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diff --git a/src/server/game/Creature.cpp b/src/server/game/Creature.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "Common.h"
+#include "Database/DatabaseEnv.h"
+#include "WorldPacket.h"
+#include "World.h"
+#include "ObjectMgr.h"
+#include "SpellMgr.h"
+#include "Creature.h"
+#include "QuestDef.h"
+#include "GossipDef.h"
+#include "Player.h"
+#include "PoolHandler.h"
+#include "Opcodes.h"
+#include "Log.h"
+#include "LootMgr.h"
+#include "MapManager.h"
+#include "CreatureAI.h"
+#include "CreatureAISelector.h"
+#include "Formulas.h"
+#include "WaypointMovementGenerator.h"
+#include "InstanceData.h"
+#include "BattleGroundMgr.h"
+#include "Util.h"
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+#include "CellImpl.h"
+#include "OutdoorPvPMgr.h"
+#include "GameEventMgr.h"
+#include "CreatureGroups.h"
+#include "Vehicle.h"
+#include "SpellAuraEffects.h"
+// apply implementation of the singletons
+#include "Policies/SingletonImp.h"
+
+TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
+{
+ TrainerSpellMap::const_iterator itr = spellList.find(spell_id);
+ if (itr != spellList.end())
+ return &itr->second;
+
+ return NULL;
+}
+
+bool VendorItemData::RemoveItem(uint32 item_id)
+{
+ bool found = false;
+ for (VendorItemList::iterator i = m_items.begin(); i != m_items.end();)
+ {
+ if ((*i)->item == item_id)
+ {
+ i = m_items.erase(i++);
+ found = true;
+ }
+ else
+ ++i;
+ }
+ return found;
+}
+
+VendorItem const* VendorItemData::FindItemCostPair(uint32 item_id, uint32 extendedCost) const
+{
+ for (VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i)
+ if((*i)->item == item_id && (*i)->ExtendedCost == extendedCost)
+ return *i;
+ return NULL;
+}
+
+uint32 CreatureInfo::GetRandomValidModelId() const
+{
+ uint8 c = 0;
+ uint32 modelIDs[4];
+
+ if (Modelid1) modelIDs[c++] = Modelid1;
+ if (Modelid2) modelIDs[c++] = Modelid2;
+ if (Modelid3) modelIDs[c++] = Modelid3;
+ if (Modelid4) modelIDs[c++] = Modelid4;
+
+ return ((c>0) ? modelIDs[urand(0,c-1)] : 0);
+}
+
+uint32 CreatureInfo::GetFirstValidModelId() const
+{
+ if (Modelid1) return Modelid1;
+ if (Modelid2) return Modelid2;
+ if (Modelid3) return Modelid3;
+ if (Modelid4) return Modelid4;
+ return 0;
+}
+
+bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
+{
+ if (Unit* victim = Unit::GetUnit(m_owner, m_victim))
+ {
+ while (!m_assistants.empty())
+ {
+ Creature* assistant = Unit::GetCreature(m_owner, *m_assistants.begin());
+ m_assistants.pop_front();
+
+ if (assistant && assistant->CanAssistTo(&m_owner, victim))
+ {
+ assistant->SetNoCallAssistance(true);
+ assistant->CombatStart(victim);
+ if (assistant->IsAIEnabled)
+ assistant->AI()->AttackStart(victim);
+ }
+ }
+ }
+ return true;
+}
+
+CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unitClass)
+{
+ return objmgr.GetCreatureBaseStats(level, unitClass);
+}
+
+bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
+{
+ m_owner.ForcedDespawn();
+ return true;
+}
+
+Creature::Creature() :
+Unit(),
+lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupGUID(0),
+m_lootMoney(0), m_lootRecipient(0),
+m_deathTimer(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f),
+m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0), m_AlreadyCallAssistance(false),
+m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
+m_creatureInfo(NULL), m_reactState(REACT_AGGRESSIVE), m_formation(NULL)
+, m_AlreadySearchedAssistance(false)
+, m_creatureData(NULL), m_PlayerDamageReq(0)
+{
+ m_regenTimer = CREATURE_REGEN_INTERVAL;
+ m_valuesCount = UNIT_END;
+
+ for (uint8 i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ m_spells[i] = 0;
+
+ m_CreatureSpellCooldowns.clear();
+ m_CreatureCategoryCooldowns.clear();
+ m_GlobalCooldown = 0;
+ DisableReputationGain = false;
+ //m_unit_movement_flags = MONSTER_MOVE_WALK;
+
+ m_SightDistance = sWorld.getConfig(CONFIG_SIGHT_MONSTER);
+ m_CombatDistance = 0;//MELEE_RANGE;
+
+ ResetLootMode(); // restore default loot mode
+}
+
+Creature::~Creature()
+{
+ m_vendorItemCounts.clear();
+
+ if (i_AI)
+ {
+ delete i_AI;
+ i_AI = NULL;
+ }
+
+ //if (m_uint32Values)
+ // sLog.outError("Deconstruct Creature Entry = %u", GetEntry());
+}
+
+void Creature::AddToWorld()
+{
+ ///- Register the creature for guid lookup
+ if (!IsInWorld())
+ {
+ if (m_zoneScript)
+ m_zoneScript->OnCreatureCreate(this, true);
+ ObjectAccessor::Instance().AddObject(this);
+ Unit::AddToWorld();
+ SearchFormation();
+ AIM_Initialize();
+ if (IsVehicle())
+ GetVehicleKit()->Install();
+ }
+}
+
+void Creature::RemoveFromWorld()
+{
+ if (IsInWorld())
+ {
+ if (m_zoneScript)
+ m_zoneScript->OnCreatureCreate(this, false);
+ if (m_formation)
+ formation_mgr.RemoveCreatureFromGroup(m_formation, this);
+ Unit::RemoveFromWorld();
+ ObjectAccessor::Instance().RemoveObject(this);
+ }
+}
+
+void Creature::DisappearAndDie()
+{
+ DestroyForNearbyPlayers();
+ //SetVisibility(VISIBILITY_OFF);
+ //ObjectAccessor::UpdateObjectVisibility(this);
+ if (isAlive())
+ setDeathState(JUST_DIED);
+ RemoveCorpse();
+}
+
+void Creature::SearchFormation()
+{
+ if (isSummon())
+ return;
+
+ uint32 lowguid = GetDBTableGUIDLow();
+ if (!lowguid)
+ return;
+
+ CreatureGroupInfoType::iterator frmdata = CreatureGroupMap.find(lowguid);
+ if (frmdata != CreatureGroupMap.end())
+ formation_mgr.AddCreatureToGroup(frmdata->second->leaderGUID, this);
+}
+
+void Creature::RemoveCorpse()
+{
+ if ((getDeathState() != CORPSE && !m_isDeadByDefault) || (getDeathState() != ALIVE && m_isDeadByDefault))
+ return;
+
+ m_deathTimer = 0;
+ setDeathState(DEAD);
+ UpdateObjectVisibility();
+ loot.clear();
+ uint32 respawnDelay = m_respawnDelay;
+ if (IsAIEnabled)
+ AI()->CorpseRemoved(respawnDelay);
+
+ m_respawnTime = time(NULL) + m_respawnDelay;
+
+ float x,y,z,o;
+ GetRespawnCoord(x, y, z, &o);
+ SetHomePosition(x,y,z,o);
+ GetMap()->CreatureRelocation(this,x,y,z,o);
+}
+
+/**
+ * change the entry of creature until respawn
+ */
+bool Creature::InitEntry(uint32 Entry, uint32 /*team*/, const CreatureData *data)
+{
+ CreatureInfo const *normalInfo = objmgr.GetCreatureTemplate(Entry);
+ if (!normalInfo)
+ {
+ sLog.outErrorDb("Creature::UpdateEntry creature entry %u does not exist.", Entry);
+ return false;
+ }
+
+ // get difficulty 1 mode entry
+ uint32 actualEntry = Entry;
+ CreatureInfo const *cinfo = normalInfo;
+ // TODO correctly implement spawnmodes for non-bg maps
+ for (uint32 diff = 0; diff < MAX_DIFFICULTY - 1; ++diff)
+ {
+ if (normalInfo->DifficultyEntry[diff])
+ {
+ // we already have valid Map pointer for current creature!
+ if (GetMap()->GetSpawnMode() > diff)
+ {
+ cinfo = objmgr.GetCreatureTemplate(normalInfo->DifficultyEntry[diff]);
+ if (!cinfo)
+ {
+ // maybe check such things already at startup
+ sLog.outErrorDb("Creature::UpdateEntry creature difficulty %u entry %u does not exist.", diff + 1, actualEntry);
+ return false;
+ }
+ }
+ }
+ }
+
+ SetEntry(Entry); // normal entry always
+ m_creatureInfo = cinfo; // map mode related always
+
+ // equal to player Race field, but creature does not have race
+ SetByteValue(UNIT_FIELD_BYTES_0, 0, 0);
+
+ // known valid are: CLASS_WARRIOR,CLASS_PALADIN,CLASS_ROGUE,CLASS_MAGE
+ SetByteValue(UNIT_FIELD_BYTES_0, 1, uint8(cinfo->unit_class));
+
+ // Cancel load if no model defined
+ if (!(cinfo->GetFirstValidModelId()))
+ {
+ sLog.outErrorDb("Creature (Entry: %u) has no model defined in table `creature_template`, can't load. ",Entry);
+ return false;
+ }
+
+ uint32 display_id = objmgr.ChooseDisplayId(0, GetCreatureInfo(), data);
+ CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(display_id);
+ if (!minfo) // Cancel load if no model defined
+ {
+ sLog.outErrorDb("Creature (Entry: %u) has no model defined in table `creature_template`, can't load. ",Entry);
+ return false;
+ }
+
+ display_id = minfo->modelid; // it can be different (for another gender)
+
+ SetDisplayId(display_id);
+ SetNativeDisplayId(display_id);
+ SetByteValue(UNIT_FIELD_BYTES_0, 2, minfo->gender);
+
+ // Load creature equipment
+ if (!data || data->equipmentId == 0)
+ { // use default from the template
+ LoadEquipment(cinfo->equipmentId);
+ }
+ else if (data && data->equipmentId != -1)
+ { // override, -1 means no equipment
+ LoadEquipment(data->equipmentId);
+ }
+
+ SetName(normalInfo->Name); // at normal entry always
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,minfo->bounding_radius);
+ SetFloatValue(UNIT_FIELD_COMBATREACH,minfo->combat_reach);
+
+ SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
+
+ SetSpeed(MOVE_WALK, cinfo->speed_walk);
+ SetSpeed(MOVE_RUN, cinfo->speed_run);
+ SetSpeed(MOVE_SWIM, 1.0f); // using 1.0 rate
+ SetSpeed(MOVE_FLIGHT, 1.0f); // using 1.0 rate
+
+ SetFloatValue(OBJECT_FIELD_SCALE_X, cinfo->scale);
+
+ // checked at loading
+ m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
+ if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
+ m_defaultMovementType = IDLE_MOTION_TYPE;
+
+ for (uint8 i=0; i < CREATURE_MAX_SPELLS; ++i)
+ m_spells[i] = GetCreatureInfo()->spells[i];
+
+ return true;
+}
+
+bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data)
+{
+ if (!InitEntry(Entry,team,data))
+ return false;
+
+ CreatureInfo const* cInfo = GetCreatureInfo();
+
+ m_regenHealth = cInfo->RegenHealth;
+
+ // creatures always have melee weapon ready if any
+ SetSheath(SHEATH_STATE_MELEE);
+
+ SelectLevel(GetCreatureInfo());
+ if (team == HORDE)
+ setFaction(cInfo->faction_H);
+ else
+ setFaction(cInfo->faction_A);
+
+ if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
+ SetUInt32Value(UNIT_NPC_FLAGS,cInfo->npcflag | gameeventmgr.GetNPCFlag(this));
+ else
+ SetUInt32Value(UNIT_NPC_FLAGS,cInfo->npcflag);
+
+ SetAttackTime(BASE_ATTACK, cInfo->baseattacktime);
+ SetAttackTime(OFF_ATTACK, cInfo->baseattacktime);
+ SetAttackTime(RANGED_ATTACK,cInfo->rangeattacktime);
+
+ SetUInt32Value(UNIT_FIELD_FLAGS,cInfo->unit_flags);
+ SetUInt32Value(UNIT_DYNAMIC_FLAGS,cInfo->dynamicflags);
+
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
+
+ SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool));
+ CreatureBaseStats const* stats = objmgr.GetCreatureBaseStats(getLevel(), cInfo->unit_class);
+ float armor = stats->GenerateArmor(cInfo); // TODO: Why is this treated as uint32 when it's a float?
+ SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, armor);
+ SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(cInfo->resistance1));
+ SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance2));
+ SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(cInfo->resistance3));
+ SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(cInfo->resistance4));
+ SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(cInfo->resistance5));
+ SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(cInfo->resistance6));
+
+ SetCanModifyStats(true);
+ UpdateAllStats();
+
+ // checked and error show at loading templates
+ if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction_A))
+ {
+ if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP)
+ SetPvP(true);
+ else
+ SetPvP(false);
+ }
+
+ // trigger creature is always not selectable and can not be attacked
+ if (isTrigger())
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
+
+ if (isTotem() || isTrigger()
+ || GetCreatureType() == CREATURE_TYPE_CRITTER)
+ SetReactState(REACT_PASSIVE);
+ /*else if (isCivilian())
+ SetReactState(REACT_DEFENSIVE);*/
+ else
+ SetReactState(REACT_AGGRESSIVE);
+
+ if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_NO_TAUNT)
+ {
+ ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
+ ApplySpellImmune(0, IMMUNITY_EFFECT,SPELL_EFFECT_ATTACK_ME, true);
+ }
+
+ // TODO: In fact monster move flags should be set - not movement flags.
+ if (cInfo->InhabitType & INHABIT_AIR)
+ AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE | MOVEMENTFLAG_FLYING);
+
+ if (cInfo->InhabitType & INHABIT_WATER)
+ AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+
+ return true;
+}
+
+void Creature::Update(uint32 diff)
+{
+ if (m_GlobalCooldown <= diff)
+ m_GlobalCooldown = 0;
+ else
+ m_GlobalCooldown -= diff;
+
+ switch(m_deathState)
+ {
+ case JUST_ALIVED:
+ // Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
+ sLog.outError("Creature (GUID: %u Entry: %u) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry());
+ break;
+ case JUST_DIED:
+ // Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
+ sLog.outError("Creature (GUID: %u Entry: %u) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry());
+ break;
+ case DEAD:
+ {
+ if (m_respawnTime <= time(NULL))
+ {
+ if (!GetLinkedCreatureRespawnTime()) // Can respawn
+ Respawn();
+ else // the master is dead
+ {
+ if (uint32 targetGuid = objmgr.GetLinkedRespawnGuid(m_DBTableGuid))
+ {
+ if (targetGuid == m_DBTableGuid) // if linking self, never respawn (check delayed to next day)
+ SetRespawnTime(DAY);
+ else
+ m_respawnTime = (time(NULL)>GetLinkedCreatureRespawnTime()? time(NULL):GetLinkedCreatureRespawnTime())+urand(5,MINUTE); // else copy time from master and add a little
+ SaveRespawnTime(); // also save to DB immediately
+ }
+ else
+ Respawn();
+ }
+ }
+ break;
+ }
+ case CORPSE:
+ {
+ if (m_isDeadByDefault)
+ break;
+
+ if (m_groupLootTimer && lootingGroupGUID)
+ {
+ // for delayed spells
+ m_Events.Update(diff);
+
+ if (m_groupLootTimer <= diff)
+ {
+ Group* group = objmgr.GetGroupByGUID(lootingGroupGUID);
+ if (group)
+ group->EndRoll(&loot);
+ m_groupLootTimer = 0;
+ lootingGroupGUID = 0;
+ }
+ else m_groupLootTimer -= diff;
+ }
+ else if (m_deathTimer <= diff)
+ {
+ RemoveCorpse();
+ DEBUG_LOG("Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
+ }
+ else
+ {
+ // for delayed spells
+ m_Events.Update(diff);
+ m_deathTimer -= diff;
+ }
+
+ break;
+ }
+ case ALIVE:
+ {
+ if (m_isDeadByDefault)
+ {
+ if (m_deathTimer <= diff)
+ {
+ RemoveCorpse();
+ DEBUG_LOG("Removing alive corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
+ }
+ else
+ {
+ m_deathTimer -= diff;
+ }
+ }
+
+ Unit::Update(diff);
+
+ // creature can be dead after Unit::Update call
+ // CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
+ if (!isAlive())
+ break;
+
+ // if creature is charmed, switch to charmed AI
+ if (NeedChangeAI)
+ {
+ UpdateCharmAI();
+ NeedChangeAI = false;
+ IsAIEnabled = true;
+ }
+
+ if (!IsInEvadeMode() && IsAIEnabled)
+ {
+ // do not allow the AI to be changed during update
+ m_AI_locked = true;
+ i_AI->UpdateAI(diff);
+ m_AI_locked = false;
+ }
+
+ // creature can be dead after UpdateAI call
+ // CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
+ if (!isAlive())
+ break;
+
+ if (m_regenTimer > 0)
+ {
+ if (diff >= m_regenTimer)
+ m_regenTimer = 0;
+ else
+ m_regenTimer -= diff;
+ }
+
+ if (m_regenTimer != 0)
+ break;
+
+ bool bIsPolymorphed = IsPolymorphed();
+ bool bInCombat = isInCombat() && (!getVictim() || // if isInCombat() is true and this has no victim
+ !getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player
+ !getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself()->isGameMaster()); // or the victim/owner/charmer is not a GameMaster
+
+ /*if (m_regenTimer <= diff)
+ {*/
+ if (!bInCombat || bIsPolymorphed) // regenerate health if not in combat or if polymorphed
+ RegenerateHealth();
+
+ if (getPowerType() == POWER_ENERGY)
+ {
+ if (!IsVehicle() || GetVehicleKit()->GetVehicleInfo()->m_powerType != POWER_PYRITE)
+ Regenerate(POWER_ENERGY);
+ }
+ else
+ RegenerateMana();
+
+ /*if (!bIsPolymorphed) // only increase the timer if not polymorphed
+ m_regenTimer += CREATURE_REGEN_INTERVAL - diff;
+ }
+ else
+ if (!bIsPolymorphed) // if polymorphed, skip the timer
+ m_regenTimer -= diff;*/
+ m_regenTimer = CREATURE_REGEN_INTERVAL;
+ break;
+ }
+ case DEAD_FALLING:
+ GetMotionMaster()->UpdateMotion(diff);
+ break;
+ default:
+ break;
+ }
+}
+
+void Creature::RegenerateMana()
+{
+ uint32 curValue = GetPower(POWER_MANA);
+ uint32 maxValue = GetMaxPower(POWER_MANA);
+
+ if (curValue >= maxValue)
+ return;
+
+ uint32 addvalue = 0;
+
+ // Combat and any controlled creature
+ if (isInCombat() || GetCharmerOrOwnerGUID())
+ {
+ if (!IsUnderLastManaUseEffect())
+ {
+ float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
+ float Spirit = GetStat(STAT_SPIRIT);
+
+ addvalue = uint32((Spirit/5.0f + 17.0f) * ManaIncreaseRate);
+ }
+ }
+ else
+ addvalue = maxValue/3;
+
+ // Apply modifiers (if any).
+ AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
+ if ((*i)->GetMiscValue() == POWER_MANA)
+ addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
+
+ addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) * CREATURE_REGEN_INTERVAL / (5 * IN_MILISECONDS);
+
+ ModifyPower(POWER_MANA, addvalue);
+}
+
+void Creature::RegenerateHealth()
+{
+ if (!isRegeneratingHealth())
+ return;
+
+ uint32 curValue = GetHealth();
+ uint32 maxValue = GetMaxHealth();
+
+ if (curValue >= maxValue)
+ return;
+
+ uint32 addvalue = 0;
+
+ // Not only pet, but any controlled creature
+ if (GetCharmerOrOwnerGUID())
+ {
+ float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
+ float Spirit = GetStat(STAT_SPIRIT);
+
+ if (GetPower(POWER_MANA) > 0)
+ addvalue = uint32(Spirit * 0.25 * HealthIncreaseRate);
+ else
+ addvalue = uint32(Spirit * 0.80 * HealthIncreaseRate);
+ }
+ else
+ addvalue = maxValue/3;
+
+ // Apply modifiers (if any).
+ AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
+ addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
+
+ addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * CREATURE_REGEN_INTERVAL / (5 * IN_MILISECONDS);
+
+ ModifyHealth(addvalue);
+}
+
+void Creature::DoFleeToGetAssistance()
+{
+ if (!getVictim())
+ return;
+
+ if (HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
+ return;
+
+ float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS);
+ if (radius >0)
+ {
+ Creature* pCreature = NULL;
+
+ CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+ Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this, getVictim(), radius);
+ Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck> searcher(this, pCreature, u_check);
+
+ TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
+
+ cell.Visit(p, grid_creature_searcher, *GetMap(), *this, radius);
+
+ SetNoSearchAssistance(true);
+ UpdateSpeed(MOVE_RUN, false);
+
+ if (!pCreature)
+ //SetFeared(true, getVictim()->GetGUID(), 0 ,sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY));
+ //TODO: use 31365
+ SetControlled(true, UNIT_STAT_FLEEING);
+ else
+ GetMotionMaster()->MoveSeekAssistance(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ());
+ }
+}
+
+bool Creature::AIM_Initialize(CreatureAI* ai)
+{
+ // make sure nothing can change the AI during AI update
+ if (m_AI_locked)
+ {
+ sLog.outDebug("AIM_Initialize: failed to init, locked.");
+ return false;
+ }
+
+ UnitAI *oldAI = i_AI;
+
+ Motion_Initialize();
+
+ i_AI = ai ? ai : FactorySelector::selectAI(this);
+ if (oldAI) delete oldAI;
+ IsAIEnabled = true;
+ i_AI->InitializeAI();
+ return true;
+}
+
+void Creature::Motion_Initialize()
+{
+ if (!m_formation)
+ i_motionMaster.Initialize();
+ else if (m_formation->getLeader() == this)
+ {
+ m_formation->FormationReset(false);
+ i_motionMaster.Initialize();
+ }
+ else if (m_formation->isFormed())
+ i_motionMaster.MoveIdle(MOTION_SLOT_IDLE); //wait the order of leader
+ else
+ i_motionMaster.Initialize();
+}
+
+bool Creature::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehId, uint32 team, float x, float y, float z, float ang, const CreatureData *data)
+{
+ ASSERT(map);
+ SetMap(map);
+ SetPhaseMask(phaseMask,false);
+
+ Relocate(x, y, z, ang);
+
+ if (!IsPositionValid())
+ {
+ sLog.outError("Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,Entry,x,y);
+ return false;
+ }
+
+ //oX = x; oY = y; dX = x; dY = y; m_moveTime = 0; m_startMove = 0;
+ const bool bResult = CreateFromProto(guidlow, Entry, vehId, team, data);
+
+ if (bResult)
+ {
+ switch (GetCreatureInfo()->rank)
+ {
+ case CREATURE_ELITE_RARE:
+ m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_RARE);
+ break;
+ case CREATURE_ELITE_ELITE:
+ m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_ELITE);
+ break;
+ case CREATURE_ELITE_RAREELITE:
+ m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_RAREELITE);
+ break;
+ case CREATURE_ELITE_WORLDBOSS:
+ m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_WORLDBOSS);
+ break;
+ default:
+ m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_NORMAL);
+ break;
+ }
+ LoadCreaturesAddon();
+ CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(GetNativeDisplayId());
+ if (minfo && !isTotem()) // Cancel load if no model defined or if totem
+ {
+ uint32 display_id = minfo->modelid; // it can be different (for another gender)
+
+ SetDisplayId(display_id);
+ SetNativeDisplayId(display_id);
+ SetByteValue(UNIT_FIELD_BYTES_0, 2, minfo->gender);
+ }
+
+ if (GetCreatureInfo()->InhabitType & INHABIT_AIR)
+ {
+ if (GetDefaultMovementType() == IDLE_MOTION_TYPE)
+ AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE);
+ else
+ SetFlying(true);
+ }
+
+ if (GetCreatureInfo()->InhabitType & INHABIT_WATER)
+ {
+ AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+ }
+ LastUsedScriptID = GetCreatureInfo()->ScriptID;
+ }
+
+ return bResult;
+}
+
+bool Creature::isCanTrainingOf(Player* pPlayer, bool msg) const
+{
+ if (!isTrainer())
+ return false;
+
+ TrainerSpellData const* trainer_spells = GetTrainerSpells();
+
+ if ((!trainer_spells || trainer_spells->spellList.empty()) && GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS)
+ {
+ sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_TRAINER but have empty trainer spell list.",
+ GetGUIDLow(),GetEntry());
+ return false;
+ }
+
+ switch(GetCreatureInfo()->trainer_type)
+ {
+ case TRAINER_TYPE_CLASS:
+ if (pPlayer->getClass() != GetCreatureInfo()->trainer_class)
+ {
+ if (msg)
+ {
+ pPlayer->PlayerTalkClass->ClearMenus();
+ switch(GetCreatureInfo()->trainer_class)
+ {
+ case CLASS_DRUID: pPlayer->PlayerTalkClass->SendGossipMenu(4913,GetGUID()); break;
+ case CLASS_HUNTER: pPlayer->PlayerTalkClass->SendGossipMenu(10090,GetGUID()); break;
+ case CLASS_MAGE: pPlayer->PlayerTalkClass->SendGossipMenu(328,GetGUID()); break;
+ case CLASS_PALADIN:pPlayer->PlayerTalkClass->SendGossipMenu(1635,GetGUID()); break;
+ case CLASS_PRIEST: pPlayer->PlayerTalkClass->SendGossipMenu(4436,GetGUID()); break;
+ case CLASS_ROGUE: pPlayer->PlayerTalkClass->SendGossipMenu(4797,GetGUID()); break;
+ case CLASS_SHAMAN: pPlayer->PlayerTalkClass->SendGossipMenu(5003,GetGUID()); break;
+ case CLASS_WARLOCK:pPlayer->PlayerTalkClass->SendGossipMenu(5836,GetGUID()); break;
+ case CLASS_WARRIOR:pPlayer->PlayerTalkClass->SendGossipMenu(4985,GetGUID()); break;
+ }
+ }
+ return false;
+ }
+ break;
+ case TRAINER_TYPE_PETS:
+ if (pPlayer->getClass() != CLASS_HUNTER)
+ {
+ pPlayer->PlayerTalkClass->ClearMenus();
+ pPlayer->PlayerTalkClass->SendGossipMenu(3620,GetGUID());
+ return false;
+ }
+ break;
+ case TRAINER_TYPE_MOUNTS:
+ if (GetCreatureInfo()->trainer_race && pPlayer->getRace() != GetCreatureInfo()->trainer_race)
+ {
+ if (msg)
+ {
+ pPlayer->PlayerTalkClass->ClearMenus();
+ switch(GetCreatureInfo()->trainer_class)
+ {
+ case RACE_DWARF: pPlayer->PlayerTalkClass->SendGossipMenu(5865,GetGUID()); break;
+ case RACE_GNOME: pPlayer->PlayerTalkClass->SendGossipMenu(4881,GetGUID()); break;
+ case RACE_HUMAN: pPlayer->PlayerTalkClass->SendGossipMenu(5861,GetGUID()); break;
+ case RACE_NIGHTELF: pPlayer->PlayerTalkClass->SendGossipMenu(5862,GetGUID()); break;
+ case RACE_ORC: pPlayer->PlayerTalkClass->SendGossipMenu(5863,GetGUID()); break;
+ case RACE_TAUREN: pPlayer->PlayerTalkClass->SendGossipMenu(5864,GetGUID()); break;
+ case RACE_TROLL: pPlayer->PlayerTalkClass->SendGossipMenu(5816,GetGUID()); break;
+ case RACE_UNDEAD_PLAYER:pPlayer->PlayerTalkClass->SendGossipMenu(624,GetGUID()); break;
+ case RACE_BLOODELF: pPlayer->PlayerTalkClass->SendGossipMenu(5862,GetGUID()); break;
+ case RACE_DRAENEI: pPlayer->PlayerTalkClass->SendGossipMenu(5864,GetGUID()); break;
+ }
+ }
+ return false;
+ }
+ break;
+ case TRAINER_TYPE_TRADESKILLS:
+ if (GetCreatureInfo()->trainer_spell && !pPlayer->HasSpell(GetCreatureInfo()->trainer_spell))
+ {
+ if (msg)
+ {
+ pPlayer->PlayerTalkClass->ClearMenus();
+ pPlayer->PlayerTalkClass->SendGossipMenu(11031,GetGUID());
+ }
+ return false;
+ }
+ break;
+ default:
+ return false; // checked and error output at creature_template loading
+ }
+ return true;
+}
+
+bool Creature::isCanInteractWithBattleMaster(Player* pPlayer, bool msg) const
+{
+ if (!isBattleMaster())
+ return false;
+
+ BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry());
+ if (!msg)
+ return pPlayer->GetBGAccessByLevel(bgTypeId);
+
+ if (!pPlayer->GetBGAccessByLevel(bgTypeId))
+ {
+ pPlayer->PlayerTalkClass->ClearMenus();
+ switch(bgTypeId)
+ {
+ case BATTLEGROUND_AV: pPlayer->PlayerTalkClass->SendGossipMenu(7616,GetGUID()); break;
+ case BATTLEGROUND_WS: pPlayer->PlayerTalkClass->SendGossipMenu(7599,GetGUID()); break;
+ case BATTLEGROUND_AB: pPlayer->PlayerTalkClass->SendGossipMenu(7642,GetGUID()); break;
+ case BATTLEGROUND_EY:
+ case BATTLEGROUND_NA:
+ case BATTLEGROUND_BE:
+ case BATTLEGROUND_AA:
+ case BATTLEGROUND_RL:
+ case BATTLEGROUND_SA:
+ case BATTLEGROUND_DS:
+ case BATTLEGROUND_RV: pPlayer->PlayerTalkClass->SendGossipMenu(10024,GetGUID()); break;
+ default: break;
+ }
+ return false;
+ }
+ return true;
+}
+
+bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
+{
+ return pPlayer->getLevel() >= 10
+ && GetCreatureInfo()->trainer_type == TRAINER_TYPE_CLASS
+ && pPlayer->getClass() == GetCreatureInfo()->trainer_class;
+}
+
+void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 /*MovementFlags*/, uint8 /*type*/)
+{
+ /* uint32 timeElap = getMSTime();
+ if ((timeElap - m_startMove) < m_moveTime)
+ {
+ oX = (dX - oX) * ((timeElap - m_startMove) / m_moveTime);
+ oY = (dY - oY) * ((timeElap - m_startMove) / m_moveTime);
+ }
+ else
+ {
+ oX = dX;
+ oY = dY;
+ }
+
+ dX = x;
+ dY = y;
+ m_orientation = atan2((oY - dY), (oX - dX));
+
+ m_startMove = getMSTime();
+ m_moveTime = time;*/
+ SendMonsterMove(x, y, z, time);
+}
+
+Player *Creature::GetLootRecipient() const
+{
+ if (!m_lootRecipient) return NULL;
+ else return ObjectAccessor::FindPlayer(m_lootRecipient);
+}
+
+void Creature::SetLootRecipient(Unit *unit)
+{
+ // set the player whose group should receive the right
+ // to loot the creature after it dies
+ // should be set to NULL after the loot disappears
+
+ if (!unit)
+ {
+ m_lootRecipient = 0;
+ RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE|UNIT_DYNFLAG_TAPPED);
+ return;
+ }
+
+ Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
+ if (!player) // normal creature, no player involved
+ return;
+
+ m_lootRecipient = player->GetGUID();
+ SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED);
+}
+
+// return true if this creature is tapped by the player or by a member of his group.
+bool Creature::isTappedBy(Player *player) const
+{
+ if (player->GetGUID() == m_lootRecipient)
+ return true;
+
+ Player* recipient = GetLootRecipient();
+ if (!recipient)
+ return false; // recipient exist but is offline. can't check any further.
+
+ Group* recipientGroup = recipient->GetGroup();
+ if (!recipientGroup)
+ return (player == recipient);
+
+ Group* playerGroup = player->GetGroup();
+ if (!playerGroup || playerGroup != recipientGroup)
+ return false;
+
+ return true;
+}
+
+void Creature::SaveToDB()
+{
+ // this should only be used when the creature has already been loaded
+ // preferably after adding to map, because mapid may not be valid otherwise
+ CreatureData const *data = objmgr.GetCreatureData(m_DBTableGuid);
+ if (!data)
+ {
+ sLog.outError("Creature::SaveToDB failed, cannot get creature data!");
+ return;
+ }
+
+ SaveToDB(GetMapId(), data->spawnMask,GetPhaseMask());
+}
+
+void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
+{
+ // update in loaded data
+ if (!m_DBTableGuid)
+ m_DBTableGuid = GetGUIDLow();
+ CreatureData& data = objmgr.NewOrExistCreatureData(m_DBTableGuid);
+
+ uint32 displayId = GetNativeDisplayId();
+
+ // check if it's a custom model and if not, use 0 for displayId
+ CreatureInfo const *cinfo = GetCreatureInfo();
+ if (cinfo)
+ {
+ if (displayId == cinfo->Modelid1 || displayId == cinfo->Modelid2 ||
+ displayId == cinfo->Modelid3 || displayId == cinfo->Modelid4)
+ displayId = 0;
+ }
+
+ // data->guid = guid don't must be update at save
+ data.id = GetEntry();
+ data.mapid = mapid;
+ data.phaseMask = phaseMask;
+ data.displayid = displayId;
+ data.equipmentId = GetEquipmentId();
+ data.posX = GetPositionX();
+ data.posY = GetPositionY();
+ data.posZ = GetPositionZ();
+ data.orientation = GetOrientation();
+ data.spawntimesecs = m_respawnDelay;
+ // prevent add data integrity problems
+ data.spawndist = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0 : m_respawnradius;
+ data.currentwaypoint = 0;
+ data.curhealth = GetHealth();
+ data.curmana = GetPower(POWER_MANA);
+ data.is_dead = m_isDeadByDefault;
+ // prevent add data integrity problems
+ data.movementType = !m_respawnradius && GetDefaultMovementType() == RANDOM_MOTION_TYPE
+ ? IDLE_MOTION_TYPE : GetDefaultMovementType();
+ data.spawnMask = spawnMask;
+
+ // updated in DB
+ WorldDatabase.BeginTransaction();
+
+ WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid = '%u'", m_DBTableGuid);
+
+ std::ostringstream ss;
+ ss << "INSERT INTO creature VALUES ("
+ << m_DBTableGuid << ","
+ << GetEntry() << ","
+ << mapid <<","
+ << uint32(spawnMask) << "," // cast to prevent save as symbol
+ << uint16(GetPhaseMask()) << "," // prevent out of range error
+ << displayId <<","
+ << GetEquipmentId() <<","
+ << GetPositionX() << ","
+ << GetPositionY() << ","
+ << GetPositionZ() << ","
+ << GetOrientation() << ","
+ << m_respawnDelay << "," //respawn time
+ << (float) m_respawnradius << "," //spawn distance (float)
+ << (uint32) (0) << "," //currentwaypoint
+ << GetHealth() << "," //curhealth
+ << GetPower(POWER_MANA) << "," //curmana
+ << (m_isDeadByDefault ? 1 : 0) << "," //is_dead
+ << GetDefaultMovementType() << ")"; //default movement generator type
+
+ WorldDatabase.PExecuteLog(ss.str().c_str());
+
+ WorldDatabase.CommitTransaction();
+}
+
+void Creature::SelectLevel(const CreatureInfo *cinfo)
+{
+ uint32 rank = isPet()? 0 : cinfo->rank;
+
+ // level
+ uint8 minlevel = std::min(cinfo->maxlevel, cinfo->minlevel);
+ uint8 maxlevel = std::max(cinfo->maxlevel, cinfo->minlevel);
+ uint8 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel);
+ SetLevel(level);
+
+ CreatureBaseStats const* stats = objmgr.GetCreatureBaseStats(level, cinfo->unit_class);
+
+ // health
+ float healthmod = _GetHealthMod(rank);
+
+ uint32 basehp = stats->GenerateHealth(cinfo);
+ uint32 health = uint32(basehp * healthmod);
+
+ SetCreateHealth(health);
+ SetMaxHealth(health);
+ SetHealth(health);
+ ResetPlayerDamageReq();
+
+ // mana
+ uint32 mana = stats->GenerateMana(cinfo);
+
+ SetCreateMana(mana);
+ SetMaxPower(POWER_MANA, mana); //MAX Mana
+ SetPower(POWER_MANA, mana);
+
+ // TODO: set UNIT_FIELD_POWER*, for some creature class case (energy, etc)
+
+ SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, health);
+ SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, mana);
+
+ //damage
+ float damagemod = 1.0f;//_GetDamageMod(rank);
+
+ SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, cinfo->mindmg * damagemod);
+ SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, cinfo->maxdmg * damagemod);
+
+ SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,cinfo->minrangedmg * damagemod);
+ SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,cinfo->maxrangedmg * damagemod);
+
+ SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, cinfo->attackpower * damagemod);
+
+}
+
+float Creature::_GetHealthMod(int32 Rank)
+{
+ switch (Rank) // define rates for each elite rank
+ {
+ case CREATURE_ELITE_NORMAL:
+ return sWorld.getRate(RATE_CREATURE_NORMAL_HP);
+ case CREATURE_ELITE_ELITE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_HP);
+ case CREATURE_ELITE_RAREELITE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_RAREELITE_HP);
+ case CREATURE_ELITE_WORLDBOSS:
+ return sWorld.getRate(RATE_CREATURE_ELITE_WORLDBOSS_HP);
+ case CREATURE_ELITE_RARE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_RARE_HP);
+ default:
+ return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_HP);
+ }
+}
+
+float Creature::_GetDamageMod(int32 Rank)
+{
+ switch (Rank) // define rates for each elite rank
+ {
+ case CREATURE_ELITE_NORMAL:
+ return sWorld.getRate(RATE_CREATURE_NORMAL_DAMAGE);
+ case CREATURE_ELITE_ELITE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE);
+ case CREATURE_ELITE_RAREELITE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_RAREELITE_DAMAGE);
+ case CREATURE_ELITE_WORLDBOSS:
+ return sWorld.getRate(RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE);
+ case CREATURE_ELITE_RARE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_RARE_DAMAGE);
+ default:
+ return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE);
+ }
+}
+
+float Creature::GetSpellDamageMod(int32 Rank)
+{
+ switch (Rank) // define rates for each elite rank
+ {
+ case CREATURE_ELITE_NORMAL:
+ return sWorld.getRate(RATE_CREATURE_NORMAL_SPELLDAMAGE);
+ case CREATURE_ELITE_ELITE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
+ case CREATURE_ELITE_RAREELITE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE);
+ case CREATURE_ELITE_WORLDBOSS:
+ return sWorld.getRate(RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE);
+ case CREATURE_ELITE_RARE:
+ return sWorld.getRate(RATE_CREATURE_ELITE_RARE_SPELLDAMAGE);
+ default:
+ return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
+ }
+}
+
+bool Creature::CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, uint32 team, const CreatureData *data)
+{
+ SetZoneScript();
+ if (m_zoneScript && data)
+ {
+ Entry = m_zoneScript->GetCreatureEntry(guidlow, data);
+ if (!Entry)
+ return false;
+ }
+
+ CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(Entry);
+ if (!cinfo)
+ {
+ sLog.outErrorDb("Creature entry %u does not exist.", Entry);
+ return false;
+ }
+
+ SetOriginalEntry(Entry);
+
+ if (!vehId)
+ vehId = cinfo->VehicleId;
+
+ if (vehId && !CreateVehicleKit(vehId))
+ vehId = 0;
+
+ Object::_Create(guidlow, Entry, vehId ? HIGHGUID_VEHICLE : HIGHGUID_UNIT);
+
+ if (!UpdateEntry(Entry, team, data))
+ return false;
+
+ return true;
+}
+
+bool Creature::LoadFromDB(uint32 guid, Map *map)
+{
+ CreatureData const* data = objmgr.GetCreatureData(guid);
+
+ if (!data)
+ {
+ sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
+ return false;
+ }
+
+ m_DBTableGuid = guid;
+ if (map->GetInstanceId() == 0)
+ {
+ if (map->GetCreature(MAKE_NEW_GUID(guid,data->id,HIGHGUID_UNIT)))
+ return false;
+ }
+ else
+ guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
+
+ uint16 team = 0;
+ if (!Create(guid,map,data->phaseMask,data->id,0,team,data->posX,data->posY,data->posZ,data->orientation,data))
+ return false;
+
+ //We should set first home position, because then AI calls home movement
+ SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);
+
+ m_respawnradius = data->spawndist;
+
+ m_respawnDelay = data->spawntimesecs;
+ m_isDeadByDefault = data->is_dead;
+ m_deathState = m_isDeadByDefault ? DEAD : ALIVE;
+
+ m_respawnTime = objmgr.GetCreatureRespawnTime(m_DBTableGuid,GetInstanceId());
+ if (m_respawnTime) // respawn on Update
+ {
+ m_deathState = DEAD;
+ if (canFly())
+ {
+ float tz = map->GetHeight(data->posX,data->posY,data->posZ,false);
+ if (data->posZ - tz > 0.1)
+ Relocate(data->posX,data->posY,tz);
+ }
+ }
+
+ uint32 curhealth = data->curhealth;
+ if (curhealth)
+ {
+ curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank));
+ if (curhealth < 1)
+ curhealth = 1;
+ }
+
+ SetHealth(m_deathState == ALIVE ? curhealth : 0);
+ SetPower(POWER_MANA,data->curmana);
+
+ // checked at creature_template loading
+ m_defaultMovementType = MovementGeneratorType(data->movementType);
+
+ m_creatureData = data;
+
+ return true;
+}
+
+void Creature::LoadEquipment(uint32 equip_entry, bool force)
+{
+ if (equip_entry == 0)
+ {
+ if (force)
+ {
+ for (uint8 i = 0; i < 3; ++i)
+ SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, 0);
+ m_equipmentId = 0;
+ }
+ return;
+ }
+
+ EquipmentInfo const *einfo = objmgr.GetEquipmentInfo(equip_entry);
+ if (!einfo)
+ return;
+
+ m_equipmentId = equip_entry;
+ for (uint8 i = 0; i < 3; ++i)
+ SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, einfo->equipentry[i]);
+}
+
+bool Creature::hasQuest(uint32 quest_id) const
+{
+ QuestRelations const& qr = objmgr.mCreatureQuestRelations;
+ for (QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
+ {
+ if (itr->second == quest_id)
+ return true;
+ }
+ return false;
+}
+
+bool Creature::hasInvolvedQuest(uint32 quest_id) const
+{
+ QuestRelations const& qr = objmgr.mCreatureQuestInvolvedRelations;
+ for (QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
+ {
+ if (itr->second == quest_id)
+ return true;
+ }
+ return false;
+}
+
+void Creature::DeleteFromDB()
+{
+ if (!m_DBTableGuid)
+ {
+ sLog.outDebug("Trying to delete not saved creature!");
+ return;
+ }
+
+ objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
+ objmgr.DeleteCreatureData(m_DBTableGuid);
+
+ WorldDatabase.BeginTransaction();
+ WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid = '%u'", m_DBTableGuid);
+ WorldDatabase.PExecuteLog("DELETE FROM creature_addon WHERE guid = '%u'", m_DBTableGuid);
+ WorldDatabase.PExecuteLog("DELETE FROM game_event_creature WHERE guid = '%u'", m_DBTableGuid);
+ WorldDatabase.PExecuteLog("DELETE FROM game_event_model_equip WHERE guid = '%u'", m_DBTableGuid);
+ WorldDatabase.CommitTransaction();
+}
+
+bool Creature::canSeeOrDetect(Unit const* u, bool detect, bool /*inVisibleList*/, bool /*is3dDistance*/) const
+{
+ // not in world
+ if (!IsInWorld() || !u->IsInWorld())
+ return false;
+
+ // all dead creatures/players not visible for any creatures
+ if (!u->isAlive() || !isAlive())
+ return false;
+
+ // Always can see self
+ if (u == this)
+ return true;
+
+ // phased visibility (both must phased in same way)
+ if (!InSamePhase(u))
+ return false;
+
+ // always seen by owner
+ if (GetGUID() == u->GetCharmerOrOwnerGUID())
+ return true;
+
+ if (u->GetVisibility() == VISIBILITY_OFF) //GM
+ return false;
+
+ // invisible aura
+ if ((m_invisibilityMask || u->m_invisibilityMask) && !canDetectInvisibilityOf(u))
+ return false;
+
+ // unit got in stealth in this moment and must ignore old detected state
+ //if (m_Visibility == VISIBILITY_GROUP_NO_DETECT)
+ // return false;
+
+ // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
+ if (u->GetVisibility() == VISIBILITY_GROUP_STEALTH)
+ {
+ //do not know what is the use of this detect
+ if (!detect || !canDetectStealthOf(u, GetDistance(u)))
+ return false;
+ }
+
+ // Now check is target visible with LoS
+ //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
+ return true;
+}
+
+bool Creature::canStartAttack(Unit const* who, bool force) const
+{
+ if (isCivilian())
+ return false;
+
+ if (!canFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance))
+ //|| who->IsControlledByPlayer() && who->IsFlying()))
+ // we cannot check flying for other creatures, too much map/vmap calculation
+ // TODO: should switch to range attack
+ return false;
+
+ if (!force)
+ {
+ if (!_IsTargetAcceptable(who))
+ return false;
+
+ if (who->isInCombat())
+ if (Unit *victim = who->getAttackerForHelper())
+ if (IsWithinDistInMap(victim, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
+ force = true;
+
+ if (!force && (IsNeutralToAll() || !IsWithinDistInMap(who, GetAttackDistance(who) + m_CombatDistance)))
+ return false;
+ }
+
+ if (!canCreatureAttack(who, force))
+ return false;
+
+ return IsWithinLOSInMap(who);
+}
+
+float Creature::GetAttackDistance(Unit const* pl) const
+{
+ float aggroRate = sWorld.getRate(RATE_CREATURE_AGGRO);
+ if (aggroRate == 0)
+ return 0.0f;
+
+ uint32 playerlevel = pl->getLevelForTarget(this);
+ uint32 creaturelevel = getLevelForTarget(pl);
+
+ int32 leveldif = int32(playerlevel) - int32(creaturelevel);
+
+ // "The maximum Aggro Radius has a cap of 25 levels under. Example: A level 30 char has the same Aggro Radius of a level 5 char on a level 60 mob."
+ if (leveldif < - 25)
+ leveldif = -25;
+
+ // "The aggro radius of a mob having the same level as the player is roughly 20 yards"
+ float RetDistance = 20;
+
+ // "Aggro Radius varies with level difference at a rate of roughly 1 yard/level"
+ // radius grow if playlevel < creaturelevel
+ RetDistance -= (float)leveldif;
+
+ if (creaturelevel+5 <= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ {
+ // detect range auras
+ RetDistance += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
+
+ // detected range auras
+ RetDistance += pl->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
+ }
+
+ // "Minimum Aggro Radius for a mob seems to be combat range (5 yards)"
+ if (RetDistance < 5)
+ RetDistance = 5;
+
+ return (RetDistance*aggroRate);
+}
+
+void Creature::setDeathState(DeathState s)
+{
+ if ((s == JUST_DIED && !m_isDeadByDefault)||(s == JUST_ALIVED && m_isDeadByDefault))
+ {
+ m_deathTimer = m_corpseDelay*IN_MILISECONDS;
+
+ // always save boss respawn time at death to prevent crash cheating
+ if (sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss())
+ SaveRespawnTime();
+ }
+ Unit::setDeathState(s);
+
+ if (s == JUST_DIED)
+ {
+ SetUInt64Value(UNIT_FIELD_TARGET,0); // remove target selection in any cases (can be set at aura remove in Unit::setDeathState)
+ SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
+
+ setActive(false);
+
+ if (!isPet() && GetCreatureInfo()->SkinLootId)
+ if (LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->SkinLootId))
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
+
+ if (HasSearchedAssistance())
+ {
+ SetNoSearchAssistance(false);
+ UpdateSpeed(MOVE_RUN, false);
+ }
+
+ //Dismiss group if is leader
+ if (m_formation && m_formation->getLeader() == this)
+ m_formation->FormationReset(true);
+
+ if ((canFly() || IsFlying()) && FallGround())
+ return;
+
+ Unit::setDeathState(CORPSE);
+ }
+ else if (s == JUST_ALIVED)
+ {
+ //if (isPet())
+ // setActive(true);
+ SetHealth(GetMaxHealth());
+ SetLootRecipient(NULL);
+ ResetPlayerDamageReq();
+ CreatureInfo const *cinfo = GetCreatureInfo();
+ AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ if (GetCreatureInfo()->InhabitType & INHABIT_AIR)
+ AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE | MOVEMENTFLAG_FLYING);
+ if (GetCreatureInfo()->InhabitType & INHABIT_WATER)
+ AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+ SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
+ clearUnitState(UNIT_STAT_ALL_STATE);
+ SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
+ LoadCreaturesAddon(true);
+ Motion_Initialize();
+ if (GetCreatureData() && GetPhaseMask() != GetCreatureData()->phaseMask)
+ SetPhaseMask(GetCreatureData()->phaseMask, false);
+ if (m_vehicleKit) m_vehicleKit->Reset();
+ Unit::setDeathState(ALIVE);
+ }
+}
+
+bool Creature::FallGround()
+{
+ // Let's abort after we called this function one time
+ if (getDeathState() == DEAD_FALLING)
+ return false;
+
+ float x, y, z;
+ GetPosition(x, y, z);
+ float ground_Z = GetMap()->GetHeight(x, y, z);
+ if (fabs(ground_Z - z) < 0.1f)
+ return false;
+
+ GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
+ Unit::setDeathState(DEAD_FALLING);
+ return true;
+}
+
+void Creature::Respawn(bool force)
+{
+ DestroyForNearbyPlayers();
+
+ if (force)
+ {
+ if (isAlive())
+ setDeathState(JUST_DIED);
+ else if (getDeathState() != CORPSE)
+ setDeathState(CORPSE);
+ }
+
+ RemoveCorpse();
+
+ if (getDeathState() == DEAD)
+ {
+ if (m_DBTableGuid)
+ objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
+
+ DEBUG_LOG("Respawning...");
+ m_respawnTime = 0;
+ lootForPickPocketed = false;
+ lootForBody = false;
+
+ if (m_originalEntry != GetEntry())
+ UpdateEntry(m_originalEntry);
+
+ CreatureInfo const *cinfo = GetCreatureInfo();
+ SelectLevel(cinfo);
+
+ if (m_isDeadByDefault)
+ {
+ setDeathState(JUST_DIED);
+ i_motionMaster.Clear();
+ clearUnitState(UNIT_STAT_ALL_STATE);
+ LoadCreaturesAddon(true);
+ }
+ else
+ setDeathState(JUST_ALIVED);
+
+ CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(GetNativeDisplayId());
+ if (minfo) // Cancel load if no model defined
+ {
+ uint32 display_id = minfo->modelid; // it can be different (for another gender)
+
+ SetDisplayId(display_id);
+ SetNativeDisplayId(display_id);
+ SetByteValue(UNIT_FIELD_BYTES_0, 2, minfo->gender);
+ }
+
+ //Call AI respawn virtual function
+ if (IsAIEnabled)
+ AI()->JustRespawned();
+
+ uint16 poolid = GetDBTableGUIDLow() ? poolhandler.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
+ if (poolid)
+ poolhandler.UpdatePool<Creature>(poolid, GetDBTableGUIDLow());
+ }
+
+ UpdateObjectVisibility();
+}
+
+void Creature::ForcedDespawn(uint32 timeMSToDespawn)
+{
+ if (timeMSToDespawn)
+ {
+ ForcedDespawnDelayEvent *pEvent = new ForcedDespawnDelayEvent(*this);
+
+ m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn));
+ return;
+ }
+
+ if (isAlive())
+ setDeathState(JUST_DIED);
+
+ RemoveCorpse();
+}
+
+bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo)
+{
+ if (!spellInfo)
+ return false;
+
+ if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))
+ return true;
+
+ return Unit::IsImmunedToSpell(spellInfo);
+}
+
+bool Creature::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const
+{
+ if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->EffectMechanic[index] - 1)))
+ return true;
+
+ return Unit::IsImmunedToSpellEffect(spellInfo, index);
+}
+
+SpellEntry const *Creature::reachWithSpellAttack(Unit *pVictim)
+{
+ if (!pVictim)
+ return NULL;
+
+ for (uint32 i=0; i < CREATURE_MAX_SPELLS; ++i)
+ {
+ if (!m_spells[i])
+ continue;
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i]);
+ if (!spellInfo)
+ {
+ sLog.outError("WORLD: unknown spell id %i", m_spells[i]);
+ continue;
+ }
+
+ bool bcontinue = true;
+ for (uint32 j=0; j<3; j++)
+ {
+ if ((spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE) ||
+ (spellInfo->Effect[j] == SPELL_EFFECT_INSTAKILL) ||
+ (spellInfo->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) ||
+ (spellInfo->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
+)
+ {
+ bcontinue = false;
+ break;
+ }
+ }
+ if (bcontinue) continue;
+
+ if (spellInfo->manaCost > GetPower(POWER_MANA))
+ continue;
+ SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
+ float range = GetSpellMaxRangeForHostile(srange);
+ float minrange = GetSpellMinRangeForHostile(srange);
+ float dist = GetDistance(pVictim);
+ //if (!isInFront(pVictim, range) && spellInfo->AttributesEx)
+ // continue;
+ if (dist > range || dist < minrange)
+ continue;
+ if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
+ continue;
+ if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
+ continue;
+ return spellInfo;
+ }
+ return NULL;
+}
+
+SpellEntry const *Creature::reachWithSpellCure(Unit *pVictim)
+{
+ if (!pVictim)
+ return NULL;
+
+ for (uint32 i=0; i < CREATURE_MAX_SPELLS; ++i)
+ {
+ if (!m_spells[i])
+ continue;
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i]);
+ if (!spellInfo)
+ {
+ sLog.outError("WORLD: unknown spell id %i", m_spells[i]);
+ continue;
+ }
+
+ bool bcontinue = true;
+ for (uint32 j=0; j<3; j++)
+ {
+ if ((spellInfo->Effect[j] == SPELL_EFFECT_HEAL))
+ {
+ bcontinue = false;
+ break;
+ }
+ }
+ if (bcontinue) continue;
+
+ if (spellInfo->manaCost > GetPower(POWER_MANA))
+ continue;
+ SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
+ float range = GetSpellMaxRangeForFriend(srange);
+ float minrange = GetSpellMinRangeForFriend(srange);
+ float dist = GetDistance(pVictim);
+ //if (!isInFront(pVictim, range) && spellInfo->AttributesEx)
+ // continue;
+ if (dist > range || dist < minrange)
+ continue;
+ if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
+ continue;
+ if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
+ continue;
+ return spellInfo;
+ }
+ return NULL;
+}
+
+bool Creature::IsVisibleInGridForPlayer(Player const* pl) const
+{
+ // gamemaster in GM mode see all, including ghosts
+ if (pl->isGameMaster())
+ return true;
+
+ // Trigger shouldn't be visible for players
+ //if (isTrigger())
+ // return false;
+ // Rat: this makes no sense, triggers are always sent to players, but with invisible model and can not be attacked or targeted!
+
+ // Live player (or with not release body see live creatures or death creatures with corpse disappearing time > 0
+ if (pl->isAlive() || pl->GetDeathTimer() > 0)
+ {
+ if (GetEntry() == VISUAL_WAYPOINT)
+ return false;
+ return (isAlive() || m_deathTimer > 0 || (m_isDeadByDefault && m_deathState == CORPSE));
+ }
+
+ // Dead player see live creatures near own corpse
+ if (isAlive())
+ {
+ Corpse *corpse = pl->GetCorpse();
+ if (corpse)
+ {
+ // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
+ if (corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
+ return true;
+ }
+ }
+
+ // Dead player see Spirit Healer or Spirit Guide
+ if (isSpiritService())
+ return true;
+
+ // and not see any other
+ return false;
+}
+
+
+// select nearest hostile unit within the given distance (regardless of threat list).
+Unit* Creature::SelectNearestTarget(float dist) const
+{
+ CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Unit *target = NULL;
+
+ {
+ if (dist == 0.0f || dist > MAX_VISIBILITY_DISTANCE)
+ dist = MAX_VISIBILITY_DISTANCE;
+
+ Trinity::NearestHostileUnitCheck u_check(this, dist);
+ Trinity::UnitLastSearcher<Trinity::NearestHostileUnitCheck> searcher(this, target, u_check);
+
+ TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestHostileUnitCheck>, WorldTypeMapContainer > world_unit_searcher(searcher);
+ TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestHostileUnitCheck>, GridTypeMapContainer > grid_unit_searcher(searcher);
+
+ cell.Visit(p, world_unit_searcher, *GetMap(), *this, dist);
+ cell.Visit(p, grid_unit_searcher, *GetMap(), *this, dist);
+ }
+
+ return target;
+}
+
+// select nearest hostile unit within the given attack distance (i.e. distance is ignored if > than ATTACK_DISTANCE), regardless of threat list.
+Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const
+{
+ CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Unit *target = NULL;
+
+ if (dist > ATTACK_DISTANCE)
+ sLog.outError("Creature (GUID: %u Entry: %u) SelectNearestTargetInAttackDistance called with dist > ATTACK_DISTANCE. Extra distance ignored.",GetGUIDLow(),GetEntry());
+
+ {
+ Trinity::NearestHostileUnitInAttackDistanceCheck u_check(this, dist);
+ Trinity::UnitLastSearcher<Trinity::NearestHostileUnitInAttackDistanceCheck> searcher(this, target, u_check);
+
+ TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestHostileUnitInAttackDistanceCheck>, WorldTypeMapContainer > world_unit_searcher(searcher);
+ TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestHostileUnitInAttackDistanceCheck>, GridTypeMapContainer > grid_unit_searcher(searcher);
+
+ cell.Visit(p, world_unit_searcher, *GetMap(), *this, ATTACK_DISTANCE);
+ cell.Visit(p, grid_unit_searcher, *GetMap(), *this, ATTACK_DISTANCE);
+ }
+
+ return target;
+}
+
+void Creature::SendAIReaction(AiReaction reactionType)
+{
+ WorldPacket data(SMSG_AI_REACTION, 12);
+
+ data << uint64(GetGUID());
+ data << uint32(reactionType);
+
+ ((WorldObject*)this)->SendMessageToSet(&data, true);
+
+ sLog.outDebug("WORLD: Sent SMSG_AI_REACTION, type %u.", reactionType);
+}
+
+void Creature::CallAssistance()
+{
+ if (!m_AlreadyCallAssistance && getVictim() && !isPet() && !isCharmed())
+ {
+ SetNoCallAssistance(true);
+
+ float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
+
+ if (radius > 0)
+ {
+ std::list<Creature*> assistList;
+
+ {
+ CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Trinity::AnyAssistCreatureInRangeCheck u_check(this, getVictim(), radius);
+ Trinity::CreatureListSearcher<Trinity::AnyAssistCreatureInRangeCheck> searcher(this, assistList, u_check);
+
+ TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AnyAssistCreatureInRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
+
+ cell.Visit(p, grid_creature_searcher, *GetMap(), *this, radius);
+ }
+
+ if (!assistList.empty())
+ {
+ AssistDelayEvent *e = new AssistDelayEvent(getVictim()->GetGUID(), *this);
+ while (!assistList.empty())
+ {
+ // Pushing guids because in delay can happen some creature gets despawned => invalid pointer
+ e->AddAssistant((*assistList.begin())->GetGUID());
+ assistList.pop_front();
+ }
+ m_Events.AddEvent(e, m_Events.CalculateTime(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)));
+ }
+ }
+ }
+}
+
+void Creature::CallForHelp(float fRadius)
+{
+ if (fRadius <= 0.0f || !getVictim() || isPet() || isCharmed())
+ return;
+
+ CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Trinity::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
+ Trinity::CreatureWorker<Trinity::CallOfHelpCreatureInRangeDo> worker(this, u_do);
+
+ TypeContainerVisitor<Trinity::CreatureWorker<Trinity::CallOfHelpCreatureInRangeDo>, GridTypeMapContainer > grid_creature_searcher(worker);
+
+ cell.Visit(p, grid_creature_searcher, *GetMap(), *this, fRadius);
+}
+
+bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const
+{
+ // is it true?
+ if (!HasReactState(REACT_AGGRESSIVE))
+ return false;
+
+ // we don't need help from zombies :)
+ if (!isAlive())
+ return false;
+
+ // we don't need help from non-combatant ;)
+ if (isCivilian())
+ return false;
+
+ // skip fighting creature
+ if (isInCombat())
+ return false;
+
+ // only free creature
+ if (GetCharmerOrOwnerGUID())
+ return false;
+
+ // only from same creature faction
+ if (checkfaction)
+ {
+ if (getFaction() != u->getFaction())
+ return false;
+ }
+ else
+ {
+ if (!IsFriendlyTo(u))
+ return false;
+ }
+
+ // skip non hostile to caster enemy creatures
+ if (!IsHostileTo(enemy))
+ return false;
+
+ return true;
+}
+
+// use this function to avoid having hostile creatures attack
+// friendlies and other mobs they shouldn't attack
+bool Creature::_IsTargetAcceptable(const Unit *target) const
+{
+ assert(target);
+
+ // if the target cannot be attacked, the target is not acceptable
+ if (IsFriendlyTo(target)
+ || !target->isAttackableByAOE()
+ || target->hasUnitState(UNIT_STAT_DIED)
+ || (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))))
+ return false;
+
+ const Unit *myVictim = getAttackerForHelper();
+ const Unit *targetVictim = target->getAttackerForHelper();
+
+ // if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
+ if (myVictim == target || targetVictim == this || IsHostileTo(target))
+ return true;
+
+ // if the target's victim is friendly, and the target is neutral, the target is acceptable
+ if (targetVictim && IsFriendlyTo(targetVictim))
+ return true;
+
+ // if the target's victim is not friendly, or the target is friendly, the target is not acceptable
+ return false;
+}
+
+void Creature::SaveRespawnTime()
+{
+ if (isSummon() || !m_DBTableGuid || m_creatureData && !m_creatureData->dbData)
+ return;
+
+ if (m_respawnTime > time(NULL)) // dead (no corpse)
+ objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
+ else if (m_deathTimer > 0) // dead (corpse)
+ objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),time(NULL)+m_respawnDelay+m_deathTimer/IN_MILISECONDS);
+}
+
+// this should not be called by petAI or
+bool Creature::canCreatureAttack(Unit const *pVictim, bool force) const
+{
+ if (!pVictim->IsInMap(this))
+ return false;
+
+ if (!canAttack(pVictim, force))
+ return false;
+
+ if (!pVictim->isInAccessiblePlaceFor(this))
+ return false;
+
+ if (IsAIEnabled && !AI()->CanAIAttack(pVictim))
+ return false;
+
+ if (sMapStore.LookupEntry(GetMapId())->IsDungeon())
+ return true;
+
+ //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
+ float dist = std::max(GetAttackDistance(pVictim), (float)sWorld.getConfig(CONFIG_THREAT_RADIUS)) + m_CombatDistance;
+
+ if (Unit *unit = GetCharmerOrOwner())
+ return pVictim->IsWithinDist(unit, dist);
+ else
+ return pVictim->IsInDist(&m_homePosition, dist);
+}
+
+CreatureDataAddon const* Creature::GetCreatureAddon() const
+{
+ if (m_DBTableGuid)
+ {
+ if (CreatureDataAddon const* addon = ObjectMgr::GetCreatureAddon(m_DBTableGuid))
+ return addon;
+ }
+
+ // dependent from difficulty mode entry
+ return ObjectMgr::GetCreatureTemplateAddon(GetCreatureInfo()->Entry);
+}
+
+//creature_addon table
+bool Creature::LoadCreaturesAddon(bool reload)
+{
+ CreatureDataAddon const *cainfo = GetCreatureAddon();
+ if (!cainfo)
+ return false;
+
+ if (cainfo->mount != 0)
+ Mount(cainfo->mount);
+
+ if (cainfo->bytes1 != 0)
+ {
+ // 0 StandState
+ // 1 FreeTalentPoints Pet only, so always 0 for default creature
+ // 2 StandFlags
+ // 3 StandMiscFlags
+
+ SetByteValue(UNIT_FIELD_BYTES_1, 0, uint8(cainfo->bytes1 & 0xFF));
+ //SetByteValue(UNIT_FIELD_BYTES_1, 1, uint8((cainfo->bytes1 >> 8) & 0xFF));
+ SetByteValue(UNIT_FIELD_BYTES_1, 1, 0);
+ SetByteValue(UNIT_FIELD_BYTES_1, 2, uint8((cainfo->bytes1 >> 16) & 0xFF));
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, uint8((cainfo->bytes1 >> 24) & 0xFF));
+ }
+
+ if (cainfo->bytes2 != 0)
+ {
+ // 0 SheathState
+ // 1 Bytes2Flags
+ // 2 UnitRename Pet only, so always 0 for default creature
+ // 3 ShapeshiftForm Must be determined/set by shapeshift spell/aura
+
+ SetByteValue(UNIT_FIELD_BYTES_2, 0, uint8(cainfo->bytes2 & 0xFF));
+ //SetByteValue(UNIT_FIELD_BYTES_2, 1, uint8((cainfo->bytes2 >> 8) & 0xFF));
+ //SetByteValue(UNIT_FIELD_BYTES_2, 2, uint8((cainfo->bytes2 >> 16) & 0xFF));
+ SetByteValue(UNIT_FIELD_BYTES_2, 2, 0);
+ //SetByteValue(UNIT_FIELD_BYTES_2, 3, uint8((cainfo->bytes2 >> 24) & 0xFF));
+ SetByteValue(UNIT_FIELD_BYTES_2, 3, 0);
+ }
+
+ if (cainfo->emote != 0)
+ SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);
+
+ //Load Path
+ if (cainfo->path_id != 0)
+ m_path_id = cainfo->path_id;
+
+ if (cainfo->auras)
+ {
+ for (CreatureDataAddonAura const* cAura = cainfo->auras; cAura->spell_id; ++cAura)
+ {
+ SpellEntry const *AdditionalSpellInfo = sSpellStore.LookupEntry(cAura->spell_id);
+ if (!AdditionalSpellInfo)
+ {
+ sLog.outErrorDb("Creature (GUID: %u Entry: %u) has wrong spell %u defined in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id);
+ continue;
+ }
+
+ // skip already applied aura
+ if (HasAura(cAura->spell_id))
+ {
+ if (!reload)
+ sLog.outErrorDb("Creature (GUID: %u Entry: %u) has duplicate aura (spell %u) in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id);
+
+ continue;
+ }
+
+ AddAura(AdditionalSpellInfo, cAura->effectMask, this);
+ sLog.outDebug("Spell: %u with AuraEffectMask %u added to creature (GUID: %u Entry: %u)", cAura->spell_id, cAura->effectMask,GetGUIDLow(),GetEntry());
+ }
+ }
+ return true;
+}
+
+/// Send a message to LocalDefense channel for players opposition team in the zone
+void Creature::SendZoneUnderAttackMessage(Player* attacker)
+{
+ uint32 enemy_team = attacker->GetTeam();
+
+ WorldPacket data(SMSG_ZONE_UNDER_ATTACK,4);
+ data << (uint32)GetAreaId();
+ sWorld.SendGlobalMessage(&data,NULL,(enemy_team == ALLIANCE ? HORDE : ALLIANCE));
+}
+
+void Creature::SetInCombatWithZone()
+{
+ if (!CanHaveThreatList())
+ {
+ sLog.outError("Creature entry %u call SetInCombatWithZone but creature cannot have threat list.", GetEntry());
+ return;
+ }
+
+ Map* pMap = GetMap();
+
+ if (!pMap->IsDungeon())
+ {
+ sLog.outError("Creature entry %u call SetInCombatWithZone for map (id: %u) that isn't an instance.", GetEntry(), pMap->GetId());
+ return;
+ }
+
+ Map::PlayerList const &PlList = pMap->GetPlayers();
+
+ if (PlList.isEmpty())
+ return;
+
+ for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
+ {
+ if (Player* pPlayer = i->getSource())
+ {
+ if (pPlayer->isGameMaster())
+ continue;
+
+ if (pPlayer->isAlive())
+ {
+ pPlayer->SetInCombatWith(this);
+ AddThreat(pPlayer, 0.0f);
+ }
+ }
+ }
+}
+
+void Creature::_AddCreatureSpellCooldown(uint32 spell_id, time_t end_time)
+{
+ m_CreatureSpellCooldowns[spell_id] = end_time;
+}
+
+void Creature::_AddCreatureCategoryCooldown(uint32 category, time_t apply_time)
+{
+ m_CreatureCategoryCooldowns[category] = apply_time;
+}
+
+void Creature::AddCreatureSpellCooldown(uint32 spellid)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid);
+ if (!spellInfo)
+ return;
+
+ uint32 cooldown = GetSpellRecoveryTime(spellInfo);
+ if (Player *modOwner = GetSpellModOwner())
+ modOwner->ApplySpellMod(spellid, SPELLMOD_COOLDOWN, cooldown);
+
+ if (cooldown)
+ _AddCreatureSpellCooldown(spellid, time(NULL) + cooldown/IN_MILISECONDS);
+
+ if (spellInfo->Category)
+ _AddCreatureCategoryCooldown(spellInfo->Category, time(NULL));
+
+ m_GlobalCooldown = spellInfo->StartRecoveryTime;
+}
+
+bool Creature::HasCategoryCooldown(uint32 spell_id) const
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ return false;
+
+ // check global cooldown if spell affected by it
+ if (spellInfo->StartRecoveryCategory > 0 && m_GlobalCooldown > 0)
+ return true;
+
+ CreatureSpellCooldowns::const_iterator itr = m_CreatureCategoryCooldowns.find(spellInfo->Category);
+ return(itr != m_CreatureCategoryCooldowns.end() && time_t(itr->second + (spellInfo->CategoryRecoveryTime / IN_MILISECONDS)) > time(NULL));
+}
+
+bool Creature::HasSpellCooldown(uint32 spell_id) const
+{
+ CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spell_id);
+ return (itr != m_CreatureSpellCooldowns.end() && itr->second > time(NULL)) || HasCategoryCooldown(spell_id);
+}
+
+bool Creature::HasSpell(uint32 spellID) const
+{
+ uint8 i;
+ for (i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ if (spellID == m_spells[i])
+ break;
+ return i < CREATURE_MAX_SPELLS; //broke before end of iteration of known spells
+}
+
+time_t Creature::GetRespawnTimeEx() const
+{
+ time_t now = time(NULL);
+ if (m_respawnTime > now) // dead (no corpse)
+ return m_respawnTime;
+ else if (m_deathTimer > 0) // dead (corpse)
+ return now+m_respawnDelay+m_deathTimer/IN_MILISECONDS;
+ else
+ return now;
+}
+
+void Creature::GetRespawnCoord(float &x, float &y, float &z, float* ori, float* dist) const
+{
+ if (m_DBTableGuid)
+ {
+ if (CreatureData const* data = objmgr.GetCreatureData(GetDBTableGUIDLow()))
+ {
+ x = data->posX;
+ y = data->posY;
+ z = data->posZ;
+ if (ori)
+ *ori = data->orientation;
+ if (dist)
+ *dist = data->spawndist;
+
+ return;
+ }
+ }
+
+ x = GetPositionX();
+ y = GetPositionY();
+ z = GetPositionZ();
+ if (ori)
+ *ori = GetOrientation();
+ if (dist)
+ *dist = 0;
+}
+
+void Creature::AllLootRemovedFromCorpse()
+{
+ if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
+ {
+ uint32 nDeathTimer;
+
+ CreatureInfo const *cinfo = GetCreatureInfo();
+
+ // corpse was not skinnable -> apply corpse looted timer
+ if (!cinfo || !cinfo->SkinLootId)
+ nDeathTimer = (uint32)((m_corpseDelay * IN_MILISECONDS) * sWorld.getRate(RATE_CORPSE_DECAY_LOOTED));
+ // corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
+ else
+ nDeathTimer = 0;
+
+ // update death timer only if looted timer is shorter
+ if (m_deathTimer > nDeathTimer)
+ m_deathTimer = nDeathTimer;
+ }
+}
+
+uint8 Creature::getLevelForTarget(Unit const* target) const
+{
+ if (!isWorldBoss())
+ return Unit::getLevelForTarget(target);
+
+ uint16 level = target->getLevel()+sWorld.getConfig(CONFIG_WORLD_BOSS_LEVEL_DIFF);
+ if (level < 1)
+ return 1;
+ if (level > 255)
+ return 255;
+ return level;
+}
+
+std::string Creature::GetAIName() const
+{
+ return ObjectMgr::GetCreatureTemplate(GetEntry())->AIName;
+}
+
+std::string Creature::GetScriptName() const
+{
+ return objmgr.GetScriptName(GetScriptId());
+}
+
+uint32 Creature::GetScriptId() const
+{
+ return ObjectMgr::GetCreatureTemplate(GetEntry())->ScriptID;
+}
+
+VendorItemData const* Creature::GetVendorItems() const
+{
+ return objmgr.GetNpcVendorItemList(GetEntry());
+}
+
+uint32 Creature::GetVendorItemCurrentCount(VendorItem const* vItem)
+{
+ if (!vItem->maxcount)
+ return vItem->maxcount;
+
+ VendorItemCounts::iterator itr = m_vendorItemCounts.begin();
+ for (; itr != m_vendorItemCounts.end(); ++itr)
+ if (itr->itemId == vItem->item)
+ break;
+
+ if (itr == m_vendorItemCounts.end())
+ return vItem->maxcount;
+
+ VendorItemCount* vCount = &*itr;
+
+ time_t ptime = time(NULL);
+
+ if (vCount->lastIncrementTime + vItem->incrtime <= ptime)
+ {
+ ItemPrototype const* pProto = objmgr.GetItemPrototype(vItem->item);
+
+ uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime);
+ if ((vCount->count + diff * pProto->BuyCount) >= vItem->maxcount)
+ {
+ m_vendorItemCounts.erase(itr);
+ return vItem->maxcount;
+ }
+
+ vCount->count += diff * pProto->BuyCount;
+ vCount->lastIncrementTime = ptime;
+ }
+
+ return vCount->count;
+}
+
+uint32 Creature::UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count)
+{
+ if (!vItem->maxcount)
+ return 0;
+
+ VendorItemCounts::iterator itr = m_vendorItemCounts.begin();
+ for (; itr != m_vendorItemCounts.end(); ++itr)
+ if (itr->itemId == vItem->item)
+ break;
+
+ if (itr == m_vendorItemCounts.end())
+ {
+ int32 new_count = vItem->maxcount > used_count ? vItem->maxcount-used_count : 0;
+ m_vendorItemCounts.push_back(VendorItemCount(vItem->item,new_count));
+ return new_count;
+ }
+
+ VendorItemCount* vCount = &*itr;
+
+ time_t ptime = time(NULL);
+
+ if (vCount->lastIncrementTime + vItem->incrtime <= ptime)
+ {
+ ItemPrototype const* pProto = objmgr.GetItemPrototype(vItem->item);
+
+ uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime);
+ if ((vCount->count + diff * pProto->BuyCount) < vItem->maxcount)
+ vCount->count += diff * pProto->BuyCount;
+ else
+ vCount->count = vItem->maxcount;
+ }
+
+ vCount->count = vCount->count > used_count ? vCount->count-used_count : 0;
+ vCount->lastIncrementTime = ptime;
+ return vCount->count;
+}
+
+TrainerSpellData const* Creature::GetTrainerSpells() const
+{
+ return objmgr.GetNpcTrainerSpells(GetEntry());
+}
+
+// overwrite WorldObject function for proper name localization
+const char* Creature::GetNameForLocaleIdx(int32 loc_idx) const
+{
+ if (loc_idx >= 0)
+ {
+ CreatureLocale const *cl = objmgr.GetCreatureLocale(GetEntry());
+ if (cl)
+ {
+ if (cl->Name.size() > loc_idx && !cl->Name[loc_idx].empty())
+ return cl->Name[loc_idx].c_str();
+ }
+ }
+
+ return GetName();
+}
+
+const CreatureData* Creature::GetLinkedRespawnCreatureData() const
+{
+ if (!m_DBTableGuid) // only hard-spawned creatures from DB can have a linked master
+ return NULL;
+
+ if (uint32 targetGuid = objmgr.GetLinkedRespawnGuid(m_DBTableGuid))
+ return objmgr.GetCreatureData(targetGuid);
+
+ return NULL;
+}
+
+// returns master's remaining respawn time if any
+time_t Creature::GetLinkedCreatureRespawnTime() const
+{
+ if (!m_DBTableGuid) // only hard-spawned creatures from DB can have a linked master
+ return 0;
+
+ if (uint32 targetGuid = objmgr.GetLinkedRespawnGuid(m_DBTableGuid))
+ {
+ Map* targetMap = NULL;
+ if (const CreatureData* data = objmgr.GetCreatureData(targetGuid))
+ {
+ if (data->mapid == GetMapId()) // look up on the same map
+ targetMap = GetMap();
+ else // it shouldn't be instanceable map here
+ targetMap = MapManager::Instance().FindMap(data->mapid);
+ }
+ if (targetMap)
+ return objmgr.GetCreatureRespawnTime(targetGuid,targetMap->GetInstanceId());
+ }
+
+ return 0;
+}