/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#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 )
{
for (VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ++i )
{
if((*i)->item==item_id)
{
m_items.erase(i);
return true;
}
}
return false;
}
size_t VendorItemData::FindItemSlot(uint32 item_id) const
{
for (size_t i = 0; i < m_items.size(); ++i)
if (m_items[i]->item==item_id)
return i;
return m_items.size();
}
VendorItem const* VendorItemData::FindItem(uint32 item_id) const
{
for (VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i )
if((*i)->item==item_id)
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), lootingGroupLeaderGUID(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 );
SetSpeed(MOVE_RUN, cinfo->speed );
SetSpeed(MOVE_SWIM, cinfo->speed );
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);
}
// HACK: trigger creature is always not selectable
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 && lootingGroupLeaderGUID)
{
// for delayed spells
m_Events.Update(diff);
if (m_groupLootTimer <= diff)
{
Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
if (group)
group->EndRoll(&loot);
m_groupLootTimer = 0;
lootingGroupLeaderGUID = 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 searcher(this, pCreature, u_check);
TypeContainerVisitor, 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
AddUnitMovementFlag(MOVEMENTFLAG_FLY_MODE|MOVEMENTFLAG_FLYING);
}
if (GetCreatureInfo()->InhabitType & INHABIT_WATER)
{
AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
}
}
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()->GetVmapHeight(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(GetDBTableGUIDLow()) : 0;
if (poolid)
poolhandler.UpdatePool(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;
// 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;
}
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;
{
Trinity::NearestHostileUnitInAttackDistanceCheck u_check(this, dist);
Trinity::UnitLastSearcher searcher(this, target, u_check);
TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher);
TypeContainerVisitor, 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 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 searcher(this, assistList, u_check);
TypeContainerVisitor, 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 worker(this, u_do);
TypeContainerVisitor, 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;
}