AzerothCore 3.3.5a
OpenSource WoW Emulator
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Unit.cpp File Reference
#include "Unit.h"
#include "AbstractFollower.h"
#include "AreaDefines.h"
#include "ArenaSpectator.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "CellImpl.h"
#include "CharacterCache.h"
#include "CharmInfo.h"
#include "Chat.h"
#include "ChatPackets.h"
#include "ChatTextBuilder.h"
#include "CombatPackets.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "Creature.h"
#include "CreatureAIImpl.h"
#include "CreatureGroups.h"
#include "DisableMgr.h"
#include "DynamicVisibility.h"
#include "Errors.h"
#include "GameObjectAI.h"
#include "GameTime.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "Log.h"
#include "MapMgr.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include "MovementGenerator.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvP.h"
#include "PassiveAI.h"
#include "Pet.h"
#include "PetAI.h"
#include "PetPackets.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "Spell.h"
#include "SpellAuraDefines.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "TotemAI.h"
#include "Transport.h"
#include "UpdateFieldFlags.h"
#include "UpdateFields.h"
#include "Util.h"
#include "Vehicle.h"
#include "World.h"
#include "WorldPacket.h"
#include <algorithm>
#include <cmath>
#include <limits>

Go to the source code of this file.

Classes

class  SplineHandler
 
class  spellIdImmunityPredicate
 
class  AuraMunchingQueue
 

Functions

void createProcFlags (SpellInfo const *spellInfo, WeaponAttackType attackType, bool positive, uint32 &procAttacker, uint32 &procVictim)
 
void ApplyPercentModFloatVar (float &var, float val, bool apply)
 

Variables

float baseMoveSpeed [MAX_MOVE_TYPE]
 
float playerBaseMoveSpeed [MAX_MOVE_TYPE]
 

Function Documentation

◆ ApplyPercentModFloatVar()

void ApplyPercentModFloatVar ( float &  var,
float  val,
bool  apply 
)
13060{
13061 var *= (apply ? (100.0f + val) / 100.0f : 100.0f / (100.0f + val));
13062}
void apply(T *val)
Definition ByteConverter.h:40

Referenced by Unit::ApplyAttackTimePercentMod(), and Unit::ApplyCastTimePercentMod().

◆ createProcFlags()

void createProcFlags ( SpellInfo const *  spellInfo,
WeaponAttackType  attackType,
bool  positive,
uint32 &  procAttacker,
uint32 &  procVictim 
)
12300{
12301 if (spellInfo)
12302 {
12303 switch (spellInfo->DmgClass)
12304 {
12306 if (positive)
12307 {
12310 }
12311 else
12312 {
12315 }
12316 break;
12318 if (positive)
12319 {
12322 }
12323 else
12324 {
12327 }
12328 break;
12331 if (attackType == OFF_ATTACK)
12332 procAttacker |= PROC_FLAG_DONE_OFFHAND_ATTACK;
12333 else
12334 procAttacker |= PROC_FLAG_DONE_MAINHAND_ATTACK;
12336 break;
12338 // Auto attack
12339 if (spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT))
12340 {
12341 procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK;
12343 }
12344 else // Ranged spell attack
12345 {
12348 }
12349 break;
12350 default:
12351 if (spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON &&
12352 spellInfo->EquippedItemSubClassMask & (1 << ITEM_SUBCLASS_WEAPON_WAND)
12353 && spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT)) // Wands auto attack
12354 {
12355 procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK;
12357 }
12358 break;
12359 }
12360 }
12361 else if (attackType == BASE_ATTACK)
12362 {
12365 }
12366 else if (attackType == OFF_ATTACK)
12367 {
12370 }
12371}
@ ITEM_SUBCLASS_WEAPON_WAND
Definition ItemTemplate.h:363
@ ITEM_CLASS_WEAPON
Definition ItemTemplate.h:293
@ SPELL_ATTR2_AUTO_REPEAT
Definition SharedDefines.h:449
@ SPELL_DAMAGE_CLASS_RANGED
Definition SharedDefines.h:1552
@ SPELL_DAMAGE_CLASS_MAGIC
Definition SharedDefines.h:1550
@ SPELL_DAMAGE_CLASS_NONE
Definition SharedDefines.h:1549
@ SPELL_DAMAGE_CLASS_MELEE
Definition SharedDefines.h:1551
@ PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS
Definition SpellMgr.h:122
@ PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS
Definition SpellMgr.h:131
@ PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK
Definition SpellMgr.h:120
@ PROC_FLAG_DONE_MELEE_AUTO_ATTACK
Definition SpellMgr.h:113
@ PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS
Definition SpellMgr.h:125
@ PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS
Definition SpellMgr.h:116
@ PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG
Definition SpellMgr.h:135
@ PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS
Definition SpellMgr.h:123
@ PROC_FLAG_DONE_MAINHAND_ATTACK
Definition SpellMgr.h:143
@ PROC_FLAG_DONE_RANGED_AUTO_ATTACK
Definition SpellMgr.h:119
@ PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG
Definition SpellMgr.h:129
@ PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG
Definition SpellMgr.h:128
@ PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS
Definition SpellMgr.h:132
@ PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK
Definition SpellMgr.h:114
@ PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS
Definition SpellMgr.h:126
@ PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS
Definition SpellMgr.h:117
@ PROC_FLAG_DONE_OFFHAND_ATTACK
Definition SpellMgr.h:144
@ PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG
Definition SpellMgr.h:134
@ OFF_ATTACK
Definition Unit.h:217
@ BASE_ATTACK
Definition Unit.h:216

References BASE_ATTACK, SpellInfo::DmgClass, SpellInfo::EquippedItemClass, SpellInfo::EquippedItemSubClassMask, SpellInfo::HasAttribute(), ITEM_CLASS_WEAPON, ITEM_SUBCLASS_WEAPON_WAND, OFF_ATTACK, PROC_FLAG_DONE_MAINHAND_ATTACK, PROC_FLAG_DONE_MELEE_AUTO_ATTACK, PROC_FLAG_DONE_OFFHAND_ATTACK, PROC_FLAG_DONE_RANGED_AUTO_ATTACK, PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG, PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS, PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS, PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG, PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS, PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS, PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK, PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK, PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG, PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS, PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS, PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG, PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS, PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS, SPELL_ATTR2_AUTO_REPEAT, SPELL_DAMAGE_CLASS_MAGIC, SPELL_DAMAGE_CLASS_MELEE, SPELL_DAMAGE_CLASS_NONE, and SPELL_DAMAGE_CLASS_RANGED.

Referenced by Unit::CalcAbsorbResist().

Variable Documentation

◆ baseMoveSpeed

float baseMoveSpeed[MAX_MOVE_TYPE]
Initial value:
=
{
2.5f,
7.0f,
4.5f,
4.722222f,
2.5f,
3.141594f,
7.0f,
4.5f,
3.14f
}
81{
82 2.5f, // MOVE_WALK
83 7.0f, // MOVE_RUN
84 4.5f, // MOVE_RUN_BACK
85 4.722222f, // MOVE_SWIM
86 2.5f, // MOVE_SWIM_BACK
87 3.141594f, // MOVE_TURN_RATE
88 7.0f, // MOVE_FLIGHT
89 4.5f, // MOVE_FLIGHT_BACK
90 3.14f // MOVE_PITCH_RATE
91};

Referenced by Spell::CalculateJumpSpeeds(), Unit::GetSpeed(), World::LoadConfigSettings(), and Unit::UpdateSpeed().

◆ playerBaseMoveSpeed

float playerBaseMoveSpeed[MAX_MOVE_TYPE]
Initial value:
=
{
2.5f,
7.0f,
4.5f,
4.722222f,
2.5f,
3.141594f,
7.0f,
4.5f,
3.14f
}
94{
95 2.5f, // MOVE_WALK
96 7.0f, // MOVE_RUN
97 4.5f, // MOVE_RUN_BACK
98 4.722222f, // MOVE_SWIM
99 2.5f, // MOVE_SWIM_BACK
100 3.141594f, // MOVE_TURN_RATE
101 7.0f, // MOVE_FLIGHT
102 4.5f, // MOVE_FLIGHT_BACK
103 3.14f // MOVE_PITCH_RATE
104};

Referenced by Spell::CalculateJumpSpeeds(), Unit::GetSpeed(), World::LoadConfigSettings(), and Unit::UpdateSpeed().