttackTimer(BASE_ATTACK)); // after parry nearest next attack time will reduced at %40 from full attack time. // The delay cannot be reduced to less than 20% of your weapon's base swing delay. if (pVictim->haveOffhandWeapon() && offtime < basetime) { float percent20 = pVictim->GetAttackTime(OFF_ATTACK)*0.20; float percent60 = 3*percent20; // set to 20% if in range 20%...20+40% of full time if(offtime > percent20 && offtime <= percent60) { pVictim->setAttackTimer(OFF_ATTACK,uint32(percent20)); } // decrease at %40 from full time else if(offtime > percent60) { offtime -= 2*percent20; pVictim->setAttackTimer(OFF_ATTACK,uint32(offtime)); } // ELSE not changed } else { float percent20 = pVictim->GetAttackTime(BASE_ATTACK)*0.20; float percent60 = 3*percent20; // set to 20% if in range 20%...20+40% of full time if(basetime > percent20 && basetime <= percent60) { pVictim->setAttackTimer(BASE_ATTACK,uint32(percent20)); } // decrease at %40 from full time else if(basetime > percent60) { basetime -= 2*percent20; pVictim->setAttackTimer(BASE_ATTACK,uint32(basetime)); } // ELSE not changed } } if(pVictim->GetTypeId() == TYPEID_PLAYER) { // Update victim defense ? ((Player*)pVictim)->UpdateDefense(); // random durability for main hand weapon (PARRY) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_PARRY))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_MAINHAND); } pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); if (pVictim->getClass() == CLASS_HUNTER) { pVictim->ModifyAuraState(AURA_STATE_HUNTER_PARRY,true); pVictim->StartReactiveTimer( REACTIVE_HUNTER_PARRY ); } else { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } CastMeleeProcDamageAndSpell(pVictim, 0, damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell); return; } case MELEE_HIT_DODGE: { if(attType == RANGED_ATTACK) //range attack - no dodge { outcome = MELEE_HIT_NORMAL; break; } cleanDamage->damage += *damage; *damage = 0; *victimState = VICTIMSTATE_DODGE; if(pVictim->GetTypeId() == TYPEID_PLAYER) ((Player*)pVictim)->UpdateDefense(); pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); if (pVictim->getClass() != CLASS_ROGUE) // Riposte { pVictim->ModifyAuraState(AURA_STATE_DEFENSE, true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); } // Overpower if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR) { ((Player*)this)->AddComboPoints(pVictim, 1); StartReactiveTimer( REACTIVE_OVERPOWER ); } CastMeleeProcDamageAndSpell(pVictim, 0, damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell); return; } case MELEE_HIT_BLOCK: { *blocked_amount = pVictim->GetShieldBlockValue(); if (pVictim->GetUnitBlockChance()) pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD); else pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED); //Only set VICTIMSTATE_BLOCK on a full block if (*blocked_amount >= uint32(*damage)) { *victimState = VICTIMSTATE_BLOCKS; *blocked_amount = uint32(*damage); } if(pVictim->GetTypeId() == TYPEID_PLAYER) { // Update defense ((Player*)pVictim)->UpdateDefense(); // random durability for main hand weapon (BLOCK) if (roll_chance_f(sWorld.getRate(RATE_DURABILITY_LOSS_BLOCK))) ((Player*)pVictim)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_OFFHAND); } pVictim->ModifyAuraState(AURA_STATE_DEFENSE,true); pVictim->StartReactiveTimer( REACTIVE_DEFENSE ); break; } case MELEE_HIT_GLANCING: { float reducePercent = 1.0f; //damage factor // calculate base values and mods float baseLowEnd = 1.3; float baseHighEnd = 1.2; switch(getClass()) // lowering base values for casters { case CLASS_SHAMAN: case CLASS_PRIEST: case CLASS_MAGE: case CLASS_WARLOCK: case CLASS_DRUID: baseLowEnd -= 0.7; baseHighEnd -= 0.3; break; } float maxLowEnd = 0.6; switch(getClass()) // upper for melee classes { case CLASS_WARRIOR: case CLASS_ROGUE: maxLowEnd = 0.91; //If the attacker is a melee class then instead the lower value of 0.91 } // calculate values int32 diff = int32(pVictim->GetDefenseSkillValue(this)) - int32(GetWeaponSkillValue(attType,pVictim)); float lowEnd = baseLowEnd - ( 0.05f * diff ); float highEnd = baseHighEnd - ( 0.03f * diff ); // apply max/min bounds if ( lowEnd < 0.01f ) //the low end must not go bellow 0.01f lowEnd = 0.01f; else if ( lowEnd > maxLowEnd ) //the smaller value of this and 0.6 is kept as the low end lowEnd = maxLowEnd; if ( highEnd < 0.2f ) //high end limits highEnd = 0.2f; if ( highEnd > 0.99f ) highEnd = 0.99f; if(lowEnd > highEnd) // prevent negative range size lowEnd = highEnd; reducePercent = lowEnd + rand_norm() * ( highEnd - lowEnd ); *damage = uint32(reducePercent * *damage); cleanDamage->damage += *damage; *hitInfo |= HITINFO_GLANCING; break; } case MELEE_HIT_CRUSHING: { // 150% normal damage *damage += (*damage / 2); cleanDamage->damage = *damage; *hitInfo |= HITINFO_CRUSHING; // TODO: victimState, victim animation? break; } default: break; } // apply melee damage bonus and absorb only if base damage not fully blocked to prevent negative damage or damage with full block if(*victimState != VICTIMSTATE_BLOCKS) { MeleeDamageBonus(pVictim, damage,attType,spellCasted); CalcAbsorbResist(pVictim, damageSchoolMask, DIRECT_DAMAGE, *damage-*blocked_amount, absorbDamage, resistDamage); } if (*absorbDamage) *hitInfo |= HITINFO_ABSORB; if (*resistDamage) *hitInfo |= HITINFO_RESIST; cleanDamage->damage += *blocked_amount; if (*damage <= *absorbDamage + *resistDamage + *blocked_amount) { //*hitInfo = 0x00010020; //*hitInfo |= HITINFO_SWINGNOHITSOUND; //*damageType = 0; CastMeleeProcDamageAndSpell(pVictim, 0, damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell); return; } // update at damage Judgement aura duration that applied by attacker at victim if(*damage) { AuraMap const& vAuras = pVictim->GetAuras(); for(AuraMap::const_iterator itr = vAuras.begin(); itr != vAuras.end(); ++itr) { SpellEntry const *spellInfo = (*itr).second->GetSpellProto(); if( (spellInfo->AttributesEx3 & 0x40000) && spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && ((*itr).second->GetCasterGUID() == GetGUID() && (!spellCasted || spellCasted->Id == 35395)) ) { (*itr).second->SetAuraDuration((*itr).second->GetAuraMaxDuration()); (*itr).second->UpdateAuraDuration(); } } } CastMeleeProcDamageAndSpell(pVictim, (*damage - *absorbDamage - *resistDamage - *blocked_amount), damageSchoolMask, attType, outcome, spellCasted, isTriggeredSpell); // victim's damage shield // yet another hack to fix crashes related to the aura getting removed during iteration std::set alreadyDone; uint32 removedAuras = pVictim->m_removedAuras; AuraList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD); for(AuraList::const_iterator i = vDamageShields.begin(), next = vDamageShields.begin(); i != vDamageShields.end(); i = next) { ++next; if (alreadyDone.find(*i) == alreadyDone.end()) { alreadyDone.insert(*i); pVictim->SpellNonMeleeDamageLog(this, (*i)->GetId(), (*i)->GetModifier()->m_amount, false, false); if (pVictim->m_removedAuras > removedAuras) { removedAuras = pVictim->m_removedAuras; next = vDamageShields.begin(); } } } } void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool extra ) { if(hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_STUNDED | UNIT_STAT_FLEEING) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) ) return; if (!pVictim->isAlive()) return; if(IsNonMeleeSpellCasted(false)) return; uint32 hitInfo; if (attType == BASE_ATTACK) hitInfo = HITINFO_NORMALSWING2; else if (attType == OFF_ATTACK) hitInfo = HITINFO_LEFTSWING; else return; // ignore ranaged case uint32 extraAttacks = m_extraAttacks; // melee attack spell casted at main hand attack only if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL]) { m_currentSpells[CURRENT_MELEE_SPELL]->cast(); // not recent extra attack only at any non extra attack (melee spell case) if(!extra && extraAttacks) { while(m_extraAttacks) { AttackerStateUpdate(pVictim, BASE_ATTACK, true); if(m_extraAttacks > 0) --m_extraAttacks; } } return; } VictimState victimState = VICTIMSTATE_NORMAL; CleanDamage cleanDamage = CleanDamage(0, BASE_ATTACK, MELEE_HIT_NORMAL ); uint32 blocked_dmg = 0; uint32 absorbed_dmg = 0; uint32 resisted_dmg = 0; SpellSchoolMask meleeSchoolMask = GetMeleeDamageSchoolMask(); if(pVictim->IsImmunedToDamage(meleeSchoolMask,true)) // use charges { SendAttackStateUpdate (HITINFO_NORMALSWING, pVictim, 1, meleeSchoolMask, 0, 0, 0, VICTIMSTATE_IS_IMMUNE, 0); // not recent extra attack only at any non extra attack (miss case) if(!extra && extraAttacks) { while(m_extraAttacks) { AttackerStateUpdate(pVictim, BASE_ATTACK, true); if(m_extraAttacks > 0) --m_extraAttacks; } } return; } uint32 damage = CalculateDamage (attType, false); DoAttackDamage (pVictim, &damage, &cleanDamage, &blocked_dmg, meleeSchoolMask, &hitInfo, &victimState, &absorbed_dmg, &resisted_dmg, attType); if (hitInfo & HITINFO_MISS) //send miss SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); else { //do animation SendAttackStateUpdate (hitInfo, pVictim, 1, meleeSchoolMask, damage, absorbed_dmg, resisted_dmg, victimState, blocked_dmg); if (damage > (absorbed_dmg + resisted_dmg + blocked_dmg)) damage -= (absorbed_dmg + resisted_dmg + blocked_dmg); else damage = 0; DealDamage (pVictim, damage, &cleanDamage, DIRECT_DAMAGE, meleeSchoolMask, NULL, true); if(GetTypeId() == TYPEID_PLAYER && pVictim->isAlive()) { for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) ((Player*)this)->CastItemCombatSpell(((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0,i),pVictim,attType); } } if (GetTypeId() == TYPEID_PLAYER) DEBUG_LOG("AttackerStateUpdate: (Player) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.", GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damage, absorbed_dmg, blocked_dmg, resisted_dmg); else DEBUG_LOG("AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.", GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damage, absorbed_dmg, blocked_dmg, resisted_dmg); // extra attack only at any non extra attack (normal case) if(!extra && extraAttacks) { while(m_extraAttacks) { AttackerStateUpdate(pVictim, BASE_ATTACK, true); if(m_extraAttacks > 0) --m_extraAttacks; } } } MeleeHitOutcome Unit::RollPhysicalOutcomeAgainst (Unit const *pVictim, WeaponAttackType attType, SpellEntry const *spellInfo) { // Miss chance based on melee float miss_chance = MeleeMissChanceCalc(pVictim, attType); // Critical hit chance float crit_chance = GetUnitCriticalChance(attType, pVictim); // this is to avoid compiler issue when declaring variables inside if float block_chance, parry_chance, dodge_chance; // cannot be dodged/parried/blocked if(spellInfo->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK) { block_chance = 0.0f; parry_chance = 0.0f; dodge_chance = 0.0f; } else { // parry can be avoided only by some abilites parry_chance = pVictim->GetUnitParryChance(); // block might be bypassed by it as well block_chance = pVictim->GetUnitBlockChance(); // stunned target cannot dodge and this is check in GetUnitDodgeChance() dodge_chance = pVictim->GetUnitDodgeChance(); } // Only players can have Talent&Spell bonuses if (GetTypeId() == TYPEID_PLAYER) { // Increase from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL aura crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, spellInfo->SchoolMask); if( dodge_chance != 0.0f ) // if dodge chance is already 0, ignore talents fpr speed { AuraList const& mCanNotBeDodge = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT); for(AuraList::const_iterator i = mCanNotBeDodge.begin(); i != mCanNotBeDodge.end(); ++i) { // can't be dodged rogue finishing move if((*i)->GetModifier()->m_miscvalue == VICTIMSTATE_DODGE) { if(spellInfo->SpellFamilyName==SPELLFAMILY_ROGUE && (spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE)) { dodge_chance = 0.0f; break; } } } } } // Spellmods if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance); DEBUG_LOG("PHYSICAL OUTCOME: miss %f crit %f dodge %f parry %f block %f",miss_chance,crit_chance,dodge_chance,parry_chance, block_chance); return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance*100), int32(miss_chance*100),int32(dodge_chance*100),int32(parry_chance*100),int32(block_chance*100), true); } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const { // This is only wrapper // Miss chance based on melee float miss_chance = MeleeMissChanceCalc(pVictim, attType); // Critical hit chance float crit_chance = GetUnitCriticalChance(attType, pVictim); // stunned target cannot dodge and this is check in GetUnitDodgeChance() (returned 0 in this case) float dodge_chance = pVictim->GetUnitDodgeChance(); float block_chance = pVictim->GetUnitBlockChance(); float parry_chance = pVictim->GetUnitParryChance(); // Useful if want to specify crit & miss chances for melee, else it could be removed DEBUG_LOG("MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance,crit_chance,dodge_chance,parry_chance,block_chance); return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance*100), int32(miss_chance*100), int32(dodge_chance*100),int32(parry_chance*100),int32(block_chance*100), false); } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance, bool SpellCasted ) const { if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return MELEE_HIT_EVADE; int32 attackerMaxSkillValueForLevel = GetMaxSkillValueForLevel(pVictim); int32 victimMaxSkillValueForLevel = pVictim->GetMaxSkillValueForLevel(this); int32 attackerWeaponSkill = GetWeaponSkillValue(attType,pVictim); int32 victimDefenseSkill = pVictim->GetDefenseSkillValue(this); // bonus from skills is 0.04% int32 skillBonus = 4 * ( attackerWeaponSkill - victimMaxSkillValueForLevel ); int32 skillBonus2 = 4 * ( attackerMaxSkillValueForLevel - victimDefenseSkill ); int32 sum = 0, tmp = 0; int32 roll = urand (0, 10000); DEBUG_LOG ("RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus); DEBUG_LOG ("RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d", roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance); tmp = miss_chance; if (tmp > 0 && roll < (sum += tmp )) { DEBUG_LOG ("RollMeleeOutcomeAgainst: MISS"); return MELEE_HIT_MISS; } // always crit against a sitting target (except 0 crit chance) if( pVictim->GetTypeId() == TYPEID_PLAYER && crit_chance > 0 && !pVictim->IsStandState() ) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRIT (sitting victim)"); return MELEE_HIT_CRIT; } // Dodge chance // only players can't dodge if attacker is behind if (pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->HasInArc(M_PI,this)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: attack came from behind and victim was a player."); } else { // Reduce dodge chance by attacker expertise rating if (GetTypeId() == TYPEID_PLAYER) dodge_chance -= int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType)*100); // Modify dodge chance by attacker SPELL_AURA_MOD_COMBAT_RESULT_CHANCE dodge_chance+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE); tmp = dodge_chance; if ( (tmp > 0) // check if unit _can_ dodge && ((tmp -= skillBonus) > 0) && roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: DODGE <%d, %d)", sum-tmp, sum); return MELEE_HIT_DODGE; } } // parry & block chances // check if attack comes from behind, nobody can parry or block if attacker is behind if (!pVictim->HasInArc(M_PI,this)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: attack came from behind."); } else { // Reduce parry chance by attacker expertise rating if (GetTypeId() == TYPEID_PLAYER) parry_chance-= int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType)*100); if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY) ) { int32 tmp = int32(parry_chance); if ( (tmp > 0) // check if unit _can_ parry && ((tmp -= skillBonus) > 0) && (roll < (sum += tmp))) { DEBUG_LOG ("RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum-tmp, sum); return MELEE_HIT_PARRY; } } if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK) ) { tmp = block_chance; if ( (tmp > 0) // check if unit _can_ block && ((tmp -= skillBonus) > 0) && (roll < (sum += tmp))) { // Critical chance tmp = crit_chance + skillBonus2; if ( GetTypeId() == TYPEID_PLAYER && SpellCasted && tmp > 0 ) { if ( roll_chance_i(tmp/100)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: BLOCKED CRIT"); return MELEE_HIT_BLOCK_CRIT; } } DEBUG_LOG ("RollMeleeOutcomeAgainst: BLOCK <%d, %d)", sum-tmp, sum); return MELEE_HIT_BLOCK; } } } // Critical chance tmp = crit_chance + skillBonus2; if (tmp > 0 && roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRIT <%d, %d)", sum-tmp, sum); return MELEE_HIT_CRIT; } // Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon) if( attType != RANGED_ATTACK && !SpellCasted && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->isPet()) && pVictim->GetTypeId() != TYPEID_PLAYER && !((Creature*)pVictim)->isPet() && getLevel() < pVictim->getLevelForTarget(this) ) { // cap possible value (with bonuses > max skill) int32 skill = attackerWeaponSkill; int32 maxskill = attackerMaxSkillValueForLevel; skill = (skill > maxskill) ? maxskill : skill; tmp = (10 + (victimDefenseSkill - skill)) * 100; tmp = tmp > 4000 ? 4000 : tmp; if (roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: GLANCING <%d, %d)", sum-4000, sum); return MELEE_HIT_GLANCING; } } if(GetTypeId()!=TYPEID_PLAYER && !(((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRUSH) && !((Creature*)this)->isPet() ) { // mobs can score crushing blows if they're 3 or more levels above victim // or when their weapon skill is 15 or more above victim's defense skill tmp = victimDefenseSkill; int32 tmpmax = victimMaxSkillValueForLevel; // having defense above your maximum (from items, talents etc.) has no effect tmp = tmp > tmpmax ? tmpmax : tmp; // tmp = mob's level * 5 - player's current defense skill tmp = attackerMaxSkillValueForLevel - tmp; if(tmp >= 15) { // add 2% chance per lacking skill point, min. is 15% tmp = tmp * 200 - 1500; if (roll < (sum += tmp)) { DEBUG_LOG ("RollMeleeOutcomeAgainst: CRUSHING <%d, %d)", sum-tmp, sum); return MELEE_HIT_CRUSHING; } } } DEBUG_LOG ("RollMeleeOutcomeAgainst: NORMAL"); return MELEE_HIT_NORMAL; } uint32 Unit::CalculateDamage (WeaponAttackType attType, bool normalized) { float min_damage, max_damage; if (normalized && GetTypeId()==TYPEID_PLAYER) ((Player*)this)->CalculateMinMaxDamage(attType,normalized,min_damage, max_damage); else { switch (attType) { case RANGED_ATTACK: min_damage = GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE); max_damage = GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE); break; case BASE_ATTACK: min_damage = GetFloatValue(UNIT_FIELD_MINDAMAGE); max_damage = GetFloatValue(UNIT_FIELD_MAXDAMAGE); break; case OFF_ATTACK: min_damage = GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE); max_damage = GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE); break; // Just for good manner default: min_damage = 0.0f; max_damage = 0.0f; break; } } if (min_damage > max_damage) { std::swap(min_damage,max_damage); } if(max_damage == 0.0f) max_damage = 5.0f; return urand((uint32)min_damage, (uint32)max_damage); } float Unit::CalculateLevelPenalty(SpellEntry const* spellProto) const { if(spellProto->spellLevel <= 0) return 1.0f; float LvlPenalty = 0.0f; if(spellProto->spellLevel < 20) LvlPenalty = 20.0f - spellProto->spellLevel * 3.75f; float LvlFactor = (float(spellProto->spellLevel) + 6.0f) / float(getLevel()); if(LvlFactor > 1.0f) LvlFactor = 1.0f; return (100.0f - LvlPenalty) * LvlFactor / 100.0f; } void Unit::SendAttackStart(Unit* pVictim) { WorldPacket data( SMSG_ATTACKSTART, 16 ); data << GetGUID(); data << pVictim->GetGUID(); SendMessageToSet(&data, true); DEBUG_LOG( "WORLD: Sent SMSG_ATTACKSTART" ); } void Unit::SendAttackStop(Unit* victim) { if(!victim) return; WorldPacket data( SMSG_ATTACKSTOP, (4+16) ); // we guess size data.append(GetPackGUID()); data.append(victim->GetPackGUID()); // can be 0x00... data << uint32(0); // can be 0x1 SendMessageToSet(&data, true); sLog.outDetail("%s %u stopped attacking %s %u", (GetTypeId()==TYPEID_PLAYER ? "player" : "creature"), GetGUIDLow(), (victim->GetTypeId()==TYPEID_PLAYER ? "player" : "creature"),victim->GetGUIDLow()); /*if(victim->GetTypeId() == TYPEID_UNIT) ((Creature*)victim)->AI().EnterEvadeMode(this);*/ } /* // Melee based spells can be miss, parry or dodge on this step // Crit or block - determined on damage calculation phase! (and can be both in some time) float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const *spell) { // Calculate hit chance (more correct for chance mod) int32 HitChance; // PvP - PvE melee chances int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim); if(leveldif < 3) HitChance = 95 - leveldif; else HitChance = 93 - (leveldif - 2) * lchance; // Hit chance depends from victim auras if(attType == RANGED_ATTACK) HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); else HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); // Spellmod from SPELLMOD_RESIST_MISS_CHANCE if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, HitChance); // Miss = 100 - hit float miss_chance= 100.0f - HitChance; // Bonuses from attacker aura and ratings if (attType == RANGED_ATTACK) miss_chance -= m_modRangedHitChance; else miss_chance -= m_modMeleeHitChance; // bonus from skills is 0.04% miss_chance -= skillDiff * 0.04f; // Limit miss chance from 0 to 60% if (miss_chance < 0.0f) return 0.0f; if (miss_chance > 60.0f) return 60.0f; return miss_chance; } // Melee based spells hit result calculations SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell) { WeaponAttackType attType = BASE_ATTACK; if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED) attType = RANGED_ATTACK; // bonus from skills is 0.04% per skill Diff int32 attackerWeaponSkill = int32(GetWeaponSkillValue(attType,pVictim)); int32 skillDiff = attackerWeaponSkill - int32(pVictim->GetMaxSkillValueForLevel(this)); int32 fullSkillDiff = attackerWeaponSkill - int32(pVictim->GetDefenseSkillValue(this)); uint32 roll = urand (0, 10000); uint32 missChance = uint32(MeleeSpellMissChance(pVictim, attType, fullSkillDiff, spell)*100.0f); // Roll miss uint32 tmp = missChance; if (roll < tmp) return SPELL_MISS_MISS; // Same spells cannot be parry/dodge if (spell->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK) return SPELL_MISS_NONE; // Ranged attack can`t miss too if (attType == RANGED_ATTACK) return SPELL_MISS_NONE; bool attackFromBehind = !pVictim->HasInArc(M_PI,this); // Roll dodge int32 dodgeChance = int32(pVictim->GetUnitDodgeChance()*100.0f) - skillDiff * 4; // Reduce enemy dodge chance by SPELL_AURA_MOD_COMBAT_RESULT_CHANCE dodgeChance+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE); // Reduce dodge chance by attacker expertise rating if (GetTypeId() == TYPEID_PLAYER) dodgeChance-=int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType) * 100.0f); if (dodgeChance < 0) dodgeChance = 0; // Can`t dodge from behind in PvP (but its possible in PvE) if (GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER && attackFromBehind) dodgeChance = 0; // Rogue talent`s cant be dodged AuraList const& mCanNotBeDodge = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT); for(AuraList::const_iterator i = mCanNotBeDodge.begin(); i != mCanNotBeDodge.end(); ++i) { if((*i)->GetModifier()->m_miscvalue == VICTIMSTATE_DODGE) // can't be dodged rogue finishing move { if(spell->SpellFamilyName==SPELLFAMILY_ROGUE && (spell->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE)) { dodgeChance = 0; break; } } } tmp += dodgeChance; if (roll < tmp) return SPELL_MISS_DODGE; // Roll parry int32 parryChance = int32(pVictim->GetUnitParryChance()*100.0f) - skillDiff * 4; // Reduce parry chance by attacker expertise rating if (GetTypeId() == TYPEID_PLAYER) parryChance-=int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType) * 100.0f); // Can`t parry from behind if (parryChance < 0 || attackFromBehind) parryChance = 0; tmp += parryChance; if (roll < tmp) return SPELL_MISS_PARRY; return SPELL_MISS_NONE; }*/ // TODO need use unit spell resistances in calculations SpellMissInfo Unit::MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell) { // Can`t miss on dead target (on skinning for example) if (!pVictim->isAlive()) return SPELL_MISS_NONE; SpellSchoolMask schoolMask = GetSpellSchoolMask(spell); // PvP - PvE spell misschances per leveldif > 2 int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 7 : 11; int32 leveldif = int32(pVictim->getLevelForTarget(this)) - int32(getLevelForTarget(pVictim)); // Base hit chance from attacker and victim levels int32 modHitChance; if(leveldif < 3) modHitChance = 96 - leveldif; else modHitChance = 94 - (leveldif - 2) * lchance; // Spellmod from SPELLMOD_RESIST_MISS_CHANCE if(Player *modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance); // Increase from attacker SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT auras modHitChance+=GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT, schoolMask); // Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras modHitChance+= pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask); // Reduce spell hit chance for Area of effect spells from victim SPELL_AURA_MOD_AOE_AVOIDANCE aura if (IsAreaOfEffectSpell(spell)) modHitChance-=pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE); // Reduce spell hit chance for dispel mechanic spells from victim SPELL_AURA_MOD_DISPEL_RESIST if (IsDispelSpell(spell)) modHitChance-=pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_DISPEL_RESIST); // Chance resist mechanic (select max value from every mechanic spell effect) int32 resist_mech = 0; // Get effects mechanic and chance for(int eff = 0; eff < 3; ++eff) { int32 effect_mech = GetEffectMechanic(spell, eff); if (effect_mech) { int32 temp = pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effect_mech); if (resist_mech < temp) resist_mech = temp; } } // Apply mod modHitChance-=resist_mech; // Chance resist debuff modHitChance-=pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(spell->Dispel)); int32 HitChance = modHitChance * 100; // Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings HitChance += int32(m_modSpellHitChance*100.0f); // Decrease hit chance from victim rating bonus if (pVictim->GetTypeId()==TYPEID_PLAYER) HitChance -= int32(((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_SPELL)*100.0f); if (HitChance < 100) HitChance = 100; if (HitChance > 9900) HitChance = 9900; uint32 rand = urand(0,10000); if (rand > HitChance) return SPELL_MISS_RESIST; return SPELL_MISS_NONE; } SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool CanReflect) { // Return evade for units in evade mode if (pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()) return SPELL_MISS_EVADE; // Check for immune (use charges) if (pVictim->IsImmunedToSpell(spell,true)) return SPELL_MISS_IMMUNE; // All positive spells can`t miss // TODO: client not show miss log for this spells - so need find info for this in dbc and use it! if (IsPositiveSpell(spell->Id)) return SPELL_MISS_NONE; // Check for immune (use charges) if (pVictim->IsImmunedToDamage(GetSpellSchoolMask(spell),true)) return SPELL_MISS_IMMUNE; // Try victim reflect spell if (CanReflect) { // specialized first Unit::AuraList const& mReflectSpellsSchool = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS_SCHOOL); for(Unit::AuraList::const_iterator i = mReflectSpellsSchool.begin(); i != mReflectSpellsSchool.end(); ++i) { if((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spell)) { int32 reflectchance = (*i)->GetModifier()->m_amount; if (reflectchance > 0 && roll_chance_i(reflectchance)) { if((*i)->m_procCharges > 0) { --(*i)->m_procCharges; if((*i)->m_procCharges==0) pVictim->RemoveAurasDueToSpell((*i)->GetId()); } return SPELL_MISS_REFLECT; } } } // generic reflection Unit::AuraList const& mReflectSpells = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS); for(Unit::AuraList::const_iterator i = mReflectSpells.begin(); i != mReflectSpells.end(); ++i) { int32 reflectchance = (*i)->GetModifier()->m_amount; if (reflectchance > 0 && roll_chance_i(reflectchance)) { if((*i)->m_procCharges > 0) { --(*i)->m_procCharges; if((*i)->m_procCharges==0) pVictim->RemoveAurasDueToSpell((*i)->GetId()); } return SPELL_MISS_REFLECT; } } } // Temporary solution for melee based spells and spells vs SPELL_SCHOOL_NORMAL (hit result calculated after) for (int i=0;i<3;i++) { if (spell->Effect[i] == SPELL_EFFECT_WEAPON_DAMAGE || spell->Effect[i] == SPELL_EFFECT_WEAPON_PERCENT_DAMAGE || spell->Effect[i] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG || spell->Effect[i] == SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL) return SPELL_MISS_NONE; } // TODO need use this code for spell hit result calculation // now code commented for compotability switch (spell->DmgClass) { case SPELL_DAMAGE_CLASS_RANGED: case SPELL_DAMAGE_CLASS_MELEE: // return MeleeSpellHitResult(pVictim, spell); return SPELL_MISS_NONE; case SPELL_DAMAGE_CLASS_NONE: case SPELL_DAMAGE_CLASS_MAGIC: return MagicSpellHitResult(pVictim, spell); } return SPELL_MISS_NONE; } float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const { if(!pVictim) return 0.0f; // Base misschance 5% float misschance = 5.0f; // DualWield - Melee spells and physical dmg spells - 5% , white damage 24% if (haveOffhandWeapon() && attType != RANGED_ATTACK) { bool isNormal = false; for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) { if( m_currentSpells[i] && (GetSpellSchoolMask(m_currentSpells[i]->m_spellInfo) & SPELL_SCHOOL_MASK_NORMAL) ) { isNormal = true; break; } } if (isNormal || m_currentSpells[CURRENT_MELEE_SPELL]) { misschance = 5.0f; } else { misschance = 24.0f; } } // PvP : PvE melee misschances per leveldif > 2 int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; int32 leveldif = int32(pVictim->getLevelForTarget(this)) - int32(getLevelForTarget(pVictim)); if(leveldif < 0) leveldif = 0; // Hit chance from attacker based on ratings and auras float m_modHitChance; if (attType == RANGED_ATTACK) m_modHitChance = m_modRangedHitChance; else m_modHitChance = m_modMeleeHitChance; if(leveldif < 3) misschance += (leveldif - m_modHitChance); else misschance += ((leveldif - 2) * chance - m_modHitChance); // Hit chance for victim based on ratings if (pVictim->GetTypeId()==TYPEID_PLAYER) { if (attType == RANGED_ATTACK) misschance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_RANGED); else misschance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_MELEE); } // Modify miss chance by victim auras if(attType == RANGED_ATTACK) misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); else misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); // Modify miss chance from skill difference ( bonus from skills is 0.04% ) int32 skillBonus = int32(GetWeaponSkillValue(attType,pVictim)) - int32(pVictim->GetDefenseSkillValue(this)); misschance -= skillBonus * 0.04f; // Limit miss chance from 0 to 60% if ( misschance < 0.0f) return 0.0f; if ( misschance > 60.0f) return 60.0f; return misschance; } uint32 Unit::GetDefenseSkillValue(Unit const* target) const { if(GetTypeId() == TYPEID_PLAYER) { // in PvP use full skill instead current skill value uint32 value = (target && target->GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->GetMaxSkillValue(SKILL_DEFENSE) : ((Player*)this)->GetSkillValue(SKILL_DEFENSE); value += uint32(((Player*)this)->GetRatingBonusValue(CR_DEFENSE_SKILL)); return value; } else return GetUnitMeleeSkill(target); } float Unit::GetUnitDodgeChance() const { if(hasUnitState(UNIT_STAT_STUNDED)) return 0.0f; if( GetTypeId() == TYPEID_PLAYER ) return GetFloatValue(PLAYER_DODGE_PERCENTAGE); else { if(((Creature const*)this)->isTotem()) return 0.0f; else { float dodge = 5.0f; dodge += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); return dodge > 0.0f ? dodge : 0.0f; } } } float Unit::GetUnitParryChance() const { if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNDED)) return 0.0f; float chance = 0.0f; if(GetTypeId() == TYPEID_PLAYER) { Player const* player = (Player const*)this; if(player->CanParry() ) { Item *tmpitem = ((Player*)this)->GetWeaponForAttack(BASE_ATTACK,true); if(!tmpitem) tmpitem = ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true); if(tmpitem) chance = GetFloatValue(PLAYER_PARRY_PERCENTAGE); } } else if(GetTypeId() == TYPEID_UNIT) { if(GetCreatureType() == CREATURE_TYPE_HUMANOID) { chance = 5.0f; chance += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT); } } return chance > 0.0f ? chance : 0.0f; } float Unit::GetUnitBlockChance() const { if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNDED)) return 0.0f; if(GetTypeId() == TYPEID_PLAYER) { Item *tmpitem = ((Player const*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if(tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block) return GetFloatValue(PLAYER_BLOCK_PERCENTAGE); else return 0.0f; } else { if(((Creature const*)this)->isTotem()) return 0.0f; else { float block = 5.0f; block += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT); return block > 0.0f ? block : 0.0f; } } } float Unit::GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const { float crit; if(GetTypeId() == TYPEID_PLAYER) { switch(attackType) { case BASE_ATTACK: crit = GetFloatValue( PLAYER_CRIT_PERCENTAGE ); break; case OFF_ATTACK: crit = GetFloatValue( PLAYER_OFFHAND_CRIT_PERCENTAGE ); break; case RANGED_ATTACK: crit = GetFloatValue( PLAYER_RANGED_CRIT_PERCENTAGE ); break; // Just for good manner default: crit = 0.0f; break; } } else { crit = 5.0f; crit += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PERCENT); } // flat aura mods if(attackType == RANGED_ATTACK) crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_CHANCE); else crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE); crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE); // reduce crit chance from Rating for players if (pVictim->GetTypeId()==TYPEID_PLAYER) { if (attackType==RANGED_ATTACK) crit -= ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_RANGED); else crit -= ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_MELEE); } if (crit < 0.0f) crit = 0.0f; return crit; } uint32 Unit::GetWeaponSkillValue (WeaponAttackType attType, Unit const* target) const { uint32 value = 0; if(GetTypeId() == TYPEID_PLAYER) { Item* item = ((Player*)this)->GetWeaponForAttack(attType,true); // feral or unarmed skill only for base attack if(attType != BASE_ATTACK && !item ) return 0; if(((Player*)this)->IsInFeralForm()) return GetMaxSkillValueForLevel(); // always maximized SKILL_FERAL_COMBAT in fact // weaon skill or (unarmed for base attack) uint32 skill = item ? item->GetSkill() : SKILL_UNARMED; // in PvP use full skill instead current skill value value = (target && target->GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->GetMaxSkillValue(skill) : ((Player*)this)->GetSkillValue(skill); // Modify value from ratings value += uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL)); switch (attType) { case BASE_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_MAINHAND));break; case OFF_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_OFFHAND));break; case RANGED_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_RANGED));break; } } else value = GetUnitMeleeSkill(target); return value; } void Unit::_UpdateSpells( uint32 time ) { if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]) _UpdateAutoRepeatSpell(); // remove finished spells from current pointers for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) { if (m_currentSpells[i] && m_currentSpells[i]->getState() == SPELL_STATE_FINISHED) { m_currentSpells[i]->SetDeletable(true); // spell may be safely deleted now m_currentSpells[i] = NULL; // remove pointer } } // TODO: Find a better way to prevent crash when multiple auras are removed. m_removedAuras = 0; for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) if ((*i).second) (*i).second->SetUpdated(false); for (AuraMap::iterator i = m_Auras.begin(), next; i != m_Auras.end(); i = next) { next = i; ++next; if ((*i).second) { // prevent double update if ((*i).second->IsUpdated()) continue; (*i).second->SetUpdated(true); (*i).second->Update( time ); // several auras can be deleted due to update if (m_removedAuras) { if (m_Auras.empty()) break; next = m_Auras.begin(); m_removedAuras = 0; } } } for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end();) { if ((*i).second) { if ( !(*i).second->GetAuraDuration() && !((*i).second->IsPermanent() || ((*i).second->IsPassive())) ) { RemoveAura(i); } else { ++i; } } else { ++i; } } if(!m_gameObj.empty()) { std::list::iterator ite1, dnext1; for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1) { dnext1 = ite1; //(*i)->Update( difftime ); if( !(*ite1)->isSpawned() ) { (*ite1)->SetOwnerGUID(0); (*ite1)->SetRespawnTime(0); (*ite1)->Delete(); dnext1 = m_gameObj.erase(ite1); } else ++dnext1; } } } void Unit::_UpdateAutoRepeatSpell() { //check "realtime" interrupts if ( (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving()) || IsNonMeleeSpellCasted(false,false,true) ) { // cancel wand shoot if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); m_AutoRepeatFirstCast = true; return; } //apply delay if ( m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 ) setAttackTimer(RANGED_ATTACK,500); m_AutoRepeatFirstCast = false; //castroutine if (isAttackReady(RANGED_ATTACK)) { // Check if able to cast if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CanCast(true)) { InterruptSpell(CURRENT_AUTOREPEAT_SPELL); return; } // we want to shoot Spell* spell = new Spell(this, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo, true, 0); spell->prepare(&(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets)); // all went good, reset attack resetAttackTimer(RANGED_ATTACK); } } void Unit::SetCurrentCastedSpell( Spell * pSpell ) { assert(pSpell); // NULL may be never passed here, use InterruptSpell or InterruptNonMeleeSpells uint32 CSpellType = pSpell->GetCurrentContainer(); pSpell->SetDeletable(false); // spell will not be deleted until gone from current pointers if (pSpell == m_currentSpells[CSpellType]) return; // avoid breaking self // break same type spell if it is not delayed InterruptSpell(CSpellType,false); // special breakage effects: switch (CSpellType) { case CURRENT_GENERIC_SPELL: { // generic spells always break channeled not delayed spells InterruptSpell(CURRENT_CHANNELED_SPELL,false); // autorepeat breaking if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] ) { // break autorepeat if not Auto Shot if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); m_AutoRepeatFirstCast = true; } } break; case CURRENT_CHANNELED_SPELL: { // channel spells always break generic non-delayed and any channeled spells InterruptSpell(CURRENT_GENERIC_SPELL,false); InterruptSpell(CURRENT_CHANNELED_SPELL); // it also does break autorepeat if not Auto Shot if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351 ) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); } break; case CURRENT_AUTOREPEAT_SPELL: { // only Auto Shoot does not break anything if (pSpell->m_spellInfo->Category == 351) { // generic autorepeats break generic non-delayed and channeled non-delayed spells InterruptSpell(CURRENT_GENERIC_SPELL,false); InterruptSpell(CURRENT_CHANNELED_SPELL,false); } // special action: set first cast flag m_AutoRepeatFirstCast = true; } break; default: { // other spell types don't break anything now } break; } // current spell (if it is still here) may be safely deleted now if (m_currentSpells[CSpellType]) m_currentSpells[CSpellType]->SetDeletable(true); // set new current spell m_currentSpells[CSpellType] = pSpell; } void Unit::InterruptSpell(uint32 spellType, bool withDelayed) { assert(spellType < CURRENT_MAX_SPELL); if(m_currentSpells[spellType] && (withDelayed || m_currentSpells[spellType]->getState() != SPELL_STATE_DELAYED) ) { // send autorepeat cancel message for autorepeat spells if (spellType == CURRENT_AUTOREPEAT_SPELL) { if(GetTypeId()==TYPEID_PLAYER) ((Player*)this)->SendAutoRepeatCancel(); } if (m_currentSpells[spellType]->getState() != SPELL_STATE_FINISHED) m_currentSpells[spellType]->cancel(); m_currentSpells[spellType]->SetDeletable(true); m_currentSpells[spellType] = NULL; } } bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skipAutorepeat) const { // We don't do loop here to explicitly show that melee spell is excluded. // Maybe later some special spells will be excluded too. // generic spells are casted when they are not finished and not delayed if ( m_currentSpells[CURRENT_GENERIC_SPELL] && (m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED) ) return(true); // channeled spells may be delayed, but they are still considered casted else if ( !skipChanneled && m_currentSpells[CURRENT_CHANNELED_SPELL] && (m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED) ) return(true); // autorepeat spells may be finished or delayed, but they are still considered casted else if ( !skipAutorepeat && m_currentSpells[CURRENT_AUTOREPEAT_SPELL] ) return(true); return(false); } void Unit::InterruptNonMeleeSpells(bool withDelayed, uint32 spell_id) { // generic spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_GENERIC_SPELL] && (!spell_id || m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id==spell_id)) { if ( (m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED) ) m_currentSpells[CURRENT_GENERIC_SPELL]->cancel(); m_currentSpells[CURRENT_GENERIC_SPELL]->SetDeletable(true); m_currentSpells[CURRENT_GENERIC_SPELL] = NULL; } // autorepeat spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && (!spell_id || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id==spell_id)) { // send disable autorepeat packet in any case if(GetTypeId()==TYPEID_PLAYER) ((Player*)this)->SendAutoRepeatCancel(); if ( (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->getState() != SPELL_STATE_DELAYED) ) m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->cancel(); m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->SetDeletable(true); m_currentSpells[CURRENT_AUTOREPEAT_SPELL] = NULL; } // channeled spells are interrupted if they are not finished, even if they are delayed if (m_currentSpells[CURRENT_CHANNELED_SPELL] && (!spell_id || m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id==spell_id)) { if (m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED) m_currentSpells[CURRENT_CHANNELED_SPELL]->cancel(); m_currentSpells[CURRENT_CHANNELED_SPELL]->SetDeletable(true); m_currentSpells[CURRENT_CHANNELED_SPELL] = NULL; } } Spell* Unit::FindCurrentSpellBySpellId(uint32 spell_id) const { for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) if(m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id==spell_id) return m_currentSpells[i]; return NULL; } bool Unit::isInFront(Unit const* target, float distance, float arc) const { return IsWithinDistInMap(target, distance) && HasInArc( arc, target ); } void Unit::SetInFront(Unit const* target) { SetOrientation(GetAngle(target)); } bool Unit::isInBack(Unit const* target, float distance, float arc) const { return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target ); } bool Unit::isInAccessablePlaceFor(Creature const* c) const { if(IsInWater()) return c->canSwim(); else return c->canWalk(); } bool Unit::IsInWater() const { return MapManager::Instance().GetBaseMap(GetMapId())->IsInWater(GetPositionX(),GetPositionY(), GetPositionZ()); } bool Unit::IsUnderWater() const { return MapManager::Instance().GetBaseMap(GetMapId())->IsUnderWater(GetPositionX(),GetPositionY(),GetPositionZ()); } void Unit::DeMorph() { SetDisplayId(GetNativeDisplayId()); } int32 Unit::GetTotalAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) modifier += (*i)->GetModifier()->m_amount; return modifier; } float Unit::GetTotalAuraMultiplier(AuraType auratype) const { float multipler = 1.0f; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) multipler *= (100.0f + (*i)->GetModifier()->m_amount)/100.0f; return multipler; } int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) if ((*i)->GetModifier()->m_amount > modifier) modifier = (*i)->GetModifier()->m_amount; return modifier; } int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) if ((*i)->GetModifier()->m_amount < modifier) modifier = (*i)->GetModifier()->m_amount; return modifier; } int32 Unit::GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue & misc_mask) modifier += mod->m_amount; } return modifier; } float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const { float multipler = 1.0f; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue & misc_mask) multipler *= (100.0f + mod->m_amount)/100.0f; } return multipler; } int32 Unit::GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue & misc_mask && mod->m_amount > modifier) modifier = mod->m_amount; } return modifier; } int32 Unit::GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue & misc_mask && mod->m_amount < modifier) modifier = mod->m_amount; } return modifier; } int32 Unit::GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue == misc_value) modifier += mod->m_amount; } return modifier; } float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const { float multipler = 1.0f; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue == misc_value) multipler *= (100.0f + mod->m_amount)/100.0f; } return multipler; } int32 Unit::GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue == misc_value && mod->m_amount > modifier) modifier = mod->m_amount; } return modifier; } int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const { int32 modifier = 0; AuraList const& mTotalAuraList = GetAurasByType(auratype); for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue == misc_value && mod->m_amount < modifier) modifier = mod->m_amount; } return modifier; } bool Unit::AddAura(Aura *Aur) { // ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load) if( !isAlive() && Aur->GetId() != 20584 && Aur->GetId() != 8326 && Aur->GetId() != 2584 && (GetTypeId()!=TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()) ) { delete Aur; return false; } if(Aur->GetTarget() != this) { sLog.outError("Aura (spell %u eff %u) add to aura list of %s (lowguid: %u) but Aura target is %s (lowguid: %u)", Aur->GetId(),Aur->GetEffIndex(),(GetTypeId()==TYPEID_PLAYER?"player":"creature"),GetGUIDLow(), (Aur->GetTarget()->GetTypeId()==TYPEID_PLAYER?"player":"creature"),Aur->GetTarget()->GetGUIDLow()); delete Aur; return false; } SpellEntry const* aurSpellInfo = Aur->GetSpellProto(); spellEffectPair spair = spellEffectPair(Aur->GetId(), Aur->GetEffIndex()); AuraMap::iterator i = m_Auras.find( spair ); // take out same spell if (i != m_Auras.end()) { // passive and persistent auras can stack with themselves any number of times if (!Aur->IsPassive() && !Aur->IsPersistent()) { // replace aura if next will > spell StackAmount if(aurSpellInfo->StackAmount) { if(m_Auras.count(spair) >= aurSpellInfo->StackAmount) RemoveAura(i,AURA_REMOVE_BY_STACK); } // if StackAmount==0 not allow auras from same caster else { for(AuraMap::iterator i2 = m_Auras.lower_bound(spair); i2 != m_Auras.upper_bound(spair); ++i2) { if(i2->second->GetCasterGUID()==Aur->GetCasterGUID()) { // can be only single (this check done at _each_ aura add RemoveAura(i2,AURA_REMOVE_BY_STACK); break; } bool stop = false; switch(aurSpellInfo->EffectApplyAuraName[Aur->GetEffIndex()]) { // DoT/HoT/etc case SPELL_AURA_PERIODIC_DAMAGE: // allow stack case SPELL_AURA_PERIODIC_DAMAGE_PERCENT: case SPELL_AURA_PERIODIC_LEECH: case SPELL_AURA_PERIODIC_HEAL: case SPELL_AURA_OBS_MOD_HEALTH: case SPELL_AURA_PERIODIC_MANA_LEECH: case SPELL_AURA_PERIODIC_ENERGIZE: case SPELL_AURA_OBS_MOD_MANA: case SPELL_AURA_POWER_BURN_MANA: break; default: // not allow // can be only single (this check done at _each_ aura add RemoveAura(i2,AURA_REMOVE_BY_STACK); stop = true; break; } if(stop) break; } } } } // passive auras stack with all (except passive spell proc auras) if ((!Aur->IsPassive() || !IsPassiveStackableSpell(Aur->GetId())) && !(Aur->GetId() == 20584 || Aur->GetId() == 8326)) { if (!RemoveNoStackAurasDueToAura(Aur)) { delete Aur; return false; // couldnt remove conflicting aura with higher rank } } // update single target auras list (before aura add to aura list, to prevent unexpected remove recently added aura) if (IsSingleTargetSpell(aurSpellInfo) && Aur->GetTarget()) { // caster pointer can be deleted in time aura remove, find it by guid at each iteration for(;;) { Unit* caster = Aur->GetCaster(); if(!caster) // caster deleted and not required adding scAura break; bool restart = false; AuraList& scAuras = caster->GetSingleCastAuras(); for(AuraList::iterator itr = scAuras.begin(); itr != scAuras.end(); ++itr) { if( (*itr)->GetTarget() != Aur->GetTarget() && IsSingleTargetSpells((*itr)->GetSpellProto(),aurSpellInfo) ) { if ((*itr)->IsInUse()) { sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for IsSingleTargetSpell", (*itr)->GetId(), (*itr)->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex()); continue; } (*itr)->GetTarget()->RemoveAura((*itr)->GetId(), (*itr)->GetEffIndex()); restart = true; break; } } if(!restart) { // done scAuras.push_back(Aur); break; } } } // add aura, register in lists and arrays Aur->_AddAura(); m_Auras.insert(AuraMap::value_type(spellEffectPair(Aur->GetId(), Aur->GetEffIndex()), Aur)); if (Aur->GetModifier()->m_auraname < TOTAL_AURAS) { m_modAuras[Aur->GetModifier()->m_auraname].push_back(Aur); } Aur->ApplyModifier(true,true); sLog.outDebug("Aura %u now is in use", Aur->GetModifier()->m_auraname); return true; } void Unit::RemoveRankAurasDueToSpell(uint32 spellId) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(!spellInfo) return; AuraMap::iterator i,next; for (i = m_Auras.begin(); i != m_Auras.end(); i = next) { next = i; ++next; uint32 i_spellId = (*i).second->GetId(); if((*i).second && i_spellId && i_spellId != spellId) { if(spellmgr.IsRankSpellDueToSpell(spellInfo,i_spellId)) { RemoveAurasDueToSpell(i_spellId); if( m_Auras.empty() ) break; else next = m_Auras.begin(); } } } } bool Unit::RemoveNoStackAurasDueToAura(Aura *Aur) { if (!Aur) return false; SpellEntry const* spellProto = Aur->GetSpellProto(); if (!spellProto) return false; uint32 spellId = Aur->GetId(); uint32 effIndex = Aur->GetEffIndex(); SpellSpecific spellId_spec = GetSpellSpecific(spellId); AuraMap::iterator i,next; for (i = m_Auras.begin(); i != m_Auras.end(); i = next) { next = i; ++next; if (!(*i).second) continue; SpellEntry const* i_spellProto = (*i).second->GetSpellProto(); if (!i_spellProto) continue; uint32 i_spellId = i_spellProto->Id; if(IsPassiveSpell(i_spellId)) { if(IsPassiveStackableSpell(i_spellId)) continue; // passive non-stackable spells not stackable only with another rank of same spell if (!spellmgr.IsRankSpellDueToSpell(spellProto, i_spellId)) continue; } uint32 i_effIndex = (*i).second->GetEffIndex(); if(i_spellId == spellId) continue; bool is_triggered_by_spell = false; // prevent triggered aura of removing aura that triggered it for(int j = 0; j < 3; ++j) if (i_spellProto->EffectTriggerSpell[j] == spellProto->Id) is_triggered_by_spell = true; if (is_triggered_by_spell) continue; for(int j = 0; j < 3; ++j) { // prevent remove dummy triggered spells at next effect aura add switch(spellProto->Effect[j]) // main spell auras added added after triggred spell { case SPELL_EFFECT_DUMMY: switch(spellId) { case 5420: if(i_spellId==34123) is_triggered_by_spell = true; break; } break; } if(is_triggered_by_spell) break; // prevent remove form main spell by triggred passive spells switch(i_spellProto->EffectApplyAuraName[j]) // main aura added before triggered spell { case SPELL_AURA_MOD_SHAPESHIFT: switch(i_spellId) { case 24858: if(spellId==24905) is_triggered_by_spell = true; break; case 33891: if(spellId==5420 || spellId==34123) is_triggered_by_spell = true; break; case 34551: if(spellId==22688) is_triggered_by_spell = true; break; } break; } } if(!is_triggered_by_spell) { SpellSpecific i_spellId_spec = GetSpellSpecific(i_spellId); bool is_sspc = IsSingleFromSpellSpecificPerCaster(spellId_spec,i_spellId_spec); if( is_sspc && Aur->GetCasterGUID() == (*i).second->GetCasterGUID() ) { // cannot remove higher rank if (spellmgr.IsRankSpellDueToSpell(spellProto, i_spellId)) if(CompareAuraRanks(spellId, effIndex, i_spellId, i_effIndex) < 0) return false; // Its a parent aura (create this aura in ApplyModifier) if ((*i).second->IsInUse()) { sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex()); continue; } RemoveAurasDueToSpell(i_spellId); if( m_Auras.empty() ) break; else next = m_Auras.begin(); } else if( !is_sspc && spellmgr.IsNoStackSpellDueToSpell(spellId, i_spellId) ) { // Its a parent aura (create this aura in ApplyModifier) if ((*i).second->IsInUse()) { sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex()); continue; } RemoveAurasDueToSpell(i_spellId); if( m_Auras.empty() ) break; else next = m_Auras.begin(); } // Potions stack aura by aura (elixirs/flask already checked) else if( spellProto->SpellFamilyName == SPELLFAMILY_POTION && i_spellProto->SpellFamilyName == SPELLFAMILY_POTION ) { if (IsNoStackAuraDueToAura(spellId, effIndex, i_spellId, i_effIndex)) { if(CompareAuraRanks(spellId, effIndex, i_spellId, i_effIndex) < 0) return false; // cannot remove higher rank // Its a parent aura (create this aura in ApplyModifier) if ((*i).second->IsInUse()) { sLog.outError("Aura (Spell %u Effect %u) is in process but attempt removed at aura (Spell %u Effect %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAura", i->second->GetId(), i->second->GetEffIndex(),Aur->GetId(), Aur->GetEffIndex()); continue; } RemoveAura(i); next = i; } } } } return true; } void Unit::RemoveAura(uint32 spellId, uint32 effindex, Aura* except) { spellEffectPair spair = spellEffectPair(spellId, effindex); for(AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair);) { if(iter->second!=except) { RemoveAura(iter); iter = m_Auras.lower_bound(spair); } else ++iter; } } void Unit::RemoveAurasDueToSpellByDispel(uint32 spellId, uint64 casterGUID, Unit *dispeler) { for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ) { Aura *aur = iter->second; if (aur->GetId() == spellId && aur->GetCasterGUID() == casterGUID) { // Custom dispel case // Unstable Affliction if (aur->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && (aur->GetSpellProto()->SpellFamilyFlags & 0x010000000000LL)) { int32 damage = aur->GetModifier()->m_amount*9; uint64 caster_guid = aur->GetCasterGUID(); // Remove aura RemoveAura(iter, AURA_REMOVE_BY_DISPEL); // backfire damage and silence dispeler->CastCustomSpell(dispeler, 31117, &damage, NULL, NULL, true, NULL, NULL,caster_guid); iter = m_Auras.begin(); // iterator can be invalidate at cast if self-dispel } else RemoveAura(iter, AURA_REMOVE_BY_DISPEL); } else ++iter; } } void Unit::RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit *stealer) { for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ) { Aura *aur = iter->second; if (aur->GetId() == spellId && aur->GetCasterGUID() == casterGUID) { int32 basePoints = aur->GetBasePoints(); // construct the new aura for the attacker Aura * new_aur = CreateAura(aur->GetSpellProto(), aur->GetEffIndex(), &basePoints, stealer); if(!new_aur) continue; // set its duration and maximum duration // max duration 2 minutes (in msecs) int32 dur = aur->GetAuraDuration(); const int32 max_dur = 2*MINUTE*1000; new_aur->SetAuraMaxDuration( max_dur > dur ? dur : max_dur ); new_aur->SetAuraDuration( max_dur > dur ? dur : max_dur ); // add the new aura to stealer stealer->AddAura(new_aur); // Remove aura as dispel RemoveAura(iter, AURA_REMOVE_BY_DISPEL); } else ++iter; } } void Unit::RemoveAurasDueToSpellByCancel(uint32 spellId) { for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ) { if (iter->second->GetId() == spellId) RemoveAura(iter, AURA_REMOVE_BY_CANCEL); else ++iter; } } void Unit::RemoveAurasWithDispelType( DispelType type ) { // Create dispel mask by dispel type uint32 dispelMask = GetDispellMask(type); // Dispel all existing auras vs current dispell type AuraMap& auras = GetAuras(); for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); ) { SpellEntry const* spell = itr->second->GetSpellProto(); if( (1<Dispel) & dispelMask ) { // Dispel aura RemoveAurasDueToSpell(spell->Id); itr = auras.begin(); } else ++itr; } } void Unit::RemoveSingleAuraFromStack(uint32 spellId, uint32 effindex) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if(iter != m_Auras.end()) RemoveAura(iter); } void Unit::RemoveAurasDueToSpell(uint32 spellId, Aura* except) { for (int i = 0; i < 3; ++i) RemoveAura(spellId,i,except); } void Unit::RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId) { for (int k=0; k < 3; ++k) { spellEffectPair spair = spellEffectPair(spellId, k); for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair);) { if (iter->second->GetCastItemGUID() == castItem->GetGUID()) { RemoveAura(iter); iter = m_Auras.upper_bound(spair); // overwrite by more appropriate } else ++iter; } } } void Unit::RemoveAurasWithInterruptFlags(uint32 flags) { for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ) { if (iter->second->GetSpellProto()->AuraInterruptFlags & flags) RemoveAura(iter); else ++iter; } } void Unit::RemoveNotOwnSingleTargetAuras() { // single target auras from other casters for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end(); ) { if (iter->second->GetCasterGUID()!=GetGUID() && IsSingleTargetSpell(iter->second->GetSpellProto())) RemoveAura(iter); else ++iter; } // single target auras at other targets AuraList& scAuras = GetSingleCastAuras(); for (AuraList::iterator iter = scAuras.begin(); iter != scAuras.end(); ) { Aura* aura = *iter; if (aura->GetTarget()!=this) { scAuras.erase(iter); // explicitly remove, instead waiting remove in RemoveAura aura->GetTarget()->RemoveAura(aura->GetId(),aura->GetEffIndex()); iter = scAuras.begin(); } else ++iter; } } void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode) { if (IsSingleTargetSpell((*i).second->GetSpellProto())) { if(Unit* caster = (*i).second->GetCaster()) { AuraList& scAuras = caster->GetSingleCastAuras(); scAuras.remove((*i).second); } else { sLog.outError("Couldn't find the caster of the single target aura, may crash later!"); assert(false); } } if ((*i).second->GetModifier()->m_auraname < TOTAL_AURAS) { m_modAuras[(*i).second->GetModifier()->m_auraname].remove((*i).second); } // remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order) Aura* Aur = i->second; // Set remove mode Aur->SetRemoveMode(mode); // some ShapeshiftBoosts at remove trigger removing other auras including parent Shapeshift aura // remove aura from list before to prevent deleting it before m_Auras.erase(i); ++m_removedAuras; // internal count used by unit update // Status unsummoned at aura remove Totem* statue = NULL; if(IsChanneledSpell(Aur->GetSpellProto())) if(Unit* caster = Aur->GetCaster()) if(caster->GetTypeId()==TYPEID_UNIT && ((Creature*)caster)->isTotem() && ((Totem*)caster)->GetTotemType()==TOTEM_STATUE) statue = ((Totem*)caster); sLog.outDebug("Aura %u now is remove mode %d",Aur->GetModifier()->m_auraname, mode); Aur->ApplyModifier(false,true); Aur->_RemoveAura(); delete Aur; if(statue) statue->UnSummon(); // only way correctly remove all auras from list if( m_Auras.empty() ) i = m_Auras.end(); else i = m_Auras.begin(); } void Unit::RemoveAllAuras() { while (!m_Auras.empty()) { AuraMap::iterator iter = m_Auras.begin(); RemoveAura(iter); } } void Unit::RemoveAllAurasOnDeath() { // used just after dieing to remove all visible auras // and disable the mods for the passive ones for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();) { if (!iter->second->IsPassive() && !iter->second->IsDeathPersistent()) RemoveAura(iter, AURA_REMOVE_BY_DEATH); else ++iter; } } void Unit::DelayAura(uint32 spellId, uint32 effindex, int32 delaytime) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if (iter != m_Auras.end()) { if (iter->second->GetAuraDuration() < delaytime) iter->second->SetAuraDuration(0); else iter->second->SetAuraDuration(iter->second->GetAuraDuration() - delaytime); iter->second->UpdateAuraDuration(); sLog.outDebug("Aura %u partially interrupted on unit %u, new duration: %u ms",iter->second->GetModifier()->m_auraname, GetGUIDLow(), iter->second->GetAuraDuration()); } } void Unit::_RemoveAllAuraMods() { for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) { (*i).second->ApplyModifier(false); } } void Unit::_ApplyAllAuraMods() { for (AuraMap::iterator i = m_Auras.begin(); i != m_Auras.end(); ++i) { (*i).second->ApplyModifier(true); } } Aura* Unit::GetAura(uint32 spellId, uint32 effindex) { AuraMap::iterator iter = m_Auras.find(spellEffectPair(spellId, effindex)); if (iter != m_Auras.end()) return iter->second; return NULL; } void Unit::AddDynObject(DynamicObject* dynObj) { m_dynObjGUIDs.push_back(dynObj->GetGUID()); } void Unit::RemoveDynObject(uint32 spellid) { if(m_dynObjGUIDs.empty()) return; for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(!dynObj) { i = m_dynObjGUIDs.erase(i); } else if(spellid == 0 || dynObj->GetSpellId() == spellid) { dynObj->Delete(); i = m_dynObjGUIDs.erase(i); } else ++i; } } void Unit::RemoveAllDynObjects() { while(!m_dynObjGUIDs.empty()) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(dynObj) dynObj->Delete(); m_dynObjGUIDs.erase(m_dynObjGUIDs.begin()); } } DynamicObject * Unit::GetDynObject(uint32 spellId, uint32 effIndex) { for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(!dynObj) { i = m_dynObjGUIDs.erase(i); continue; } if (dynObj->GetSpellId() == spellId && dynObj->GetEffIndex() == effIndex) return dynObj; ++i; } return NULL; } DynamicObject * Unit::GetDynObject(uint32 spellId) { for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();) { DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin()); if(!dynObj) { i = m_dynObjGUIDs.erase(i); continue; } if (dynObj->GetSpellId() == spellId) return dynObj; ++i; } return NULL; } void Unit::AddGameObject(GameObject* gameObj) { assert(gameObj && gameObj->GetOwnerGUID()==0); m_gameObj.push_back(gameObj); gameObj->SetOwnerGUID(GetGUID()); } void Unit::RemoveGameObject(GameObject* gameObj, bool del) { assert(gameObj && gameObj->GetOwnerGUID()==GetGUID()); // GO created by some spell if ( GetTypeId()==TYPEID_PLAYER && gameObj->GetSpellId() ) { SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId()); // Need activate spell use for owner if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) ((Player*)this)->SendCooldownEvent(createBySpell); } gameObj->SetOwnerGUID(0); m_gameObj.remove(gameObj); if(del) { gameObj->SetRespawnTime(0); gameObj->Delete(); } } void Unit::RemoveGameObject(uint32 spellid, bool del) { if(m_gameObj.empty()) return; std::list::iterator i, next; for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next) { next = i; if(spellid == 0 || (*i)->GetSpellId() == spellid) { (*i)->SetOwnerGUID(0); if(del) { (*i)->SetRespawnTime(0); (*i)->Delete(); } next = m_gameObj.erase(i); } else ++next; } } void Unit::RemoveAllGameObjects() { // remove references to unit for(std::list::iterator i = m_gameObj.begin(); i != m_gameObj.end();) { (*i)->SetOwnerGUID(0); (*i)->SetRespawnTime(0); (*i)->Delete(); i = m_gameObj.erase(i); } } void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit) { sLog.outDebug("Sending: SMSG_SPELLNONMELEEDAMAGELOG"); WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16+4+4+1+4+4+1+1+4+4+1)); // we guess size data.append(target->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); data << uint32(Damage-AbsorbedDamage-Resist-Blocked); data << uint8(damageSchoolMask); // spell school data << uint32(AbsorbedDamage); // AbsorbedDamage data << uint32(Resist); // resist data << uint8(PhysicalDamage); // if 1, then client show spell name (example: %s's ranged shot hit %s for %u school or %s suffers %u school damage from %s's spell_name data << uint8(0); // unk isFromAura data << uint32(Blocked); // blocked data << uint32(CriticalHit ? 0x27 : 0x25); // hitType, flags: 0x2 - SPELL_HIT_TYPE_CRIT, 0x10 - replace caster? data << uint8(0); // isDebug? SendMessageToSet( &data, true ); } void Unit::SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo) { WorldPacket data(SMSG_SPELLLOGMISS, (4+8+1+4+8+1)); data << uint32(spellID); data << uint64(GetGUID()); data << uint8(0); // can be 0 or 1 data << uint32(1); // target count // for(i = 0; i < target count; ++i) data << uint64(target->GetGUID()); // target GUID data << uint8(missInfo); // end loop SendMessageToSet(&data, true); } void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount) { sLog.outDebug("WORLD: Sending SMSG_ATTACKERSTATEUPDATE"); WorldPacket data(SMSG_ATTACKERSTATEUPDATE, (16+45)); // we guess size data << (uint32)HitInfo; data.append(GetPackGUID()); data.append(target->GetPackGUID()); data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); data << (uint8)SwingType; // count? // for(i = 0; i < SwingType; ++i) data << (uint32)damageSchoolMask; data << (float)(Damage-AbsorbDamage-Resist-BlockedAmount); // still need to double check damage data << (uint32)(Damage-AbsorbDamage-Resist-BlockedAmount); data << (uint32)AbsorbDamage; data << (uint32)Resist; // end loop data << (uint32)TargetState; if( AbsorbDamage == 0 ) //also 0x3E8 = 0x3E8, check when that happens data << (uint32)0; else data << (uint32)-1; data << (uint32)0; data << (uint32)BlockedAmount; SendMessageToSet( &data, true ); } void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 damage, SpellSchoolMask damageSchoolMask, SpellEntry const *procSpell, bool isTriggeredSpell, WeaponAttackType attType) { sLog.outDebug("ProcDamageAndSpell: attacker flags are 0x%x, victim flags 0x%x", procAttacker, procVictim); if(procSpell) sLog.outDebug("ProcDamageAndSpell: invoked due to spell id %u %s", procSpell->Id, (isTriggeredSpell?"(triggered)":"")); // Assign melee/ranged proc flags for magic attacks, that are actually melee/ranged abilities // not assign for spell proc triggered spell to prevent infinity (or unexpacted 2-3 times) melee damage spell proc call with melee damage effect // That is the question though if it's fully correct if(procSpell && !isTriggeredSpell) { if(procSpell->DmgClass == SPELL_DAMAGE_CLASS_MELEE) { if(procAttacker & PROC_FLAG_HIT_SPELL) procAttacker |= PROC_FLAG_HIT_MELEE; if(procAttacker & PROC_FLAG_CRIT_SPELL) procAttacker |= PROC_FLAG_CRIT_MELEE; if(procVictim & PROC_FLAG_STRUCK_SPELL) procVictim |= PROC_FLAG_STRUCK_MELEE; if(procVictim & PROC_FLAG_STRUCK_CRIT_SPELL) procVictim |= PROC_FLAG_STRUCK_CRIT_MELEE; attType = BASE_ATTACK; // Melee abilities are assumed to be dealt with mainhand weapon } else if (procSpell->DmgClass == SPELL_DAMAGE_CLASS_RANGED) { if(procAttacker & PROC_FLAG_HIT_SPELL) procAttacker |= PROC_FLAG_HIT_RANGED; if(procAttacker & PROC_FLAG_CRIT_SPELL) procAttacker |= PROC_FLAG_CRIT_RANGED; if(procVictim & PROC_FLAG_STRUCK_SPELL) procVictim |= PROC_FLAG_STRUCK_RANGED; if(procVictim & PROC_FLAG_STRUCK_CRIT_SPELL) procVictim |= PROC_FLAG_STRUCK_CRIT_RANGED; attType = RANGED_ATTACK; } } if(damage && (procVictim & (PROC_FLAG_STRUCK_MELEE|PROC_FLAG_STRUCK_RANGED|PROC_FLAG_STRUCK_SPELL))) procVictim |= (PROC_FLAG_TAKE_DAMAGE|PROC_FLAG_TOUCH); // Not much to do if no flags are set. if (procAttacker) { // procces auras that not generate casts at proc event before auras that generate casts to prevent proc aura added at prev. proc aura execute in set ProcDamageAndSpellFor(false,pVictim,procAttacker,attackerProcEffectAuraTypes,attType, procSpell, damage, damageSchoolMask); ProcDamageAndSpellFor(false,pVictim,procAttacker,attackerProcCastAuraTypes,attType, procSpell, damage, damageSchoolMask); } // Now go on with a victim's events'n'auras // Not much to do if no flags are set or there is no victim if(pVictim && pVictim->isAlive() && procVictim) { // procces auras that not generate casts at proc event before auras that generate casts to prevent proc aura added at prev. proc aura execute in set pVictim->ProcDamageAndSpellFor(true,this,procVictim,victimProcEffectAuraTypes,attType,procSpell, damage, damageSchoolMask); pVictim->ProcDamageAndSpellFor(true,this,procVictim,victimProcCastAuraTypes,attType,procSpell, damage, damageSchoolMask); } } void Unit::CastMeleeProcDamageAndSpell(Unit* pVictim, uint32 damage, SpellSchoolMask damageSchoolMask, WeaponAttackType attType, MeleeHitOutcome outcome, SpellEntry const *spellCasted, bool isTriggeredSpell) { if(!pVictim) return; uint32 procAttacker = PROC_FLAG_NONE; uint32 procVictim = PROC_FLAG_NONE; switch(outcome) { case MELEE_HIT_EVADE: return; case MELEE_HIT_MISS: if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_MISS; } break; case MELEE_HIT_BLOCK_CRIT: case MELEE_HIT_CRIT: if(spellCasted && attType == BASE_ATTACK) { procAttacker |= PROC_FLAG_CRIT_SPELL; procVictim |= PROC_FLAG_STRUCK_CRIT_SPELL; if ( outcome == MELEE_HIT_BLOCK_CRIT ) { procVictim |= PROC_FLAG_BLOCK; procAttacker |= PROC_FLAG_TARGET_BLOCK; } } else if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_HIT_MELEE | PROC_FLAG_CRIT_MELEE; procVictim = PROC_FLAG_STRUCK_MELEE | PROC_FLAG_STRUCK_CRIT_MELEE; } else { procAttacker = PROC_FLAG_HIT_RANGED | PROC_FLAG_CRIT_RANGED; procVictim = PROC_FLAG_STRUCK_RANGED | PROC_FLAG_STRUCK_CRIT_RANGED; } break; case MELEE_HIT_PARRY: procAttacker = PROC_FLAG_TARGET_DODGE_OR_PARRY; procVictim = PROC_FLAG_PARRY; break; case MELEE_HIT_BLOCK: procAttacker = PROC_FLAG_TARGET_BLOCK; procVictim = PROC_FLAG_BLOCK; break; case MELEE_HIT_DODGE: procAttacker = PROC_FLAG_TARGET_DODGE_OR_PARRY; procVictim = PROC_FLAG_DODGE; break; case MELEE_HIT_CRUSHING: if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_HIT_MELEE | PROC_FLAG_CRIT_MELEE; procVictim = PROC_FLAG_STRUCK_MELEE | PROC_FLAG_STRUCK_CRIT_MELEE; } else { procAttacker = PROC_FLAG_HIT_RANGED | PROC_FLAG_CRIT_RANGED; procVictim = PROC_FLAG_STRUCK_RANGED | PROC_FLAG_STRUCK_CRIT_RANGED; } break; default: if(attType == BASE_ATTACK || attType == OFF_ATTACK) { procAttacker = PROC_FLAG_HIT_MELEE; procVictim = PROC_FLAG_STRUCK_MELEE; } else { procAttacker = PROC_FLAG_HIT_RANGED; procVictim = PROC_FLAG_STRUCK_RANGED; } break; } if(damage > 0) procVictim |= PROC_FLAG_TAKE_DAMAGE; if(procAttacker != PROC_FLAG_NONE || procVictim != PROC_FLAG_NONE) ProcDamageAndSpell(pVictim, procAttacker, procVictim, damage, damageSchoolMask, spellCasted, isTriggeredSpell, attType); } bool Unit::HandleHasteAuraProc(Unit *pVictim, SpellEntry const *hasteSpell, uint32 /*effIndex*/, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 cooldown) { Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; Unit* target = pVictim; int32 basepoints0 = 0; switch(hasteSpell->SpellFamilyName) { case SPELLFAMILY_ROGUE: { switch(hasteSpell->Id) { // Blade Flurry case 13877: case 33735: { target = SelectNearbyTarget(); if(!target) return false; basepoints0 = damage; triggered_spell_id = 22482; break; } } break; } } // processed charge only counting case if(!triggered_spell_id) return true; SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id); if(!triggerEntry) { sLog.outError("Unit::HandleHasteAuraProc: Spell %u have not existed triggered spell %u",hasteSpell->Id,triggered_spell_id); return false; } // default case if(!target || target!=this && !target->isAlive()) return false; if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id)) return false; if(basepoints0) CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); else CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura); if( cooldown && GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown); return true; } bool Unit::HandleDummyAuraProc(Unit *pVictim, SpellEntry const *dummySpell, uint32 effIndex, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 cooldown) { Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; Unit* target = pVictim; int32 basepoints0 = 0; switch(dummySpell->SpellFamilyName) { case SPELLFAMILY_GENERIC: { switch (dummySpell->Id) { // Eye of Eye case 9799: case 25988: { // prevent damage back from weapon special attacks if (!procSpell || procSpell->DmgClass != SPELL_DAMAGE_CLASS_MAGIC ) return false; // return damage % to attacker but < 50% own total health basepoints0 = triggeredByAura->GetModifier()->m_amount*int32(damage)/100; if(basepoints0 > GetMaxHealth()/2) basepoints0 = GetMaxHealth()/2; triggered_spell_id = 25997; break; } // Sweeping Strikes case 12328: case 18765: case 35429: { // prevent chain of triggred spell from same triggred spell if(procSpell && procSpell->Id==26654) return false; target = SelectNearbyTarget(); if(!target) return false; triggered_spell_id = 26654; break; } // Unstable Power case 24658: { if (!procSpell || procSpell->Id == 24659) return false; // Need remove one 24659 aura RemoveSingleAuraFromStack(24659, 0); RemoveSingleAuraFromStack(24659, 1); return true; } // Restless Strength case 24661: { // Need remove one 24662 aura RemoveSingleAuraFromStack(24662, 0); return true; } // Adaptive Warding (Frostfire Regalia set) case 28764: { if(!procSpell) return false; // find Mage Armor bool found = false; AuraList const& mRegenInterupt = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT); for(AuraList::const_iterator iter = mRegenInterupt.begin(); iter != mRegenInterupt.end(); ++iter) { if(SpellEntry const* iterSpellProto = (*iter)->GetSpellProto()) { if(iterSpellProto->SpellFamilyName==SPELLFAMILY_MAGE && (iterSpellProto->SpellFamilyFlags & 0x10000000)) { found=true; break; } } } if(!found) return false; switch(GetFirstSchoolInMask(GetSpellSchoolMask(procSpell))) { case SPELL_SCHOOL_NORMAL: case SPELL_SCHOOL_HOLY: return false; // ignored case SPELL_SCHOOL_FIRE: triggered_spell_id = 28765; break; case SPELL_SCHOOL_NATURE: triggered_spell_id = 28768; break; case SPELL_SCHOOL_FROST: triggered_spell_id = 28766; break; case SPELL_SCHOOL_SHADOW: triggered_spell_id = 28769; break; case SPELL_SCHOOL_ARCANE: triggered_spell_id = 28770; break; default: return false; } target = this; break; } // Obsidian Armor (Justice Bearer`s Pauldrons shoulder) case 27539: { if(!procSpell) return false; // not from DoT bool found = false; for(int j = 0; j < 3; ++j) { if(procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_DAMAGE||procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_DAMAGE_PERCENT) { found = true; break; } } if(found) return false; switch(GetFirstSchoolInMask(GetSpellSchoolMask(procSpell))) { case SPELL_SCHOOL_NORMAL: return false; // ignore case SPELL_SCHOOL_HOLY: triggered_spell_id = 27536; break; case SPELL_SCHOOL_FIRE: triggered_spell_id = 27533; break; case SPELL_SCHOOL_NATURE: triggered_spell_id = 27538; break; case SPELL_SCHOOL_FROST: triggered_spell_id = 27534; break; case SPELL_SCHOOL_SHADOW: triggered_spell_id = 27535; break; case SPELL_SCHOOL_ARCANE: triggered_spell_id = 27540; break; default: return false; } target = this; break; } // Mana Leech (Passive) (Priest Pet Aura) case 28305: { // Cast on owner target = GetOwner(); if(!target) return false; basepoints0 = int32(damage * 2.5f); // manaregen triggered_spell_id = 34650; break; } // Mark of Malice case 33493: { // Cast finish spell at last charge if (triggeredByAura->m_procCharges > 1) return false; target = this; triggered_spell_id = 33494; break; } // Twisted Reflection (boss spell) case 21063: triggered_spell_id = 21064; break; // Vampiric Aura (boss spell) case 38196: { basepoints0 = 3 * damage; // 300% if (basepoints0 < 0) return false; triggered_spell_id = 31285; target = this; break; } // Aura of Madness (Darkmoon Card: Madness trinket) //===================================================== // 39511 Sociopath: +35 strength (Paladin, Rogue, Druid, Warrior) // 40997 Delusional: +70 attack power (Rogue, Hunter, Paladin, Warrior, Druid) // 40998 Kleptomania: +35 agility (Warrior, Rogue, Paladin, Hunter, Druid) // 40999 Megalomania: +41 damage/healing (Druid, Shaman, Priest, Warlock, Mage, Paladin) // 41002 Paranoia: +35 spell/melee/ranged crit strike rating (All classes) // 41005 Manic: +35 haste (spell, melee and ranged) (All classes) // 41009 Narcissism: +35 intellect (Druid, Shaman, Priest, Warlock, Mage, Paladin, Hunter) // 41011 Martyr Complex: +35 stamina (All classes) // 41406 Dementia: Every 5 seconds either gives you +5% damage/healing. (Druid, Shaman, Priest, Warlock, Mage, Paladin) // 41409 Dementia: Every 5 seconds either gives you -5% damage/healing. (Druid, Shaman, Priest, Warlock, Mage, Paladin) case 39446: { if(GetTypeId() != TYPEID_PLAYER) return false; // Select class defined buff switch (getClass()) { case CLASS_PALADIN: // 39511,40997,40998,40999,41002,41005,41009,41011,41409 case CLASS_DRUID: // 39511,40997,40998,40999,41002,41005,41009,41011,41409 { uint32 RandomSpell[]={39511,40997,40998,40999,41002,41005,41009,41011,41409}; triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ]; break; } case CLASS_ROGUE: // 39511,40997,40998,41002,41005,41011 case CLASS_WARRIOR: // 39511,40997,40998,41002,41005,41011 { uint32 RandomSpell[]={39511,40997,40998,41002,41005,41011}; triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ]; break; } case CLASS_PRIEST: // 40999,41002,41005,41009,41011,41406,41409 case CLASS_SHAMAN: // 40999,41002,41005,41009,41011,41406,41409 case CLASS_MAGE: // 40999,41002,41005,41009,41011,41406,41409 case CLASS_WARLOCK: // 40999,41002,41005,41009,41011,41406,41409 { uint32 RandomSpell[]={40999,41002,41005,41009,41011,41406,41409}; triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ]; break; } case CLASS_HUNTER: // 40997,40999,41002,41005,41009,41011,41406,41409 { uint32 RandomSpell[]={40997,40999,41002,41005,41009,41011,41406,41409}; triggered_spell_id = RandomSpell[ irand(0, sizeof(RandomSpell)/sizeof(uint32) - 1) ]; break; } default: return false; } target = this; if (roll_chance_i(10)) ((Player*)this)->Say("This is Madness!", LANG_UNIVERSAL); break; } /* // TODO: need find item for aura and triggered spells // Sunwell Exalted Caster Neck (??? neck) // cast ??? Light's Wrath if Exalted by Aldor // cast ??? Arcane Bolt if Exalted by Scryers*/ case 46569: return false; // disable for while /* { if(GetTypeId() != TYPEID_PLAYER) return false; // Get Aldor reputation rank if (((Player *)this)->GetReputationRank(932) == REP_EXALTED) { target = this; triggered_spell_id = ??? break; } // Get Scryers reputation rank if (((Player *)this)->GetReputationRank(934) == REP_EXALTED) { triggered_spell_id = ??? break; } return false; }/**/ // Sunwell Exalted Caster Neck (Shattered Sun Pendant of Acumen neck) // cast 45479 Light's Wrath if Exalted by Aldor // cast 45429 Arcane Bolt if Exalted by Scryers case 45481: { if(GetTypeId() != TYPEID_PLAYER) return false; // Get Aldor reputation rank if (((Player *)this)->GetReputationRank(932) == REP_EXALTED) { target = this; triggered_spell_id = 45479; break; } // Get Scryers reputation rank if (((Player *)this)->GetReputationRank(934) == REP_EXALTED) { triggered_spell_id = 45429; break; } return false; } // Sunwell Exalted Melee Neck (Shattered Sun Pendant of Might neck) // cast 45480 Light's Strength if Exalted by Aldor // cast 45428 Arcane Strike if Exalted by Scryers case 45482: { if(GetTypeId() != TYPEID_PLAYER) return false; // Get Aldor reputation rank if (((Player *)this)->GetReputationRank(932) == REP_EXALTED) { target = this; triggered_spell_id = 45480; break; } // Get Scryers reputation rank if (((Player *)this)->GetReputationRank(934) == REP_EXALTED) { triggered_spell_id = 45428; break; } return false; } // Sunwell Exalted Tank Neck (Shattered Sun Pendant of Resolve neck) // cast 45431 Arcane Insight if Exalted by Aldor // cast 45432 Light's Ward if Exalted by Scryers case 45483: { if(GetTypeId() != TYPEID_PLAYER) return false; // Get Aldor reputation rank if (((Player *)this)->GetReputationRank(932) == REP_EXALTED) { target = this; triggered_spell_id = 45432; break; } // Get Scryers reputation rank if (((Player *)this)->GetReputationRank(934) == REP_EXALTED) { target = this; triggered_spell_id = 45431; break; } return false; } // Sunwell Exalted Healer Neck (Shattered Sun Pendant of Restoration neck) // cast 45478 Light's Salvation if Exalted by Aldor // cast 45430 Arcane Surge if Exalted by Scryers case 45484: { if(GetTypeId() != TYPEID_PLAYER) return false; // Get Aldor reputation rank if (((Player *)this)->GetReputationRank(932) == REP_EXALTED) { target = this; triggered_spell_id = 45478; break; } // Get Scryers reputation rank if (((Player *)this)->GetReputationRank(934) == REP_EXALTED) { triggered_spell_id = 45430; break; } return false; } } break; } case SPELLFAMILY_MAGE: { // Magic Absorption if (dummySpell->SpellIconID == 459) // only this spell have SpellIconID == 459 and dummy aura { if (getPowerType() != POWER_MANA) return false; // mana reward basepoints0 = (triggeredByAura->GetModifier()->m_amount * GetMaxPower(POWER_MANA) / 100); target = this; triggered_spell_id = 29442; break; } // Master of Elements if (dummySpell->SpellIconID == 1920) { if(!procSpell) return false; // mana cost save basepoints0 = procSpell->manaCost * triggeredByAura->GetModifier()->m_amount/100; if( basepoints0 <=0 ) return false; target = this; triggered_spell_id = 29077; break; } switch(dummySpell->Id) { // Ignite case 11119: case 11120: case 12846: case 12847: case 12848: { switch (dummySpell->Id) { case 11119: basepoints0 = int32(0.04f*damage); break; case 11120: basepoints0 = int32(0.08f*damage); break; case 12846: basepoints0 = int32(0.12f*damage); break; case 12847: basepoints0 = int32(0.16f*damage); break; case 12848: basepoints0 = int32(0.20f*damage); break; default: sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (IG)",dummySpell->Id); return false; } triggered_spell_id = 12654; break; } // Combustion case 11129: { //last charge and crit if( triggeredByAura->m_procCharges <= 1 && (procFlag & PROC_FLAG_CRIT_SPELL) ) { RemoveAurasDueToSpell(28682); //-> remove Combustion auras return true; // charge counting (will removed) } CastSpell(this, 28682, true, castItem, triggeredByAura); return(procFlag & PROC_FLAG_CRIT_SPELL);// charge update only at crit hits, no hidden cooldowns } } break; } case SPELLFAMILY_WARRIOR: { // Retaliation if(dummySpell->SpellFamilyFlags==0x0000000800000000LL) { // check attack comes not from behind if (!HasInArc(M_PI, pVictim)) return false; triggered_spell_id = 22858; break; } break; } case SPELLFAMILY_WARLOCK: { // Seed of Corruption if (dummySpell->SpellFamilyFlags & 0x0000001000000000LL) { Modifier* mod = triggeredByAura->GetModifier(); // if damage is more than need or target die from damage deal finish spell // FIX ME: not triggered currently at death if( mod->m_amount <= damage || GetHealth() <= damage ) { // remember guid before aura delete uint64 casterGuid = triggeredByAura->GetCasterGUID(); // Remove aura (before cast for prevent infinite loop handlers) RemoveAurasDueToSpell(triggeredByAura->GetId()); // Cast finish spell (triggeredByAura already not exist!) CastSpell(this, 27285, true, castItem, NULL, casterGuid); return true; // no hidden cooldown } // Damage counting mod->m_amount-=damage; return true; } // Seed of Corruption (Mobs cast) - no die req if (dummySpell->SpellFamilyFlags == 0x00LL && dummySpell->SpellIconID == 1932) { Modifier* mod = triggeredByAura->GetModifier(); // if damage is more than need deal finish spell if( mod->m_amount <= damage ) { // remember guid before aura delete uint64 casterGuid = triggeredByAura->GetCasterGUID(); // Remove aura (before cast for prevent infinite loop handlers) RemoveAurasDueToSpell(triggeredByAura->GetId()); // Cast finish spell (triggeredByAura already not exist!) CastSpell(this, 32865, true, castItem, NULL, casterGuid); return true; // no hidden cooldown } // Damage counting mod->m_amount-=damage; return true; } switch(dummySpell->Id) { // Nightfall case 18094: case 18095: { target = this; triggered_spell_id = 17941; break; } //Soul Leech case 30293: case 30295: case 30296: { // health basepoints0 = int32(damage*triggeredByAura->GetModifier()->m_amount/100); target = this; triggered_spell_id = 30294; break; } // Shadowflame (Voidheart Raiment set bonus) case 37377: { triggered_spell_id = 37379; break; } // Pet Healing (Corruptor Raiment or Rift Stalker Armor) case 37381: { target = GetPet(); if(!target) return false; // heal amount basepoints0 = damage * triggeredByAura->GetModifier()->m_amount/100; triggered_spell_id = 37382; break; } // Shadowflame Hellfire (Voidheart Raiment set bonus) case 39437: { triggered_spell_id = 37378; break; } } break; } case SPELLFAMILY_PRIEST: { // Vampiric Touch if( dummySpell->SpellFamilyFlags & 0x0000040000000000LL ) { if(!pVictim || !pVictim->isAlive()) return false; // pVictim is caster of aura if(triggeredByAura->GetCasterGUID() != pVictim->GetGUID()) return false; // energize amount basepoints0 = triggeredByAura->GetModifier()->m_amount*damage/100; pVictim->CastCustomSpell(pVictim,34919,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); return true; // no hidden cooldown } switch(dummySpell->Id) { // Vampiric Embrace case 15286: { if(!pVictim || !pVictim->isAlive()) return false; // pVictim is caster of aura if(triggeredByAura->GetCasterGUID() != pVictim->GetGUID()) return false; // heal amount basepoints0 = triggeredByAura->GetModifier()->m_amount*damage/100; pVictim->CastCustomSpell(pVictim,15290,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); return true; // no hidden cooldown } // Priest Tier 6 Trinket (Ashtongue Talisman of Acumen) case 40438: { // Shadow Word: Pain if( procSpell->SpellFamilyFlags & 0x0000000000008000LL ) triggered_spell_id = 40441; // Renew else if( procSpell->SpellFamilyFlags & 0x0000000000000010LL ) triggered_spell_id = 40440; else return false; target = this; break; } // Oracle Healing Bonus ("Garments of the Oracle" set) case 26169: { // heal amount basepoints0 = int32(damage * 10/100); target = this; triggered_spell_id = 26170; break; } // Frozen Shadoweave (Shadow's Embrace set) warning! its not only priest set case 39372: { if(!procSpell || (GetSpellSchoolMask(procSpell) & (SPELL_SCHOOL_MASK_FROST | SPELL_SCHOOL_MASK_SHADOW))==0 ) return false; // heal amount basepoints0 = int32(damage * 2 / 100); target = this; triggered_spell_id = 39373; break; } // Vestments of Faith (Priest Tier 3) - 4 pieces bonus case 28809: { triggered_spell_id = 28810; break; } } break; } case SPELLFAMILY_DRUID: { switch(dummySpell->Id) { // Healing Touch (Dreamwalker Raiment set) case 28719: { // mana back basepoints0 = int32(procSpell->manaCost * 30 / 100); target = this; triggered_spell_id = 28742; break; } // Healing Touch Refund (Idol of Longevity trinket) case 28847: { target = this; triggered_spell_id = 28848; break; } // Mana Restore (Malorne Raiment set / Malorne Regalia set) case 37288: case 37295: { target = this; triggered_spell_id = 37238; break; } // Druid Tier 6 Trinket case 40442: { float chance; // Starfire if( procSpell->SpellFamilyFlags & 0x0000000000000004LL ) { triggered_spell_id = 40445; chance = 25.f; } // Rejuvenation else if( procSpell->SpellFamilyFlags & 0x0000000000000010LL ) { triggered_spell_id = 40446; chance = 25.f; } // Mangle (cat/bear) else if( procSpell->SpellFamilyFlags & 0x0000044000000000LL ) { triggered_spell_id = 40452; chance = 40.f; } else return false; if (!roll_chance_f(chance)) return false; target = this; break; } // Maim Interrupt case 44835: { // Deadly Interrupt Effect triggered_spell_id = 32747; break; } } break; } case SPELLFAMILY_ROGUE: { switch(dummySpell->Id) { // Deadly Throw Interrupt case 32748: { // Prevent cast Deadly Throw Interrupt on self from last effect (apply dummy) of Deadly Throw if(this == pVictim) return false; triggered_spell_id = 32747; break; } } // Quick Recovery if( dummySpell->SpellIconID == 2116 ) { if(!procSpell) return false; // only rogue's finishing moves (maybe need additional checks) if( procSpell->SpellFamilyName!=SPELLFAMILY_ROGUE || (procSpell->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE) == 0) return false; // energy cost save basepoints0 = procSpell->manaCost * triggeredByAura->GetModifier()->m_amount/100; if(basepoints0 <= 0) return false; target = this; triggered_spell_id = 31663; break; } break; } case SPELLFAMILY_HUNTER: { // Thrill of the Hunt if ( dummySpell->SpellIconID == 2236 ) { if(!procSpell) return false; // mana cost save basepoints0 = procSpell->manaCost * 40/100; if(basepoints0 <= 0) return false; target = this; triggered_spell_id = 34720; break; } break; } case SPELLFAMILY_PALADIN: { // Seal of Righteousness - melee proc dummy if (dummySpell->SpellFamilyFlags&0x000000008000000LL && triggeredByAura->GetEffIndex()==0) { if(GetTypeId() != TYPEID_PLAYER) return false; uint32 spellId; switch (triggeredByAura->GetId()) { case 21084: spellId = 25742; break; // Rank 1 case 20287: spellId = 25740; break; // Rank 2 case 20288: spellId = 25739; break; // Rank 3 case 20289: spellId = 25738; break; // Rank 4 case 20290: spellId = 25737; break; // Rank 5 case 20291: spellId = 25736; break; // Rank 6 case 20292: spellId = 25735; break; // Rank 7 case 20293: spellId = 25713; break; // Rank 8 case 27155: spellId = 27156; break; // Rank 9 default: sLog.outError("Unit::HandleDummyAuraProc: non handled possibly SoR (Id = %u)", triggeredByAura->GetId()); return false; } Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); float speed = (item ? item->GetProto()->Delay : BASE_ATTACK_TIME)/1000.0f; float damageBasePoints; if(item && item->GetProto()->InventoryType == INVTYPE_2HWEAPON) // two hand weapon damageBasePoints=1.20f*triggeredByAura->GetModifier()->m_amount * 1.2f * 1.03f * speed/100.0f + 1; else // one hand weapon/no weapon damageBasePoints=0.85f*ceil(triggeredByAura->GetModifier()->m_amount * 1.2f * 1.03f * speed/100.0f) - 1; int32 damagePoint = int32(damageBasePoints + 0.03f * (GetWeaponDamageRange(BASE_ATTACK,MINDAMAGE)+GetWeaponDamageRange(BASE_ATTACK,MAXDAMAGE))/2.0f) + 1; // apply damage bonuses manually if(damagePoint >= 0) damagePoint = SpellDamageBonus(pVictim, dummySpell, damagePoint, SPELL_DIRECT_DAMAGE); CastCustomSpell(pVictim,spellId,&damagePoint,NULL,NULL,true,NULL, triggeredByAura); return true; // no hidden cooldown } // Seal of Blood do damage trigger if(dummySpell->SpellFamilyFlags & 0x0000040000000000LL) { switch(triggeredByAura->GetEffIndex()) { case 0: // prevent chain triggering if(procSpell && procSpell->Id==31893 ) return false; triggered_spell_id = 31893; break; case 1: { // damage basepoints0 = triggeredByAura->GetModifier()->m_amount * damage / 100; target = this; triggered_spell_id = 32221; break; } } } switch(dummySpell->Id) { // Holy Power (Redemption Armor set) case 28789: { if(!pVictim) return false; // Set class defined buff switch (pVictim->getClass()) { case CLASS_PALADIN: case CLASS_PRIEST: case CLASS_SHAMAN: case CLASS_DRUID: triggered_spell_id = 28795; // Increases the friendly target's mana regeneration by $s1 per 5 sec. for $d. break; case CLASS_MAGE: case CLASS_WARLOCK: triggered_spell_id = 28793; // Increases the friendly target's spell damage and healing by up to $s1 for $d. break; case CLASS_HUNTER: case CLASS_ROGUE: triggered_spell_id = 28791; // Increases the friendly target's attack power by $s1 for $d. break; case CLASS_WARRIOR: triggered_spell_id = 28790; // Increases the friendly target's armor break; default: return false; } break; } //Seal of Vengeance case 31801: { if(effIndex != 0) // effect 1,2 used by seal unleashing code return false; triggered_spell_id = 31803; break; } // Spiritual Att. case 31785: case 33776: { // if healed by another unit (pVictim) if(this == pVictim) return false; // heal amount basepoints0 = triggeredByAura->GetModifier()->m_amount*damage/100; target = this; triggered_spell_id = 31786; break; } // Paladin Tier 6 Trinket (Ashtongue Talisman of Zeal) case 40470: { if( !procSpell ) return false; float chance; // Flash of light/Holy light if( procSpell->SpellFamilyFlags & 0x00000000C0000000LL) { triggered_spell_id = 40471; chance = 15.f; } // Judgement else if( procSpell->SpellFamilyFlags & 0x0000000000800000LL ) { triggered_spell_id = 40472; chance = 50.f; } else return false; if (!roll_chance_f(chance)) return false; break; } } break; } case SPELLFAMILY_SHAMAN: { switch(dummySpell->Id) { // Totemic Power (The Earthshatterer set) case 28823: { if( !pVictim ) return false; // Set class defined buff switch (pVictim->getClass()) { case CLASS_PALADIN: case CLASS_PRIEST: case CLASS_SHAMAN: case CLASS_DRUID: triggered_spell_id = 28824; // Increases the friendly target's mana regeneration by $s1 per 5 sec. for $d. break; case CLASS_MAGE: case CLASS_WARLOCK: triggered_spell_id = 28825; // Increases the friendly target's spell damage and healing by up to $s1 for $d. break; case CLASS_HUNTER: case CLASS_ROGUE: triggered_spell_id = 28826; // Increases the friendly target's attack power by $s1 for $d. break; case CLASS_WARRIOR: triggered_spell_id = 28827; // Increases the friendly target's armor break; default: return false; } break; } // Lesser Healing Wave (Totem of Flowing Water Relic) case 28849: { target = this; triggered_spell_id = 28850; break; } // Windfury Weapon (Passive) 1-5 Ranks case 33757: { if(GetTypeId()!=TYPEID_PLAYER) return false; if(!castItem || !castItem->IsEquipped()) return false; // custom cooldown processing case if( cooldown && ((Player*)this)->HasSpellCooldown(dummySpell->Id)) return false; uint32 spellId; switch (castItem->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT))) { case 283: spellId = 33757; break; //1 Rank case 284: spellId = 33756; break; //2 Rank case 525: spellId = 33755; break; //3 Rank case 1669:spellId = 33754; break; //4 Rank case 2636:spellId = 33727; break; //5 Rank default: { sLog.outError("Unit::HandleDummyAuraProc: non handled item enchantment (rank?) %u for spell id: %u (Windfury)", castItem->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT)),dummySpell->Id); return false; } } SpellEntry const* windfurySpellEntry = sSpellStore.LookupEntry(spellId); if(!windfurySpellEntry) { sLog.outError("Unit::HandleDummyAuraProc: non existed spell id: %u (Windfury)",spellId); return false; } int32 extra_attack_power = CalculateSpellDamage(windfurySpellEntry,0,windfurySpellEntry->EffectBasePoints[0],pVictim); // Off-Hand case if ( castItem->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) { // Value gained from additional AP basepoints0 = int32(extra_attack_power/14.0f * GetAttackTime(OFF_ATTACK)/1000/2); triggered_spell_id = 33750; } // Main-Hand case else { // Value gained from additional AP basepoints0 = int32(extra_attack_power/14.0f * GetAttackTime(BASE_ATTACK)/1000); triggered_spell_id = 25504; } // apply cooldown before cast to prevent processing itself if( cooldown ) ((Player*)this)->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown); // Attack Twice for ( uint32 i = 0; i<2; ++i ) CastCustomSpell(pVictim,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); return true; } // Shaman Tier 6 Trinket case 40463: { if( !procSpell ) return false; float chance; if (procSpell->SpellFamilyFlags & 0x0000000000000001LL) { triggered_spell_id = 40465; // Lightning Bolt chance = 15.f; } else if (procSpell->SpellFamilyFlags & 0x0000000000000080LL) { triggered_spell_id = 40465; // Lesser Healing Wave chance = 10.f; } else if (procSpell->SpellFamilyFlags & 0x0000001000000000LL) { triggered_spell_id = 40466; // Stormstrike chance = 50.f; } else return false; if (!roll_chance_f(chance)) return false; target = this; break; } } // Earth Shield if(dummySpell->SpellFamilyFlags==0x40000000000LL) { if(GetTypeId() != TYPEID_PLAYER) return false; // heal basepoints0 = triggeredByAura->GetModifier()->m_amount; target = this; triggered_spell_id = 379; break; } // Lightning Overload if (dummySpell->SpellIconID == 2018) // only this spell have SpellFamily Shaman SpellIconID == 2018 and dummy aura { if(!procSpell || GetTypeId() != TYPEID_PLAYER || !pVictim ) return false; // custom cooldown processing case if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(dummySpell->Id)) return false; uint32 spellId = 0; // Every Lightning Bolt and Chain Lightning spell have dublicate vs half damage and zero cost switch (procSpell->Id) { // Lightning Bolt case 403: spellId = 45284; break; // Rank 1 case 529: spellId = 45286; break; // Rank 2 case 548: spellId = 45287; break; // Rank 3 case 915: spellId = 45288; break; // Rank 4 case 943: spellId = 45289; break; // Rank 5 case 6041: spellId = 45290; break; // Rank 6 case 10391: spellId = 45291; break; // Rank 7 case 10392: spellId = 45292; break; // Rank 8 case 15207: spellId = 45293; break; // Rank 9 case 15208: spellId = 45294; break; // Rank 10 case 25448: spellId = 45295; break; // Rank 11 case 25449: spellId = 45296; break; // Rank 12 // Chain Lightning case 421: spellId = 45297; break; // Rank 1 case 930: spellId = 45298; break; // Rank 2 case 2860: spellId = 45299; break; // Rank 3 case 10605: spellId = 45300; break; // Rank 4 case 25439: spellId = 45301; break; // Rank 5 case 25442: spellId = 45302; break; // Rank 6 default: sLog.outError("Unit::HandleDummyAuraProc: non handled spell id: %u (LO)", procSpell->Id); return false; } // No thread generated mod SpellModifier *mod = new SpellModifier; mod->op = SPELLMOD_THREAT; mod->value = -100; mod->type = SPELLMOD_PCT; mod->spellId = dummySpell->Id; mod->effectId = 0; mod->lastAffected = NULL; mod->mask = 0x0000000000000003LL; mod->charges = 0; ((Player*)this)->AddSpellMod(mod, true); // Remove cooldown (Chain Lightning - have Category Recovery time) if (procSpell->SpellFamilyFlags & 0x0000000000000002LL) ((Player*)this)->RemoveSpellCooldown(spellId); // Hmmm.. in most case spells alredy set half basepoints but... // Lightning Bolt (2-10 rank) have full basepoint and half bonus from level // As on wiki: // BUG: Rank 2 to 10 (and maybe 11) of Lightning Bolt will proc another Bolt with FULL damage (not halved). This bug is known and will probably be fixed soon. // So - no add changes :) CastSpell(pVictim, spellId, true, castItem, triggeredByAura); ((Player*)this)->AddSpellMod(mod, false); if( cooldown && GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->AddSpellCooldown(dummySpell->Id,0,time(NULL) + cooldown); return true; } break; } default: break; } // processed charge only counting case if(!triggered_spell_id) return true; SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id); if(!triggerEntry) { sLog.outError("Unit::HandleDummyAuraProc: Spell %u have not existed triggered spell %u",dummySpell->Id,triggered_spell_id); return false; } // default case if(!target || target!=this && !target->isAlive()) return false; if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id)) return false; if(basepoints0) CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); else CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura); if( cooldown && GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown); return true; } bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlags,WeaponAttackType attackType, uint32 cooldown) { SpellEntry const* auraSpellInfo = triggeredByAura->GetSpellProto(); Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = auraSpellInfo->EffectTriggerSpell[triggeredByAura->GetEffIndex()]; Unit* target = !(procFlags & PROC_FLAG_HEAL) && IsPositiveSpell(triggered_spell_id) ? this : pVictim; int32 basepoints0 = 0; switch(auraSpellInfo->SpellFamilyName) { case SPELLFAMILY_GENERIC: { switch(auraSpellInfo->Id) { // Aegis of Preservation case 23780: //Aegis Heal (instead non-existed triggered spell) triggered_spell_id = 23781; target = this; break; // Elune's Touch (moonkin mana restore) case 24905: { // Elune's Touch (instead non-existed triggered spell) triggered_spell_id = 33926; basepoints0 = int32(0.3f * GetTotalAttackPowerValue(BASE_ATTACK)); target = this; break; } // Enlightenment case 29601: { // only for cast with mana price if(!procSpell || procSpell->powerType!=POWER_MANA || procSpell->manaCost==0 && procSpell->ManaCostPercentage==0 && procSpell->manaCostPerlevel==0) return false; break; // fall through to normal cast } // Health Restore case 33510: { // at melee hit call std triggered spell if(procFlags & PROC_FLAG_HIT_MELEE) break; // fall through to normal cast // Mark of Conquest - else (at range hit) called custom case triggered_spell_id = 39557; target = this; break; } // Shaleskin case 36576: return true; // nothing to do // Forgotten Knowledge (Blade of Wizardry) case 38319: // only for harmful enemy targeted spell if(!pVictim || pVictim==this || !procSpell || IsPositiveSpell(procSpell->Id)) return false; break; // fall through to normal cast // Aura of Wrath (Darkmoon Card: Wrath trinket bonus) case 39442: { // proc only at non-crit hits if(procFlags & (PROC_FLAG_CRIT_MELEE|PROC_FLAG_CRIT_RANGED|PROC_FLAG_CRIT_SPELL)) return false; break; // fall through to normal cast } // Augment Pain (Timbal's Focusing Crystal trinket bonus) case 45054: { if(!procSpell) return false; //only periodic damage can trigger spell bool found = false; for(int j = 0; j < 3; ++j) { if( procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_DAMAGE || procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_DAMAGE_PERCENT || procSpell->EffectApplyAuraName[j]==SPELL_AURA_PERIODIC_LEECH ) { found = true; break; } } if(!found) return false; break; // fall through to normal cast } // Evasive Maneuvers (Commendation of Kael'thas) case 45057: { // damage taken that reduces below 35% health // does NOT mean you must have been >= 35% before if (int32(GetHealth())-int32(damage) >= int32(GetMaxHealth()*0.35f)) return false; break; // fall through to normal cast } } switch(triggered_spell_id) { // Setup case 15250: { // applied only for main target if(!pVictim || pVictim != getVictim()) return false; // continue normal case break; } // Shamanistic Rage triggered spell case 30824: basepoints0 = int32(GetTotalAttackPowerValue(BASE_ATTACK)*triggeredByAura->GetModifier()->m_amount/100); break; } break; } case SPELLFAMILY_MAGE: { switch(auraSpellInfo->SpellIconID) { // Blazing Speed case 2127: //Blazing Speed (instead non-existed triggered spell) triggered_spell_id = 31643; target = this; break; } switch(auraSpellInfo->Id) { // Persistent Shield (Scarab Brooch) case 26467: basepoints0 = int32(damage * 0.15f); break; } break; } case SPELLFAMILY_WARRIOR: { //Rampage if((auraSpellInfo->SpellFamilyFlags & 0x100000) && auraSpellInfo->SpellIconID==2006) { //all ranks have effect[0]==AURA (Proc Trigger Spell, non-existed) //and effect[1]==TriggerSpell if(auraSpellInfo->Effect[1]!=SPELL_EFFECT_TRIGGER_SPELL) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have wrong effect in RM",triggeredByAura->GetSpellProto()->Id); return false; } triggered_spell_id = auraSpellInfo->EffectTriggerSpell[1]; break; // fall through to normal cast } break; } case SPELLFAMILY_WARLOCK: { // Pyroclasm if(auraSpellInfo->SpellFamilyFlags == 0x0000000000000000 && auraSpellInfo->SpellIconID==1137) { // last case for Hellfire that damage caster also but don't must stun caster if( pVictim == this ) return false; // custom chnace float chance = 0; switch (triggeredByAura->GetId()) { case 18096: chance = 13.0f; break; case 18073: chance = 26.0f; break; } if (!roll_chance_f(chance)) return false; // Pyroclasm (instead non-existed triggered spell) triggered_spell_id = 18093; target = pVictim; break; } // Drain Soul if(auraSpellInfo->SpellFamilyFlags & 0x0000000000004000) { bool found = false; Unit::AuraList const& mAddFlatModifier = GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER); for(Unit::AuraList::const_iterator i = mAddFlatModifier.begin(); i != mAddFlatModifier.end(); ++i) { //Improved Drain Soul if ((*i)->GetModifier()->m_miscvalue == SPELLMOD_CHANCE_OF_SUCCESS && (*i)->GetSpellProto()->SpellIconID == 113) { int32 value2 = CalculateSpellDamage((*i)->GetSpellProto(),2,(*i)->GetSpellProto()->EffectBasePoints[2],this); basepoints0 = value2 * GetMaxPower(POWER_MANA) / 100; // Drain Soul triggered_spell_id = 18371; target = this; found = true; break; } } if(!found) return false; break; // fall through to normal cast } break; } case SPELLFAMILY_PRIEST: { //Blessed Recovery if(auraSpellInfo->SpellFamilyFlags == 0x00000000LL && auraSpellInfo->SpellIconID==1875) { switch (triggeredByAura->GetSpellProto()->Id) { case 27811: triggered_spell_id = 27813; break; case 27815: triggered_spell_id = 27817; break; case 27816: triggered_spell_id = 27818; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in BR",triggeredByAura->GetSpellProto()->Id); return false; } int32 heal_amount = damage * triggeredByAura->GetModifier()->m_amount / 100; basepoints0 = heal_amount/3; target = this; break; } // Shadowguard if((auraSpellInfo->SpellFamilyFlags & 0x80000000LL) && auraSpellInfo->SpellVisual==7958) { switch(triggeredByAura->GetSpellProto()->Id) { case 18137: triggered_spell_id = 28377; break; // Rank 1 case 19308: triggered_spell_id = 28378; break; // Rank 2 case 19309: triggered_spell_id = 28379; break; // Rank 3 case 19310: triggered_spell_id = 28380; break; // Rank 4 case 19311: triggered_spell_id = 28381; break; // Rank 5 case 19312: triggered_spell_id = 28382; break; // Rank 6 case 25477: triggered_spell_id = 28385; break; // Rank 7 default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in SG",triggeredByAura->GetSpellProto()->Id); return false; } target = pVictim; break; } break; } case SPELLFAMILY_DRUID: { switch(auraSpellInfo->Id) { // Leader of the Pack (triggering Improved Leader of the Pack heal) case 24932: { if (triggeredByAura->GetModifier()->m_amount == 0) return false; basepoints0 = triggeredByAura->GetModifier()->m_amount * GetMaxHealth() / 100; triggered_spell_id = 34299; break; }; // Druid Forms Trinket (Druid Tier5 Trinket, triggers different spells per Form) case 37336: { switch(m_form) { case FORM_BEAR: case FORM_DIREBEAR: triggered_spell_id=37340; break;// Ursine Blessing case FORM_CAT: triggered_spell_id=37341; break;// Feline Blessing case FORM_TREE: triggered_spell_id=37342; break;// Slyvan Blessing case FORM_MOONKIN: triggered_spell_id=37343; break;// Lunar Blessing case FORM_NONE: triggered_spell_id=37344; break;// Cenarion Blessing (for caster form, except FORM_MOONKIN) default: return false; } target = this; break; } } break; } case SPELLFAMILY_ROGUE: { if(auraSpellInfo->SpellFamilyFlags == 0x0000000000000000LL) { switch(auraSpellInfo->SpellIconID) { // Combat Potency case 2260: { // skip non offhand attacks if(attackType!=OFF_ATTACK) return false; break; // fall through to normal cast } } } break; } case SPELLFAMILY_PALADIN: { if(auraSpellInfo->SpellFamilyFlags == 0x00000000LL) { switch(auraSpellInfo->Id) { // Lightning Capacitor case 37657: { // trinket ProcTriggerSpell but for safe checks for player if(!castItem || !pVictim || !pVictim->isAlive() || GetTypeId()!=TYPEID_PLAYER) return false; if(((Player*)this)->HasSpellCooldown(37657)) return false; // stacking CastSpell(this, 37658, true, castItem, triggeredByAura); // 2.5s cooldown before it can stack again, current system allow 1 sec step in cooldown ((Player*)this)->AddSpellCooldown(37657,0,time(NULL)+(roll_chance_i(50) ? 2 : 3)); // counting uint32 count = 0; AuraList const& dummyAura = GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = dummyAura.begin(); itr != dummyAura.end(); ++itr) if((*itr)->GetId()==37658) ++count; // release at 3 aura in stack if(count <= 2) return true; // main triggered spell casted anyway RemoveAurasDueToSpell(37658); CastSpell(pVictim, 37661, true, castItem, triggeredByAura); return true; } // Healing Discount case 37705: // Healing Trance (instead non-existed triggered spell) triggered_spell_id = 37706; target = this; break; // HoTs on Heals (Fel Reaver's Piston trinket) case 38299: { // at direct heal effect if(!procSpell || !IsSpellHaveEffect(procSpell,SPELL_EFFECT_HEAL)) return false; // single proc at time AuraList const& scAuras = GetSingleCastAuras(); for(AuraList::const_iterator itr = scAuras.begin(); itr != scAuras.end(); ++itr) if((*itr)->GetId()==triggered_spell_id) return false; // positive cast at victim instead self target = pVictim; break; } } switch(auraSpellInfo->SpellIconID) { case 241: { switch(auraSpellInfo->EffectTriggerSpell[0]) { //Illumination case 18350: { if(!procSpell) return false; // procspell is triggered spell but we need mana cost of original casted spell uint32 originalSpellId = procSpell->Id; // Holy Shock if(procSpell->SpellFamilyName == SPELLFAMILY_PALADIN) { if(procSpell->SpellFamilyFlags & 0x0001000000000000LL) { switch(procSpell->Id) { case 25914: originalSpellId = 20473; break; case 25913: originalSpellId = 20929; break; case 25903: originalSpellId = 20930; break; case 27175: originalSpellId = 27174; break; case 33074: originalSpellId = 33072; break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in HShock",procSpell->Id); return false; } } } SpellEntry const *originalSpell = sSpellStore.LookupEntry(originalSpellId); if(!originalSpell) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u unknown but selected as original in Illu",originalSpellId); return false; } // percent stored in effect 1 (class scripts) base points int32 percent = auraSpellInfo->EffectBasePoints[1]+1; basepoints0 = originalSpell->manaCost*percent/100; triggered_spell_id = 20272; target = this; break; } } break; } } } if(auraSpellInfo->SpellFamilyFlags & 0x00080000) { switch(auraSpellInfo->SpellIconID) { //Judgement of Wisdom (overwrite non existing triggered spell call in spell.dbc case 206: { if(!pVictim || !pVictim->isAlive()) return false; uint32 spell = 0; switch(triggeredByAura->GetSpellProto()->Id) { case 20186: triggered_spell_id = 20268; // Rank 1 break; case 20354: triggered_spell_id = 20352; // Rank 2 break; case 20355: triggered_spell_id = 20353; // Rank 3 break; case 27164: triggered_spell_id = 27165; // Rank 4 break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in JoW",triggeredByAura->GetSpellProto()->Id); return false; } pVictim->CastSpell(pVictim,triggered_spell_id,true,castItem,triggeredByAura,GetGUID()); return true; // no hidden cooldown } //Judgement of Light case 299: { if(!pVictim || !pVictim->isAlive()) return false; // overwrite non existing triggered spell call in spell.dbc uint32 spell = 0; switch(triggeredByAura->GetSpellProto()->Id) { case 20185: triggered_spell_id = 20267; // Rank 1 break; case 20344: triggered_spell_id = 20341; // Rank 2 break; case 20345: triggered_spell_id = 20342; // Rank 3 break; case 20346: triggered_spell_id = 20343; // Rank 4 break; case 27162: triggered_spell_id = 27163; // Rank 5 break; default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in JoL",triggeredByAura->GetSpellProto()->Id); return false; } pVictim->CastSpell(pVictim,triggered_spell_id,true,castItem,triggeredByAura,GetGUID()); return true; // no hidden cooldown } } } // custom check for proc spell switch(auraSpellInfo->Id) { // Bonus Healing (item spell) case 40971: { if(!pVictim || !pVictim->isAlive()) return false; // bonus if health < 50% if(pVictim->GetHealth() >= pVictim->GetMaxHealth()*triggeredByAura->GetModifier()->m_amount/100) return false; // cast at target positive spell target = pVictim; break; } } switch(triggered_spell_id) { // Seal of Command case 20424: // prevent chain of triggered spell from same triggered spell if(procSpell && procSpell->Id==20424) return false; break; } break; } case SPELLFAMILY_SHAMAN: { if(auraSpellInfo->SpellFamilyFlags == 0x0000000000000000) { switch(auraSpellInfo->SpellIconID) { case 19: { switch(auraSpellInfo->Id) { case 23551: // Lightning Shield - Tier2: 8 pieces proc shield { // Lightning Shield (overwrite non existing triggered spell call in spell.dbc) triggered_spell_id = 23552; target = pVictim; break; } case 23552: // Lightning Shield - trigger shield damage { // Lightning Shield (overwrite non existing triggered spell call in spell.dbc) triggered_spell_id = 27635; target = pVictim; break; } } break; } // Mana Surge (Shaman T1 bonus) case 87: { if(!procSpell) return false; basepoints0 = procSpell->manaCost * 35/100; triggered_spell_id = 23571; target = this; break; } //Nature's Guardian case 2013: { if(GetTypeId()!=TYPEID_PLAYER) return false; // damage taken that reduces below 30% health // does NOT mean you must have been >= 30% before if (10*(int32(GetHealth())-int32(damage)) >= 3*GetMaxHealth()) return false; triggered_spell_id = 31616; // need check cooldown now if( cooldown && ((Player*)this)->HasSpellCooldown(triggered_spell_id)) return false; basepoints0 = triggeredByAura->GetModifier()->m_amount * GetMaxHealth() / 100; target = this; if(pVictim && pVictim->isAlive()) pVictim->getThreatManager().modifyThreatPercent(this,-10); break; } } } // Water Shield (we can't set cooldown for main spell - it's player casted spell if((auraSpellInfo->SpellFamilyFlags & 0x0000002000000000LL) && auraSpellInfo->SpellVisual==7358) { target = this; break; } // Lightning Shield if((auraSpellInfo->SpellFamilyFlags & 0x00000400) && auraSpellInfo->SpellVisual==37) { // overwrite non existing triggered spell call in spell.dbc switch(triggeredByAura->GetSpellProto()->Id) { case 324: triggered_spell_id = 26364; break; // Rank 1 case 325: triggered_spell_id = 26365; break; // Rank 2 case 905: triggered_spell_id = 26366; break; // Rank 3 case 945: triggered_spell_id = 26367; break; // Rank 4 case 8134: triggered_spell_id = 26369; break; // Rank 5 case 10431: triggered_spell_id = 26370; break; // Rank 6 case 10432: triggered_spell_id = 26363; break; // Rank 7 case 25469: triggered_spell_id = 26371; break; // Rank 8 case 25472: triggered_spell_id = 26372; break; // Rank 9 default: sLog.outError("Unit::HandleProcTriggerSpell: Spell %u not handled in LShield",triggeredByAura->GetSpellProto()->Id); return false; } target = pVictim; break; } break; } } // standard non-dummy case if(!triggered_spell_id) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have 0 in EffectTriggered[%d], not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex()); return false; } SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id); if(!triggerEntry) { sLog.outError("Unit::HandleProcTriggerSpell: Spell %u have not existed EffectTriggered[%d]=%u, not handled custom case?",auraSpellInfo->Id,triggeredByAura->GetEffIndex(),triggered_spell_id); return false; } // not allow proc extra attack spell at extra attack if( m_extraAttacks && IsSpellHaveEffect(triggerEntry,SPELL_EFFECT_ADD_EXTRA_ATTACKS) ) return false; if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id)) return false; // default case if(!target || target!=this && !target->isAlive()) return false; if(basepoints0) CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); else CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura); if( cooldown && GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown); return true; } bool Unit::HandleOverrideClassScriptAuraProc(Unit *pVictim, int32 scriptId, uint32 damage, Aura *triggeredByAura, SpellEntry const *procSpell, uint32 cooldown) { if(!pVictim || !pVictim->isAlive()) return false; Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL; uint32 triggered_spell_id = 0; switch(scriptId) { case 836: // Improved Blizzard (Rank 1) { if( !procSpell || procSpell->SpellVisual!=9487 ) return false; triggered_spell_id = 12484; break; } case 988: // Improved Blizzard (Rank 2) { if( !procSpell || procSpell->SpellVisual!=9487 ) return false; triggered_spell_id = 12485; break; } case 989: // Improved Blizzard (Rank 3) { if( !procSpell || procSpell->SpellVisual!=9487 ) return false; triggered_spell_id = 12486; break; } case 4086: // Improved Mend Pet (Rank 1) case 4087: // Improved Mend Pet (Rank 2) { int32 chance = triggeredByAura->GetSpellProto()->EffectBasePoints[triggeredByAura->GetEffIndex()]; if(!roll_chance_i(chance)) return false; triggered_spell_id = 24406; break; } case 4533: // Dreamwalker Raiment 2 pieces bonus { // Chance 50% if (!roll_chance_i(50)) return false; switch (pVictim->getPowerType()) { case POWER_MANA: triggered_spell_id = 28722; break; case POWER_RAGE: triggered_spell_id = 28723; break; case POWER_ENERGY: triggered_spell_id = 28724; break; default: return false; } break; } case 4537: // Dreamwalker Raiment 6 pieces bonus triggered_spell_id = 28750; // Blessing of the Claw break; case 5497: // Improved Mana Gems (Serpent-Coil Braid) triggered_spell_id = 37445; // Mana Surge break; } // not processed if(!triggered_spell_id) return false; // standard non-dummy case SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id); if(!triggerEntry) { sLog.outError("Unit::HandleOverrideClassScriptAuraProc: Spell %u triggering for class script id %u",triggered_spell_id,scriptId); return false; } if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id)) return false; CastSpell(pVictim, triggered_spell_id, true, castItem, triggeredByAura); if( cooldown && GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown); return true; } void Unit::setPowerType(Powers new_powertype) { SetByteValue(UNIT_FIELD_BYTES_0, 3, new_powertype); if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POWER_TYPE); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_POWER_TYPE); } } switch(new_powertype) { default: case POWER_MANA: break; case POWER_RAGE: SetMaxPower(POWER_RAGE,GetCreatePowers(POWER_RAGE)); SetPower( POWER_RAGE,0); break; case POWER_FOCUS: SetMaxPower(POWER_FOCUS,GetCreatePowers(POWER_FOCUS)); SetPower( POWER_FOCUS,GetCreatePowers(POWER_FOCUS)); break; case POWER_ENERGY: SetMaxPower(POWER_ENERGY,GetCreatePowers(POWER_ENERGY)); SetPower( POWER_ENERGY,0); break; case POWER_HAPPINESS: SetMaxPower(POWER_HAPPINESS,GetCreatePowers(POWER_HAPPINESS)); SetPower(POWER_HAPPINESS,GetCreatePowers(POWER_HAPPINESS)); break; } } FactionTemplateEntry const* Unit::getFactionTemplateEntry() const { FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(getFaction()); if(!entry) { static uint64 guid = 0; // prevent repeating spam same faction problem if(GetGUID() != guid) { if(GetTypeId() == TYPEID_PLAYER) sLog.outError("Player %s have invalid faction (faction template id) #%u", ((Player*)this)->GetName(), getFaction()); else sLog.outError("Creature (template id: %u) have invalid faction (faction template id) #%u", ((Creature*)this)->GetCreatureInfo()->Entry, getFaction()); guid = GetGUID(); } } return entry; } bool Unit::IsHostileTo(Unit const* unit) const { // always non-hostile to self if(unit==this) return false; // always non-hostile to GM in GM mode if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster()) return false; // always hostile to enemy if(getVictim()==unit || unit->getVictim()==this) return true; // test pet/charm masters instead pers/charmeds Unit const* testerOwner = GetCharmerOrOwner(); Unit const* targetOwner = unit->GetCharmerOrOwner(); // always hostile to owner's enemy if(testerOwner && (testerOwner->getVictim()==unit || unit->getVictim()==testerOwner)) return true; // always hostile to enemy owner if(targetOwner && (getVictim()==targetOwner || targetOwner->getVictim()==this)) return true; // always hostile to owner of owner's enemy if(testerOwner && targetOwner && (testerOwner->getVictim()==targetOwner || targetOwner->getVictim()==testerOwner)) return true; Unit const* tester = testerOwner ? testerOwner : this; Unit const* target = targetOwner ? targetOwner : unit; // always non-hostile to target with common owner, or to owner/pet if(tester==target) return false; // special cases (Duel, etc) if(tester->GetTypeId()==TYPEID_PLAYER && target->GetTypeId()==TYPEID_PLAYER) { Player const* pTester = (Player const*)tester; Player const* pTarget = (Player const*)target; // Duel if(pTester->duel && pTester->duel->opponent == pTarget && pTester->duel->startTime != 0) return true; // Group if(pTester->GetGroup() && pTester->GetGroup()==pTarget->GetGroup()) return false; // Sanctuary if(pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY)) return false; // PvP FFA state if(pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP)) return true; //= PvP states // Green/Blue (can't attack) if(pTester->GetTeam()==pTarget->GetTeam()) return false; // Red (can attack) if true, Blue/Yellow (can't attack) in another case return pTester->IsPvP() && pTarget->IsPvP(); } // faction base cases FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry(); FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry(); if(!tester_faction || !target_faction) return false; if(target->isAttackingPlayer() && tester->IsContestedGuard()) return true; // PvC forced reaction and reputation case if(tester->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction); if(forceItr!=((Player*)tester)->m_forcedReactions.end()) return forceItr->second <= REP_HOSTILE; // if faction have reputation then hostile state for tester at 100% dependent from at_war state if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction)) if(raw_target_faction->reputationListID >=0) if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction)) return (factionState->Flags & FACTION_FLAG_AT_WAR); } // CvP forced reaction and reputation case else if(target->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction); if(forceItr!=((Player const*)target)->m_forcedReactions.end()) return forceItr->second <= REP_HOSTILE; // apply reputation state FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction); if(raw_tester_faction && raw_tester_faction->reputationListID >=0 ) return ((Player const*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE; } // common faction based case (CvC,PvC,CvP) return tester_faction->IsHostileTo(*target_faction); } bool Unit::IsFriendlyTo(Unit const* unit) const { // always friendly to self if(unit==this) return true; // always friendly to GM in GM mode if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster()) return true; // always non-friendly to enemy if(getVictim()==unit || unit->getVictim()==this) return false; // test pet/charm masters instead pers/charmeds Unit const* testerOwner = GetCharmerOrOwner(); Unit const* targetOwner = unit->GetCharmerOrOwner(); // always non-friendly to owner's enemy if(testerOwner && (testerOwner->getVictim()==unit || unit->getVictim()==testerOwner)) return false; // always non-friendly to enemy owner if(targetOwner && (getVictim()==targetOwner || targetOwner->getVictim()==this)) return false; // always non-friendly to owner of owner's enemy if(testerOwner && targetOwner && (testerOwner->getVictim()==targetOwner || targetOwner->getVictim()==testerOwner)) return false; Unit const* tester = testerOwner ? testerOwner : this; Unit const* target = targetOwner ? targetOwner : unit; // always friendly to target with common owner, or to owner/pet if(tester==target) return true; // special cases (Duel) if(tester->GetTypeId()==TYPEID_PLAYER && target->GetTypeId()==TYPEID_PLAYER) { Player const* pTester = (Player const*)tester; Player const* pTarget = (Player const*)target; // Duel if(pTester->duel && pTester->duel->opponent == target && pTester->duel->startTime != 0) return false; // Group if(pTester->GetGroup() && pTester->GetGroup()==pTarget->GetGroup()) return true; // Sanctuary if(pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY)) return true; // PvP FFA state if(pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP)) return false; //= PvP states // Green/Blue (non-attackable) if(pTester->GetTeam()==pTarget->GetTeam()) return true; // Blue (friendly/non-attackable) if not PVP, or Yellow/Red in another case (attackable) return !pTarget->IsPvP(); } // faction base cases FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry(); FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry(); if(!tester_faction || !target_faction) return false; if(target->isAttackingPlayer() && tester->IsContestedGuard()) return false; // PvC forced reaction and reputation case if(tester->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction); if(forceItr!=((Player const*)tester)->m_forcedReactions.end()) return forceItr->second >= REP_FRIENDLY; // if faction have reputation then friendly state for tester at 100% dependent from at_war state if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction)) if(raw_target_faction->reputationListID >=0) if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction)) return !(FactionState->Flags & FACTION_FLAG_AT_WAR); } // CvP forced reaction and reputation case else if(target->GetTypeId()==TYPEID_PLAYER) { // forced reaction ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction); if(forceItr!=((Player const*)target)->m_forcedReactions.end()) return forceItr->second >= REP_FRIENDLY; // apply reputation state if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction)) if(raw_tester_faction->reputationListID >=0 ) return ((Player const*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY; } // common faction based case (CvC,PvC,CvP) return tester_faction->IsFriendlyTo(*target_faction); } bool Unit::IsHostileToPlayers() const { FactionTemplateEntry const* my_faction = getFactionTemplateEntry(); if(!my_faction) return false; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction); if(raw_faction && raw_faction->reputationListID >=0 ) return false; return my_faction->IsHostileToPlayers(); } bool Unit::IsNeutralToAll() const { FactionTemplateEntry const* my_faction = getFactionTemplateEntry(); if(!my_faction) return true; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction); if(raw_faction && raw_faction->reputationListID >=0 ) return false; return my_faction->IsNeutralToAll(); } bool Unit::Attack(Unit *victim, bool meleeAttack) { if(!victim || victim == this) return false; // dead units can neither attack nor be attacked if(!isAlive() || !victim->isAlive()) return false; // player cannot attack in mount state if(GetTypeId()==TYPEID_PLAYER && IsMounted()) return false; // nobody can attack GM in GM-mode if(victim->GetTypeId()==TYPEID_PLAYER) { if(((Player*)victim)->isGameMaster()) return false; } else { if(((Creature*)victim)->IsInEvadeMode()) return false; } // remove SPELL_AURA_MOD_UNATTACKABLE at attack (in case non-interruptible spells stun aura applied also that not let attack) if(HasAuraType(SPELL_AURA_MOD_UNATTACKABLE)) RemoveSpellsCausingAura(SPELL_AURA_MOD_UNATTACKABLE); if (m_attacking) { if (m_attacking == victim) { // switch to melee attack from ranged/magic if( meleeAttack && !hasUnitState(UNIT_STAT_MELEE_ATTACKING) ) { addUnitState(UNIT_STAT_MELEE_ATTACKING); SendAttackStart(victim); return true; } return false; } AttackStop(); } //Set our target SetUInt64Value(UNIT_FIELD_TARGET, victim->GetGUID()); if(meleeAttack) addUnitState(UNIT_STAT_MELEE_ATTACKING); m_attacking = victim; m_attacking->_addAttacker(this); if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI()) ((Creature*)m_attacking)->AI()->AttackedBy(this); if(GetTypeId()==TYPEID_UNIT) { WorldPacket data(SMSG_AI_REACTION, 12); data << GetGUID(); data << uint32(AI_REACTION_AGGRO); // Aggro sound ((WorldObject*)this)->SendMessageToSet(&data, true); ((Creature*)this)->CallAssistence(); ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ()); } // delay offhand weapon attack to next attack time if(haveOffhandWeapon()) resetAttackTimer(OFF_ATTACK); if(meleeAttack) SendAttackStart(victim); return true; } bool Unit::AttackStop() { if (!m_attacking) return false; Unit* victim = m_attacking; m_attacking->_removeAttacker(this); m_attacking = NULL; //Clear our target SetUInt64Value(UNIT_FIELD_TARGET, 0); clearUnitState(UNIT_STAT_MELEE_ATTACKING); InterruptSpell(CURRENT_MELEE_SPELL); if( GetTypeId()==TYPEID_UNIT ) { // reset call assistance ((Creature*)this)->SetNoCallAssistence(false); } SendAttackStop(victim); return true; } void Unit::CombatStop(bool cast) { if(cast& IsNonMeleeSpellCasted(false)) InterruptNonMeleeSpells(false); AttackStop(); RemoveAllAttackers(); if( GetTypeId()==TYPEID_PLAYER ) ((Player*)this)->SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel ClearInCombat(); } void Unit::CombatStopWithPets(bool cast) { CombatStop(cast); if(Pet* pet = GetPet()) pet->CombatStop(cast); if(Unit* charm = GetCharm()) charm->CombatStop(cast); if(GetTypeId()==TYPEID_PLAYER) { GuardianPetList const& guardians = ((Player*)this)->GetGuardians(); for(GuardianPetList::const_iterator itr = guardians.begin(); itr != guardians.end(); ++itr) if(Unit* guardian = Unit::GetUnit(*this,*itr)) guardian->CombatStop(cast); } } bool Unit::isAttackingPlayer() const { if(hasUnitState(UNIT_STAT_ATTACK_PLAYER)) return true; Pet* pet = GetPet(); if(pet && pet->isAttackingPlayer()) return true; Unit* charmed = GetCharm(); if(charmed && charmed->isAttackingPlayer()) return true; for (int8 i = 0; i < MAX_TOTEM; i++) { if(m_TotemSlot[i]) { Creature *totem = ObjectAccessor::GetCreature(*this, m_TotemSlot[i]); if(totem && totem->isAttackingPlayer()) return true; } } return false; } void Unit::RemoveAllAttackers() { while (!m_attackers.empty()) { AttackerSet::iterator iter = m_attackers.begin(); if(!(*iter)->AttackStop()) { sLog.outError("WORLD: Unit has an attacker that isnt attacking it!"); m_attackers.erase(iter); } } } void Unit::ModifyAuraState(AuraState flag, bool apply) { if (apply) { if (!HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1))) { SetFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); if(GetTypeId() == TYPEID_PLAYER) { const PlayerSpellMap& sp_list = ((Player*)this)->GetSpellMap(); for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr) { if(itr->second->state == PLAYERSPELL_REMOVED) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first); if (!spellInfo || !IsPassiveSpell(itr->first)) continue; if (spellInfo->CasterAuraState == flag) CastSpell(this, itr->first, true, NULL); } } } } else { if (HasFlag(UNIT_FIELD_AURASTATE,1<<(flag-1))) { RemoveFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); Unit::AuraMap& tAuras = GetAuras(); for (Unit::AuraMap::iterator itr = tAuras.begin(); itr != tAuras.end();) { SpellEntry const* spellProto = (*itr).second->GetSpellProto(); if (spellProto->CasterAuraState == flag) { // exceptions (applied at state but not removed at state change) // Rampage if(spellProto->SpellIconID==2006 && spellProto->SpellFamilyName==SPELLFAMILY_WARRIOR && spellProto->SpellFamilyFlags==0x100000) { ++itr; continue; } RemoveAura(itr); } else ++itr; } } } } Unit *Unit::GetOwner() const { uint64 ownerid = GetOwnerGUID(); if(!ownerid) return NULL; return ObjectAccessor::GetUnit(*this, ownerid); } Unit *Unit::GetCharmer() const { if(uint64 charmerid = GetCharmerGUID()) return ObjectAccessor::GetUnit(*this, charmerid); return NULL; } Player* Unit::GetCharmerOrOwnerPlayerOrPlayerItself() { uint64 guid = GetCharmerOrOwnerGUID(); if(IS_PLAYER_GUID(guid)) return ObjectAccessor::GetPlayer(*this, guid); return GetTypeId()==TYPEID_PLAYER ? (Player*)this : NULL; } Pet* Unit::GetPet() const { if(uint64 pet_guid = GetPetGUID()) { if(Pet* pet = ObjectAccessor::GetPet(pet_guid)) return pet; sLog.outError("Unit::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid)); const_cast(this)->SetPet(0); } return NULL; } Unit* Unit::GetCharm() const { if(uint64 charm_guid = GetCharmGUID()) { if(Unit* pet = ObjectAccessor::GetUnit(*this, charm_guid)) return pet; sLog.outError("Unit::GetCharm: Charmed creature %u not exist.",GUID_LOPART(charm_guid)); const_cast(this)->SetCharm(0); } return NULL; } void Unit::SetPet(Pet* pet) { SetUInt64Value(UNIT_FIELD_SUMMON,pet ? pet->GetGUID() : 0); // FIXME: hack, speed must be set only at follow if(pet) for(int i = 0; i < MAX_MOVE_TYPE; ++i) pet->SetSpeed(UnitMoveType(i),m_speed_rate[i],true); } void Unit::SetCharm(Unit* charmed) { SetUInt64Value(UNIT_FIELD_CHARM,charmed ? charmed->GetGUID() : 0); } void Unit::UnsummonAllTotems() { for (int8 i = 0; i < MAX_TOTEM; ++i) { if(!m_TotemSlot[i]) continue; Creature *OldTotem = ObjectAccessor::GetCreature(*this, m_TotemSlot[i]); if (OldTotem && OldTotem->isTotem()) ((Totem*)OldTotem)->UnSummon(); } } void Unit::SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, bool critical) { // we guess size WorldPacket data(SMSG_SPELLHEALLOG, (8+8+4+4+1)); data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); data << uint32(Damage); data << uint8(critical ? 1 : 0); data << uint8(0); // unused in client? SendMessageToSet(&data, true); } void Unit::SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype, bool critical) { WorldPacket data(SMSG_SPELLENERGIZELOG, (8+8+4+4+4+1)); data.append(pVictim->GetPackGUID()); data.append(GetPackGUID()); data << uint32(SpellID); data << uint32(powertype); data << uint32(Damage); //data << uint8(critical ? 1 : 0); // removed in 2.4.0 SendMessageToSet(&data, true); } uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 pdamage, DamageEffectType damagetype) { if(!spellProto || !pVictim || damagetype==DIRECT_DAMAGE ) return pdamage; int32 BonusDamage = 0; if( GetTypeId()==TYPEID_UNIT ) { // Pets just add their bonus damage to their spell damage // note that their spell damage is just gain of their own auras if (((Creature*)this)->isPet()) { BonusDamage = ((Pet*)this)->GetBonusDamage(); } // For totems get damage bonus from owner (statue isn't totem in fact) else if (((Creature*)this)->isTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE) { if(Unit* owner = GetOwner()) return owner->SpellDamageBonus(pVictim, spellProto, pdamage, damagetype); } } // Damage Done uint32 CastingTime = !IsChanneledSpell(spellProto) ? GetSpellCastTime(spellProto) : GetSpellDuration(spellProto); // Taken/Done fixed damage bonus auras int32 DoneAdvertisedBenefit = SpellBaseDamageBonus(GetSpellSchoolMask(spellProto))+BonusDamage; int32 TakenAdvertisedBenefit = SpellBaseDamageBonusForVictim(GetSpellSchoolMask(spellProto), pVictim); // Damage over Time spells bonus calculation float DotFactor = 1.0f; if(damagetype == DOT) { int32 DotDuration = GetSpellDuration(spellProto); // 200% limit if(DotDuration > 0) { if(DotDuration > 30000) DotDuration = 30000; if(!IsChanneledSpell(spellProto)) DotFactor = DotDuration / 15000.0f; int x = 0; for(int j = 0; j < 3; j++) { if( spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && ( spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_DAMAGE || spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH) ) { x = j; break; } } int DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; if(DotTicks) { DoneAdvertisedBenefit /= DotTicks; TakenAdvertisedBenefit /= DotTicks; } } } // Taken/Done total percent damage auras float DoneTotalMod = 1.0f; float TakenTotalMod = 1.0f; // ..done AuraList const& mModDamagePercentDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); for(AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i) { if( ((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) && (*i)->GetSpellProto()->EquippedItemClass == -1 && // -1 == any item class (not wand then) (*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0 ) // 0 == any inventory type (not wand then) { DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; } } uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS); for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; // ..taken AuraList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); for(AuraList::const_iterator i = mModDamagePercentTaken.begin(); i != mModDamagePercentTaken.end(); ++i) if( (*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto) ) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; // .. taken pct: scripted (increases damage of * against targets *) AuraList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { switch((*i)->GetModifier()->m_miscvalue) { //Molten Fury case 4920: case 4919: if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_20_PERCENT)) TakenTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f; break; } } // .. taken pct: dummy auras AuraList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i) { switch((*i)->GetSpellProto()->SpellIconID) { //Cheat Death case 2109: if( ((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) ) { if(pVictim->GetTypeId() != TYPEID_PLAYER) continue; float mod = -((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2*4; if (mod < (*i)->GetModifier()->m_amount) mod = (*i)->GetModifier()->m_amount; TakenTotalMod *= (mod+100.0f)/100.0f; } break; //Mangle case 2312: for(int j=0;j<3;j++) { if(GetEffectMechanic(spellProto, j)==MECHANIC_BLEED) { TakenTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f; break; } } break; } } // Distribute Damage over multiple effects, reduce by AoE CastingTime = GetCastingTimeForBonus( spellProto, damagetype, CastingTime ); // 50% for damage and healing spells for leech spells from damage bonus and 0% from healing for(int j = 0; j < 3; ++j) { if( spellProto->Effect[j] == SPELL_EFFECT_HEALTH_LEECH || spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH ) { CastingTime /= 2; break; } } switch(spellProto->SpellFamilyName) { case SPELLFAMILY_MAGE: // Ignite - do not modify, it is (8*Rank)% damage of procing Spell if(spellProto->Id==12654) { return pdamage; } // Ice Lance else if((spellProto->SpellFamilyFlags & 0x20000LL) && spellProto->SpellIconID == 186) { CastingTime /= 3; // applied 1/3 bonuses in case generic target if(pVictim->isFrozen()) // and compensate this for frozen target. TakenTotalMod *= 3.0f; } // Pyroblast - 115% of Fire Damage, DoT - 20% of Fire Damage else if((spellProto->SpellFamilyFlags & 0x400000LL) && spellProto->SpellIconID == 184 ) { DotFactor = damagetype == DOT ? 0.2f : 1.0f; CastingTime = damagetype == DOT ? 3500 : 4025; } // Fireball - 100% of Fire Damage, DoT - 0% of Fire Damage else if((spellProto->SpellFamilyFlags & 0x1LL) && spellProto->SpellIconID == 185) { CastingTime = 3500; DotFactor = damagetype == DOT ? 0.0f : 1.0f; } // Molten armor else if (spellProto->SpellFamilyFlags & 0x0000000800000000LL) { CastingTime = 0; } // Arcane Missiles triggered spell else if ((spellProto->SpellFamilyFlags & 0x200000LL) && spellProto->SpellIconID == 225) { CastingTime = 1000; } // Blizzard triggered spell else if ((spellProto->SpellFamilyFlags & 0x80080LL) && spellProto->SpellIconID == 285) { CastingTime = 500; } break; case SPELLFAMILY_WARLOCK: // Life Tap if((spellProto->SpellFamilyFlags & 0x40000LL) && spellProto->SpellIconID == 208) { CastingTime = 2800; // 80% from +shadow damage DoneTotalMod = 1.0f; TakenTotalMod = 1.0f; } // Dark Pact else if((spellProto->SpellFamilyFlags & 0x80000000LL) && spellProto->SpellIconID == 154 && GetPetGUID()) { CastingTime = 3360; // 96% from +shadow damage DoneTotalMod = 1.0f; TakenTotalMod = 1.0f; } // Soul Fire - 115% of Fire Damage else if((spellProto->SpellFamilyFlags & 0x8000000000LL) && spellProto->SpellIconID == 184) { CastingTime = 4025; } // Curse of Agony - 120% of Shadow Damage else if((spellProto->SpellFamilyFlags & 0x0000000400LL) && spellProto->SpellIconID == 544) { DotFactor = 1.2f; } // Drain Mana - 0% of Shadow Damage else if((spellProto->SpellFamilyFlags & 0x10LL) && spellProto->SpellIconID == 548) { CastingTime = 0; } // Drain Soul 214.3% else if ((spellProto->SpellFamilyFlags & 0x4000LL) && spellProto->SpellIconID == 113 ) { CastingTime = 7500; } // Hellfire else if ((spellProto->SpellFamilyFlags & 0x40LL) && spellProto->SpellIconID == 937) { CastingTime = damagetype == DOT ? 5000 : 500; // self damage seems to be so } // Unstable Affliction - 180% else if (spellProto->Id == 31117 && spellProto->SpellIconID == 232) { CastingTime = 6300; } // Corruption 93% else if ((spellProto->SpellFamilyFlags & 0x2LL) && spellProto->SpellIconID == 313) { DotFactor = 0.93f; } break; case SPELLFAMILY_PALADIN: // Consecration - 95% of Holy Damage if((spellProto->SpellFamilyFlags & 0x20LL) && spellProto->SpellIconID == 51) { DotFactor = 0.95f; CastingTime = 3500; } // Seal of Righteousness - 10.2%/9.8% ( based on weapon type ) of Holy Damage, multiplied by weapon speed else if((spellProto->SpellFamilyFlags & 0x8000000LL) && spellProto->SpellIconID == 25) { Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); float wspeed = GetAttackTime(BASE_ATTACK)/1000.0f; if( item && item->GetProto()->InventoryType == INVTYPE_2HWEAPON) CastingTime = uint32(wspeed*3500*0.102f); else CastingTime = uint32(wspeed*3500*0.098f); } // Judgement of Righteousness - 73% else if ((spellProto->SpellFamilyFlags & 1024) && spellProto->SpellIconID == 25) { CastingTime = 2555; } // Seal of Vengeance - 17% per Fully Stacked Tick - 5 Applications else if ((spellProto->SpellFamilyFlags & 0x80000000000LL) && spellProto->SpellIconID == 2292) { DotFactor = 0.17f; CastingTime = 3500; } // Holy shield - 5% of Holy Damage else if ((spellProto->SpellFamilyFlags & 0x4000000000LL) && spellProto->SpellIconID == 453) { CastingTime = 175; } // Blessing of Sanctuary - 0% else if ((spellProto->SpellFamilyFlags & 0x10000000LL) && spellProto->SpellIconID == 29) { CastingTime = 0; } // Seal of Righteousness trigger - already computed for parent spell else if ( spellProto->SpellFamilyName==SPELLFAMILY_PALADIN && spellProto->SpellIconID==25 && spellProto->AttributesEx4 & 0x00800000LL ) { return pdamage; } break; case SPELLFAMILY_SHAMAN: // totem attack if (spellProto->SpellFamilyFlags & 0x000040000000LL) { if (spellProto->SpellIconID == 33) // Fire Nova totem attack must be 21.4%(untested) CastingTime = 749; // ignore CastingTime and use as modifier else if (spellProto->SpellIconID == 680) // Searing Totem attack 8% CastingTime = 280; // ignore CastingTime and use as modifier else if (spellProto->SpellIconID == 37) // Magma totem attack must be 6.67%(untested) CastingTime = 234; // ignore CastingTimePenalty and use as modifier } // Lightning Shield (and proc shield from T2 8 pieces bonus ) 33% per charge else if( (spellProto->SpellFamilyFlags & 0x00000000400LL) || spellProto->Id == 23552) CastingTime = 1155; // ignore CastingTimePenalty and use as modifier break; case SPELLFAMILY_PRIEST: // Mana Burn - 0% of Shadow Damage if((spellProto->SpellFamilyFlags & 0x10LL) && spellProto->SpellIconID == 212) { CastingTime = 0; } // Mind Flay - 59% of Shadow Damage else if((spellProto->SpellFamilyFlags & 0x800000LL) && spellProto->SpellIconID == 548) { CastingTime = 2065; } // Holy Fire - 86.71%, DoT - 16.5% else if ((spellProto->SpellFamilyFlags & 0x100000LL) && spellProto->SpellIconID == 156) { DotFactor = damagetype == DOT ? 0.165f : 1.0f; CastingTime = damagetype == DOT ? 3500 : 3035; } // Shadowguard - 28% per charge else if ((spellProto->SpellFamilyFlags & 0x2000000LL) && spellProto->SpellIconID == 19) { CastingTime = 980; } // Touch of Weakeness - 10% else if ((spellProto->SpellFamilyFlags & 0x80000LL) && spellProto->SpellIconID == 1591) { CastingTime = 350; } // Reflective Shield (back damage) - 0% (other spells fit to check not have damage effects/auras) else if (spellProto->SpellFamilyFlags == 0 && spellProto->SpellIconID == 566) { CastingTime = 0; } // Holy Nova - 14% else if ((spellProto->SpellFamilyFlags & 0x400000LL) && spellProto->SpellIconID == 1874) { CastingTime = 500; } break; case SPELLFAMILY_DRUID: // Hurricane triggered spell if((spellProto->SpellFamilyFlags & 0x400000LL) && spellProto->SpellIconID == 220) { CastingTime = 500; } break; case SPELLFAMILY_WARRIOR: case SPELLFAMILY_HUNTER: case SPELLFAMILY_ROGUE: CastingTime = 0; break; default: break; } float LvlPenalty = CalculateLevelPenalty(spellProto); // Spellmod SpellDamage float SpellModSpellDamage = 100.0f; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage); SpellModSpellDamage /= 100.0f; float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty; float TakenActualBenefit = TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty; float tmpDamage = (float(pdamage)+DoneActualBenefit)*DoneTotalMod; // Add flat bonus from spell damage versus tmpDamage += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, creatureTypeMask); // apply spellmod to Done damage if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage); tmpDamage = (tmpDamage+TakenActualBenefit)*TakenTotalMod; if( GetTypeId() == TYPEID_UNIT && !((Creature*)this)->isPet() ) tmpDamage *= ((Creature*)this)->GetSpellDamageMod(((Creature*)this)->GetCreatureInfo()->rank); return tmpDamage > 0 ? uint32(tmpDamage) : 0; } int32 Unit::SpellBaseDamageBonus(SpellSchoolMask schoolMask) { int32 DoneAdvertisedBenefit = 0; // ..done AuraList const& mDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraList::const_iterator i = mDamageDone.begin();i != mDamageDone.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & schoolMask) != 0 && (*i)->GetSpellProto()->EquippedItemClass == -1 && // -1 == any item class (not wand then) (*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0 ) // 0 == any inventory type (not wand then) DoneAdvertisedBenefit += (*i)->GetModifier()->m_amount; if (GetTypeId() == TYPEID_PLAYER) { // Damage bonus from stats AuraList const& mDamageDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT); for(AuraList::const_iterator i = mDamageDoneOfStatPercent.begin();i != mDamageDoneOfStatPercent.end(); ++i) { if((*i)->GetModifier()->m_miscvalue & schoolMask) { SpellEntry const* iSpellProto = (*i)->GetSpellProto(); uint8 eff = (*i)->GetEffIndex(); // stat used dependent from next effect aura SPELL_AURA_MOD_SPELL_HEALING presence and misc value (stat index) Stats usedStat = STAT_INTELLECT; if(eff < 2 && iSpellProto->EffectApplyAuraName[eff+1]==SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT) usedStat = Stats(iSpellProto->EffectMiscValue[eff+1]); DoneAdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f); } } // ... and attack power AuraList const& mDamageDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER); for(AuraList::const_iterator i =mDamageDonebyAP.begin();i != mDamageDonebyAP.end(); ++i) if ((*i)->GetModifier()->m_miscvalue & schoolMask) DoneAdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetModifier()->m_amount / 100.0f); } return DoneAdvertisedBenefit; } int32 Unit::SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim) { uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); int32 TakenAdvertisedBenefit = 0; // ..done (for creature type by mask) in taken AuraList const& mDamageDoneCreature = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE); for(AuraList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) TakenAdvertisedBenefit += (*i)->GetModifier()->m_amount; // ..taken AuraList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN); for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & schoolMask) != 0) TakenAdvertisedBenefit += (*i)->GetModifier()->m_amount; return TakenAdvertisedBenefit; } bool Unit::isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType) { // not criting spell if((spellProto->AttributesEx2 & SPELL_ATTR_EX2_CANT_CRIT)) return false; float crit_chance = 0.0f; switch(spellProto->DmgClass) { case SPELL_DAMAGE_CLASS_NONE: return false; case SPELL_DAMAGE_CLASS_MAGIC: { if (schoolMask & SPELL_SCHOOL_MASK_NORMAL) crit_chance = 0.0f; // For other schools else if (GetTypeId() == TYPEID_PLAYER) crit_chance = GetFloatValue( PLAYER_SPELL_CRIT_PERCENTAGE1 + GetFirstSchoolInMask(schoolMask)); else { crit_chance = m_baseSpellCritChance; crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask); } // taken if (pVictim && !IsPositiveSpell(spellProto->Id)) { // Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE crit_chance += pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE, schoolMask); // Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE crit_chance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE); // Modify by player victim resilience if (pVictim->GetTypeId() == TYPEID_PLAYER) crit_chance -= ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_SPELL); // scripted (increase crit chance ... against ... target by x% if(pVictim->isFrozen()) // Shatter { AuraList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { switch((*i)->GetModifier()->m_miscvalue) { case 849: crit_chance+= 10.0f; break; //Shatter Rank 1 case 910: crit_chance+= 20.0f; break; //Shatter Rank 2 case 911: crit_chance+= 30.0f; break; //Shatter Rank 3 case 912: crit_chance+= 40.0f; break; //Shatter Rank 4 case 913: crit_chance+= 50.0f; break; //Shatter Rank 5 } } } } break; } case SPELL_DAMAGE_CLASS_MELEE: case SPELL_DAMAGE_CLASS_RANGED: { if (pVictim) { crit_chance = GetUnitCriticalChance(attackType, pVictim); crit_chance+= (int32(GetMaxSkillValueForLevel(pVictim)) - int32(pVictim->GetDefenseSkillValue(this))) * 0.04f; crit_chance+= GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask); } break; } default: return false; } // percent done // only players use intelligence for critical chance computations if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance); crit_chance = crit_chance > 0.0f ? crit_chance : 0.0f; if (roll_chance_f(crit_chance)) return true; return false; } uint32 Unit::SpellCriticalBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim) { // Calculate critical bonus int32 crit_bonus; switch(spellProto->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100% case SPELL_DAMAGE_CLASS_RANGED: // TODO: write here full calculation for melee/ranged spells crit_bonus = damage; break; default: crit_bonus = damage / 2; // for spells is 50% break; } // adds additional damage to crit_bonus (from talents) if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus); if(pVictim) { uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); crit_bonus = int32(crit_bonus * GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, creatureTypeMask)); } if(crit_bonus > 0) damage += crit_bonus; return damage; } uint32 Unit::SpellHealingBonus(SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, Unit *pVictim) { // For totems get healing bonus from owner (statue isn't totem in fact) if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->isTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE) if(Unit* owner = GetOwner()) return owner->SpellHealingBonus(spellProto, healamount, damagetype, pVictim); // Healing Done // These Spells are doing fixed amount of healing (TODO found less hack-like check) if(spellProto->Id == 15290 || spellProto->Id == 39373 || spellProto->Id == 33778 || spellProto->Id == 379 || spellProto->Id == 38395) return healamount; int32 AdvertisedBenefit = SpellBaseHealingBonus(GetSpellSchoolMask(spellProto)); uint32 CastingTime = GetSpellCastTime(spellProto); // Healing Taken AdvertisedBenefit += SpellBaseHealingBonusForVictim(GetSpellSchoolMask(spellProto), pVictim); // Blessing of Light dummy effects healing taken from Holy Light and Flash of Light if (spellProto->SpellFamilyName == SPELLFAMILY_PALADIN && (spellProto->SpellFamilyFlags & 0x00000000C0000000LL)) { AuraList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i) { if((*i)->GetSpellProto()->SpellVisual == 9180) { // Flash of Light if ((spellProto->SpellFamilyFlags & 0x0000000040000000LL) && (*i)->GetEffIndex() == 1) AdvertisedBenefit += (*i)->GetModifier()->m_amount; // Holy Light else if ((spellProto->SpellFamilyFlags & 0x0000000080000000LL) && (*i)->GetEffIndex() == 0) AdvertisedBenefit += (*i)->GetModifier()->m_amount; } } } float ActualBenefit = 0.0f; if (AdvertisedBenefit != 0) { // Healing over Time spells float DotFactor = 1.0f; if(damagetype == DOT) { int32 DotDuration = GetSpellDuration(spellProto); if(DotDuration > 0) { // 200% limit if(DotDuration > 30000) DotDuration = 30000; if(!IsChanneledSpell(spellProto)) DotFactor = DotDuration / 15000.0f; int x = 0; for(int j = 0; j < 3; j++) { if( spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && ( spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_HEAL || spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH) ) { x = j; break; } } int DotTicks = 6; if(spellProto->EffectAmplitude[x] != 0) DotTicks = DotDuration / spellProto->EffectAmplitude[x]; if(DotTicks) AdvertisedBenefit /= DotTicks; } } // distribute healing to all effects, reduce AoE damage CastingTime = GetCastingTimeForBonus( spellProto, damagetype, CastingTime ); // 0% bonus for damage and healing spells for leech spells from healing bonus for(int j = 0; j < 3; ++j) { if( spellProto->Effect[j] == SPELL_EFFECT_HEALTH_LEECH || spellProto->Effect[j] == SPELL_EFFECT_APPLY_AURA && spellProto->EffectApplyAuraName[j] == SPELL_AURA_PERIODIC_LEECH ) { CastingTime = 0; break; } } // Exception switch (spellProto->SpellFamilyName) { case SPELLFAMILY_SHAMAN: // Healing stream from totem (add 6% per tick from hill bonus owner) if (spellProto->SpellFamilyFlags & 0x000000002000LL) CastingTime = 210; // Earth Shield 30% per charge else if (spellProto->SpellFamilyFlags & 0x40000000000LL) CastingTime = 1050; break; case SPELLFAMILY_DRUID: // Lifebloom if (spellProto->SpellFamilyFlags & 0x1000000000LL) { CastingTime = damagetype == DOT ? 3500 : 1200; DotFactor = damagetype == DOT ? 0.519f : 1.0f; } // Tranquility triggered spell else if (spellProto->SpellFamilyFlags & 0x80LL) CastingTime = 667; // Rejuvenation else if (spellProto->SpellFamilyFlags & 0x10LL) DotFactor = 0.845f; // Regrowth else if (spellProto->SpellFamilyFlags & 0x40LL) { DotFactor = damagetype == DOT ? 0.705f : 1.0f; CastingTime = damagetype == DOT ? 3500 : 1010; } break; case SPELLFAMILY_PRIEST: // Holy Nova - 14% if ((spellProto->SpellFamilyFlags & 0x8000000LL) && spellProto->SpellIconID == 1874) CastingTime = 500; break; case SPELLFAMILY_PALADIN: // Seal and Judgement of Light if ( spellProto->SpellFamilyFlags & 0x100040000LL ) CastingTime = 0; break; case SPELLFAMILY_WARRIOR: case SPELLFAMILY_ROGUE: case SPELLFAMILY_HUNTER: CastingTime = 0; break; } float LvlPenalty = CalculateLevelPenalty(spellProto); // Spellmod SpellDamage float SpellModSpellDamage = 100.0f; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE,SpellModSpellDamage); SpellModSpellDamage /= 100.0f; ActualBenefit = (float)AdvertisedBenefit * ((float)CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty; } // use float as more appropriate for negative values and percent applying float heal = healamount + ActualBenefit; // TODO: check for ALL/SPELLS type // Healing done percent AuraList const& mHealingDonePct = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE_PERCENT); for(AuraList::const_iterator i = mHealingDonePct.begin();i != mHealingDonePct.end(); ++i) heal *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; // apply spellmod to Done amount if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal); // Healing Wave cast if (spellProto->SpellFamilyName == SPELLFAMILY_SHAMAN && spellProto->SpellFamilyFlags & 0x0000000000000040LL) { // Search for Healing Way on Victim (stack up to 3 time) int32 pctMod = 0; Unit::AuraList const& auraDummy = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraList::const_iterator itr = auraDummy.begin(); itr!=auraDummy.end(); ++itr) if((*itr)->GetId() == 29203) pctMod += (*itr)->GetModifier()->m_amount; // Apply bonus if (pctMod) heal = heal * (100 + pctMod) / 100; } // Healing taken percent float minval = pVictim->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HEALING_PCT); if(minval) heal *= (100.0f + minval) / 100.0f; float maxval = pVictim->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HEALING_PCT); if(maxval) heal *= (100.0f + maxval) / 100.0f; if (heal < 0) heal = 0; return uint32(heal); } int32 Unit::SpellBaseHealingBonus(SpellSchoolMask schoolMask) { int32 AdvertisedBenefit = 0; AuraList const& mHealingDone = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE); for(AuraList::const_iterator i = mHealingDone.begin();i != mHealingDone.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & schoolMask) != 0) AdvertisedBenefit += (*i)->GetModifier()->m_amount; // Healing bonus of spirit, intellect and strength if (GetTypeId() == TYPEID_PLAYER) { // Healing bonus from stats AuraList const& mHealingDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT); for(AuraList::const_iterator i = mHealingDoneOfStatPercent.begin();i != mHealingDoneOfStatPercent.end(); ++i) { // stat used dependent from misc value (stat index) Stats usedStat = Stats((*i)->GetSpellProto()->EffectMiscValue[(*i)->GetEffIndex()]); AdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f); } // ... and attack power AuraList const& mHealingDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER); for(AuraList::const_iterator i = mHealingDonebyAP.begin();i != mHealingDonebyAP.end(); ++i) if ((*i)->GetModifier()->m_miscvalue & schoolMask) AdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetModifier()->m_amount / 100.0f); } return AdvertisedBenefit; } int32 Unit::SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim) { int32 AdvertisedBenefit = 0; AuraList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_HEALING); for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if(((*i)->GetModifier()->m_miscvalue & schoolMask) != 0) AdvertisedBenefit += (*i)->GetModifier()->m_amount; return AdvertisedBenefit; } bool Unit::IsImmunedToDamage(SpellSchoolMask shoolMask, bool useCharges) { // no charges dependent checks SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr) if(itr->type & shoolMask) return true; // charges dependent checks SpellImmuneList const& damageList = m_spellImmune[IMMUNITY_DAMAGE]; for (SpellImmuneList::const_iterator itr = damageList.begin(); itr != damageList.end(); ++itr) { if(itr->type & shoolMask) { if(useCharges) { AuraList const& auraDamageImmunity = GetAurasByType(SPELL_AURA_DAMAGE_IMMUNITY); for(AuraList::const_iterator auraItr = auraDamageImmunity.begin(); auraItr != auraDamageImmunity.end(); ++auraItr) { if((*auraItr)->GetId()==itr->spellId) { if((*auraItr)->m_procCharges > 0) { --(*auraItr)->m_procCharges; if((*auraItr)->m_procCharges==0) RemoveAurasDueToSpell(itr->spellId); } break; } } } return true; } } return false; } bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo, bool useCharges) { if (!spellInfo) return false; // no charges first //FIX ME this hack: don't get feared if stunned if (spellInfo->Mechanic == MECHANIC_FEAR ) { if ( hasUnitState(UNIT_STAT_STUNDED) ) return true; } // not have spells with charges currently SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL]; for(SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr) if(itr->type == spellInfo->Dispel) return true; if( !(spellInfo->AttributesEx & SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE)) // unaffected by school immunity { // not have spells with charges currently SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for(SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr) if( !(IsPositiveSpell(itr->spellId) && IsPositiveSpell(spellInfo->Id)) && (itr->type & GetSpellSchoolMask(spellInfo)) ) return true; } // charges dependent checks SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; for(SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr) { if(itr->type == spellInfo->Mechanic) { if(useCharges) { AuraList const& auraMechImmunity = GetAurasByType(SPELL_AURA_MECHANIC_IMMUNITY); for(AuraList::const_iterator auraItr = auraMechImmunity.begin(); auraItr != auraMechImmunity.end(); ++auraItr) { if((*auraItr)->GetId()==itr->spellId) { if((*auraItr)->m_procCharges > 0) { --(*auraItr)->m_procCharges; if((*auraItr)->m_procCharges==0) RemoveAurasDueToSpell(itr->spellId); } break; } } } return true; } } return false; } bool Unit::IsImmunedToSpellEffect(uint32 effect, uint32 mechanic) const { //If m_immuneToEffect type contain this effect type, IMMUNE effect. SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT]; for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr) if(itr->type == effect) return true; SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr) if(itr->type == mechanic) return true; return false; } bool Unit::IsDamageToThreatSpell(SpellEntry const * spellInfo) const { if(!spellInfo) return false; uint32 family = spellInfo->SpellFamilyName; uint64 flags = spellInfo->SpellFamilyFlags; if((family == 5 && flags == 256) || //Searing Pain (family == 6 && flags == 8192) || //Mind Blast (family == 11 && flags == 1048576)) //Earth Shock return true; return false; } void Unit::MeleeDamageBonus(Unit *pVictim, uint32 *pdamage,WeaponAttackType attType, SpellEntry const *spellProto) { if(!pVictim) return; if(*pdamage == 0) return; uint32 creatureTypeMask = pVictim->GetCreatureTypeMask(); // Taken/Done fixed damage bonus auras int32 DoneFlatBenefit = 0; int32 TakenFlatBenefit = 0; // ..done (for creature type by mask) in taken AuraList const& mDamageDoneCreature = this->GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE); for(AuraList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) DoneFlatBenefit += (*i)->GetModifier()->m_amount; // ..done // SPELL_AURA_MOD_DAMAGE_DONE included in weapon damage // ..done (base at attack power for marked target and base at attack power for creature type) int32 APbonus = 0; if(attType == RANGED_ATTACK) { APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS); // ..done (base at attack power and creature type) AuraList const& mCreatureAttackPower = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS); for(AuraList::const_iterator i = mCreatureAttackPower.begin();i != mCreatureAttackPower.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) APbonus += (*i)->GetModifier()->m_amount; } else { APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS); // ..done (base at attack power and creature type) AuraList const& mCreatureAttackPower = GetAurasByType(SPELL_AURA_MOD_MELEE_ATTACK_POWER_VERSUS); for(AuraList::const_iterator i = mCreatureAttackPower.begin();i != mCreatureAttackPower.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) APbonus += (*i)->GetModifier()->m_amount; } if (APbonus!=0) // Can be negative { bool normalized = false; if(spellProto) { for (uint8 i = 0; i<3;i++) { if (spellProto->Effect[i] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG) { normalized = true; break; } } } DoneFlatBenefit += int32(APbonus/14.0f * GetAPMultiplier(attType,normalized)); } // ..taken AuraList const& mDamageTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN); for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i) if((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) TakenFlatBenefit += (*i)->GetModifier()->m_amount; if(attType!=RANGED_ATTACK) TakenFlatBenefit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN); else TakenFlatBenefit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN); // Done/Taken total percent damage auras float DoneTotalMod = 1; float TakenTotalMod = 1; // ..done // SPELL_AURA_MOD_DAMAGE_PERCENT_DONE included in weapon damage // SPELL_AURA_MOD_OFFHAND_DAMAGE_PCT included in weapon damage AuraList const& mDamageDoneVersus = this->GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS); for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i) if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue)) DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; // ..taken AuraList const& mModDamagePercentTaken = pVictim->GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN); for(AuraList::const_iterator i = mModDamagePercentTaken.begin(); i != mModDamagePercentTaken.end(); ++i) if((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; // .. taken pct: dummy auras AuraList const& mDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i) { switch((*i)->GetSpellProto()->SpellIconID) { //Cheat Death case 2109: if((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) { if(pVictim->GetTypeId() != TYPEID_PLAYER) continue; float mod = ((Player*)pVictim)->GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*(-8.0f); if (mod < (*i)->GetModifier()->m_amount) mod = (*i)->GetModifier()->m_amount; TakenTotalMod *= (mod+100.0f)/100.0f; } break; //Mangle case 2312: if(spellProto==NULL) break; // Should increase Shred (initial Damage of Lacerate and Rake handled in Spell::EffectSchoolDMG) if(spellProto->SpellFamilyName==SPELLFAMILY_DRUID && (spellProto->SpellFamilyFlags==0x00008000LL)) TakenTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f; break; } } // .. taken pct: class scripts AuraList const& mclassScritAuras = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(AuraList::const_iterator i = mclassScritAuras.begin(); i != mclassScritAuras.end(); ++i) { switch((*i)->GetMiscValue()) { case 6427: case 6428: // Dirty Deeds if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT)) { Aura* eff0 = GetAura((*i)->GetId(),0); if(!eff0 || (*i)->GetEffIndex()!=1) { sLog.outError("Spell structure of DD (%u) changed.",(*i)->GetId()); continue; } // effect 0 have expected value but in negative state TakenTotalMod *= (-eff0->GetModifier()->m_amount+100.0f)/100.0f; } break; } } if(attType != RANGED_ATTACK) { AuraList const& mModMeleeDamageTakenPercent = pVictim->GetAurasByType(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN_PCT); for(AuraList::const_iterator i = mModMeleeDamageTakenPercent.begin(); i != mModMeleeDamageTakenPercent.end(); ++i) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; } else { AuraList const& mModRangedDamageTakenPercent = pVictim->GetAurasByType(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN_PCT); for(AuraList::const_iterator i = mModRangedDamageTakenPercent.begin(); i != mModRangedDamageTakenPercent.end(); ++i) TakenTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f; } float tmpDamage = float(int32(*pdamage) + DoneFlatBenefit) * DoneTotalMod; // apply spellmod to Done damage if(spellProto) { if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DAMAGE, tmpDamage); } tmpDamage = (tmpDamage + TakenFlatBenefit)*TakenTotalMod; // bonus result can be negative *pdamage = tmpDamage > 0 ? uint32(tmpDamage) : 0; } void Unit::ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply) { if (apply) { for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(), next; itr != m_spellImmune[op].end(); itr = next) { next = itr; ++next; if(itr->type == type) { m_spellImmune[op].erase(itr); next = m_spellImmune[op].begin(); } } SpellImmune Immune; Immune.spellId = spellId; Immune.type = type; m_spellImmune[op].push_back(Immune); } else { for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(); itr != m_spellImmune[op].end(); ++itr) { if(itr->spellId == spellId) { m_spellImmune[op].erase(itr); break; } } } } void Unit::ApplySpellDispelImmunity(const SpellEntry * spellProto, DispelType type, bool apply) { ApplySpellImmune(spellProto->Id,IMMUNITY_DISPEL, type, apply); if (apply && spellProto->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY) RemoveAurasWithDispelType(type); } float Unit::GetWeaponProcChance() const { // normalized proc chance for weapon attack speed // (odd formulae...) if(isAttackReady(BASE_ATTACK)) return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f); else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f); return 0; } float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM) const { // proc per minute chance calculation if (PPM <= 0) return 0.0f; uint32 result = uint32((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60)) return result; } void Unit::Mount(uint32 mount) { if(!mount) return; RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOUNTING); SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount); SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); // unsummon pet if(GetTypeId() == TYPEID_PLAYER) { Pet* pet = GetPet(); if(pet) { if(pet->isControlled()) { ((Player*)this)->SetTemporaryUnsummonedPetNumber(pet->GetCharmInfo()->GetPetNumber()); ((Player*)this)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL)); } ((Player*)this)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT); } else ((Player*)this)->SetTemporaryUnsummonedPetNumber(0); } } void Unit::Unmount() { if(!IsMounted()) return; RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_MOUNTED); SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); RemoveFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); // only resummon old pet if the player is already added to a map // this prevents adding a pet to a not created map which would otherwise cause a crash // (it could probably happen when logging in after a previous crash) if(GetTypeId() == TYPEID_PLAYER && IsInWorld() && ((Player*)this)->GetTemporaryUnsummonedPetNumber() && isAlive()) { Pet* NewPet = new Pet; if(!NewPet->LoadPetFromDB(this, 0, ((Player*)this)->GetTemporaryUnsummonedPetNumber(), true)) delete NewPet; ((Player*)this)->SetTemporaryUnsummonedPetNumber(0); } } void Unit::SetInCombatWith(Unit* enemy) { Unit* eOwner = enemy->GetCharmerOrOwnerOrSelf(); if(eOwner->IsPvP()) { SetInCombatState(true); return; } //check for duel if(eOwner->GetTypeId() == TYPEID_PLAYER && ((Player*)eOwner)->duel) { Unit const* myOwner = GetCharmerOrOwnerOrSelf(); if(((Player const*)eOwner)->duel->opponent == myOwner) { SetInCombatState(true); return; } } SetInCombatState(false); } void Unit::SetInCombatState(bool PvP) { // only alive units can be in combat if(!isAlive()) return; if(PvP) m_CombatTimer = 5000; SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); if(isCharmed() || (GetTypeId()!=TYPEID_PLAYER && ((Creature*)this)->isPet())) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); } void Unit::ClearInCombat() { m_CombatTimer = 0; RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); if(isCharmed() || (GetTypeId()!=TYPEID_PLAYER && ((Creature*)this)->isPet())) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); // Player's state will be cleared in Player::UpdateContestedPvP if(GetTypeId()!=TYPEID_PLAYER) clearUnitState(UNIT_STAT_ATTACK_PLAYER); } bool Unit::isTargetableForAttack() const { if (GetTypeId()==TYPEID_PLAYER && ((Player *)this)->isGameMaster()) return false; if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)) return false; return isAlive() && !hasUnitState(UNIT_STAT_DIED)&& !isInFlight() /*&& !isStealth()*/; } int32 Unit::ModifyHealth(int32 dVal) { int32 gain = 0; if(dVal==0) return 0; int32 curHealth = (int32)GetHealth(); int32 val = dVal + curHealth; if(val <= 0) { SetHealth(0); return -curHealth; } int32 maxHealth = (int32)GetMaxHealth(); if(val < maxHealth) { SetHealth(val); gain = val - curHealth; } else if(curHealth != maxHealth) { SetHealth(maxHealth); gain = maxHealth - curHealth; } return gain; } int32 Unit::ModifyPower(Powers power, int32 dVal) { int32 gain = 0; if(dVal==0) return 0; int32 curPower = (int32)GetPower(power); int32 val = dVal + curPower; if(val <= 0) { SetPower(power,0); return -curPower; } int32 maxPower = (int32)GetMaxPower(power); if(val < maxPower) { SetPower(power,val); gain = val - curPower; } else if(curPower != maxPower) { SetPower(power,maxPower); gain = maxPower - curPower; } return gain; } bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList) const { if(!u) return false; // Always can see self if (u==this) return true; // player visible for other player if not logout and at same transport // including case when player is out of world bool at_same_transport = GetTypeId() == TYPEID_PLAYER && u->GetTypeId()==TYPEID_PLAYER && !((Player*)this)->GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() && !((Player*)this)->GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() && ((Player*)this)->GetTransport() && ((Player*)this)->GetTransport() == ((Player*)u)->GetTransport(); // not in world if(!at_same_transport && (!IsInWorld() || !u->IsInWorld())) return false; // forbidden to seen (at GM respawn command) if(m_Visibility==VISIBILITY_RESPAWN) return false; // always seen by owner if(GetCharmerOrOwnerGUID()==u->GetGUID()) return true; // Grid dead/alive checks if( u->GetTypeId()==TYPEID_PLAYER) { // non visible at grid for any stealth state if(!IsVisibleInGridForPlayer((Player *)u)) return false; // if player is dead then he can't detect anyone in anycases if(!u->isAlive()) detect = false; } else { // all dead creatures/players not visible for any creatures if(!u->isAlive() || !isAlive()) return false; } // different visible distance checks if(u->isInFlight()) // what see player in flight { // use object grey distance for all (only see objects any way) if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))) return false; } else if(!isAlive()) // distance for show body { if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f))) return false; } else if(GetTypeId()==TYPEID_PLAYER) // distance for show player { if(u->GetTypeId()==TYPEID_PLAYER) { // Players far than max visible distance for player or not in our map are not visible too if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } else { // Units far than max visible distance for creature or not in our map are not visible too if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } } else if(GetCharmerOrOwnerGUID()) // distance for show pet/charmed { // Pet/charmed far than max visible distance for player or not in our map are not visible too if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } else // distance for show creature { // Units far than max visible distance for creature or not in our map are not visible too if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))) return false; } // Visible units, always are visible for all units, except for units under invisibility if (m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0) return true; // GMs see any players, not higher GMs and all units if (u->GetTypeId() == TYPEID_PLAYER && ((Player *)u)->isGameMaster()) { if(GetTypeId() == TYPEID_PLAYER) return ((Player *)this)->GetSession()->GetSecurity() <= ((Player *)u)->GetSession()->GetSecurity(); else return true; } // non faction visibility non-breakable for non-GMs if (m_Visibility == VISIBILITY_OFF) return false; // raw invisibility bool invisible = (m_invisibilityMask != 0 || u->m_invisibilityMask !=0); // detectable invisibility case if( invisible && ( // Invisible units, always are visible for units under same invisibility type (m_invisibilityMask & u->m_invisibilityMask)!=0 || // Invisible units, always are visible for unit that can detect this invisibility (have appropriate level for detect) u->canDetectInvisibilityOf(this) || // Units that can detect invisibility always are visible for units that can be detected canDetectInvisibilityOf(u) )) { invisible = false; } // special cases for always overwrite invisibility/stealth if(invisible || m_Visibility == VISIBILITY_GROUP_STEALTH) { // non-hostile case if (!u->IsHostileTo(this)) { // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) if(GetTypeId()==TYPEID_PLAYER && u->GetTypeId()==TYPEID_PLAYER) { if(((Player*)this)->IsGroupVisibleFor(((Player*)u))) return true; // else apply same rules as for hostile case (detecting check for stealth) } } // hostile case else { // Hunter mark functionality AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_STALKED); for(AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID()==u->GetGUID()) return true; // else apply detecting check for stealth } // none other cases for detect invisibility, so invisible if(invisible) return false; // else apply stealth detecting check } // unit got in stealth in this moment and must ignore old detected state if (m_Visibility == VISIBILITY_GROUP_NO_DETECT) return false; // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible if (m_Visibility != VISIBILITY_GROUP_STEALTH) return true; // NOW ONLY STEALTH CASE // stealth and detected and visible for some seconds if (u->GetTypeId() == TYPEID_PLAYER && ((Player*)u)->m_DetectInvTimer > 300 && ((Player*)u)->HaveAtClient(this)) return true; //if in non-detect mode then invisible for unit if (!detect) return false; // Special cases // If is attacked then stealth is lost, some creature can use stealth too if( !getAttackers().empty() ) return true; // If there is collision rogue is seen regardless of level difference // TODO: check sizes in DB float distance = GetDistance(u); if (distance < 0.24f) return true; //If a mob or player is stunned he will not be able to detect stealth if (u->hasUnitState(UNIT_STAT_STUNDED) && (u != this)) return false; // Creature can detect target only in aggro radius if(u->GetTypeId() != TYPEID_PLAYER) { //Always invisible from back and out of aggro range bool isInFront = u->isInFront(this,((Creature const*)u)->GetAttackDistance(this)); if(!isInFront) return false; } else { //Always invisible from back bool isInFront = u->isInFront(this,(GetTypeId()==TYPEID_PLAYER || GetCharmerOrOwnerGUID()) ? World::GetMaxVisibleDistanceForPlayer() : World::GetMaxVisibleDistanceForCreature()); if(!isInFront) return false; } // if doesn't have stealth detection (Shadow Sight), then check how stealthy the unit is, otherwise just check los if(!u->HasAuraType(SPELL_AURA_DETECT_STEALTH)) { //Calculation if target is in front //Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5) float visibleDistance = 10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH)/100.0f); //Visible distance is modified by //-Level Diff (every level diff = 1.0f in visible distance) visibleDistance += int32(u->getLevelForTarget(this)) - int32(this->getLevelForTarget(u)); //This allows to check talent tree and will add addition stealth dependent on used points) int32 stealthMod = GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_LEVEL); if(stealthMod < 0) stealthMod = 0; //-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia) //based on wowwiki every 5 mod we have 1 more level diff in calculation visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_DETECT)) - stealthMod)/5.0f; if(distance > visibleDistance) return false; } // Now check is target visible with LoS float ox,oy,oz; u->GetPosition(ox,oy,oz); return IsWithinLOS(ox,oy,oz); } void Unit::SetVisibility(UnitVisibility x) { m_Visibility = x; if(IsInWorld()) { Map *m = MapManager::Instance().GetMap(GetMapId(), this); if(GetTypeId()==TYPEID_PLAYER) m->PlayerRelocation((Player*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); else m->CreatureRelocation((Creature*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); } } bool Unit::canDetectInvisibilityOf(Unit const* u) const { if(uint32 mask = (m_detectInvisibilityMask & u->m_invisibilityMask)) { for(uint32 i = 0; i < 10; ++i) { if(((1 << i) & mask)==0) continue; // find invisibility level uint32 invLevel = 0; Unit::AuraList const& iAuras = u->GetAurasByType(SPELL_AURA_MOD_INVISIBILITY); for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr) if(((*itr)->GetModifier()->m_miscvalue)==i && invLevel < (*itr)->GetModifier()->m_amount) invLevel = (*itr)->GetModifier()->m_amount; // find invisibility detect level uint32 detectLevel = 0; Unit::AuraList const& dAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY_DETECTION); for(Unit::AuraList::const_iterator itr = dAuras.begin(); itr != dAuras.end(); ++itr) if(((*itr)->GetModifier()->m_miscvalue)==i && detectLevel < (*itr)->GetModifier()->m_amount) detectLevel = (*itr)->GetModifier()->m_amount; if(i==6 && GetTypeId()==TYPEID_PLAYER) // special drunk detection case { detectLevel = ((Player*)this)->GetDrunkValue(); } if(invLevel <= detectLevel) return true; } } return false; } void Unit::UpdateSpeed(UnitMoveType mtype, bool forced) { int32 main_speed_mod = 0; float stack_bonus = 1.0f; float non_stack_bonus = 1.0f; switch(mtype) { case MOVE_WALK: return; case MOVE_RUN: { if (IsMounted()) // Use on mount auras { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS); non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MOUNTED_SPEED_NOT_STACK))/100.0f; } else { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_SPEED_ALWAYS); non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_SPEED_NOT_STACK))/100.0f; } break; } case MOVE_WALKBACK: return; case MOVE_SWIM: { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SWIM_SPEED); break; } case MOVE_SWIMBACK: return; case MOVE_FLY: { if (IsMounted()) // Use on mount auras main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED); else // Use not mount (shapeshift for example) auras (should stack) main_speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_SPEED_FLIGHT); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_FLIGHT_SPEED_ALWAYS); non_stack_bonus = (100.0 + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK))/100.0f; break; } case MOVE_FLYBACK: return; default: sLog.outError("Unit::UpdateSpeed: Unsupported move type (%d)", mtype); return; } float bonus = non_stack_bonus > stack_bonus ? non_stack_bonus : stack_bonus; // now we ready for speed calculation float speed = main_speed_mod ? bonus*(100.0f + main_speed_mod)/100.0f : bonus; switch(mtype) { case MOVE_RUN: case MOVE_SWIM: case MOVE_FLY: { // Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need // TODO: possible affect only on MOVE_RUN if(int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED)) { // Use speed from aura float max_speed = normalization / baseMoveSpeed[mtype]; if (speed > max_speed) speed = max_speed; } break; } default: break; } // Apply strongest slow aura mod to speed int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED); if (slow) speed *=(100.0f + slow)/100.0f; SetSpeed(mtype, speed, forced); } float Unit::GetSpeed( UnitMoveType mtype ) const { return m_speed_rate[mtype]*baseMoveSpeed[mtype]; } void Unit::SetSpeed(UnitMoveType mtype, float rate, bool forced) { if (rate < 0) rate = 0.0f; // Update speed only on change if (m_speed_rate[mtype] == rate) return; m_speed_rate[mtype] = rate; propagateSpeedChange(); // Send speed change packet only for player if (GetTypeId()!=TYPEID_PLAYER) return; WorldPacket data; if(!forced) { switch(mtype) { case MOVE_WALK: data.Initialize(MSG_MOVE_SET_WALK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_RUN: data.Initialize(MSG_MOVE_SET_RUN_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_WALKBACK: data.Initialize(MSG_MOVE_SET_RUN_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_SWIM: data.Initialize(MSG_MOVE_SET_SWIM_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_SWIMBACK: data.Initialize(MSG_MOVE_SET_SWIM_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_TURN: data.Initialize(MSG_MOVE_SET_TURN_RATE, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_FLY: data.Initialize(MSG_MOVE_SET_FLIGHT_SPEED, 8+4+1+4+4+4+4+4+4+4); break; case MOVE_FLYBACK: data.Initialize(MSG_MOVE_SET_FLIGHT_BACK_SPEED, 8+4+1+4+4+4+4+4+4+4); break; default: sLog.outError("Unit::SetSpeed: Unsupported move type (%d), data not sent to client.",mtype); return; } data.append(GetPackGUID()); data << uint32(0); //movement flags data << uint8(0); //unk data << uint32(getMSTime()); data << float(GetPositionX()); data << float(GetPositionY()); data << float(GetPositionZ()); data << float(GetOrientation()); data << uint32(0); //flag unk data << float(GetSpeed(mtype)); SendMessageToSet( &data, true ); } else { // register forced speed changes for WorldSession::HandleForceSpeedChangeAck // and do it only for real sent packets and use run for run/mounted as client expected ++((Player*)this)->m_forced_speed_changes[mtype]; switch(mtype) { case MOVE_WALK: data.Initialize(SMSG_FORCE_WALK_SPEED_CHANGE, 16); break; case MOVE_RUN: data.Initialize(SMSG_FORCE_RUN_SPEED_CHANGE, 17); break; case MOVE_WALKBACK: data.Initialize(SMSG_FORCE_RUN_BACK_SPEED_CHANGE, 16); break; case MOVE_SWIM: data.Initialize(SMSG_FORCE_SWIM_SPEED_CHANGE, 16); break; case MOVE_SWIMBACK: data.Initialize(SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, 16); break; case MOVE_TURN: data.Initialize(SMSG_FORCE_TURN_RATE_CHANGE, 16); break; case MOVE_FLY: data.Initialize(SMSG_FORCE_FLIGHT_SPEED_CHANGE, 16); break; case MOVE_FLYBACK: data.Initialize(SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE, 16); break; default: sLog.outError("Unit::SetSpeed: Unsupported move type (%d), data not sent to client.",mtype); return; } data.append(GetPackGUID()); data << (uint32)0; if (mtype == MOVE_RUN) data << uint8(0); // new 2.1.0 data << float(GetSpeed(mtype)); SendMessageToSet( &data, true ); } if(Pet* pet = GetPet()) pet->SetSpeed(MOVE_RUN, m_speed_rate[mtype],forced); } void Unit::SetHover(bool on) { if(on) CastSpell(this,11010,true); else RemoveAurasDueToSpell(11010); } void Unit::setDeathState(DeathState s) { if (s != ALIVE && s!= JUST_ALIVED) { CombatStop(); DeleteThreatList(); ClearComboPointHolders(); // any combo points pointed to unit lost at it death if(IsNonMeleeSpellCasted(false)) InterruptNonMeleeSpells(false); } if (s == JUST_DIED) { RemoveAllAurasOnDeath(); UnsummonAllTotems(); ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false); ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false); // remove aurastates allowing special moves ClearAllReactives(); ClearDiminishings(); } else if(s == JUST_ALIVED) { RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground) } if (m_deathState != ALIVE && s == ALIVE) { //_ApplyAllAuraMods(); } m_deathState = s; } /*######################################## ######## ######## ######## AGGRO SYSTEM ######## ######## ######## ########################################*/ bool Unit::CanHaveThreatList() const { // only creatures can have threat list if( GetTypeId() != TYPEID_UNIT ) return false; // only alive units can have threat list if( !isAlive() ) return false; // pets and totems can not have threat list if( ((Creature*)this)->isPet() || ((Creature*)this)->isTotem() ) return false; return true; } //====================================================================== float Unit::ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask) { if(!HasAuraType(SPELL_AURA_MOD_THREAT)) return threat; SpellSchools school = GetFirstSchoolInMask(schoolMask); return threat * m_threatModifier[school]; } //====================================================================== void Unit::AddThreat(Unit* pVictim, float threat, SpellSchoolMask schoolMask, SpellEntry const *threatSpell) { // Only mobs can manage threat lists if(CanHaveThreatList()) m_ThreatManager.addThreat(pVictim, threat, schoolMask, threatSpell); } //====================================================================== void Unit::DeleteThreatList() { m_ThreatManager.clearReferences(); } //====================================================================== void Unit::TauntApply(Unit* taunter) { assert(GetTypeId()== TYPEID_UNIT); if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster())) return; if(!CanHaveThreatList()) return; Unit *target = getVictim(); if(target && target == taunter) return; SetInFront(taunter); if (((Creature*)this)->AI()) ((Creature*)this)->AI()->AttackStart(taunter); m_ThreatManager.tauntApply(taunter); } //====================================================================== void Unit::TauntFadeOut(Unit *taunter) { assert(GetTypeId()== TYPEID_UNIT); if(!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster())) return; if(!CanHaveThreatList()) return; Unit *target = getVictim(); if(!target || target != taunter) return; if(m_ThreatManager.isThreatListEmpty()) { if(((Creature*)this)->AI()) ((Creature*)this)->AI()->EnterEvadeMode(); return; } m_ThreatManager.tauntFadeOut(taunter); target = m_ThreatManager.getHostilTarget(); if (target && target != taunter) { SetInFront(target); if (((Creature*)this)->AI()) ((Creature*)this)->AI()->AttackStart(target); } } //====================================================================== bool Unit::SelectHostilTarget() { //function provides main threat functionality //next-victim-selection algorithm and evade mode are called //threat list sorting etc. assert(GetTypeId()== TYPEID_UNIT); Unit* target = NULL; //This function only useful once AI has been initilazied if (!((Creature*)this)->AI()) return false; if(!m_ThreatManager.isThreatListEmpty()) { if(!HasAuraType(SPELL_AURA_MOD_TAUNT)) { target = m_ThreatManager.getHostilTarget(); } } if(target) { if(!hasUnitState(UNIT_STAT_STUNDED)) SetInFront(target); ((Creature*)this)->AI()->AttackStart(target); return true; } // no target but something prevent go to evade mode if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT) ) return false; // last case when creature don't must go to evade mode: // it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list // for example at owner command to pet attack some far away creature // Note: creature not have targeted movement generator but have attacker in this case if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE ) { for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr) { if( (*itr)->IsInMap(this) && (*itr)->isTargetableForAttack() && (*itr)->isInAccessablePlaceFor((Creature*)this) ) return false; } } // enter in evade mode in other case ((Creature*)this)->AI()->EnterEvadeMode(); return false; } //====================================================================== //====================================================================== //====================================================================== int32 Unit::CalculateSpellDamage(SpellEntry const* spellProto, uint8 effect_index, int32 effBasePoints, Unit const* target) { Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL; uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0; int32 level = int32(getLevel()) - int32(spellProto->spellLevel); if (level > spellProto->maxLevel && spellProto->maxLevel > 0) level = spellProto->maxLevel; float basePointsPerLevel = spellProto->EffectRealPointsPerLevel[effect_index]; float randomPointsPerLevel = spellProto->EffectDicePerLevel[effect_index]; int32 basePoints = int32(effBasePoints + level * basePointsPerLevel); int32 randomPoints = int32(spellProto->EffectDieSides[effect_index] + level * randomPointsPerLevel); float comboDamage = spellProto->EffectPointsPerComboPoint[effect_index]; // prevent random generator from getting confused by spells casted with Unit::CastCustomSpell int32 randvalue = spellProto->EffectBaseDice[effect_index] >= randomPoints ? spellProto->EffectBaseDice[effect_index]:irand(spellProto->EffectBaseDice[effect_index], randomPoints); int32 value = basePoints + randvalue; //random damage if(comboDamage != 0 && unitPlayer && target && (target->GetGUID() == unitPlayer->GetComboTarget())) value += (int32)(comboDamage * comboPoints); if(Player* modOwner = GetSpellModOwner()) { modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_ALL_EFFECTS, value); switch(effect_index) { case 0: modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_EFFECT1, value); break; case 1: modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_EFFECT2, value); break; case 2: modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_EFFECT3, value); break; } } if(spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel && spellProto->Effect[effect_index] != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE && spellProto->Effect[effect_index] != SPELL_EFFECT_KNOCK_BACK) value = int32(value*0.25f*exp(getLevel()*(70-spellProto->spellLevel)/1000.0f)); return value; } int32 Unit::CalculateSpellDuration(SpellEntry const* spellProto, uint8 effect_index, Unit const* target) { Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL; uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0; int32 minduration = GetSpellDuration(spellProto); int32 maxduration = GetSpellMaxDuration(spellProto); int32 duration; if( minduration != -1 && minduration != maxduration ) duration = minduration + int32((maxduration - minduration) * comboPoints / 5); else duration = minduration; if (duration > 0) { int32 mechanic = GetEffectMechanic(spellProto, effect_index); // Find total mod value (negative bonus) int32 durationMod_always = target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD, mechanic); // Find max mod (negative bonus) int32 durationMod_not_stack = target->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanic); int32 durationMod = 0; // Select strongest negative mod if (durationMod_always > durationMod_not_stack) durationMod = durationMod_not_stack; else durationMod = durationMod_always; if (durationMod != 0) duration = int32(int64(duration) * (100+durationMod) /100); if (duration < 0) duration = 0; } return duration; } DiminishingLevels Unit::GetDiminishing(DiminishingGroup group) { for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->DRGroup != group) continue; if(!i->hitCount) return DIMINISHING_LEVEL_1; if(!i->hitTime) return DIMINISHING_LEVEL_1; // If last spell was casted more than 15 seconds ago - reset the count. if(i->stack==0 && getMSTimeDiff(i->hitTime,getMSTime()) > 15000) { i->hitCount = DIMINISHING_LEVEL_1; return DIMINISHING_LEVEL_1; } // or else increase the count. else { return DiminishingLevels(i->hitCount); } } return DIMINISHING_LEVEL_1; } void Unit::IncrDiminishing(DiminishingGroup group) { // Checking for existing in the table bool IsExist = false; for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->DRGroup != group) continue; IsExist = true; if(i->hitCount < DIMINISHING_LEVEL_IMMUNE) i->hitCount += 1; break; } if(!IsExist) m_Diminishing.push_back(DiminishingReturn(group,getMSTime(),DIMINISHING_LEVEL_2)); } void Unit::ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster,DiminishingLevels Level) { if(duration == -1 || group == DIMINISHING_NONE || caster->IsFriendlyTo(this) ) return; // Duration of crowd control abilities on pvp target is limited by 10 sec. (2.2.0) if(duration > 10000 && IsDiminishingReturnsGroupDurationLimited(group)) { // test pet/charm masters instead pets/charmeds Unit const* targetOwner = GetCharmerOrOwner(); Unit const* casterOwner = caster->GetCharmerOrOwner(); Unit const* target = targetOwner ? targetOwner : this; Unit const* source = casterOwner ? casterOwner : caster; if(target->GetTypeId() == TYPEID_PLAYER && source->GetTypeId() == TYPEID_PLAYER) duration = 10000; } float mod = 1.0f; // Some diminishings applies to mobs too (for example, Stun) if((GetDiminishingReturnsGroupType(group) == DRTYPE_PLAYER && GetTypeId() == TYPEID_PLAYER) || GetDiminishingReturnsGroupType(group) == DRTYPE_ALL) { DiminishingLevels diminish = Level; switch(diminish) { case DIMINISHING_LEVEL_1: break; case DIMINISHING_LEVEL_2: mod = 0.5f; break; case DIMINISHING_LEVEL_3: mod = 0.25f; break; case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f;break; default: break; } } duration = int32(duration * mod); } void Unit::ApplyDiminishingAura( DiminishingGroup group, bool apply ) { // Checking for existing in the table for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i) { if(i->DRGroup != group) continue; i->hitTime = getMSTime(); if(apply) i->stack += 1; else if(i->stack) i->stack -= 1; break; } } Unit* Unit::GetUnit(WorldObject& object, uint64 guid) { return ObjectAccessor::GetUnit(object,guid); } bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const { return isVisibleForOrDetect(u,false,inVisibleList); } uint32 Unit::GetCreatureType() const { if(GetTypeId() == TYPEID_PLAYER) { SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(((Player*)this)->m_form); if(ssEntry && ssEntry->creatureType > 0) return ssEntry->creatureType; else return CREATURE_TYPE_HUMANOID; } else return ((Creature*)this)->GetCreatureInfo()->type; } /*####################################### ######## ######## ######## STAT SYSTEM ######## ######## ######## #######################################*/ bool Unit::HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply) { if(unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END) { sLog.outError("ERROR in HandleStatModifier(): nonexisted UnitMods or wrong UnitModifierType!"); return false; } float val = 1.0f; switch(modifierType) { case BASE_VALUE: case TOTAL_VALUE: m_auraModifiersGroup[unitMod][modifierType] += apply ? amount : -amount; break; case BASE_PCT: case TOTAL_PCT: if(amount <= -100.0f) //small hack-fix for -100% modifiers amount = -200.0f; val = (100.0f + amount) / 100.0f; m_auraModifiersGroup[unitMod][modifierType] *= apply ? val : (1.0f/val); break; default: break; } if(!CanModifyStats()) return false; switch(unitMod) { case UNIT_MOD_STAT_STRENGTH: case UNIT_MOD_STAT_AGILITY: case UNIT_MOD_STAT_STAMINA: case UNIT_MOD_STAT_INTELLECT: case UNIT_MOD_STAT_SPIRIT: UpdateStats(GetStatByAuraGroup(unitMod)); break; case UNIT_MOD_ARMOR: UpdateArmor(); break; case UNIT_MOD_HEALTH: UpdateMaxHealth(); break; case UNIT_MOD_MANA: case UNIT_MOD_RAGE: case UNIT_MOD_FOCUS: case UNIT_MOD_ENERGY: case UNIT_MOD_HAPPINESS: UpdateMaxPower(GetPowerTypeByAuraGroup(unitMod)); break; case UNIT_MOD_RESISTANCE_HOLY: case UNIT_MOD_RESISTANCE_FIRE: case UNIT_MOD_RESISTANCE_NATURE: case UNIT_MOD_RESISTANCE_FROST: case UNIT_MOD_RESISTANCE_SHADOW: case UNIT_MOD_RESISTANCE_ARCANE: UpdateResistances(GetSpellSchoolByAuraGroup(unitMod)); break; case UNIT_MOD_ATTACK_POWER: UpdateAttackPowerAndDamage(); break; case UNIT_MOD_ATTACK_POWER_RANGED: UpdateAttackPowerAndDamage(true); break; case UNIT_MOD_DAMAGE_MAINHAND: UpdateDamagePhysical(BASE_ATTACK); break; case UNIT_MOD_DAMAGE_OFFHAND: UpdateDamagePhysical(OFF_ATTACK); break; case UNIT_MOD_DAMAGE_RANGED: UpdateDamagePhysical(RANGED_ATTACK); break; default: break; } return true; } float Unit::GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const { if( unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END) { sLog.outError("ERROR: trial to access nonexisted modifier value from UnitMods!"); return 0.0f; } if(modifierType == TOTAL_PCT && m_auraModifiersGroup[unitMod][modifierType] <= 0.0f) return 0.0f; return m_auraModifiersGroup[unitMod][modifierType]; } float Unit::GetTotalStatValue(Stats stat) const { UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat); if(m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f) return 0.0f; // value = ((base_value * base_pct) + total_value) * total_pct float value = m_auraModifiersGroup[unitMod][BASE_VALUE] + GetCreateStat(stat); value *= m_auraModifiersGroup[unitMod][BASE_PCT]; value += m_auraModifiersGroup[unitMod][TOTAL_VALUE]; value *= m_auraModifiersGroup[unitMod][TOTAL_PCT]; return value; } float Unit::GetTotalAuraModValue(UnitMods unitMod) const { if(unitMod >= UNIT_MOD_END) { sLog.outError("ERROR: trial to access nonexisted UnitMods in GetTotalAuraModValue()!"); return 0.0f; } if(m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f) return 0.0f; float value = m_auraModifiersGroup[unitMod][BASE_VALUE]; value *= m_auraModifiersGroup[unitMod][BASE_PCT]; value += m_auraModifiersGroup[unitMod][TOTAL_VALUE]; value *= m_auraModifiersGroup[unitMod][TOTAL_PCT]; return value; } SpellSchools Unit::GetSpellSchoolByAuraGroup(UnitMods unitMod) const { SpellSchools school = SPELL_SCHOOL_NORMAL; switch(unitMod) { case UNIT_MOD_RESISTANCE_HOLY: school = SPELL_SCHOOL_HOLY; break; case UNIT_MOD_RESISTANCE_FIRE: school = SPELL_SCHOOL_FIRE; break; case UNIT_MOD_RESISTANCE_NATURE: school = SPELL_SCHOOL_NATURE; break; case UNIT_MOD_RESISTANCE_FROST: school = SPELL_SCHOOL_FROST; break; case UNIT_MOD_RESISTANCE_SHADOW: school = SPELL_SCHOOL_SHADOW; break; case UNIT_MOD_RESISTANCE_ARCANE: school = SPELL_SCHOOL_ARCANE; break; default: break; } return school; } Stats Unit::GetStatByAuraGroup(UnitMods unitMod) const { Stats stat = STAT_STRENGTH; switch(unitMod) { case UNIT_MOD_STAT_STRENGTH: stat = STAT_STRENGTH; break; case UNIT_MOD_STAT_AGILITY: stat = STAT_AGILITY; break; case UNIT_MOD_STAT_STAMINA: stat = STAT_STAMINA; break; case UNIT_MOD_STAT_INTELLECT: stat = STAT_INTELLECT; break; case UNIT_MOD_STAT_SPIRIT: stat = STAT_SPIRIT; break; default: break; } return stat; } Powers Unit::GetPowerTypeByAuraGroup(UnitMods unitMod) const { Powers power = POWER_MANA; switch(unitMod) { case UNIT_MOD_MANA: power = POWER_MANA; break; case UNIT_MOD_RAGE: power = POWER_RAGE; break; case UNIT_MOD_FOCUS: power = POWER_FOCUS; break; case UNIT_MOD_ENERGY: power = POWER_ENERGY; break; case UNIT_MOD_HAPPINESS: power = POWER_HAPPINESS; break; default: break; } return power; } float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const { UnitMods unitMod = (attType == RANGED_ATTACK) ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER; float val = GetTotalAuraModValue(unitMod); if(val < 0.0f) val = 0.0f; return val; } float Unit::GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const { if (attType == OFF_ATTACK && !haveOffhandWeapon()) return 0.0f; return m_weaponDamage[attType][type]; } void Unit::SetLevel(uint32 lvl) { SetUInt32Value(UNIT_FIELD_LEVEL, lvl); // group update if ((GetTypeId() == TYPEID_PLAYER) && ((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_LEVEL); } void Unit::SetHealth(uint32 val) { uint32 maxHealth = GetMaxHealth(); if(maxHealth < val) val = maxHealth; SetUInt32Value(UNIT_FIELD_HEALTH, val); // group update if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_HP); } } } void Unit::SetMaxHealth(uint32 val) { uint32 health = GetHealth(); SetUInt32Value(UNIT_FIELD_MAXHEALTH, val); // group update if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_HP); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_HP); } } if(val < health) SetHealth(val); } void Unit::SetPower(Powers power, uint32 val) { uint32 maxPower = GetMaxPower(power); if(maxPower < val) val = maxPower; SetStatInt32Value(UNIT_FIELD_POWER1 + power, val); // group update if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER); } // Update the pet's character sheet with happiness damage bonus if(pet->getPetType() == HUNTER_PET && power == POWER_HAPPINESS) { pet->UpdateDamagePhysical(BASE_ATTACK); } } } void Unit::SetMaxPower(Powers power, uint32 val) { uint32 cur_power = GetPower(power); SetStatInt32Value(UNIT_FIELD_MAXPOWER1 + power, val); // group update if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER); } } if(val < cur_power) SetPower(power, val); } void Unit::ApplyPowerMod(Powers power, uint32 val, bool apply) { ApplyModUInt32Value(UNIT_FIELD_POWER1+power, val, apply); // group update if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER); } } } void Unit::ApplyMaxPowerMod(Powers power, uint32 val, bool apply) { ApplyModUInt32Value(UNIT_FIELD_MAXPOWER1+power, val, apply); // group update if(GetTypeId() == TYPEID_PLAYER) { if(((Player*)this)->GetGroup()) ((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER); } else if(((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER); } } } void Unit::ApplyAuraProcTriggerDamage( Aura* aura, bool apply ) { AuraList& tAuraProcTriggerDamage = m_modAuras[SPELL_AURA_PROC_TRIGGER_DAMAGE]; if(apply) tAuraProcTriggerDamage.push_back(aura); else tAuraProcTriggerDamage.remove(aura); } uint32 Unit::GetCreatePowers( Powers power ) const { // POWER_FOCUS and POWER_HAPPINESS only have hunter pet switch(power) { case POWER_MANA: return GetCreateMana(); case POWER_RAGE: return 1000; case POWER_FOCUS: return (GetTypeId()==TYPEID_PLAYER || !((Creature const*)this)->isPet() || ((Pet const*)this)->getPetType()!=HUNTER_PET ? 0 : 100); case POWER_ENERGY: return 100; case POWER_HAPPINESS: return (GetTypeId()==TYPEID_PLAYER || !((Creature const*)this)->isPet() || ((Pet const*)this)->getPetType()!=HUNTER_PET ? 0 : 1050000); } return 0; } void Unit::AddToWorld() { Object::AddToWorld(); } void Unit::RemoveFromWorld() { // cleanup if(IsInWorld()) { RemoveNotOwnSingleTargetAuras(); } Object::RemoveFromWorld(); } void Unit::CleanupsBeforeDelete() { if(m_uint32Values) // only for fully created object { InterruptNonMeleeSpells(true); m_Events.KillAllEvents(); CombatStop(); ClearComboPointHolders(); DeleteThreatList(); getHostilRefManager().setOnlineOfflineState(false); RemoveAllAuras(); RemoveAllGameObjects(); RemoveAllDynObjects(); GetMotionMaster()->Clear(false); // remove different non-standard movement generators. } RemoveFromWorld(); } CharmInfo* Unit::InitCharmInfo(Unit *charm) { if(!m_charmInfo) m_charmInfo = new CharmInfo(charm); return m_charmInfo; } CharmInfo::CharmInfo(Unit* unit) : m_unit(unit), m_CommandState(COMMAND_FOLLOW), m_ReactSate(REACT_PASSIVE), m_petnumber(0) { for(int i =0; i<4; ++i) { m_charmspells[i].spellId = 0; m_charmspells[i].active = ACT_DISABLED; } } void CharmInfo::InitPetActionBar() { // the first 3 SpellOrActions are attack, follow and stay for(uint32 i = 0; i < 3; i++) { PetActionBar[i].Type = ACT_COMMAND; PetActionBar[i].SpellOrAction = COMMAND_ATTACK - i; PetActionBar[i + 7].Type = ACT_REACTION; PetActionBar[i + 7].SpellOrAction = COMMAND_ATTACK - i; } for(uint32 i=0; i < 4; i++) { PetActionBar[i + 3].Type = ACT_DISABLED; PetActionBar[i + 3].SpellOrAction = 0; } } void CharmInfo::InitEmptyActionBar() { for(uint32 x = 1; x < 10; ++x) { PetActionBar[x].Type = ACT_CAST; PetActionBar[x].SpellOrAction = 0; } PetActionBar[0].Type = ACT_COMMAND; PetActionBar[0].SpellOrAction = COMMAND_ATTACK; } void CharmInfo::InitPossessCreateSpells() { if(m_unit->GetTypeId() == TYPEID_PLAYER) return; InitEmptyActionBar(); //charm action bar for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x) { if (IsPassiveSpell(((Creature*)m_unit)->m_spells[x])) m_unit->CastSpell(m_unit, ((Creature*)m_unit)->m_spells[x], true); else AddSpellToAB(0, ((Creature*)m_unit)->m_spells[x], ACT_CAST); } } void CharmInfo::InitCharmCreateSpells() { if(m_unit->GetTypeId() == TYPEID_PLAYER) //charmed players don't have spells { InitEmptyActionBar(); return; } InitPetActionBar(); for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x) { uint32 spellId = ((Creature*)m_unit)->m_spells[x]; m_charmspells[x].spellId = spellId; if(!spellId) continue; if (IsPassiveSpell(spellId)) { m_unit->CastSpell(m_unit, spellId, true); m_charmspells[x].active = ACT_PASSIVE; } else { ActiveStates newstate; bool onlyselfcast = true; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(!spellInfo) onlyselfcast = false; for(uint32 i = 0;i<3 && onlyselfcast;++i) //non existent spell will not make any problems as onlyselfcast would be false -> break right away { if(spellInfo->EffectImplicitTargetA[i] != TARGET_SELF && spellInfo->EffectImplicitTargetA[i] != 0) onlyselfcast = false; } if(onlyselfcast || !IsPositiveSpell(spellId)) //only self cast and spells versus enemies are autocastable newstate = ACT_DISABLED; else newstate = ACT_CAST; AddSpellToAB(0, spellId, newstate); } } } bool CharmInfo::AddSpellToAB(uint32 oldid, uint32 newid, ActiveStates newstate) { for(uint8 i = 0; i < 10; i++) { if((PetActionBar[i].Type == ACT_DISABLED || PetActionBar[i].Type == ACT_ENABLED || PetActionBar[i].Type == ACT_CAST) && PetActionBar[i].SpellOrAction == oldid) { PetActionBar[i].SpellOrAction = newid; if(!oldid) { if(newstate == ACT_DECIDE) PetActionBar[i].Type = ACT_DISABLED; else PetActionBar[i].Type = newstate; } return true; } } return false; } void CharmInfo::ToggleCreatureAutocast(uint32 spellid, bool apply) { if(IsPassiveSpell(spellid)) return; for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x) { if(spellid == m_charmspells[x].spellId) { m_charmspells[x].active = apply ? ACT_ENABLED : ACT_DISABLED; } } } void CharmInfo::SetPetNumber(uint32 petnumber, bool statwindow) { m_petnumber = petnumber; if(statwindow) m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, m_petnumber); else m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0); } bool Unit::isFrozen() const { AuraList const& mRoot = GetAurasByType(SPELL_AURA_MOD_ROOT); for(AuraList::const_iterator i = mRoot.begin(); i != mRoot.end(); ++i) if( GetSpellSchoolMask((*i)->GetSpellProto()) & SPELL_SCHOOL_MASK_FROST) return true; return false; } struct ProcTriggeredData { ProcTriggeredData(SpellEntry const * _spellInfo, uint32 _spellParam, Aura* _triggeredByAura, uint32 _cooldown) : spellInfo(_spellInfo), spellParam(_spellParam), triggeredByAura(_triggeredByAura), triggeredByAura_SpellPair(Unit::spellEffectPair(triggeredByAura->GetId(),triggeredByAura->GetEffIndex())), cooldown(_cooldown) {} SpellEntry const * spellInfo; uint32 spellParam; Aura* triggeredByAura; Unit::spellEffectPair triggeredByAura_SpellPair; uint32 cooldown; }; typedef std::list< ProcTriggeredData > ProcTriggeredList; void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, AuraTypeSet const& procAuraTypes, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage, SpellSchoolMask damageSchoolMask ) { for(AuraTypeSet::const_iterator aur = procAuraTypes.begin(); aur != procAuraTypes.end(); ++aur) { // List of spells (effects) that proceed. Spell prototype and aura-specific value (damage for TRIGGER_DAMAGE) ProcTriggeredList procTriggered; AuraList const& auras = GetAurasByType(*aur); for(AuraList::const_iterator i = auras.begin(), next; i != auras.end(); i = next) { next = i; ++next; SpellEntry const *spellProto = (*i)->GetSpellProto(); if(!spellProto) continue; SpellProcEventEntry const *spellProcEvent = spellmgr.GetSpellProcEvent(spellProto->Id); if(!spellProcEvent) { // used to prevent spam in log about same non-handled spells static std::set nonHandledSpellProcSet; if(spellProto->procFlags != 0 && nonHandledSpellProcSet.find(spellProto->Id)==nonHandledSpellProcSet.end()) { sLog.outError("ProcDamageAndSpell: spell %u (%s aura source) not have record in `spell_proc_event`)",spellProto->Id,(isVictim?"a victim's":"an attacker's")); nonHandledSpellProcSet.insert(spellProto->Id); } // spell.dbc use totally different flags, that only can create problems if used. continue; } // Check spellProcEvent data requirements if(!SpellMgr::IsSpellProcEventCanTriggeredBy(spellProcEvent, procSpell,procFlag)) continue; // Check if current equipment allows aura to proc if(!isVictim && GetTypeId() == TYPEID_PLAYER ) { if(spellProto->EquippedItemClass == ITEM_CLASS_WEAPON) { Item *item = ((Player*)this)->GetWeaponForAttack(attType,true); if(!item || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask)) continue; } else if(spellProto->EquippedItemClass == ITEM_CLASS_ARMOR) { // Check if player is wearing shield Item *item = ((Player*)this)->GetShield(true); if(!item || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask)) continue; } } float chance = (float)spellProto->procChance; if(Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance); if(!isVictim && spellProcEvent->ppmRate != 0) { uint32 WeaponSpeed = GetAttackTime(attType); chance = GetPPMProcChance(WeaponSpeed, spellProcEvent->ppmRate); } if(roll_chance_f(chance)) { uint32 cooldown = spellProcEvent->cooldown; uint32 i_spell_eff = (*i)->GetEffIndex(); int32 i_spell_param; switch(*aur) { case SPELL_AURA_PROC_TRIGGER_SPELL: i_spell_param = procFlag; break; case SPELL_AURA_DUMMY: case SPELL_AURA_PRAYER_OF_MENDING: case SPELL_AURA_MOD_HASTE: i_spell_param = i_spell_eff; break; case SPELL_AURA_OVERRIDE_CLASS_SCRIPTS: i_spell_param = (*i)->GetModifier()->m_miscvalue; break; default: i_spell_param = (*i)->GetModifier()->m_amount; break; } procTriggered.push_back( ProcTriggeredData(spellProto,i_spell_param,*i, cooldown) ); } } // Handle effects proceed this time for(ProcTriggeredList::iterator i = procTriggered.begin(); i != procTriggered.end(); ++i) { // Some auras can be deleted in function called in this loop (except first, ofc) // Until storing auras in std::multimap to hard check deleting by another way if(i != procTriggered.begin()) { bool found = false; AuraMap::const_iterator lower = GetAuras().lower_bound(i->triggeredByAura_SpellPair); AuraMap::const_iterator upper = GetAuras().upper_bound(i->triggeredByAura_SpellPair); for(AuraMap::const_iterator itr = lower; itr!= upper; ++itr) { if(itr->second==i->triggeredByAura) { found = true; break; } } if(!found) { sLog.outError("Spell aura %u (id:%u effect:%u) has been deleted before call spell proc event handler",*aur,i->triggeredByAura_SpellPair.first,i->triggeredByAura_SpellPair.second); sLog.outError("It can be deleted one from early proccesed auras:"); for(ProcTriggeredList::iterator i2 = procTriggered.begin(); i != i2; ++i2) sLog.outError(" Spell aura %u (id:%u effect:%u)",*aur,i2->triggeredByAura_SpellPair.first,i2->triggeredByAura_SpellPair.second); sLog.outError(" "); continue; } } // save charges existence before processing to prevent crash at access to deleted triggered aura after bool triggeredByAuraWithCharges = i->triggeredByAura->m_procCharges > 0; bool casted = false; switch(*aur) { case SPELL_AURA_PROC_TRIGGER_SPELL: { sLog.outDebug("ProcDamageAndSpell: casting spell %u (triggered by %s aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); casted = HandleProcTriggerSpell(pTarget, damage, i->triggeredByAura, procSpell,i->spellParam,attType,i->cooldown); break; } case SPELL_AURA_PROC_TRIGGER_DAMAGE: { sLog.outDebug("ProcDamageAndSpell: doing %u damage from spell id %u (triggered by %s aura of spell %u)", i->spellParam, i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); uint32 damage = i->spellParam; SpellNonMeleeDamageLog(pTarget, i->spellInfo->Id, damage, true, true); casted = true; break; } case SPELL_AURA_DUMMY: { sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s dummy aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); casted = HandleDummyAuraProc(pTarget, i->spellInfo, i->spellParam, damage, i->triggeredByAura, procSpell, procFlag,i->cooldown); break; } case SPELL_AURA_PRAYER_OF_MENDING: { sLog.outDebug("ProcDamageAndSpell(mending): casting spell id %u (triggered by %s dummy aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); // aura can be deleted at casts int32 heal = i->triggeredByAura->GetModifier()->m_amount; uint64 caster_guid = i->triggeredByAura->GetCasterGUID(); // jumps int32 jumps = i->triggeredByAura->m_procCharges-1; // current aura expire i->triggeredByAura->m_procCharges = 1; // will removed at next charges decrease // next target selection if(jumps > 0 && GetTypeId()==TYPEID_PLAYER && IS_PLAYER_GUID(caster_guid)) { Aura* aura = i->triggeredByAura; SpellEntry const* spellProto = aura->GetSpellProto(); uint32 effIdx = aura->GetEffIndex(); float radius; if (spellProto->EffectRadiusIndex[effIdx]) radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(spellProto->EffectRadiusIndex[effIdx])); else radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(spellProto->rangeIndex)); if(Player* caster = ((Player*)aura->GetCaster())) { caster->ApplySpellMod(spellProto->Id, SPELLMOD_RADIUS, radius,NULL); if(Player* target = ((Player*)this)->GetNextRandomRaidMember(radius)) { // aura will applied from caster, but spell casted from current aura holder SpellModifier *mod = new SpellModifier; mod->op = SPELLMOD_CHARGES; mod->value = jumps-5; // negative mod->type = SPELLMOD_FLAT; mod->spellId = spellProto->Id; mod->effectId = effIdx; mod->lastAffected = NULL; mod->mask = spellProto->SpellFamilyFlags; mod->charges = 0; caster->AddSpellMod(mod, true); CastCustomSpell(target,spellProto->Id,&heal,NULL,NULL,true,NULL,aura,caster->GetGUID()); caster->AddSpellMod(mod, false); } } } // heal CastCustomSpell(this,33110,&heal,NULL,NULL,true,NULL,NULL,caster_guid); casted = true; break; } case SPELL_AURA_MOD_HASTE: { sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s haste aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); casted = HandleHasteAuraProc(pTarget, i->spellInfo, i->spellParam, damage, i->triggeredByAura, procSpell, procFlag,i->cooldown); break; } case SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN: { // nothing do, just charges counter // but count only in case appropriate school damage casted = i->triggeredByAura->GetModifier()->m_miscvalue & damageSchoolMask; break; } case SPELL_AURA_OVERRIDE_CLASS_SCRIPTS: { sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s aura of spell %u)", i->spellInfo->Id,(isVictim?"a victim's":"an attacker's"),i->triggeredByAura->GetId()); casted = HandleOverrideClassScriptAuraProc(pTarget, i->spellParam, damage, i->triggeredByAura, procSpell,i->cooldown); break; } default: { // nothing do, just charges counter casted = true; break; } } // Update charge (aura can be removed by triggers) if(casted && triggeredByAuraWithCharges) { // need found aura (can be dropped by triggers) AuraMap::const_iterator lower = GetAuras().lower_bound(i->triggeredByAura_SpellPair); AuraMap::const_iterator upper = GetAuras().upper_bound(i->triggeredByAura_SpellPair); for(AuraMap::const_iterator itr = lower; itr!= upper; ++itr) { if(itr->second == i->triggeredByAura) { if(i->triggeredByAura->m_procCharges > 0) i->triggeredByAura->m_procCharges -= 1; i->triggeredByAura->UpdateAuraCharges(); break; } } } } // Safely remove auras with zero charges for(AuraList::const_iterator i = auras.begin(), next; i != auras.end(); i = next) { next = i; ++next; if((*i)->m_procCharges == 0) { RemoveAurasDueToSpell((*i)->GetId()); next = auras.begin(); } } } } SpellSchoolMask Unit::GetMeleeDamageSchoolMask() const { return SPELL_SCHOOL_MASK_NORMAL; } Player* Unit::GetSpellModOwner() { if(GetTypeId()==TYPEID_PLAYER) return (Player*)this; if(((Creature*)this)->isPet() || ((Creature*)this)->isTotem()) { Unit* owner = GetOwner(); if(owner && owner->GetTypeId()==TYPEID_PLAYER) return (Player*)owner; } return NULL; } ///----------Pet responses methods----------------- void Unit::SendPetCastFail(uint32 spellid, uint8 msg) { Unit *owner = GetCharmerOrOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_CAST_FAILED, (4+1)); data << uint32(spellid); data << uint8(msg); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetActionFeedback (uint8 msg) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_ACTION_FEEDBACK, 1); data << uint8(msg); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetTalk (uint32 pettalk) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_ACTION_SOUND, 8+4); data << uint64(GetGUID()); data << uint32(pettalk); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetSpellCooldown (uint32 spellid, time_t cooltime) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4+4); data << uint64(GetGUID()); data << uint8(0x0); data << uint32(spellid); data << uint32(cooltime); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetClearCooldown (uint32 spellid) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8)); data << uint32(spellid); data << uint64(GetGUID()); ((Player*)owner)->GetSession()->SendPacket(&data); } void Unit::SendPetAIReaction(uint64 guid) { Unit* owner = GetOwner(); if(!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_AI_REACTION, 12); data << uint64(guid) << uint32(00000002); ((Player*)owner)->GetSession()->SendPacket(&data); } ///----------End of Pet responses methods---------- void Unit::StopMoving() { clearUnitState(UNIT_STAT_MOVING); // send explicit stop packet // rely on vmaps here because for exemple stormwind is in air float z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), true); //if (fabs(GetPositionZ() - z) < 2.0f) // Relocate(GetPositionX(), GetPositionY(), z); Relocate(GetPositionX(), GetPositionY(),GetPositionZ()); SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0, true, 0); // update position and orientation; WorldPacket data; BuildHeartBeatMsg(&data); SendMessageToSet(&data,false); } void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID) { if( apply ) { if(HasAuraType(SPELL_AURA_PREVENTS_FLEEING)) return; SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); GetMotionMaster()->MovementExpired(false); CastStop(GetGUID()==casterGUID ? spellID : 0); Unit* caster = ObjectAccessor::GetUnit(*this,casterGUID); GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing } else { RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); GetMotionMaster()->MovementExpired(false); if( GetTypeId() != TYPEID_PLAYER && isAlive() ) { // restore appropriate movement generator if(getVictim()) GetMotionMaster()->MoveChase(getVictim()); else GetMotionMaster()->Initialize(); // attack caster if can Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL); if(caster && caster != getVictim() && ((Creature*)this)->AI()) ((Creature*)this)->AI()->AttackStart(caster); } } if (GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetClientControl(this, !apply); } void Unit::SetConfused(bool apply, uint64 casterGUID, uint32 spellID) { if( apply ) { SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); CastStop(GetGUID()==casterGUID ? spellID : 0); GetMotionMaster()->MoveConfused(); } else { RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); GetMotionMaster()->MovementExpired(false); if (GetTypeId() == TYPEID_UNIT) { // if in combat restore movement generator if(getVictim()) GetMotionMaster()->MoveChase(getVictim()); } } if(GetTypeId() == TYPEID_PLAYER) ((Player*)this)->SetClientControl(this, !apply); } bool Unit::IsSitState() const { uint8 s = getStandState(); return s == PLAYER_STATE_SIT_CHAIR || s == PLAYER_STATE_SIT_LOW_CHAIR || s == PLAYER_STATE_SIT_MEDIUM_CHAIR || s == PLAYER_STATE_SIT_HIGH_CHAIR || s == PLAYER_STATE_SIT; } bool Unit::IsStandState() const { uint8 s = getStandState(); return !IsSitState() && s != PLAYER_STATE_SLEEP && s != PLAYER_STATE_KNEEL; } void Unit::SetStandState(uint8 state) { SetByteValue(UNIT_FIELD_BYTES_1, 0, state); if (IsStandState()) RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED); if(GetTypeId()==TYPEID_PLAYER) { WorldPacket data(SMSG_STANDSTATE_UPDATE, 1); data << (uint8)state; ((Player*)this)->GetSession()->SendPacket(&data); } } bool Unit::IsPolymorphed() const { return GetSpellSpecific(getTransForm())==SPELL_MAGE_POLYMORPH; } void Unit::SetDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_DISPLAYID, modelId); if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(!pet->isControlled()) return; Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MODEL_ID); } } void Unit::ClearComboPointHolders() { while(!m_ComboPointHolders.empty()) { uint32 lowguid = *m_ComboPointHolders.begin(); Player* plr = objmgr.GetPlayer(MAKE_NEW_GUID(lowguid, 0, HIGHGUID_PLAYER)); if(plr && plr->GetComboTarget()==GetGUID()) // recheck for safe plr->ClearComboPoints(); // remove also guid from m_ComboPointHolders; else m_ComboPointHolders.erase(lowguid); // or remove manually } } void Unit::ClearAllReactives() { for(int i=0; i < MAX_REACTIVE; ++i) m_reactiveTimer[i] = 0; if (HasAuraState( AURA_STATE_DEFENSE)) ModifyAuraState(AURA_STATE_DEFENSE, false); if (getClass() == CLASS_HUNTER && HasAuraState( AURA_STATE_HUNTER_PARRY)) ModifyAuraState(AURA_STATE_HUNTER_PARRY, false); if (HasAuraState( AURA_STATE_CRIT)) ModifyAuraState(AURA_STATE_CRIT, false); if (getClass() == CLASS_HUNTER && HasAuraState( AURA_STATE_HUNTER_CRIT_STRIKE) ) ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, false); if(getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER) ((Player*)this)->ClearComboPoints(); } void Unit::UpdateReactives( uint32 p_time ) { for(int i = 0; i < MAX_REACTIVE; ++i) { ReactiveType reactive = ReactiveType(i); if(!m_reactiveTimer[reactive]) continue; if ( m_reactiveTimer[reactive] <= p_time) { m_reactiveTimer[reactive] = 0; switch ( reactive ) { case REACTIVE_DEFENSE: if (HasAuraState(AURA_STATE_DEFENSE)) ModifyAuraState(AURA_STATE_DEFENSE, false); break; case REACTIVE_HUNTER_PARRY: if ( getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY)) ModifyAuraState(AURA_STATE_HUNTER_PARRY, false); break; case REACTIVE_CRIT: if (HasAuraState(AURA_STATE_CRIT)) ModifyAuraState(AURA_STATE_CRIT, false); break; case REACTIVE_HUNTER_CRIT: if ( getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_CRIT_STRIKE) ) ModifyAuraState(AURA_STATE_HUNTER_CRIT_STRIKE, false); break; case REACTIVE_OVERPOWER: if(getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER) ((Player*)this)->ClearComboPoints(); break; default: break; } } else { m_reactiveTimer[reactive] -= p_time; } } } Unit* Unit::SelectNearbyTarget() const { CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); std::list targets; { MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, this, ATTACK_DISTANCE); MaNGOS::UnitListSearcher searcher(targets, u_check); TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); } // remove current target if(getVictim()) targets.remove(getVictim()); // remove not LoS targets for(std::list::iterator tIter = targets.begin(); tIter != targets.end();) { if(!IsWithinLOSInMap(*tIter)) { std::list::iterator tIter2 = tIter; ++tIter; targets.erase(tIter2); } else ++tIter; } // no appropriate targets if(targets.empty()) return NULL; // select random uint32 rIdx = urand(0,targets.size()-1); std::list::const_iterator tcIter = targets.begin(); for(uint32 i = 0; i < rIdx; ++i) ++tcIter; return *tcIter; } void Unit::ApplyAttackTimePercentMod( WeaponAttackType att,float val, bool apply ) { if(val > 0) { ApplyPercentModFloatVar(m_modAttackSpeedPct[att], val, !apply); ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val,!apply); } else { ApplyPercentModFloatVar(m_modAttackSpeedPct[att], -val, apply); ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME+att,-val,apply); } } void Unit::ApplyCastTimePercentMod(float val, bool apply ) { if(val > 0) ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED,val,!apply); else ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED,-val,apply); } uint32 Unit::GetCastingTimeForBonus( SpellEntry const *spellProto, DamageEffectType damagetype, uint32 CastingTime ) { if (CastingTime > 7000) CastingTime = 7000; if (CastingTime < 1500) CastingTime = 1500; if(damagetype == DOT && !IsChanneledSpell(spellProto)) CastingTime = 3500; int32 overTime = 0; uint8 effects = 0; bool DirectDamage = false; bool AreaEffect = false; for ( uint32 i=0; i<3;i++) { switch ( spellProto->Effect[i] ) { case SPELL_EFFECT_SCHOOL_DAMAGE: case SPELL_EFFECT_POWER_DRAIN: case SPELL_EFFECT_HEALTH_LEECH: case SPELL_EFFECT_ENVIRONMENTAL_DAMAGE: case SPELL_EFFECT_POWER_BURN: case SPELL_EFFECT_HEAL: DirectDamage = true; break; case SPELL_EFFECT_APPLY_AURA: switch ( spellProto->EffectApplyAuraName[i] ) { case SPELL_AURA_PERIODIC_DAMAGE: case SPELL_AURA_PERIODIC_HEAL: case SPELL_AURA_PERIODIC_LEECH: if ( GetSpellDuration(spellProto) ) overTime = GetSpellDuration(spellProto); break; default: // -5% per additional effect ++effects; break; } default: break; } if(IsAreaEffectTarget(Targets(spellProto->EffectImplicitTargetA[i])) || IsAreaEffectTarget(Targets(spellProto->EffectImplicitTargetB[i]))) AreaEffect = true; } // Combined Spells with Both Over Time and Direct Damage if ( overTime > 0 && CastingTime > 0 && DirectDamage ) { // mainly for DoTs which are 3500 here otherwise uint32 OriginalCastTime = GetSpellCastTime(spellProto); if (OriginalCastTime > 7000) OriginalCastTime = 7000; if (OriginalCastTime < 1500) OriginalCastTime = 1500; // Portion to Over Time float PtOT = (overTime / 15000.f) / ((overTime / 15000.f) + (OriginalCastTime / 3500.f)); if ( damagetype == DOT ) CastingTime = uint32(CastingTime * PtOT); else if ( PtOT < 1.0f ) CastingTime = uint32(CastingTime * (1 - PtOT)); else CastingTime = 0; } // Area Effect Spells receive only half of bonus if ( AreaEffect ) CastingTime /= 2; // -5% of total per any additional effect for ( uint8 i=0; i 175 ) { CastingTime -= 175; } else { CastingTime = 0; break; } } return CastingTime; } void Unit::UpdateAuraForGroup(uint8 slot) { if(GetTypeId() == TYPEID_PLAYER) { Player* player = (Player*)this; if(player->GetGroup()) { player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_AURAS); player->SetAuraUpdateMask(slot); } } else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) { Pet *pet = ((Pet*)this); if(pet->isControlled()) { Unit *owner = GetOwner(); if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup()) { ((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_AURAS); pet->SetAuraUpdateMask(slot); } } } } float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized) { if (!normalized || GetTypeId() != TYPEID_PLAYER) return float(GetAttackTime(attType))/1000.0f; Item *Weapon = ((Player*)this)->GetWeaponForAttack(attType); if (!Weapon) return 2.4; // fist attack switch (Weapon->GetProto()->InventoryType) { case INVTYPE_2HWEAPON: return 3.3; case INVTYPE_RANGED: case INVTYPE_RANGEDRIGHT: case INVTYPE_THROWN: return 2.8; case INVTYPE_WEAPON: case INVTYPE_WEAPONMAINHAND: case INVTYPE_WEAPONOFFHAND: default: return Weapon->GetProto()->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER ? 1.7 : 2.4; } } Aura* Unit::GetDummyAura( uint32 spell_id ) const { Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY); for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) if ((*itr)->GetId() == spell_id) return *itr; return NULL; } bool Unit::IsUnderLastManaUseEffect() const { return getMSTimeDiff(m_lastManaUse,getMSTime()) < 5000; } void Unit::SetContestedPvP(Player *attackedPlayer) { Player* player = GetCharmerOrOwnerPlayerOrPlayerItself(); if(!player || attackedPlayer && (attackedPlayer == player || player->duel && player->duel->opponent == attackedPlayer)) return; player->SetContestedPvPTimer(30000); if(!player->hasUnitState(UNIT_STAT_ATTACK_PLAYER)) { player->addUnitState(UNIT_STAT_ATTACK_PLAYER); player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP); // call MoveInLineOfSight for nearby contested guards SetVisibility(GetVisibility()); } if(!hasUnitState(UNIT_STAT_ATTACK_PLAYER)) { addUnitState(UNIT_STAT_ATTACK_PLAYER); // call MoveInLineOfSight for nearby contested guards SetVisibility(GetVisibility()); } } void Unit::AddPetAura(PetAura const* petSpell) { m_petAuras.insert(petSpell); if(Pet* pet = GetPet()) pet->CastPetAura(petSpell); } void Unit::RemovePetAura(PetAura const* petSpell) { m_petAuras.erase(petSpell); if(Pet* pet = GetPet()) pet->RemoveAurasDueToSpell(petSpell->GetAura(pet->GetEntry())); }