/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __UNIT_H #define __UNIT_H #include "Common.h" #include "Object.h" #include "Opcodes.h" #include "Mthread.h" #include "SpellAuraDefines.h" #include "UpdateFields.h" #include "SharedDefines.h" #include "ThreatManager.h" #include "HostilRefManager.h" #include "FollowerReference.h" #include "FollowerRefManager.h" #include "Utilities/EventProcessor.h" #include "MotionMaster.h" #include "Database/DBCStructure.h" #include enum SpellInterruptFlags { SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01, SPELL_INTERRUPT_FLAG_DAMAGE = 0x02, SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04, SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08, //SPELL_INTERRUPT_FLAG_TURNING = 0x10 // not turning - maybe _complete_ interrupt on direct damage? }; enum SpellChannelInterruptFlags { CHANNEL_FLAG_DAMAGE = 0x0002, CHANNEL_FLAG_MOVEMENT = 0x0008, CHANNEL_FLAG_TURNING = 0x0010, CHANNEL_FLAG_DAMAGE2 = 0x0080, CHANNEL_FLAG_DELAY = 0x4000 }; enum SpellAuraInterruptFlags { AURA_INTERRUPT_FLAG_HITBYSPELL = 0x00000001, // 0 removed when getting hit by a negative spell? AURA_INTERRUPT_FLAG_DAMAGE = 0x00000002, // 1 removed by any damage AURA_INTERRUPT_FLAG_CC = 0x00000004, // 2 crowd control AURA_INTERRUPT_FLAG_MOVE = 0x00000008, // 3 removed by any movement AURA_INTERRUPT_FLAG_TURNING = 0x00000010, // 4 removed by any turning AURA_INTERRUPT_FLAG_JUMP = 0x00000020, // 5 removed by entering combat AURA_INTERRUPT_FLAG_NOT_MOUNTED = 0x00000040, // 6 removed by unmounting AURA_INTERRUPT_FLAG_NOT_ABOVEWATER = 0x00000080, // 7 removed by entering water AURA_INTERRUPT_FLAG_NOT_UNDERWATER = 0x00000100, // 8 removed by leaving water AURA_INTERRUPT_FLAG_NOT_SHEATHED = 0x00000200, // 9 removed by unsheathing AURA_INTERRUPT_FLAG_TALK = 0x00000400, // 10 talk to npc / loot? action on creature AURA_INTERRUPT_FLAG_USE = 0x00000800, // 11 mine/use/open action on gameobject AURA_INTERRUPT_FLAG_ATTACK = 0x00001000, // 12 removed by attacking AURA_INTERRUPT_FLAG_CAST = 0x00002000, // 13 ??? AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14 AURA_INTERRUPT_FLAG_TRANSFORM = 0x00008000, // 15 removed by transform? AURA_INTERRUPT_FLAG_UNK16 = 0x00010000, // 16 AURA_INTERRUPT_FLAG_MOUNT = 0x00020000, // 17 misdirect, aspect, swim speed AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported AURA_INTERRUPT_FLAG_UNATTACKABLE = 0x00100000, // 20 invulnerable or stealth AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21 AURA_INTERRUPT_FLAG_TELEPORTED = 0x00400000, // 22 AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000 // 24 removed by any direct damage }; enum SpellModOp { SPELLMOD_DAMAGE = 0, SPELLMOD_DURATION = 1, SPELLMOD_THREAT = 2, SPELLMOD_EFFECT1 = 3, SPELLMOD_CHARGES = 4, SPELLMOD_RANGE = 5, SPELLMOD_RADIUS = 6, SPELLMOD_CRITICAL_CHANCE = 7, SPELLMOD_ALL_EFFECTS = 8, SPELLMOD_NOT_LOSE_CASTING_TIME = 9, SPELLMOD_CASTING_TIME = 10, SPELLMOD_COOLDOWN = 11, SPELLMOD_EFFECT2 = 12, // spellmod 13 unused SPELLMOD_COST = 14, SPELLMOD_CRIT_DAMAGE_BONUS = 15, SPELLMOD_RESIST_MISS_CHANCE = 16, SPELLMOD_JUMP_TARGETS = 17, SPELLMOD_CHANCE_OF_SUCCESS = 18, SPELLMOD_ACTIVATION_TIME = 19, SPELLMOD_EFFECT_PAST_FIRST = 20, SPELLMOD_CASTING_TIME_OLD = 21, SPELLMOD_DOT = 22, SPELLMOD_EFFECT3 = 23, SPELLMOD_SPELL_BONUS_DAMAGE = 24, // spellmod 25, 26 unused SPELLMOD_MULTIPLE_VALUE = 27, SPELLMOD_RESIST_DISPEL_CHANCE = 28 }; #define MAX_SPELLMOD 32 enum SpellFacingFlags { SPELL_FACING_FLAG_INFRONT = 0x0001 }; #define BASE_MINDAMAGE 1.0f #define BASE_MAXDAMAGE 2.0f #define BASE_ATTACK_TIME 2000 // high byte (3 from 0..3) of UNIT_FIELD_BYTES_2 enum ShapeshiftForm { FORM_NONE = 0x00, FORM_CAT = 0x01, FORM_TREE = 0x02, FORM_TRAVEL = 0x03, FORM_AQUA = 0x04, FORM_BEAR = 0x05, FORM_AMBIENT = 0x06, FORM_GHOUL = 0x07, FORM_DIREBEAR = 0x08, FORM_CREATUREBEAR = 0x0E, FORM_CREATURECAT = 0x0F, FORM_GHOSTWOLF = 0x10, FORM_BATTLESTANCE = 0x11, FORM_DEFENSIVESTANCE = 0x12, FORM_BERSERKERSTANCE = 0x13, FORM_TEST = 0x14, FORM_ZOMBIE = 0x15, FORM_FLIGHT_EPIC = 0x1B, FORM_SHADOW = 0x1C, FORM_FLIGHT = 0x1D, FORM_STEALTH = 0x1E, FORM_MOONKIN = 0x1F, FORM_SPIRITOFREDEMPTION = 0x20 }; // low byte ( 0 from 0..3 ) of UNIT_FIELD_BYTES_2 enum SheathState { SHEATH_STATE_UNARMED = 0, // non prepared weapon SHEATH_STATE_MELEE = 1, // prepared melee weapon SHEATH_STATE_RANGED = 2 // prepared ranged weapon }; // byte (1 from 0..3) of UNIT_FIELD_BYTES_2 enum UnitBytes2_Flags { UNIT_BYTE2_FLAG_UNK0 = 0x01, UNIT_BYTE2_FLAG_UNK1 = 0x02, UNIT_BYTE2_FLAG_UNK2 = 0x04, UNIT_BYTE2_FLAG_UNK3 = 0x08, UNIT_BYTE2_FLAG_AURAS = 0x10, // show possitive auras as positive, and allow its dispel UNIT_BYTE2_FLAG_UNK5 = 0x20, UNIT_BYTE2_FLAG_UNK6 = 0x40, UNIT_BYTE2_FLAG_UNK7 = 0x80 }; // byte (2 from 0..3) of UNIT_FIELD_BYTES_2 enum UnitRename { UNIT_RENAME_NOT_ALLOWED = 0x02, UNIT_RENAME_ALLOWED = 0x03 }; #define CREATURE_MAX_SPELLS 4 enum Swing { NOSWING = 0, SINGLEHANDEDSWING = 1, TWOHANDEDSWING = 2 }; enum VictimState { VICTIMSTATE_UNKNOWN1 = 0, VICTIMSTATE_NORMAL = 1, VICTIMSTATE_DODGE = 2, VICTIMSTATE_PARRY = 3, VICTIMSTATE_INTERRUPT = 4, VICTIMSTATE_BLOCKS = 5, VICTIMSTATE_EVADES = 6, VICTIMSTATE_IS_IMMUNE = 7, VICTIMSTATE_DEFLECTS = 8 }; enum HitInfo { HITINFO_NORMALSWING = 0x00000000, HITINFO_UNK1 = 0x00000001, // req correct packet structure HITINFO_NORMALSWING2 = 0x00000002, HITINFO_LEFTSWING = 0x00000004, HITINFO_MISS = 0x00000010, HITINFO_ABSORB = 0x00000020, // plays absorb sound HITINFO_RESIST = 0x00000040, // resisted atleast some damage HITINFO_CRITICALHIT = 0x00000080, HITINFO_UNK2 = 0x00000100, // wotlk? HITINFO_UNK3 = 0x00002000, // wotlk? HITINFO_GLANCING = 0x00004000, HITINFO_CRUSHING = 0x00008000, HITINFO_NOACTION = 0x00010000, HITINFO_SWINGNOHITSOUND = 0x00080000 }; //i would like to remove this: (it is defined in item.h enum InventorySlot { NULL_BAG = 0, NULL_SLOT = 255 }; struct FactionTemplateEntry; struct Modifier; struct SpellEntry; struct SpellEntryExt; class Aura; class Creature; class Spell; class DynamicObject; class GameObject; class Item; class Pet; class Path; class PetAura; struct SpellImmune { uint32 type; uint32 spellId; }; typedef std::list SpellImmuneList; enum UnitModifierType { BASE_VALUE = 0, BASE_PCT = 1, TOTAL_VALUE = 2, TOTAL_PCT = 3, MODIFIER_TYPE_END = 4 }; enum WeaponDamageRange { MINDAMAGE, MAXDAMAGE }; enum DamageTypeToSchool { RESISTANCE, DAMAGE_DEALT, DAMAGE_TAKEN }; enum AuraRemoveMode { AURA_REMOVE_BY_DEFAULT, AURA_REMOVE_BY_STACK, // at replace by semillar aura AURA_REMOVE_BY_CANCEL, AURA_REMOVE_BY_DISPEL, AURA_REMOVE_BY_DEATH }; enum UnitMods { UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existed order, it's accessed by index values of Stats enum. UNIT_MOD_STAT_AGILITY, UNIT_MOD_STAT_STAMINA, UNIT_MOD_STAT_INTELLECT, UNIT_MOD_STAT_SPIRIT, UNIT_MOD_HEALTH, UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_HAPPINESS must be in existed order, it's accessed by index values of Powers enum. UNIT_MOD_RAGE, UNIT_MOD_FOCUS, UNIT_MOD_ENERGY, UNIT_MOD_HAPPINESS, UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existed order, it's accessed by index values of SpellSchools enum. UNIT_MOD_RESISTANCE_HOLY, UNIT_MOD_RESISTANCE_FIRE, UNIT_MOD_RESISTANCE_NATURE, UNIT_MOD_RESISTANCE_FROST, UNIT_MOD_RESISTANCE_SHADOW, UNIT_MOD_RESISTANCE_ARCANE, UNIT_MOD_ATTACK_POWER, UNIT_MOD_ATTACK_POWER_RANGED, UNIT_MOD_DAMAGE_MAINHAND, UNIT_MOD_DAMAGE_OFFHAND, UNIT_MOD_DAMAGE_RANGED, UNIT_MOD_END, // synonyms UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH, UNIT_MOD_STAT_END = UNIT_MOD_STAT_SPIRIT + 1, UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR, UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1, UNIT_MOD_POWER_START = UNIT_MOD_MANA, UNIT_MOD_POWER_END = UNIT_MOD_HAPPINESS + 1 }; enum BaseModGroup { CRIT_PERCENTAGE, RANGED_CRIT_PERCENTAGE, OFFHAND_CRIT_PERCENTAGE, SHIELD_BLOCK_VALUE, BASEMOD_END }; enum BaseModType { FLAT_MOD, PCT_MOD }; #define MOD_END (PCT_MOD+1) enum DeathState { ALIVE = 0, JUST_DIED = 1, CORPSE = 2, DEAD = 3, JUST_ALIVED = 4 }; enum UnitState { UNIT_STAT_DIED = 0x0001, UNIT_STAT_MELEE_ATTACKING = 0x0002, // player is melee attacking someone //UNIT_STAT_MELEE_ATTACK_BY = 0x0004, // player is melee attack by someone UNIT_STAT_STUNNED = 0x0008, UNIT_STAT_ROAMING = 0x0010, UNIT_STAT_CHASE = 0x0020, UNIT_STAT_SEARCHING = 0x0040, UNIT_STAT_FLEEING = 0x0080, UNIT_STAT_MOVING = (UNIT_STAT_ROAMING | UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING), UNIT_STAT_IN_FLIGHT = 0x0100, // player is in flight mode UNIT_STAT_FOLLOW = 0x0200, UNIT_STAT_ROOT = 0x0400, UNIT_STAT_CONFUSED = 0x0800, UNIT_STAT_DISTRACTED = 0x1000, UNIT_STAT_ISOLATED = 0x2000, // area auras do not affect other players UNIT_STAT_ATTACK_PLAYER = 0x4000, UNIT_STAT_ALL_STATE = 0xffff //(UNIT_STAT_STOPPED | UNIT_STAT_MOVING | UNIT_STAT_IN_COMBAT | UNIT_STAT_IN_FLIGHT) }; enum UnitMoveType { MOVE_WALK = 0, MOVE_RUN = 1, MOVE_WALKBACK = 2, MOVE_SWIM = 3, MOVE_SWIMBACK = 4, MOVE_TURN = 5, MOVE_FLY = 6, MOVE_FLYBACK = 7 }; #define MAX_MOVE_TYPE 8 extern float baseMoveSpeed[MAX_MOVE_TYPE]; enum WeaponAttackType { BASE_ATTACK = 0, OFF_ATTACK = 1, RANGED_ATTACK = 2 }; #define MAX_ATTACK 3 enum CombatRating { CR_WEAPON_SKILL = 0, CR_DEFENSE_SKILL = 1, CR_DODGE = 2, CR_PARRY = 3, CR_BLOCK = 4, CR_HIT_MELEE = 5, CR_HIT_RANGED = 6, CR_HIT_SPELL = 7, CR_CRIT_MELEE = 8, CR_CRIT_RANGED = 9, CR_CRIT_SPELL = 10, CR_HIT_TAKEN_MELEE = 11, CR_HIT_TAKEN_RANGED = 12, CR_HIT_TAKEN_SPELL = 13, CR_CRIT_TAKEN_MELEE = 14, CR_CRIT_TAKEN_RANGED = 15, CR_CRIT_TAKEN_SPELL = 16, CR_HASTE_MELEE = 17, CR_HASTE_RANGED = 18, CR_HASTE_SPELL = 19, CR_WEAPON_SKILL_MAINHAND = 20, CR_WEAPON_SKILL_OFFHAND = 21, CR_WEAPON_SKILL_RANGED = 22, CR_EXPERTISE = 23 }; #define MAX_COMBAT_RATING 24 enum DamageEffectType { DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells) SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage DOT = 2, HEAL = 3, NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc SELF_DAMAGE = 5 }; enum UnitVisibility { VISIBILITY_OFF = 0, // absolute, not detectable, GM-like, can see all other VISIBILITY_ON = 1, VISIBILITY_GROUP_STEALTH = 2, // detect chance, seen and can see group members //VISIBILITY_GROUP_INVISIBILITY = 3, // invisibility, can see and can be seen only another invisible unit or invisible detection unit, set only if not stealthed, and in checks not used (mask used instead) //VISIBILITY_GROUP_NO_DETECT = 4, // state just at stealth apply for update Grid state. Don't remove, otherwise stealth spells will break VISIBILITY_RESPAWN = 5 // special totally not detectable visibility for force delete object at respawn command }; // Value masks for UNIT_FIELD_FLAGS enum UnitFlags { UNIT_FLAG_UNKNOWN7 = 0x00000001, UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable UNIT_FLAG_DISABLE_MOVE = 0x00000004, UNIT_FLAG_PVP_ATTACKABLE = 0x00000008, // allow apply pvp rules to attackable state in addition to faction dependent state UNIT_FLAG_RENAME = 0x00000010, UNIT_FLAG_PREPARATION = 0x00000020, // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP UNIT_FLAG_UNKNOWN9 = 0x00000040, UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE UNIT_FLAG_UNKNOWN2 = 0x00000100, // 2.0.8 UNIT_FLAG_UNKNOWN11 = 0x00000200, UNIT_FLAG_LOOTING = 0x00000400, // loot animation UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8 UNIT_FLAG_PVP = 0x00001000, UNIT_FLAG_SILENCED = 0x00002000, // silenced, 2.1.1 UNIT_FLAG_UNKNOWN4 = 0x00004000, // 2.0.8 UNIT_FLAG_UNKNOWN13 = 0x00008000, UNIT_FLAG_UNKNOWN14 = 0x00010000, UNIT_FLAG_PACIFIED = 0x00020000, UNIT_FLAG_DISABLE_ROTATE = 0x00040000, // stunned, 2.1.1 UNIT_FLAG_IN_COMBAT = 0x00080000, UNIT_FLAG_TAXI_FLIGHT = 0x00100000, // disable casting at client side spell not allowed by taxi flight (mounted?), probably used with 0x4 flag UNIT_FLAG_DISARMED = 0x00200000, // disable melee spells casting..., "Required melee weapon" added to melee spells tooltip. UNIT_FLAG_CONFUSED = 0x00400000, UNIT_FLAG_FLEEING = 0x00800000, UNIT_FLAG_UNKNOWN5 = 0x01000000, // used in spell Eyes of the Beast for pet... UNIT_FLAG_NOT_SELECTABLE = 0x02000000, UNIT_FLAG_SKINNABLE = 0x04000000, UNIT_FLAG_MOUNT = 0x08000000, UNIT_FLAG_UNKNOWN17 = 0x10000000, UNIT_FLAG_UNKNOWN6 = 0x20000000, // used in Feing Death spell UNIT_FLAG_SHEATHE = 0x40000000 }; // Value masks for UNIT_FIELD_FLAGS_2 enum UnitFlags2 { UNIT_FLAG2_FEIGN_DEATH = 0x00000001, UNIT_FLAG2_COMPREHEND_LANG= 0x00000008, UNIT_FLAG2_FORCE_MOVE = 0x00000040 }; /// Non Player Character flags enum NPCFlags { UNIT_NPC_FLAG_NONE = 0x00000000, UNIT_NPC_FLAG_GOSSIP = 0x00000001, // 100% UNIT_NPC_FLAG_QUESTGIVER = 0x00000002, // guessed, probably ok UNIT_NPC_FLAG_UNK1 = 0x00000004, UNIT_NPC_FLAG_UNK2 = 0x00000008, UNIT_NPC_FLAG_TRAINER = 0x00000010, // 100% UNIT_NPC_FLAG_TRAINER_CLASS = 0x00000020, // 100% UNIT_NPC_FLAG_TRAINER_PROFESSION = 0x00000040, // 100% UNIT_NPC_FLAG_VENDOR = 0x00000080, // 100% UNIT_NPC_FLAG_VENDOR_AMMO = 0x00000100, // 100%, general goods vendor UNIT_NPC_FLAG_VENDOR_FOOD = 0x00000200, // 100% UNIT_NPC_FLAG_VENDOR_POISON = 0x00000400, // guessed UNIT_NPC_FLAG_VENDOR_REAGENT = 0x00000800, // 100% UNIT_NPC_FLAG_REPAIR = 0x00001000, // 100% UNIT_NPC_FLAG_FLIGHTMASTER = 0x00002000, // 100% UNIT_NPC_FLAG_SPIRITHEALER = 0x00004000, // guessed UNIT_NPC_FLAG_SPIRITGUIDE = 0x00008000, // guessed UNIT_NPC_FLAG_INNKEEPER = 0x00010000, // 100% UNIT_NPC_FLAG_BANKER = 0x00020000, // 100% UNIT_NPC_FLAG_PETITIONER = 0x00040000, // 100% 0xC0000 = guild petitions, 0x40000 = arena team petitions UNIT_NPC_FLAG_TABARDDESIGNER = 0x00080000, // 100% UNIT_NPC_FLAG_BATTLEMASTER = 0x00100000, // 100% UNIT_NPC_FLAG_AUCTIONEER = 0x00200000, // 100% UNIT_NPC_FLAG_STABLEMASTER = 0x00400000, // 100% UNIT_NPC_FLAG_GUILD_BANKER = 0x00800000, // cause client to send 997 opcode UNIT_NPC_FLAG_SPELLCLICK = 0x01000000, // cause client to send 1015 opcode (spell click) UNIT_NPC_FLAG_GUARD = 0x10000000, // custom flag for guards UNIT_NPC_FLAG_OUTDOORPVP = 0x20000000, // custom flag for outdoor pvp creatures }; enum MovementFlags { MOVEMENTFLAG_NONE = 0x00000000, MOVEMENTFLAG_FORWARD = 0x00000001, MOVEMENTFLAG_BACKWARD = 0x00000002, MOVEMENTFLAG_STRAFE_LEFT = 0x00000004, MOVEMENTFLAG_STRAFE_RIGHT = 0x00000008, MOVEMENTFLAG_LEFT = 0x00000010, MOVEMENTFLAG_RIGHT = 0x00000020, MOVEMENTFLAG_PITCH_UP = 0x00000040, MOVEMENTFLAG_PITCH_DOWN = 0x00000080, MOVEMENTFLAG_WALK_MODE = 0x00000100, // Walking MOVEMENTFLAG_ONTRANSPORT = 0x00000200, // Used for flying on some creatures MOVEMENTFLAG_LEVITATING = 0x00000400, MOVEMENTFLAG_FLY_UNK1 = 0x00000800, MOVEMENTFLAG_JUMPING = 0x00001000, MOVEMENTFLAG_UNK4 = 0x00002000, MOVEMENTFLAG_FALLING = 0x00004000, // 0x8000, 0x10000, 0x20000, 0x40000, 0x80000, 0x100000 MOVEMENTFLAG_SWIMMING = 0x00200000, // appears with fly flag also MOVEMENTFLAG_FLY_UP = 0x00400000, MOVEMENTFLAG_CAN_FLY = 0x00800000, MOVEMENTFLAG_FLYING = 0x01000000, MOVEMENTFLAG_FLYING2 = 0x02000000, // Actual flying mode MOVEMENTFLAG_SPLINE = 0x04000000, // used for flight paths MOVEMENTFLAG_SPLINE2 = 0x08000000, // used for flight paths MOVEMENTFLAG_WATERWALKING = 0x10000000, // prevent unit from falling through water MOVEMENTFLAG_SAFE_FALL = 0x20000000, // active rogue safe fall spell (passive) MOVEMENTFLAG_UNK3 = 0x40000000 }; enum DiminishingLevels { DIMINISHING_LEVEL_1 = 0, DIMINISHING_LEVEL_2 = 1, DIMINISHING_LEVEL_3 = 2, DIMINISHING_LEVEL_IMMUNE = 3 }; struct DiminishingReturn { DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count) : DRGroup(group), hitTime(t), hitCount(count), stack(0) {} DiminishingGroup DRGroup:16; uint16 stack:16; uint32 hitTime; uint32 hitCount; }; enum MeleeHitOutcome { MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY, MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL, MELEE_HIT_BLOCK_CRIT }; struct CleanDamage { CleanDamage(uint32 _damage, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) : damage(_damage), attackType(_attackType), hitOutCome(_hitOutCome) {} uint32 damage; WeaponAttackType attackType; MeleeHitOutcome hitOutCome; }; struct UnitActionBarEntry { uint32 Type; uint32 SpellOrAction; }; #define MAX_DECLINED_NAME_CASES 5 struct DeclinedName { std::string name[MAX_DECLINED_NAME_CASES]; }; enum CurrentSpellTypes { CURRENT_MELEE_SPELL = 0, CURRENT_FIRST_NON_MELEE_SPELL = 1, // just counter CURRENT_GENERIC_SPELL = 1, CURRENT_AUTOREPEAT_SPELL = 2, CURRENT_CHANNELED_SPELL = 3, CURRENT_MAX_SPELL = 4 // just counter }; enum ActiveStates { ACT_ENABLED = 0xC100, ACT_DISABLED = 0x8100, ACT_COMMAND = 0x0700, ACT_REACTION = 0x0600, ACT_CAST = 0x0100, ACT_PASSIVE = 0x0000, ACT_DECIDE = 0x0001 }; enum ReactStates { REACT_PASSIVE = 0, REACT_DEFENSIVE = 1, REACT_AGGRESSIVE = 2 }; enum CommandStates { COMMAND_STAY = 0, COMMAND_FOLLOW = 1, COMMAND_ATTACK = 2, COMMAND_ABANDON = 3 }; struct CharmSpellEntry { uint16 spellId; uint16 active; }; struct CharmInfo { public: explicit CharmInfo(Unit* unit); uint32 GetPetNumber() const { return m_petnumber; } void SetPetNumber(uint32 petnumber, bool statwindow); void SetCommandState(CommandStates st) { m_CommandState = st; } CommandStates GetCommandState() { return m_CommandState; } bool HasCommandState(CommandStates state) { return (m_CommandState == state); } void SetReactState(ReactStates st) { m_reactState = st; } ReactStates GetReactState() { return m_reactState; } bool HasReactState(ReactStates state) { return (m_reactState == state); } void InitPossessCreateSpells(); void InitCharmCreateSpells(); void InitPetActionBar(); void InitEmptyActionBar(); //return true if successful bool AddSpellToAB(uint32 oldid, uint32 newid, ActiveStates newstate = ACT_DECIDE); void ToggleCreatureAutocast(uint32 spellid, bool apply); UnitActionBarEntry* GetActionBarEntry(uint8 index) { return &(PetActionBar[index]); } CharmSpellEntry* GetCharmSpell(uint8 index) { return &(m_charmspells[index]); } private: Unit* m_unit; UnitActionBarEntry PetActionBar[10]; CharmSpellEntry m_charmspells[4]; CommandStates m_CommandState; ReactStates m_reactState; uint32 m_petnumber; }; // for clearing special attacks #define REACTIVE_TIMER_START 4000 enum ReactiveType { REACTIVE_DEFENSE = 1, REACTIVE_HUNTER_PARRY = 2, REACTIVE_CRIT = 3, REACTIVE_HUNTER_CRIT = 4, REACTIVE_OVERPOWER = 5 }; #define MAX_REACTIVE 6 #define MAX_TOTEM 4 // delay time next attack to prevent client attack animation problems #define ATTACK_DISPLAY_DELAY 200 class TRINITY_DLL_SPEC Unit : public WorldObject { public: typedef std::set AttackerSet; typedef std::pair spellEffectPair; typedef std::multimap< spellEffectPair, Aura*> AuraMap; typedef std::list AuraList; typedef std::list Diminishing; typedef std::set AuraTypeSet; typedef std::set ComboPointHolderSet; virtual ~Unit ( ); void AddToWorld(); void RemoveFromWorld(); void CleanupsBeforeDelete(); // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units) DiminishingLevels GetDiminishing(DiminishingGroup group); void IncrDiminishing(DiminishingGroup group); void ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster, DiminishingLevels Level); void ApplyDiminishingAura(DiminishingGroup group, bool apply); void ClearDiminishings() { m_Diminishing.clear(); } virtual void Update( uint32 time ); void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; } void resetAttackTimer(WeaponAttackType type = BASE_ATTACK); uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; } bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; } bool haveOffhandWeapon() const; bool CanDualWield() const { return m_canDualWield; } void SetCanDualWield(bool value) { m_canDualWield = value; } bool canReachWithAttack(Unit *pVictim) const; float GetCombatReach() const { return m_floatValues[UNIT_FIELD_COMBATREACH]; } bool IsWithinCombatDist(Unit *obj, float dist2compare) const; void GetRandomContactPoint( const Unit* target, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const; uint32 m_extraAttacks; bool m_canDualWield; void _addAttacker(Unit *pAttacker) // must be called only from Unit::Attack(Unit*) { AttackerSet::iterator itr = m_attackers.find(pAttacker); if(itr == m_attackers.end()) m_attackers.insert(pAttacker); } void _removeAttacker(Unit *pAttacker) // must be called only from Unit::AttackStop() { AttackerSet::iterator itr = m_attackers.find(pAttacker); if(itr != m_attackers.end()) m_attackers.erase(itr); } Unit * getAttackerForHelper() // If someone wants to help, who to give them { if (getVictim() != NULL) return getVictim(); if (!m_attackers.empty()) return *(m_attackers.begin()); return NULL; } bool Attack(Unit *victim, bool meleeAttack); void CastStop(uint32 except_spellid = 0); bool AttackStop(); void RemoveAllAttackers(); AttackerSet const& getAttackers() const { return m_attackers; } bool isAttackingPlayer() const; Unit* getVictim() const { return m_attacking; } void CombatStop(bool cast = false); void CombatStopWithPets(bool cast = false); Unit* SelectNearbyTarget() const; void addUnitState(uint32 f) { m_state |= f; } bool hasUnitState(const uint32 f) const { return (m_state & f); } void clearUnitState(uint32 f) { m_state &= ~f; } bool CanFreeMove() const { return !hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_IN_FLIGHT | UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED ) && GetOwnerGUID()==0; } uint32 getLevel() const { return GetUInt32Value(UNIT_FIELD_LEVEL); } virtual uint32 getLevelForTarget(Unit const* /*target*/) const { return getLevel(); } void SetLevel(uint32 lvl); uint8 getRace() const { return GetByteValue(UNIT_FIELD_BYTES_0, 0); } uint32 getRaceMask() const { return 1 << (getRace()-1); } uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, 1); } uint32 getClassMask() const { return 1 << (getClass()-1); } uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, 2); } float GetStat(Stats stat) const { return float(GetUInt32Value(UNIT_FIELD_STAT0+stat)); } void SetStat(Stats stat, int32 val) { SetStatInt32Value(UNIT_FIELD_STAT0+stat, val); } uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL) ; } void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); } uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(UNIT_FIELD_RESISTANCES+school); } void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES+school,val); } uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); } uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); } void SetHealth( uint32 val); void SetMaxHealth(uint32 val); int32 ModifyHealth(int32 val); Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); } void setPowerType(Powers power); uint32 GetPower( Powers power) const { return GetUInt32Value(UNIT_FIELD_POWER1 +power); } uint32 GetMaxPower(Powers power) const { return GetUInt32Value(UNIT_FIELD_MAXPOWER1+power); } void SetPower( Powers power, uint32 val); void SetMaxPower(Powers power, uint32 val); int32 ModifyPower(Powers power, int32 val); void ApplyPowerMod(Powers power, uint32 val, bool apply); void ApplyMaxPowerMod(Powers power, uint32 val, bool apply); uint32 GetAttackTime(WeaponAttackType att) const { return (uint32)(GetFloatValue(UNIT_FIELD_BASEATTACKTIME+att)/m_modAttackSpeedPct[att]); } void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val*m_modAttackSpeedPct[att]); } void ApplyAttackTimePercentMod(WeaponAttackType att,float val, bool apply); void ApplyCastTimePercentMod(float val, bool apply); // faction template id uint32 getFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); } void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction ); } FactionTemplateEntry const* getFactionTemplateEntry() const; bool IsHostileTo(Unit const* unit) const; bool IsHostileToPlayers() const; bool IsFriendlyTo(Unit const* unit) const; bool IsNeutralToAll() const; bool IsContestedGuard() const { if(FactionTemplateEntry const* entry = getFactionTemplateEntry()) return entry->IsContestedGuardFaction(); return false; } bool IsPvP() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP); } void SetPvP(bool state) { if(state) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP); else RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP); } uint32 GetCreatureType() const; uint32 GetCreatureTypeMask() const { uint32 creatureType = GetCreatureType(); return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0; } uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); } bool IsSitState() const; bool IsStandState() const; void SetStandState(uint8 state); bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); } uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); } void Mount(uint32 mount); void Unmount(); uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; } void RemoveSpellbyDamageTaken(uint32 damage, uint32 spell); uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss); void DealFlatDamage(Unit *pVictim, SpellEntry const *spellInfo, uint32 *damage, CleanDamage *cleanDamage, bool *crit = false, bool isTriggeredSpell = false); void 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 = NULL, bool isTriggeredSpell = false); void CastMeleeProcDamageAndSpell(Unit* pVictim, uint32 damage, SpellSchoolMask damageSchoolMask, WeaponAttackType attType, MeleeHitOutcome outcome, SpellEntry const *spellCasted = NULL, bool isTriggeredSpell = false); void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 damage = 0, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NONE, SpellEntry const *procSpell = NULL, bool isTriggeredSpell = false, WeaponAttackType attType = BASE_ATTACK); void HandleEmoteCommand(uint32 anim_id); void AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false ); float MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const; SpellMissInfo MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell); SpellMissInfo SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool canReflect = false); float GetUnitDodgeChance() const; float GetUnitParryChance() const; float GetUnitBlockChance() const; float GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const; virtual uint32 GetShieldBlockValue() const =0; uint32 GetUnitMeleeSkill(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; } uint32 GetDefenseSkillValue(Unit const* target = NULL) const; uint32 GetWeaponSkillValue(WeaponAttackType attType, Unit const* target = NULL) const; float GetWeaponProcChance() const; float GetPPMProcChance(uint32 WeaponSpeed, float PPM) const; MeleeHitOutcome RollPhysicalOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, SpellEntry const *spellInfo); MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType) const; MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance, bool SpellCasted ) const; bool isVendor() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ); } bool isTrainer() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER ); } bool isQuestGiver() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ); } bool isGossip() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP ); } bool isTaxi() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER ); } bool isGuildMaster() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER ); } bool isBattleMaster() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER ); } bool isBanker() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER ); } bool isInnkeeper() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER ); } bool isSpiritHealer() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER ); } bool isSpiritGuide() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE ); } bool isTabardDesigner()const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER ); } bool isAuctioner() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER ); } bool isArmorer() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR ); } bool isServiceProvider() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER | UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_GUARD | UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER ); } bool isSpiritService() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE ); } //Need fix or use this bool isGuard() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GUARD); } bool isInFlight() const { return hasUnitState(UNIT_STAT_IN_FLIGHT); } bool isInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); } void CombatStart(Unit* target); void SetInCombatState(bool PvP); void SetInCombatWith(Unit* enemy); void ClearInCombat(); uint32 GetCombatTimer() const { return m_CombatTimer; } bool HasAuraType(AuraType auraType) const; bool HasAura(uint32 spellId, uint32 effIndex) const { return m_Auras.find(spellEffectPair(spellId, effIndex)) != m_Auras.end(); } bool virtual HasSpell(uint32 /*spellID*/) const { return false; } bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); } bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); } bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); } bool isInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); } bool IsPolymorphed() const; bool isFrozen() const; bool isTargetableForAttack() const; bool isAttackableByAOE() const; bool canAttack(Unit const* target) const; virtual bool IsInWater() const; virtual bool IsUnderWater() const; bool isInAccessablePlaceFor(Creature const* c) const; void SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, bool critical = false); void SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage,Powers powertype, bool critical = false); uint32 SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage, bool isTriggeredSpell = false, bool useSpellDamage = true); void CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem = NULL, Aura* triggredByAura = NULL, uint64 originalCaster = 0); void CastSpell(Unit* Victim,SpellEntry const *spellInfo, bool triggered, Item *castItem= NULL, Aura* triggredByAura = NULL, uint64 originalCaster = 0); void CastCustomSpell(Unit* Victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem= NULL, Aura* triggredByAura = NULL, uint64 originalCaster = 0); void CastCustomSpell(Unit* Victim,SpellEntry const *spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem= NULL, Aura* triggredByAura = NULL, uint64 originalCaster = 0); void CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem = NULL, Aura* triggredByAura = NULL, uint64 originalCaster = 0); void CastSpell(float x, float y, float z, SpellEntry const *spellInfo, bool triggered, Item *castItem = NULL, Aura* triggredByAura = NULL, uint64 originalCaster = 0); bool IsDamageToThreatSpell(SpellEntry const * spellInfo) const; void DeMorph(); void SendAttackStart(Unit* pVictim); void SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount); void SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false); void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo); void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL); void SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, uint32 MovementFlags); void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 MovementFlags, uint32 transitTime = 0, Player* player = NULL); void SendMonsterMoveWithSpeedToCurrentDestination(Player* player = NULL); virtual void MoveOutOfRange(Player &) { }; bool isAlive() const { return (m_deathState == ALIVE); }; bool isDead() const { return ( m_deathState == DEAD || m_deathState == CORPSE ); }; DeathState getDeathState() { return m_deathState; }; virtual void setDeathState(DeathState s); // overwrited in Creature/Player/Pet uint64 const& GetOwnerGUID() const { return GetUInt64Value(UNIT_FIELD_SUMMONEDBY); } uint64 GetPetGUID() const { return GetUInt64Value(UNIT_FIELD_SUMMON); } uint64 GetCharmerGUID() const { return GetUInt64Value(UNIT_FIELD_CHARMEDBY); } uint64 GetCharmGUID() const { return GetUInt64Value(UNIT_FIELD_CHARM); } void SetCharmerGUID(uint64 owner) { SetUInt64Value(UNIT_FIELD_CHARMEDBY, owner); } uint64 GetCharmerOrOwnerGUID() const { return GetCharmerGUID() ? GetCharmerGUID() : GetOwnerGUID(); } uint64 GetCharmerOrOwnerOrOwnGUID() const { if(uint64 guid = GetCharmerOrOwnerGUID()) return guid; return GetGUID(); } bool isCharmedOwnedByPlayerOrPlayer() const { return IS_PLAYER_GUID(GetCharmerOrOwnerOrOwnGUID()); } Player* GetSpellModOwner(); Unit* GetOwner() const; Pet* GetPet() const; Unit* GetCharmer() const; Unit* GetCharm() const; Unit* GetCharmerOrOwner() const { return GetCharmerGUID() ? GetCharmer() : GetOwner(); } Unit* GetCharmerOrOwnerOrSelf() { if(Unit* u = GetCharmerOrOwner()) return u; return this; } Player* GetCharmerOrOwnerPlayerOrPlayerItself(); void SetPet(Pet* pet); void SetCharm(Unit* pet); void SetPossessedTarget(Unit* target) { if (!target) return; SetCharm(target); target->SetCharmerGUID(GetGUID()); target->m_isPossessed = true; } void RemovePossessedTarget() { if (!GetCharm()) return; GetCharm()->SetCharmerGUID(0); GetCharm()->m_isPossessed = false; SetCharm(0); } bool isCharmed() const { return GetCharmerGUID() != 0; } bool isPossessed() const { return m_isPossessed; } bool isPossessedByPlayer() const { return m_isPossessed && IS_PLAYER_GUID(GetCharmerGUID()); } bool isPossessing() const { return GetCharm() && GetCharm()->isPossessed(); } bool isPossessing(Unit* u) const { return u->isPossessed() && GetCharmGUID() == u->GetGUID(); } bool isPossessingCreature() const { return isPossessing() && IS_CREATURE_GUID(GetCharmGUID()); } CharmInfo* GetCharmInfo() { return m_charmInfo; } CharmInfo* InitCharmInfo(Unit* charm); void UncharmSelf(); void UnpossessSelf(bool attack); Pet* CreateTamedPetFrom(Creature* creatureTarget,uint32 spell_id = 0); bool AddAura(Aura *aur); void RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT); void RemoveAura(uint32 spellId, uint32 effindex, Aura* except = NULL); void RemoveSingleAuraFromStack(uint32 spellId, uint32 effindex); void RemoveAurasDueToSpell(uint32 spellId, Aura* except = NULL); void RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId); void RemoveAurasDueToSpellByDispel(uint32 spellId, uint64 casterGUID, Unit *dispeler); void RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit *stealer); void RemoveAurasDueToSpellByCancel(uint32 spellId); void RemoveNotOwnSingleTargetAuras(); void RemoveSpellsCausingAura(AuraType auraType); void RemoveRankAurasDueToSpell(uint32 spellId); bool RemoveNoStackAurasDueToAura(Aura *Aur); void RemoveAurasWithInterruptFlags(uint32 flags); void RemoveAurasWithDispelType( DispelType type ); void RemoveAllAuras(); void RemoveArenaAuras(bool onleave = false); void RemoveAllAurasOnDeath(); void DelayAura(uint32 spellId, uint32 effindex, int32 delaytime); float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school ); } void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school,val); } void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply) { ApplyModSignedFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val, apply); } void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply) { ApplyPercentModFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val, apply); } void InitStatBuffMods() { for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(UNIT_FIELD_POSSTAT0+i, 0); for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(UNIT_FIELD_NEGSTAT0+i, 0); } void ApplyStatBuffMod(Stats stat, float val, bool apply) { ApplyModSignedFloatValue((val > 0 ? UNIT_FIELD_POSSTAT0+stat : UNIT_FIELD_NEGSTAT0+stat), val, apply); } void ApplyStatPercentBuffMod(Stats stat, float val, bool apply) { ApplyPercentModFloatValue(UNIT_FIELD_POSSTAT0+stat, val, apply); ApplyPercentModFloatValue(UNIT_FIELD_NEGSTAT0+stat, val, apply); } void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; } void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); } uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); } void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); } uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); } uint32 GetCreatePowers(Powers power) const; float GetPosStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_POSSTAT0+stat); } float GetNegStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_NEGSTAT0+stat); } float GetCreateStat(Stats stat) const { return m_createStats[stat]; } void SetCurrentCastedSpell(Spell * pSpell); virtual void ProhibitSpellScholl(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/ ) { } void InterruptSpell(uint32 spellType, bool withDelayed = true); // set withDelayed to true to account delayed spells as casted // delayed+channeled spells are always accounted as casted // we can skip channeled or delayed checks using flags bool IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false) const; // set withDelayed to true to interrupt delayed spells too // delayed+channeled spells are always interrupted void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0); Spell* FindCurrentSpellBySpellId(uint32 spell_id) const; Spell* m_currentSpells[CURRENT_MAX_SPELL]; uint32 m_addDmgOnce; uint64 m_TotemSlot[MAX_TOTEM]; uint64 m_ObjectSlot[4]; uint32 m_detectInvisibilityMask; uint32 m_invisibilityMask; uint32 m_ShapeShiftFormSpellId; ShapeshiftForm m_form; float m_modMeleeHitChance; float m_modRangedHitChance; float m_modSpellHitChance; int32 m_baseSpellCritChance; float m_threatModifier[MAX_SPELL_SCHOOL]; float m_modAttackSpeedPct[3]; // Event handler EventProcessor m_Events; // stat system bool HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply); void SetModifierValue(UnitMods unitMod, UnitModifierType modifierType, float value) { m_auraModifiersGroup[unitMod][modifierType] = value; } float GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const; float GetTotalStatValue(Stats stat) const; float GetTotalAuraModValue(UnitMods unitMod) const; SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const; Stats GetStatByAuraGroup(UnitMods unitMod) const; Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const; bool CanModifyStats() const { return m_canModifyStats; } void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; } virtual bool UpdateStats(Stats stat) = 0; virtual bool UpdateAllStats() = 0; virtual void UpdateResistances(uint32 school) = 0; virtual void UpdateArmor() = 0; virtual void UpdateMaxHealth() = 0; virtual void UpdateMaxPower(Powers power) = 0; virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0; virtual void UpdateDamagePhysical(WeaponAttackType attType) = 0; float GetTotalAttackPowerValue(WeaponAttackType attType) const; float GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const; void SetBaseWeaponDamage(WeaponAttackType attType ,WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; } bool isInFront(Unit const* target,float distance, float arc = M_PI) const; void SetInFront(Unit const* target); bool isInBack(Unit const* target, float distance, float arc = M_PI) const; bool isInLine(Unit const* target, float distance) const; // Visibility system UnitVisibility GetVisibility() const { return m_Visibility; } void SetVisibility(UnitVisibility x); // common function for visibility checks for player/creatures with detection code virtual bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList) const; bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false) const; bool canDetectInvisibilityOf(Unit const* u) const; bool canDetectStealthOf(Unit const* u, float distance) const; // virtual functions for all world objects types bool isVisibleForInState(Player const* u, bool inVisibleList) const; // function for low level grid visibility checks in player/creature cases virtual bool IsVisibleInGridForPlayer(Player const* pl) const = 0; bool waterbreath; AuraList & GetSingleCastAuras() { return m_scAuras; } AuraList const& GetSingleCastAuras() const { return m_scAuras; } SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY]; // Threat related methodes bool CanHaveThreatList() const; void AddThreat(Unit* pVictim, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *threatSpell = NULL); float ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL); void DeleteThreatList(); bool SelectHostilTarget(); void TauntApply(Unit* pVictim); void TauntFadeOut(Unit *taunter); ThreatManager& getThreatManager() { return m_ThreatManager; } void addHatedBy(HostilReference* pHostilReference) { m_HostilRefManager.insertFirst(pHostilReference); }; void removeHatedBy(HostilReference* /*pHostilReference*/ ) { /* nothing to do yet */ } HostilRefManager& getHostilRefManager() { return m_HostilRefManager; } Aura* GetAura(uint32 spellId, uint32 effindex); AuraMap & GetAuras() { return m_Auras; } AuraMap const& GetAuras() const { return m_Auras; } AuraList const& GetAurasByType(AuraType type) const { return m_modAuras[type]; } void ApplyAuraProcTriggerDamage(Aura* aura, bool apply); int32 GetTotalAuraModifier(AuraType auratype) const; float GetTotalAuraMultiplier(AuraType auratype) const; int32 GetMaxPositiveAuraModifier(AuraType auratype) const; int32 GetMaxNegativeAuraModifier(AuraType auratype) const; int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const; int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const; int32 GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const; float GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const; int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const; int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const; Aura* GetDummyAura(uint32 spell_id) const; uint32 GetDisplayId() { return GetUInt32Value(UNIT_FIELD_DISPLAYID); } void SetDisplayId(uint32 modelId); uint32 GetNativeDisplayId() { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); } void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); } void setTransForm(uint32 spellid) { m_transform = spellid;} uint32 getTransForm() const { return m_transform;} void AddDynObject(DynamicObject* dynObj); void RemoveDynObject(uint32 spellid); void RemoveDynObjectWithGUID(uint64 guid) { m_dynObjGUIDs.remove(guid); } void RemoveAllDynObjects(); void AddGameObject(GameObject* gameObj); void RemoveGameObject(GameObject* gameObj, bool del); void RemoveGameObject(uint32 spellid, bool del); void RemoveAllGameObjects(); DynamicObject *GetDynObject(uint32 spellId, uint32 effIndex); DynamicObject *GetDynObject(uint32 spellId); uint32 CalculateDamage(WeaponAttackType attType, bool normalized); float GetAPMultiplier(WeaponAttackType attType, bool normalized); void ModifyAuraState(AuraState flag, bool apply); bool HasAuraState(AuraState flag) const { return HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); } void UnsummonAllTotems(); int32 SpellBaseDamageBonus(SpellSchoolMask schoolMask); int32 SpellBaseHealingBonus(SpellSchoolMask schoolMask); int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim); int32 SpellBaseHealingBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim); uint32 SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint32 damage, DamageEffectType damagetype); uint32 SpellHealingBonus(SpellEntry const *spellProto, uint32 healamount, DamageEffectType damagetype, Unit *pVictim); bool isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType); uint32 SpellCriticalBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim); void SetLastManaUse(uint32 spellCastTime) { m_lastManaUse = spellCastTime; } bool IsUnderLastManaUseEffect() const; void SetContestedPvP(Player *attackedPlayer = NULL); void MeleeDamageBonus(Unit *pVictim, uint32 *damage, WeaponAttackType attType, SpellEntry const *spellProto = NULL); uint32 GetCastingTimeForBonus( SpellEntry const *spellProto, DamageEffectType damagetype, uint32 CastingTime ); void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply); void ApplySpellDispelImmunity(const SpellEntry * spellProto, DispelType type, bool apply); virtual bool IsImmunedToSpell(SpellEntry const* spellInfo, bool useCharges = false); // redefined in Creature bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask, bool useCharges = false); virtual bool IsImmunedToSpellEffect(uint32 effect, uint32 mechanic) const; // redefined in Creature uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage); void CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist); void UpdateSpeed(UnitMoveType mtype, bool forced); float GetSpeed( UnitMoveType mtype ) const; float GetSpeedRate( UnitMoveType mtype ) const { return m_speed_rate[mtype]; } void SetSpeed(UnitMoveType mtype, float rate, bool forced = false); void SetHover(bool on); bool isHover() const { return HasAuraType(SPELL_AURA_HOVER); } void _RemoveAllAuraMods(); void _ApplyAllAuraMods(); int32 CalculateSpellDamage(SpellEntry const* spellProto, uint8 effect_index, int32 basePoints, Unit const* target); int32 CalculateSpellDuration(SpellEntry const* spellProto, uint8 effect_index, Unit const* target); float CalculateLevelPenalty(SpellEntry const* spellProto) const; void addFollower(FollowerReference* pRef) { m_FollowingRefManager.insertFirst(pRef); } void removeFollower(FollowerReference* /*pRef*/ ) { /* nothing to do yet */ } static Unit* GetUnit(WorldObject& object, uint64 guid); MotionMaster* GetMotionMaster() { return &i_motionMaster; } bool IsStopped() const { return !(hasUnitState(UNIT_STAT_MOVING)); } void StopMoving(); void AddUnitMovementFlag(uint32 f) { m_unit_movement_flags |= f; } void RemoveUnitMovementFlag(uint32 f) { uint32 oldval = m_unit_movement_flags; m_unit_movement_flags = oldval & ~f; } uint32 HasUnitMovementFlag(uint32 f) const { return m_unit_movement_flags & f; } uint32 GetUnitMovementFlags() const { return m_unit_movement_flags; } void SetUnitMovementFlags(uint32 f) { m_unit_movement_flags = f; } void SetFeared(bool apply, uint64 casterGUID = 0, uint32 spellID = 0); void SetConfused(bool apply, uint64 casterGUID = 0, uint32 spellID = 0); void AddComboPointHolder(uint32 lowguid) { m_ComboPointHolders.insert(lowguid); } void RemoveComboPointHolder(uint32 lowguid) { m_ComboPointHolders.erase(lowguid); } void ClearComboPointHolders(); ///----------Pet responses methods----------------- void SendPetCastFail(uint32 spellid, uint8 msg); void SendPetActionFeedback (uint8 msg); void SendPetTalk (uint32 pettalk); void SendPetSpellCooldown (uint32 spellid, time_t cooltime); void SendPetClearCooldown (uint32 spellid); void SendPetAIReaction(uint64 guid); ///----------End of Pet responses methods---------- void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); } // reactive attacks void ClearAllReactives(); void StartReactiveTimer( ReactiveType reactive ) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;} void UpdateReactives(uint32 p_time); // group updates void UpdateAuraForGroup(uint8 slot); // pet auras typedef std::set PetAuraSet; PetAuraSet m_petAuras; void AddPetAura(PetAura const* petSpell); void RemovePetAura(PetAura const* petSpell); protected: explicit Unit (); void _UpdateSpells(uint32 time); void _UpdateAutoRepeatSpell(); bool m_AutoRepeatFirstCast; uint32 m_attackTimer[MAX_ATTACK]; float m_createStats[MAX_STATS]; AttackerSet m_attackers; Unit* m_attacking; DeathState m_deathState; AuraMap m_Auras; std::list m_scAuras; // casted singlecast auras typedef std::list DynObjectGUIDs; DynObjectGUIDs m_dynObjGUIDs; std::list m_gameObj; bool m_isSorted; uint32 m_transform; uint32 m_removedAuras; AuraList m_modAuras[TOTAL_AURAS]; AuraList m_interruptableAuras; AuraList m_ccAuras; float m_auraModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_END]; float m_weaponDamage[MAX_ATTACK][2]; bool m_canModifyStats; //std::list< spellEffectPair > AuraSpells[TOTAL_AURAS]; // TODO: use this if ok for mem float m_speed_rate[MAX_MOVE_TYPE]; CharmInfo *m_charmInfo; bool m_isPossessed; virtual SpellSchoolMask GetMeleeDamageSchoolMask() const; MotionMaster i_motionMaster; uint32 m_unit_movement_flags; uint32 m_reactiveTimer[MAX_REACTIVE]; private: void SendAttackStop(Unit* victim); // only from AttackStop(Unit*) //void SendAttackStart(Unit* pVictim); // only from Unit::AttackStart(Unit*) void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, AuraTypeSet const& procAuraTypes, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage, SpellSchoolMask damageSchoolMask ); bool HandleDummyAuraProc(Unit *pVictim, SpellEntry const *spellProto, uint32 effIndex, uint32 damage, Aura* triggredByAura, SpellEntry const * procSpell, uint32 procFlag,uint32 cooldown); bool HandleProcTriggerSpell(Unit *pVictim,uint32 damage, Aura* triggredByAura, SpellEntry const *procSpell, uint32 procFlags,WeaponAttackType attType,uint32 cooldown); bool HandleHasteAuraProc(Unit *pVictim, SpellEntry const *spellProto, uint32 effIndex, uint32 damage, Aura* triggredByAura, SpellEntry const * procSpell, uint32 procFlag,uint32 cooldown); bool HandleOverrideClassScriptAuraProc(Unit *pVictim, int32 scriptId, uint32 damage, Aura* triggredByAura, SpellEntry const *procSpell,uint32 cooldown); uint32 m_state; // Even derived shouldn't modify uint32 m_CombatTimer; uint32 m_lastManaUse; // msecs UnitVisibility m_Visibility; Diminishing m_Diminishing; // Manage all Units threatening us ThreatManager m_ThreatManager; // Manage all Units that are threatened by us HostilRefManager m_HostilRefManager; FollowerRefManager m_FollowingRefManager; ComboPointHolderSet m_ComboPointHolders; }; #endif