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Unit.h
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Unit.h
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/*
* This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
*
* 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
*/
/**
* \addtogroup game
* @{
* \file
*/
#ifndef __UNIT_H
#define __UNIT_H
#include "Common.h"
#include "Entities/Object.h"
#include "Server/Opcodes.h"
#include "Spells/SpellAuraDefines.h"
#include "AI/BaseAI/CreatureAI.h"
#include "Globals/SharedDefines.h"
#include "Combat/ThreatManager.h"
#include "Combat/HostileRefManager.h"
#include "MotionGenerators/FollowerReference.h"
#include "MotionGenerators/FollowerRefManager.h"
#include "Utilities/EventProcessor.h"
#include "MotionGenerators/MotionMaster.h"
#include "Server/DBCStructure.h"
#include "WorldPacket.h"
#include "Timer.h"
#include "AI/BaseAI/UnitAI.h"
#include <list>
enum SpellInterruptFlags
{
SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01,
SPELL_INTERRUPT_FLAG_DAMAGE = 0x02,
SPELL_INTERRUPT_FLAG_UNK3 = 0x04,
SPELL_INTERRUPT_FLAG_INTERRUPT = 0x08,
SPELL_INTERRUPT_FLAG_ABORT_ON_DMG = 0x10, // _complete_ interrupt on direct damage
// SPELL_INTERRUPT_UNK = 0x20 // unk, 564 of 727 spells having this spell start with "Glyph"
};
enum SpellChannelInterruptFlags
{
CHANNEL_FLAG_UNK = 0x0001,
CHANNEL_FLAG_DAMAGE = 0x0002,
CHANNEL_FLAG_MOVEMENT = 0x0008,
CHANNEL_FLAG_TURNING = 0x0010,
CHANNEL_FLAG_DAMAGE2 = 0x0080,
CHANNEL_FLAG_UNK2 = 0x1000,
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_UNK2 = 0x00000004, // 2
AURA_INTERRUPT_FLAG_MOVE = 0x00000008, // 3 removed by any movement
AURA_INTERRUPT_FLAG_TURNING = 0x00000010, // 4 removed by any turning
AURA_INTERRUPT_FLAG_ENTER_COMBAT = 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_MELEE_ATTACK = 0x00001000, // 12 removed by attack
AURA_INTERRUPT_FLAG_UNK13 = 0x00002000, // 13
AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14
AURA_INTERRUPT_FLAG_UNK15 = 0x00008000, // 15 removed by casting a spell?
AURA_INTERRUPT_FLAG_UNK16 = 0x00010000, // 16
AURA_INTERRUPT_FLAG_MOUNTING = 0x00020000, // 17 removed by mounting
AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up (used by food and drink mostly and sleep/Fake Death like)
AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported
AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION = 0x00100000, // 20 removed by auras that make you invulnerable, or make other to loose selection on you
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 SpellPartialResist
{
SPELL_PARTIAL_RESIST_NONE = 0, // 0%, full hit
SPELL_PARTIAL_RESIST_PCT_25, // 25%
SPELL_PARTIAL_RESIST_PCT_50, // 50%
SPELL_PARTIAL_RESIST_PCT_75, // 75%
SPELL_PARTIAL_RESIST_PCT_100, // 100%, full resist
};
#define NUM_SPELL_PARTIAL_RESISTS 5
enum SpellModOp
{
SPELLMOD_DAMAGE = 0,
SPELLMOD_DURATION = 1,
SPELLMOD_THREAT = 2,
SPELLMOD_ATTACK_POWER = 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_SPEED = 12,
SPELLMOD_UNK1 = 13, // unused
SPELLMOD_COST = 14,
SPELLMOD_CRIT_DAMAGE_BONUS = 15,
SPELLMOD_RESIST_MISS_CHANCE = 16,
SPELLMOD_JUMP_TARGETS = 17,
SPELLMOD_CHANCE_OF_SUCCESS = 18, // Only used with SPELL_AURA_ADD_FLAT_MODIFIER and affects proc spells
SPELLMOD_ACTIVATION_TIME = 19,
SPELLMOD_EFFECT_PAST_FIRST = 20,
SPELLMOD_GLOBAL_COOLDOWN = 21,
SPELLMOD_DOT = 22,
SPELLMOD_HASTE = 23,
SPELLMOD_SPELL_BONUS_DAMAGE = 24,
SPELLMOD_UNK2 = 25, // unused
// SPELLMOD_FREQUENCY_OF_SUCCESS = 26, // not used in 2.4.3
SPELLMOD_MULTIPLE_VALUE = 27,
SPELLMOD_RESIST_DISPEL_CHANCE = 28,
MAX_SPELLMOD = 32,
};
enum SpellFacingFlags
{
SPELL_FACING_FLAG_INFRONT = 0x0001
};
#define BASE_MELEERANGE_OFFSET 1.33f
#define BASE_MINDAMAGE 1.0f
#define BASE_MAXDAMAGE 2.0f
#define BASE_ATTACK_TIME 2000
// byte value (UNIT_FIELD_BYTES_1,0)
enum UnitStandStateType
{
UNIT_STAND_STATE_STAND = 0,
UNIT_STAND_STATE_SIT = 1,
UNIT_STAND_STATE_SIT_CHAIR = 2,
UNIT_STAND_STATE_SLEEP = 3,
UNIT_STAND_STATE_SIT_LOW_CHAIR = 4,
UNIT_STAND_STATE_SIT_MEDIUM_CHAIR = 5,
UNIT_STAND_STATE_SIT_HIGH_CHAIR = 6,
UNIT_STAND_STATE_DEAD = 7,
UNIT_STAND_STATE_KNEEL = 8,
UNIT_STAND_STATE_CUSTOM = 9, // confirm for vanilla - used on Cthun in later sniffs
};
#define MAX_UNIT_STAND_STATE 10
/* byte flag value not exist in 1.12, moved/merged in (UNIT_FIELD_BYTES_1,3), in post-1.x it's in (UNIT_FIELD_BYTES_1,2)
enum UnitStandFlags
*/
// byte flags value (UNIT_FIELD_BYTES_1,2)
// This corresponds to free talent points (pet case)
// byte flags value (UNIT_FIELD_BYTES_1,3)
enum UnitBytes1_Flags
{
UNIT_BYTE1_FLAG_ALWAYS_STAND = 0x01,
UNIT_BYTE1_FLAGS_CREEP = 0x02,
UNIT_BYTE1_FLAG_UNTRACKABLE = 0x04,
UNIT_BYTE1_FLAG_ALL = 0xFF
};
// byte value (UNIT_FIELD_BYTES_2,0)
enum SheathState
{
SHEATH_STATE_UNARMED = 0, // non prepared weapon
SHEATH_STATE_MELEE = 1, // prepared melee weapon
SHEATH_STATE_RANGED = 2 // prepared ranged weapon
};
#define MAX_SHEATH_STATE 3
// byte flags value (UNIT_FIELD_BYTES_2,1)
enum UnitBytes2_Flags
{
UNIT_BYTE2_FLAG_UNK0 = 0x01,
UNIT_BYTE2_FLAG_UNK1 = 0x02,
UNIT_BYTE2_FLAG_UNK2 = 0x04,
UNIT_BYTE2_FLAG_SUPPORTABLE = 0x08, // allows for being targeted for healing/bandaging by friendlies
UNIT_BYTE2_FLAG_AURAS = 0x10, // show positive auras as positive, and allow its dispel
UNIT_BYTE2_FLAG_UNK5 = 0x20, // show negative auras as positive, *not* allowing dispel (at least for pets)
UNIT_BYTE2_FLAG_UNK6 = 0x40,
UNIT_BYTE2_FLAG_UNK7 = 0x80
};
#define CREATURE_MAX_SPELLS 8
enum Swing
{
NOSWING = 0,
SINGLEHANDEDSWING = 1,
TWOHANDEDSWING = 2
};
enum VictimState
{
VICTIMSTATE_UNAFFECTED = 0, // seen in relation with HITINFO_MISS
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_UNK0 = 0x00000001, // req correct packet structure
HITINFO_NORMALSWING2 = 0x00000002,
HITINFO_LEFTSWING = 0x00000004,
HITINFO_UNK3 = 0x00000008,
HITINFO_MISS = 0x00000010,
HITINFO_ABSORB = 0x00000020, // plays absorb sound
HITINFO_RESIST = 0x00000040, // resisted atleast some damage
HITINFO_CRITICALHIT = 0x00000080,
HITINFO_UNK8 = 0x00000100, // wotlk?
HITINFO_BLOCK = 0x00000800,
HITINFO_UNK9 = 0x00002000, // wotlk?
HITINFO_GLANCING = 0x00004000,
HITINFO_CRUSHING = 0x00008000,
HITINFO_NOACTION = 0x00010000,
HITINFO_SWINGNOHITSOUND = 0x00080000
};
struct FactionTemplateEntry;
struct Modifier;
struct SpellEntry;
struct SpellEntryExt;
class Aura;
class SpellAuraHolder;
class Creature;
class Spell;
class DynamicObject;
class GameObject;
class Item;
class Pet;
class PetAura;
class Totem;
class SpellCastTargets;
struct SpellImmune
{
uint32 type;
Aura const* aura;
};
typedef std::list<SpellImmune> 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 similar aura
AURA_REMOVE_BY_CANCEL,
AURA_REMOVE_BY_DISPEL,
AURA_REMOVE_BY_DEATH,
AURA_REMOVE_BY_DELETE, // use for speedup and prevent unexpected effects at player logout/pet unsummon (must be used _only_ after save), delete.
AURA_REMOVE_BY_SHIELD_BREAK, // when absorb shield is removed by damage
AURA_REMOVE_BY_EXPIRE, // at duration end
AURA_REMOVE_BY_TRACKING, // aura is removed because of a conflicting tracked aura
AURA_REMOVE_BY_GAINED_STACK // gained stack
};
// Spell triggering settings for CastSpell that enable us to skip some checks so that we can investigate spell specific settings
enum TriggerCastFlags : uint32
{
TRIGGERED_NONE = 0x00000000, // Not Triggered
TRIGGERED_OLD_TRIGGERED = 0x00000001, // Legacy bool support TODO: Restrict usage as much as possible.
TRIGGERED_IGNORE_HIT_CALCULATION = 0x00000002, // Will ignore calculating hit in SpellHitResult
TRIGGERED_IGNORE_UNSELECTABLE_FLAG = 0x00000004, // Ignores UNIT_FLAG_NOT_SELECTABLE in CheckTarget
TRIGGERED_INSTANT_CAST = 0x00000008, // Will ignore any cast time set in spell entry
TRIGGERED_AUTOREPEAT = 0x00000010, // Will signal spell system that this is internal autorepeat call
TRIGGERED_IGNORE_UNATTACKABLE_FLAG = 0x00000020, // Ignores UNIT_FLAG_NOT_ATTACKABLE in CheckTarget
TRIGGERED_DO_NOT_PROC = 0x00000040, // Spells from scripts should not proc - DBScripts for example
TRIGGERED_PET_CAST = 0x00000080, // Spell that should report error through pet opcode
TRIGGERED_NORMAL_COMBAT_CAST = 0x00000100, // AI needs to be notified about change of target
TRIGGERED_FULL_MASK = 0xFFFFFFFF
};
enum UnitMods
{
UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existing 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 existing 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 existing 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,
MOD_END
};
enum DeathState
{
ALIVE = 0, // show as alive
JUST_DIED = 1, // temporary state at die, for creature auto converted to CORPSE, for player at next update call
CORPSE = 2, // corpse state, for player this also meaning that player not leave corpse
DEAD = 3, // for creature despawned state (corpse despawned), for player CORPSE/DEAD not clear way switches (FIXME), and use m_deathtimer > 0 check for real corpse state
JUST_ALIVED = 4, // temporary state at resurrection, for creature auto converted to ALIVE, for player at next update call
};
// internal state flags for some auras and movement generators, other.
enum UnitState
{
// persistent state (applied by aura/etc until expire)
UNIT_STAT_MELEE_ATTACKING = 0x00000001, // unit is melee attacking someone Unit::Attack
//UNIT_STAT_ATTACK_PLAYER = 0x00000002, // (Deprecated) unit attack player or player's controlled unit and have contested pvpv timer setup, until timer expire, combat end and etc
UNIT_STAT_FEIGN_DEATH = 0x00000004, // Unit::SetFeignDeath - a successful feign death is currently active
UNIT_STAT_STUNNED = 0x00000008, // Aura::HandleAuraModStun
UNIT_STAT_ROOT = 0x00000010, // Aura::HandleAuraModRoot
UNIT_STAT_ISOLATED = 0x00000020, // area auras do not affect other players, Aura::HandleAuraModSchoolImmunity
UNIT_STAT_POSSESSED = 0x00000040, // Aura::HandleAuraModPossess (duplicates UNIT_FLAG_POSSESSED)
// movement generators begin:
UNIT_STAT_TAXI_FLIGHT = 0x00000080, // TaxiMovementGenerator on stack
UNIT_STAT_PROPELLED = 0x00000100, // EffectMovementGenerator on stack
UNIT_STAT_PANIC = 0x00000200, // PanicMovementGenerator on stack
UNIT_STAT_RETREATING = 0x00000400, // RetreatMovementGenerator on stack
UNIT_STAT_DISTRACTED = 0x00000800, // DistractedMovementGenerator on stack
UNIT_STAT_STAY = 0x00001000, // StayMovementGenerator on stack
UNIT_STAT_CONFUSED = 0x00002000, // ConfusedMovementGenerator on stack
UNIT_STAT_CONFUSED_MOVE = 0x00004000, // ^ - spline dispatched
UNIT_STAT_ROAMING = 0x00008000, // Point/Retreat/Stay/Wander/Waypoint/Effect MovementGenerator on stack
UNIT_STAT_ROAMING_MOVE = 0x00010000, // ^ - spline dispatched
UNIT_STAT_CHASE = 0x00020000, // ChaseMovementGenerator on stack
UNIT_STAT_CHASE_MOVE = 0x00040000, // ^ - spline dispatched
UNIT_STAT_FOLLOW = 0x00080000, // FollowMovementGenerator on stack
UNIT_STAT_FOLLOW_MOVE = 0x00100000, // ^ - spline dispatched
UNIT_STAT_FLEEING = 0x00200000, // FleeingMovementGenerator/PanicMovementGenerator on stack
UNIT_STAT_FLEEING_MOVE = 0x00400000, // ^ - spline dispatched
// movemement generators end
UNIT_STAT_CHANNELING = 0x00800000,
// High-Level states (usually only with Creatures)
UNIT_STAT_NO_COMBAT_MOVEMENT = 0x01000000, // Combat Movement for MoveChase stopped
UNIT_STAT_RUNNING = 0x02000000, // SetRun for waypoints and such
UNIT_STAT_WAYPOINT_PAUSED = 0x04000000, // Waypoint-Movement paused genericly (ie by script)
UNIT_STAT_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
// masks (only for check)
// can't move currently
UNIT_STAT_CAN_NOT_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FEIGN_DEATH,
// stay by different reasons
UNIT_STAT_NOT_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FEIGN_DEATH |
UNIT_STAT_DISTRACTED,
// stay or scripted movement for effect( = in player case you can't move by client command)
UNIT_STAT_NO_FREE_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FEIGN_DEATH |
UNIT_STAT_TAXI_FLIGHT |
UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_PROPELLED,
// not react at move in sight or other
UNIT_STAT_CAN_NOT_REACT = UNIT_STAT_STUNNED | UNIT_STAT_FEIGN_DEATH |
UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_RETREATING,
// AI disabled by some reason
UNIT_STAT_LOST_CONTROL = UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_POSSESSED,
// above 2 state cases
UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL = UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_LOST_CONTROL,
// masks (for check or reset)
// for real move using movegen check and stop (except unstoppable flight)
UNIT_STAT_MOVING = UNIT_STAT_ROAMING_MOVE | UNIT_STAT_CHASE_MOVE | UNIT_STAT_FOLLOW_MOVE | UNIT_STAT_FLEEING_MOVE,
UNIT_STAT_RUNNING_STATE = UNIT_STAT_CHASE_MOVE | UNIT_STAT_FLEEING_MOVE | UNIT_STAT_RUNNING,
UNIT_STAT_ALL_STATE = 0xFFFFFFFF,
UNIT_STAT_ALL_DYN_STATES = UNIT_STAT_ALL_STATE & ~(UNIT_STAT_NO_COMBAT_MOVEMENT | UNIT_STAT_RUNNING | UNIT_STAT_WAYPOINT_PAUSED | UNIT_STAT_IGNORE_PATHFINDING),
};
enum UnitMoveType
{
MOVE_WALK = 0,
MOVE_RUN = 1,
MOVE_RUN_BACK = 2,
MOVE_SWIM = 3,
MOVE_SWIM_BACK = 4,
MOVE_TURN_RATE = 5,
};
#define MAX_MOVE_TYPE 6
#define BASE_CHARGE_SPEED 27.0f
/// internal used flags for marking special auras - for example some dummy-auras
enum UnitAuraFlags
{
UNIT_AURAFLAG_ALIVE_INVISIBLE = 0x1, // aura which makes unit invisible for alive
};
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_REMOVE_CORPSE = 5 // special totally not detectable visibility for force delete object while removing a corpse
};
// [-ZERO] Need recheck values
// Value masks for UNIT_FIELD_FLAGS
enum UnitFlags
{
UNIT_FLAG_NONE = 0x00000000,
UNIT_FLAG_UNK_0 = 0x00000001, // Movement checks disabled, likely paired with loss of client control packet. We use it to add custom cliffwalking to GM mode until actual usecases will be known.
UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable
UNIT_FLAG_CLIENT_CONTROL_LOST = 0x00000004, // Generic unspecified loss of control initiated by server script, movement checks disabled, paired with loss of client control packet.
UNIT_FLAG_PLAYER_CONTROLLED = 0x00000008, // players, pets, totems, guardians, companions, charms, any units associated with players
UNIT_FLAG_PET_RENAME = 0x00000010, // Old pet rename: moved to UNIT_FIELD_BYTES_2,2 in TBC+
UNIT_FLAG_PET_ABANDON = 0x00000020, // Old pet abandon: moved to UNIT_FIELD_BYTES_2,2 in TBC+
UNIT_FLAG_UNK_6 = 0x00000040,
UNIT_FLAG_IMMUNE_TO_PLAYER = 0x00000100, // Target is immune to players
UNIT_FLAG_IMMUNE_TO_NPC = 0x00000200, // Target is immune to Non-Player Characters
UNIT_FLAG_PVP = 0x00001000,
UNIT_FLAG_SILENCED = 0x00002000, // silenced, 2.1.1
UNIT_FLAG_PERSUADED = 0x00004000, // persuaded, 2.0.8
UNIT_FLAG_SWIMMING = 0x00008000, // controls water swimming animation - TODO: confirm whether dynamic or static
UNIT_FLAG_NON_ATTACKABLE_2 = 0x00010000, // removes attackable icon, if on yourself, cannot assist self but can cast TARGET_UNIT_CASTER spells - added by SPELL_AURA_MOD_UNATTACKABLE
UNIT_FLAG_PACIFIED = 0x00020000,
UNIT_FLAG_STUNNED = 0x00040000, // Unit is a subject to stun, turn and strafe movement disabled
UNIT_FLAG_IN_COMBAT = 0x00080000,
UNIT_FLAG_TAXI_FLIGHT = 0x00100000, // Unit is on taxi, paired with a duplicate loss of client control packet (likely a legacy serverside hack). Disables any spellcasts not allowed in taxi flight client-side.
UNIT_FLAG_CONFUSED = 0x00400000, // Unit is a subject to confused movement, movement checks disabled, paired with loss of client control packet.
UNIT_FLAG_FLEEING = 0x00800000, // Unit is a subject to fleeing movement, movement checks disabled, paired with loss of client control packet.
UNIT_FLAG_POSSESSED = 0x01000000, // Unit is under remote control by another unit, movement checks disabled, paired with loss of client control packet. New master is allowed to use melee attack and can't select this unit via mouse in the world (as if it was own character).
UNIT_FLAG_NOT_SELECTABLE = 0x02000000,
UNIT_FLAG_SKINNABLE = 0x04000000,
UNIT_FLAG_AURAS_VISIBLE = 0x08000000, // magic detect
UNIT_FLAG_SHEATHE = 0x40000000,
// UNIT_FLAG_UNK_31 = 0x80000000 // no affect in 1.12.1
// [-ZERO] TBC enumerations [?]
UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE
UNIT_FLAG_LOOTING = 0x00000400, // loot animation
UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8
UNIT_FLAG_DISARMED = 0x00200000, // disable melee spells casting..., "Required melee weapon" added to melee spells tooltip.
//[-ZERO] UNIT_FLAG_MOUNT = 0x08000000,
UNIT_FLAG_UNK_28 = 0x10000000,
UNIT_FLAG_UNK_29 = 0x20000000, // used in Feing Death spell
};
/// 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_VENDOR = 0x00000004, // 100%
UNIT_NPC_FLAG_FLIGHTMASTER = 0x00000008, // 100%
UNIT_NPC_FLAG_TRAINER = 0x00000010, // 100%
UNIT_NPC_FLAG_SPIRITHEALER = 0x00000020, // guessed
UNIT_NPC_FLAG_SPIRITGUIDE = 0x00000040, // guessed
UNIT_NPC_FLAG_INNKEEPER = 0x00000080, // 100%
UNIT_NPC_FLAG_BANKER = 0x00000100, // 100%
UNIT_NPC_FLAG_PETITIONER = 0x00000200, // 100% 0xC0000 = guild petitions
UNIT_NPC_FLAG_TABARDDESIGNER = 0x00000400, // 100%
UNIT_NPC_FLAG_BATTLEMASTER = 0x00000800, // 100%
UNIT_NPC_FLAG_AUCTIONEER = 0x00001000, // 100%
UNIT_NPC_FLAG_STABLEMASTER = 0x00002000, // 100%
UNIT_NPC_FLAG_REPAIR = 0x00004000, // 100%
UNIT_NPC_FLAG_OUTDOORPVP = 0x20000000, // custom flag for outdoor pvp creatures || Custom flag
};
// [-ZERO] Need check and update
// used in most movement packets (send and received)
enum MovementFlags
{
MOVEFLAG_NONE = 0x00000000,
MOVEFLAG_FORWARD = 0x00000001,
MOVEFLAG_BACKWARD = 0x00000002,
MOVEFLAG_STRAFE_LEFT = 0x00000004,
MOVEFLAG_STRAFE_RIGHT = 0x00000008,
MOVEFLAG_TURN_LEFT = 0x00000010,
MOVEFLAG_TURN_RIGHT = 0x00000020,
MOVEFLAG_PITCH_UP = 0x00000040,
MOVEFLAG_PITCH_DOWN = 0x00000080,
MOVEFLAG_WALK_MODE = 0x00000100, // Walking
MOVEFLAG_LEVITATING = 0x00000400,
MOVEFLAG_FLYING = 0x00000800, // [-ZERO] is it really need and correct value
MOVEFLAG_FALLING = 0x00002000,
MOVEFLAG_FALLINGFAR = 0x00004000,
MOVEFLAG_SWIMMING = 0x00200000, // appears with fly flag also
MOVEFLAG_SPLINE_ENABLED = 0x00400000, // [-ZERO] is it really need and correct value
MOVEFLAG_CAN_FLY = 0x00800000, // [-ZERO] is it really need and correct value
MOVEFLAG_FLYING_OLD = 0x01000000, // [-ZERO] is it really need and correct value
MOVEFLAG_ONTRANSPORT = 0x02000000, // Used for flying on some creatures
MOVEFLAG_SPLINE_ELEVATION = 0x04000000, // used for flight paths
MOVEFLAG_ROOT = 0x08000000, // used for flight paths
MOVEFLAG_WATERWALKING = 0x10000000, // prevent unit from falling through water
MOVEFLAG_SAFE_FALL = 0x20000000, // active rogue safe fall spell (passive)
MOVEFLAG_HOVER = 0x40000000,
MOVEFLAG_MASK_MOVING_FORWARD = MOVEFLAG_FORWARD | MOVEFLAG_STRAFE_LEFT | MOVEFLAG_STRAFE_RIGHT | MOVEFLAG_FALLING,
};
// flags that use in movement check for example at spell casting
MovementFlags const movementFlagsMask = MovementFlags(
MOVEFLAG_FORWARD | MOVEFLAG_BACKWARD | MOVEFLAG_STRAFE_LEFT | MOVEFLAG_STRAFE_RIGHT |
MOVEFLAG_PITCH_UP | MOVEFLAG_PITCH_DOWN | MOVEFLAG_FALLING |
MOVEFLAG_FALLINGFAR | MOVEFLAG_SPLINE_ELEVATION
);
MovementFlags const movementOrTurningFlagsMask = MovementFlags(
movementFlagsMask | MOVEFLAG_TURN_LEFT | MOVEFLAG_TURN_RIGHT
);
class MovementInfo
{
public:
MovementInfo() : moveFlags(MOVEFLAG_NONE), time(0),
t_time(0), s_pitch(0.0f), fallTime(0), u_unk1(0.0f) {}
// Read/Write methods
void Read(ByteBuffer& data);
void Write(ByteBuffer& data) const;
// Movement flags manipulations
void AddMovementFlag(MovementFlags f) { moveFlags |= f; }
void RemoveMovementFlag(MovementFlags f) { moveFlags &= ~f; }
bool HasMovementFlag(MovementFlags f) const { return (moveFlags & f) != 0; }
MovementFlags GetMovementFlags() const { return MovementFlags(moveFlags); }
void SetMovementFlags(MovementFlags f) { moveFlags = f; }
// Deduce speed type by current movement flags:
inline UnitMoveType GetSpeedType() { return GetSpeedType(MovementFlags(moveFlags)); }
static inline UnitMoveType GetSpeedType(MovementFlags f)
{
if (f & MOVEFLAG_SWIMMING)
return (f & MOVEFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_SWIM);
else if (f & MOVEFLAG_WALK_MODE)
return MOVE_WALK;
else if (f & MOVEFLAG_BACKWARD)
return MOVE_RUN_BACK;
return MOVE_RUN;
}
// Position manipulations
Position const* GetPos() const { return &pos; }
void SetTransportData(ObjectGuid guid, float x, float y, float z, float o, uint32 time)
{
t_guid = guid;
t_pos.x = x;
t_pos.y = y;
t_pos.z = z;
t_pos.o = o;
t_time = time;
}
void ClearTransportData()
{
t_guid = ObjectGuid();
t_pos.x = 0.0f;
t_pos.y = 0.0f;
t_pos.z = 0.0f;
t_pos.o = 0.0f;
t_time = 0;
}
ObjectGuid const& GetTransportGuid() const { return t_guid; }
Position const* GetTransportPos() const { return &t_pos; }
uint32 GetTransportTime() const { return t_time; }
uint32 GetFallTime() const { return fallTime; }
void ChangeOrientation(float o) { pos.o = o; }
void ChangePosition(float x, float y, float z, float o) { pos.x = x; pos.y = y; pos.z = z; pos.o = o; }
void UpdateTime(uint32 _time) { time = _time; }
uint32 GetTime() const { return time; }
struct JumpInfo
{
JumpInfo() : velocity(0.f), sinAngle(0.f), cosAngle(0.f), xyspeed(0.f) {}
float velocity, sinAngle, cosAngle, xyspeed;
};
JumpInfo const& GetJumpInfo() const { return jump; }
private:
// common
uint32 moveFlags; // see enum MovementFlags
uint32 time;
Position pos;
// transport
ObjectGuid t_guid;
Position t_pos;
uint32 t_time;
// swimming and unknown
float s_pitch;
// last fall time
uint32 fallTime;
// jumping
JumpInfo jump;
// spline
float u_unk1;
};
inline ByteBuffer& operator<< (ByteBuffer& buf, MovementInfo const& mi)
{
mi.Write(buf);
return buf;
}
inline ByteBuffer& operator>> (ByteBuffer& buf, MovementInfo& mi)
{
mi.Read(buf);
return buf;
}
namespace Movement
{
class MoveSpline;
}
/**
* The different available diminishing return levels.
* \see DiminishingReturn
*/
enum DiminishingLevels
{
DIMINISHING_LEVEL_1 = 0, //< Won't make a difference to stun duration
DIMINISHING_LEVEL_2 = 1, //< Reduces stun time by 50%
DIMINISHING_LEVEL_3 = 2, //< Reduces stun time by 75%
DIMINISHING_LEVEL_IMMUNE = 3 //< The target is immune to the DiminishingGrouop
};
/**
* Structure to keep track of diminishing returns, for more information
* about the idea behind diminishing returns, see: http://www.wowwiki.com/Diminishing_returns
* \see Unit::GetDiminishing
* \see Unit::IncrDiminishing
* \see Unit::ApplyDiminishingToDuration
* \see Unit::ApplyDiminishingAura
*/
struct DiminishingReturn
{
DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count)
: DRGroup(group), stack(0), hitTime(t), hitCount(count)
{}
/**
* Group that this diminishing return will affect
*/
DiminishingGroup DRGroup: 16;
/**
* Seems to be how many times this has been stacked, modified in
* Unit::ApplyDiminishingAura
*/
uint16 stack: 16;
/**
* Records at what time the last hit with this DiminishingGroup was done, if it's
* higher than 15 seconds (ie: 15 000 ms) the DiminishingReturn::hitCount will be reset
* to DiminishingLevels::DIMINISHING_LEVEL_1, which will do no difference to the duration
* of the stun etc.
*/
uint32 hitTime;
/**
* Records how many times a spell of this DiminishingGroup has hit, this in turn
* decides how how long the duration of the stun etc is.
*/
uint32 hitCount;
};
// At least some values expected fixed and used in auras field, other custom
enum MeleeHitOutcome
{
MELEE_HIT_EVADE = 0,
MELEE_HIT_MISS = 1,
MELEE_HIT_DODGE = 2, // used as misc in SPELL_AURA_IGNORE_COMBAT_RESULT
MELEE_HIT_BLOCK = 3, // used as misc in SPELL_AURA_IGNORE_COMBAT_RESULT
MELEE_HIT_PARRY = 4, // used as misc in SPELL_AURA_IGNORE_COMBAT_RESULT
MELEE_HIT_GLANCING = 5,
MELEE_HIT_CRIT = 6,
MELEE_HIT_CRUSHING = 7,
MELEE_HIT_NORMAL = 8,
MELEE_HIT_BLOCK_CRIT = 9,
};
enum UnitCombatDieSide
{
UNIT_COMBAT_DIE_MISS,
UNIT_COMBAT_DIE_RESIST,
UNIT_COMBAT_DIE_DODGE,
UNIT_COMBAT_DIE_PARRY,
UNIT_COMBAT_DIE_DEFLECT,
UNIT_COMBAT_DIE_BLOCK,
UNIT_COMBAT_DIE_GLANCE,
UNIT_COMBAT_DIE_CRIT,
UNIT_COMBAT_DIE_CRUSH,
UNIT_COMBAT_DIE_HIT,
};
#define NUM_UNIT_COMBAT_DIE_SIDES (UNIT_COMBAT_DIE_HIT + 1)
// A little helper func for a nice attack table debug output
inline const char* UnitCombatDieSideText(UnitCombatDieSide side)
{
switch (side)
{
case UNIT_COMBAT_DIE_MISS: return "MISS";
case UNIT_COMBAT_DIE_RESIST: return "RESIST";
case UNIT_COMBAT_DIE_DODGE: return "DODGE";
case UNIT_COMBAT_DIE_PARRY: return "PARRY";
case UNIT_COMBAT_DIE_DEFLECT: return "DEFLECT";
case UNIT_COMBAT_DIE_BLOCK: return "BLOCK";
case UNIT_COMBAT_DIE_GLANCE: return "GLANCE";
case UNIT_COMBAT_DIE_CRIT: return "CRIT";
case UNIT_COMBAT_DIE_CRUSH: return "CRUSH";
case UNIT_COMBAT_DIE_HIT: return "HIT";
}
return "INVALID";
}
struct CleanDamage
{
CleanDamage(uint32 _damage, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
damage(_damage), attackType(_attackType), hitOutCome(_hitOutCome) {}
uint32 damage; // only used for rage generation
WeaponAttackType attackType;
MeleeHitOutcome hitOutCome;
};
struct SubDamageInfo
{
SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL;
uint32 damage = 0;
uint32 absorb = 0;
int32 resist = 0;
};
// Struct for use in Unit::CalculateMeleeDamage
// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
struct CalcDamageInfo
{
Unit* attacker; // Attacker
Unit* target; // Target for damage
uint32 totalDamage;
SubDamageInfo subDamage[MAX_ITEM_PROTO_DAMAGES];
uint32 blocked_amount;
uint32 HitInfo;
uint32 TargetState;
// Helper
WeaponAttackType attackType; //
uint32 procAttacker;
uint32 procVictim;
uint32 procEx;
uint32 cleanDamage; // Used only for rage calculation
MeleeHitOutcome hitOutCome; // TODO: remove this field (need use TargetState)
};
// Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode
struct SpellNonMeleeDamage
{
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, uint32 _SpellID, SpellSchools _school)
: target(_target), attacker(_attacker), SpellID(_SpellID), damage(0), school(_school),
absorb(0), resist(0), periodicLog(false), unused(false), blocked(0), HitInfo(0)
{}
Unit* target;
Unit* attacker;
uint32 SpellID;
uint32 damage;
SpellSchools school;
uint32 absorb;
int32 resist;
bool periodicLog;
bool unused;
uint32 blocked;
uint32 HitInfo;
};
struct SpellPeriodicAuraLogInfo
{
SpellPeriodicAuraLogInfo(Aura* _aura, uint32 _damage, uint32 _absorb, int32 _resist, float _multiplier)
: aura(_aura), damage(_damage), absorb(_absorb), resist(_resist), multiplier(_multiplier) {}
Aura* aura;
uint32 damage;
uint32 absorb;
int32 resist;
float multiplier;
};
uint32 createProcExtendMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
struct CombatData
{
public:
CombatData(Unit* owner) : threatManager(ThreatManager(owner)), hostileRefManager(HostileRefManager(owner)) {};
// Manage all Units threatening us
ThreatManager threatManager;
// Manage all Units that are threatened by us
HostileRefManager hostileRefManager;
};
enum SpellAuraProcResult
{
SPELL_AURA_PROC_OK = 0, // proc was processed, will remove charges
SPELL_AURA_PROC_FAILED = 1, // proc failed - if at least one aura failed the proc, charges won't be taken
SPELL_AURA_PROC_CANT_TRIGGER = 2 // aura can't trigger - skip charges taking, move to next aura if exists
};
// Unit* victim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const* procSpell, bool dontTriggerSpecial
// External struct for passing on data
struct ProcSystemArguments
{
Unit* attacker;
Unit* victim;
uint32 procFlagsAttacker;
uint32 procFlagsVictim;
uint32 procExtra;
uint32 damage; // contains full heal or full damage
SpellEntry const* procSpell;
WeaponAttackType attType;
Spell* spell;
// Healing specific information
uint32 healthGain;
explicit ProcSystemArguments(Unit* victim, uint32 procFlagsAttacker, uint32 procFlagsVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType = BASE_ATTACK,
SpellEntry const* procSpell = nullptr, Spell* spell = nullptr, uint32 healthGain = 0) : attacker(nullptr), victim(victim), procFlagsAttacker(procFlagsAttacker), procFlagsVictim(procFlagsVictim), procExtra(procExtra), damage(amount),
procSpell(procSpell), attType(attType), spell(spell), healthGain(healthGain)
{
}
};
// Internal struct for passing data to execution
struct ProcExecutionData
{
bool isVictim;
Unit* attacker;
Unit* victim;
uint32 procFlags;
uint32 procExtra;
WeaponAttackType attType;
uint32 damage; // contains full heal or full damage
SpellEntry const* procSpell;
Spell* spell;
// Healing specific information
uint32 healthGain;
Aura* triggeredByAura;
uint32 cooldown;
ProcExecutionData(ProcSystemArguments& data, bool isVictim);
};
typedef SpellAuraProcResult(Unit::*pAuraProcHandler)(ProcExecutionData& data);
extern pAuraProcHandler AuraProcHandler[TOTAL_AURAS];
enum CurrentSpellTypes
{
CURRENT_MELEE_SPELL = 0,
CURRENT_GENERIC_SPELL = 1,
CURRENT_AUTOREPEAT_SPELL = 2,
CURRENT_CHANNELED_SPELL = 3
};
#define CURRENT_FIRST_NON_MELEE_SPELL 1
#define CURRENT_MAX_SPELL 4
#define INVISIBILITY_MAX 32
enum ActiveStates
{
ACT_PASSIVE = 0x01, // 0x01 - passive
ACT_DISABLED = 0x81, // 0x80 - castable
ACT_ENABLED = 0xC1, // 0x40 | 0x80 - auto cast + castable
ACT_COMMAND = 0x07, // 0x01 | 0x02 | 0x04
ACT_REACTION = 0x06, // 0x02 | 0x04
ACT_DECIDE = 0x00 // custom
};
enum CommandStates
{
COMMAND_STAY = 0,
COMMAND_FOLLOW = 1,
COMMAND_ATTACK = 2,
COMMAND_DISMISS = 3
};
#define UNIT_ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define UNIT_ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAX_UNIT_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)
#define MAKE_UNIT_ACTION_BUTTON(A,T) (uint32(A) | (uint32(T) << 24))
struct UnitActionBarEntry
{
UnitActionBarEntry() : packedData(uint32(ACT_DISABLED) << 24) {}
uint32 packedData;
// helper
ActiveStates GetType() const { return ActiveStates(UNIT_ACTION_BUTTON_TYPE(packedData)); }
uint32 GetAction() const { return UNIT_ACTION_BUTTON_ACTION(packedData); }
bool IsActionBarForSpell() const
{
ActiveStates Type = GetType();
return Type == ACT_DISABLED || Type == ACT_ENABLED || Type == ACT_PASSIVE;
}
void SetActionAndType(uint32 action, ActiveStates type)