/*
* 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, // why need this for instant?
SPELL_INTERRUPT_FLAG_PUSH_BACK = 0x02, // push back
SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04, // interrupt
SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08, // no
SPELL_INTERRUPT_FLAG_DAMAGE = 0x10 // _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 at least 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_CASTING = 0x8000,
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;
};
typedef std::list SharedVisionList;
struct TRINITY_DLL_SPEC 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(bool withAttack = true);
//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;
bool m_barInit;
};
// 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(float dist = ATTACK_DISTANCE) 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 isInAccessiblePlaceFor(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);
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* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* Victim,SpellEntry const *spellInfo, bool triggered, Item *castItem= NULL, Aura* triggeredByAura = 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* triggeredByAura = 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* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem = NULL, Aura* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(float x, float y, float z, SpellEntry const *spellInfo, bool triggered, Item *castItem = NULL, Aura* triggeredByAura = 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);
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
void AddPlayerToVision(Player* plr);
void RemovePlayerFromVision(Player* plr);
void RemoveAllFromVision();
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 RemoveAurasAtChanneledTarget(SpellEntry const* spellInfo);
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 GetInterruptMask() const { return m_interruptMask; }
void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; }
void UpdateInterruptMask();
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];
uint32 m_interruptMask;
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;
SharedVisionList m_sharedVision;
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 IsTriggeredAtSpellProcEvent( SpellEntry const* spellProto, SpellEntry const* procSpell, uint32 procFlag, WeaponAttackType attType, bool isVictim, uint32& cooldown );
bool HandleDummyAuraProc( Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 cooldown);
bool HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, WeaponAttackType attType, uint32 cooldown);
bool HandleHasteAuraProc( Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 cooldown);
bool HandleOverrideClassScriptAuraProc(Unit *pVictim, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 cooldown);
bool HandleMeandingAuraProc(Aura* triggeredByAura);
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