/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 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"
// 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
{
uint32 c = 0;
uint32 modelIDs[4];
if (Modelid_A1) modelIDs[c++] = Modelid_A1;
if (Modelid_A2) modelIDs[c++] = Modelid_A2;
if (Modelid_H1) modelIDs[c++] = Modelid_H1;
if (Modelid_H2) modelIDs[c++] = Modelid_H2;
return ((c>0) ? modelIDs[urand(0,c-1)] : 0);
}
uint32 CreatureInfo::GetFirstValidModelId() const
{
if(Modelid_A1) return Modelid_A1;
if(Modelid_A2) return Modelid_A2;
if(Modelid_H1) return Modelid_H1;
if(Modelid_H2) return Modelid_H2;
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;
}
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(25), m_corpseDelay(60), m_respawnradius(0.0f),
m_gossipOptionLoaded(false),
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_summonMask(SUMMON_MASK_NONE)
, m_AlreadySearchedAssistance(false)
{
m_regenTimer = 200;
m_valuesCount = UNIT_END;
for(int i =0; iIsDungeon() && ((InstanceMap*)map)->GetInstanceData())
((InstanceMap*)map)->GetInstanceData()->OnCreatureCreate(this, false);
if(m_formation)
formation_mgr.RemoveCreatureFromGroup(m_formation, this);
Unit::RemoveFromWorld();
ObjectAccessor::Instance().RemoveObject(this);
}
}
void Creature::SearchFormationAndPath()
{
if(isSummon())
return;
uint32 lowguid = GetDBTableGUIDLow();
if(!lowguid)
return;
bool usePath = (GetDefaultMovementType() == WAYPOINT_MOTION_TYPE);
CreatureGroupInfoType::iterator frmdata = CreatureGroupMap.find(lowguid);
if(frmdata != CreatureGroupMap.end())
{
if(usePath && lowguid != frmdata->second->leaderGUID)
{
SetDefaultMovementType(IDLE_MOTION_TYPE);
usePath = false;
}
formation_mgr.AddCreatureToGroup(frmdata->second->leaderGUID, this);
}
if(usePath)
{
if(WaypointMgr.GetPath(lowguid * 10))
SetWaypointPathId(lowguid * 10);
else
{
sLog.outErrorDb("Creature DBGUID %u has waypoint motion type, but it does not have a waypoint path!", lowguid);
SetDefaultMovementType(IDLE_MOTION_TYPE);
}
}
}
void Creature::RemoveCorpse()
{
if( getDeathState()!=CORPSE && !m_isDeadByDefault || getDeathState()!=ALIVE && m_isDeadByDefault )
return;
m_deathTimer = 0;
setDeathState(DEAD);
ObjectAccessor::UpdateObjectVisibility(this);
loot.clear();
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 heroic mode entry
uint32 actualEntry = Entry;
CreatureInfo const *cinfo = normalInfo;
if(normalInfo->HeroicEntry)
{
Map *map = MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
if(map && map->IsHeroic())
{
cinfo = objmgr.GetCreatureTemplate(normalInfo->HeroicEntry);
if(!cinfo)
{
sLog.outErrorDb("Creature::UpdateEntry creature heroic entry %u does not exist.", actualEntry);
return false;
}
}
}
SetEntry(Entry); // normal entry always
m_creatureInfo = cinfo; // map mode related always
// 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(team, GetCreatureInfo(), data);
CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(display_id);
if (!minfo)
{
sLog.outErrorDb("Creature (Entry: %u) has model %u not found in table `creature_model_info`, can't load. ", Entry, display_id);
return false;
}
else
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(int 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;
m_regenHealth = GetCreatureInfo()->RegenHealth;
// creatures always have melee weapon ready if any
SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE );
SelectLevel(GetCreatureInfo());
if (team == HORDE)
SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, GetCreatureInfo()->faction_H);
else
SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, GetCreatureInfo()->faction_A);
if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
SetUInt32Value(UNIT_NPC_FLAGS,GetCreatureInfo()->npcflag | gameeventmgr.GetNPCFlag(this));
else
SetUInt32Value(UNIT_NPC_FLAGS,GetCreatureInfo()->npcflag);
SetAttackTime(BASE_ATTACK, GetCreatureInfo()->baseattacktime);
SetAttackTime(OFF_ATTACK, GetCreatureInfo()->baseattacktime);
SetAttackTime(RANGED_ATTACK,GetCreatureInfo()->rangeattacktime);
SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags);
SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool));
SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->armor));
SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->resistance1));
SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(GetCreatureInfo()->resistance2));
SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(GetCreatureInfo()->resistance3));
SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(GetCreatureInfo()->resistance4));
SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(GetCreatureInfo()->resistance5));
SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(GetCreatureInfo()->resistance6));
SetCanModifyStats(true);
UpdateAllStats();
FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(GetCreatureInfo()->faction_A);
if (factionTemplate) // check and error show at loading templates
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->faction);
if (factionEntry)
if( !(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN) &&
(factionEntry->team == ALLIANCE || factionEntry->team == HORDE) )
SetPvP(true);
}
// 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(GetCreatureInfo()->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);
}
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 (GUIDLow: %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 (GUIDLow: %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_deathTimer <= diff )
{
RemoveCorpse();
DEBUG_LOG("Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
}
else
{
// for delayed spells
m_Events.Update( diff );
m_deathTimer -= diff;
if (m_groupLootTimer && lootingGroupLeaderGUID)
{
if(diff <= m_groupLootTimer)
{
m_groupLootTimer -= diff;
}
else
{
Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
if (group)
group->EndRoll();
m_groupLootTimer = 0;
lootingGroupLeaderGUID = 0;
}
}
}
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;
if (!isInCombat())
{
if(HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER))
SetUInt32Value(UNIT_DYNAMIC_FLAGS, GetCreatureInfo()->dynamicflags);
RegenerateHealth();
}
else if(IsPolymorphed())
RegenerateHealth();
RegenerateMana();
m_regenTimer = 2000;
break;
}
case DEAD_FALLING:
{
if (!FallGround())
setDeathState(JUST_DIED);
}
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;
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;
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(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::NearestAssistCreatureInCreatureRangeCheck u_check(this, getVictim(), radius);
MaNGOS::CreatureLastSearcher searcher(this, pCreature, u_check);
TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *GetMap());
SetNoSearchAssistance(true);
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 team, const CreatureData *data)
{
SetMapId(map->GetId());
SetInstanceId(map->GetInstanceId());
SetPhaseMask(phaseMask,false);
//oX = x; oY = y; dX = x; dY = y; m_moveTime = 0; m_startMove = 0;
const bool bResult = CreateFromProto(guidlow, Entry, 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();
}
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())
{
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::prepareGossipMenu( Player *pPlayer,uint32 gossipid )
{
//Prevent gossip from NPCs that are possessed.
Unit* Charmed = Unit::GetCharmer();
if (Charmed)
return;
PlayerMenu* pm=pPlayer->PlayerTalkClass;
pm->ClearMenus();
// lazy loading single time at use
LoadGossipOptions();
for( GossipOptionList::iterator i = m_goptions.begin( ); i != m_goptions.end( ); ++i )
{
GossipOption* gso=&*i;
if(gso->GossipId == gossipid)
{
bool cantalking=true;
if(gso->Id==1)
{
uint32 textid=GetNpcTextId();
GossipText const* gossiptext=objmgr.GetGossipText(textid);
if(!gossiptext)
cantalking=false;
}
else
{
switch (gso->Action)
{
case GOSSIP_OPTION_QUESTGIVER:
pPlayer->PrepareQuestMenu(GetGUID());
//if (pm->GetQuestMenu()->MenuItemCount() == 0)
cantalking=false;
//pm->GetQuestMenu()->ClearMenu();
break;
case GOSSIP_OPTION_ARMORER:
cantalking=false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if( !pPlayer->isDead() )
cantalking=false;
break;
case GOSSIP_OPTION_VENDOR:
{
VendorItemData const* vItems = GetVendorItems();
if(!vItems || vItems->Empty())
{
sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.",
GetGUIDLow(),GetEntry());
cantalking=false;
}
break;
}
case GOSSIP_OPTION_TRAINER:
if(!isCanTrainingOf(pPlayer,false))
cantalking=false;
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
if(!isCanTrainingAndResetTalentsOf(pPlayer))
cantalking=false;
break;
case GOSSIP_OPTION_UNLEARNPETSKILLS:
if(!pPlayer->GetPet() || pPlayer->GetPet()->getPetType() != HUNTER_PET || pPlayer->GetPet()->m_spells.size() <= 1 || GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || GetCreatureInfo()->trainer_class != CLASS_HUNTER)
cantalking=false;
break;
case GOSSIP_OPTION_TAXIVENDOR:
if ( pPlayer->GetSession()->SendLearnNewTaxiNode(this) )
return;
break;
case GOSSIP_OPTION_BATTLEFIELD:
if(!isCanInteractWithBattleMaster(pPlayer,false))
cantalking=false;
break;
case GOSSIP_OPTION_SPIRITGUIDE:
case GOSSIP_OPTION_INNKEEPER:
case GOSSIP_OPTION_BANKER:
case GOSSIP_OPTION_PETITIONER:
case GOSSIP_OPTION_STABLEPET:
case GOSSIP_OPTION_TABARDDESIGNER:
case GOSSIP_OPTION_AUCTIONEER:
break; // no checks
case GOSSIP_OPTION_OUTDOORPVP:
if ( !sOutdoorPvPMgr.CanTalkTo(pPlayer,this,(*gso)) )
cantalking = false;
break;
default:
sLog.outErrorDb("Creature %u (entry: %u) have unknown gossip option %u",GetDBTableGUIDLow(),GetEntry(),gso->Action);
break;
}
}
//note for future dev: should have database fields for BoxMessage & BoxMoney
if(!gso->OptionText.empty() && cantalking)
{
std::string OptionText = gso->OptionText;
std::string BoxText = gso->BoxText;
int loc_idx = pPlayer->GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
NpcOptionLocale const *no = objmgr.GetNpcOptionLocale(gso->Id);
if (no)
{
if (no->OptionText.size() > loc_idx && !no->OptionText[loc_idx].empty())
OptionText=no->OptionText[loc_idx];
if (no->BoxText.size() > loc_idx && !no->BoxText[loc_idx].empty())
BoxText=no->BoxText[loc_idx];
}
}
pm->GetGossipMenu().AddMenuItem((uint8)gso->Icon,OptionText, gossipid,gso->Action,BoxText,gso->BoxMoney,gso->Coded);
}
}
}
///some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
if(pm->Empty())
{
if(HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
{
isCanTrainingOf(pPlayer,true); // output error message if need
}
if(HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
{
isCanInteractWithBattleMaster(pPlayer,true); // output error message if need
}
}
}
void Creature::sendPreparedGossip(Player* player)
{
if(!player)
return;
if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT) // if world event npc then
gameeventmgr.HandleWorldEventGossip(player, this); // update world state with progress
// in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
if (!HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !player->PlayerTalkClass->GetQuestMenu().Empty())
{
player->SendPreparedQuest(GetGUID());
return;
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu will be included in list)
player->PlayerTalkClass->SendGossipMenu(GetNpcTextId(), GetGUID());
}
void Creature::OnGossipSelect(Player* player, uint32 option)
{
GossipMenu& gossipmenu = player->PlayerTalkClass->GetGossipMenu();
if(option >= gossipmenu.MenuItemCount())
return;
uint32 action=gossipmenu.GetItem(option).m_gAction;
uint32 zoneid=GetZoneId();
uint64 guid=GetGUID();
GossipOption const *gossip=GetGossipOption( action );
if(!gossip)
{
zoneid=0;
gossip=GetGossipOption( action );
if(!gossip)
return;
}
switch (gossip->Action)
{
case GOSSIP_OPTION_GOSSIP:
{
uint32 textid = GetGossipTextId(action, zoneid);
if (textid == 0)
textid=GetNpcTextId();
player->PlayerTalkClass->CloseGossip();
player->PlayerTalkClass->SendTalking(textid);
break;
}
case GOSSIP_OPTION_OUTDOORPVP:
sOutdoorPvPMgr.HandleGossipOption(player, GetGUID(), option);
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (player->isDead())
CastSpell(this,17251,true,NULL,NULL,player->GetGUID());
break;
case GOSSIP_OPTION_QUESTGIVER:
player->PrepareQuestMenu( guid );
player->SendPreparedQuest( guid );
break;
case GOSSIP_OPTION_VENDOR:
case GOSSIP_OPTION_ARMORER:
player->GetSession()->SendListInventory(guid);
break;
case GOSSIP_OPTION_STABLEPET:
player->GetSession()->SendStablePet(guid);
break;
case GOSSIP_OPTION_TRAINER:
player->GetSession()->SendTrainerList(guid);
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
player->PlayerTalkClass->CloseGossip();
player->SendTalentWipeConfirm(guid);
break;
case GOSSIP_OPTION_UNLEARNPETSKILLS:
player->PlayerTalkClass->CloseGossip();
player->SendPetSkillWipeConfirm();
break;
case GOSSIP_OPTION_TAXIVENDOR:
player->GetSession()->SendTaxiMenu(this);
break;
case GOSSIP_OPTION_INNKEEPER:
player->PlayerTalkClass->CloseGossip();
player->SetBindPoint( guid );
break;
case GOSSIP_OPTION_BANKER:
player->GetSession()->SendShowBank( guid );
break;
case GOSSIP_OPTION_PETITIONER:
player->PlayerTalkClass->CloseGossip();
player->GetSession()->SendPetitionShowList( guid );
break;
case GOSSIP_OPTION_TABARDDESIGNER:
player->PlayerTalkClass->CloseGossip();
player->GetSession()->SendTabardVendorActivate( guid );
break;
case GOSSIP_OPTION_AUCTIONEER:
player->GetSession()->SendAuctionHello( guid, this );
break;
case GOSSIP_OPTION_SPIRITGUIDE:
case GOSSIP_GUARD_SPELLTRAINER:
case GOSSIP_GUARD_SKILLTRAINER:
prepareGossipMenu( player,gossip->Id );
sendPreparedGossip( player );
break;
case GOSSIP_OPTION_BATTLEFIELD:
{
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry());
player->GetSession()->SendBattlegGroundList( GetGUID(), bgTypeId );
break;
}
default:
OnPoiSelect( player, gossip );
break;
}
}
void Creature::OnPoiSelect(Player* player, GossipOption const *gossip)
{
if(gossip->GossipId==GOSSIP_GUARD_SPELLTRAINER || gossip->GossipId==GOSSIP_GUARD_SKILLTRAINER)
{
Poi_Icon icon = ICON_POI_BLANK;
//need add more case.
switch(gossip->Action)
{
case GOSSIP_GUARD_BANK:
icon=ICON_POI_SMALL_HOUSE;
break;
case GOSSIP_GUARD_RIDE:
icon=ICON_POI_RWHORSE;
break;
case GOSSIP_GUARD_GUILD:
icon=ICON_POI_BLUETOWER;
break;
default:
icon=ICON_POI_GREYTOWER;
break;
}
uint32 textid = GetGossipTextId( gossip->Action, GetZoneId() );
player->PlayerTalkClass->SendTalking(textid);
// std::string areaname= gossip->OptionText;
// how this could worked player->PlayerTalkClass->SendPointOfInterest( x, y, icon, 2, 15, areaname.c_str() );
}
}
uint32 Creature::GetGossipTextId(uint32 action, uint32 zoneid)
{
QueryResult *result= WorldDatabase.PQuery("SELECT textid FROM npc_gossip_textid WHERE action = '%u' AND zoneid ='%u'", action, zoneid );
if(!result)
return 0;
Field *fields = result->Fetch();
uint32 id = fields[0].GetUInt32();
delete result;
return id;
}
uint32 Creature::GetNpcTextId()
{
// don't cache / use cache in case it's a world event announcer
if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
if(uint32 textid = gameeventmgr.GetNpcTextId(m_DBTableGuid))
return textid;
if (!m_DBTableGuid)
return DEFAULT_GOSSIP_MESSAGE;
if(uint32 pos = objmgr.GetNpcGossip(m_DBTableGuid))
return pos;
return DEFAULT_GOSSIP_MESSAGE;
}
GossipOption const* Creature::GetGossipOption( uint32 id ) const
{
for( GossipOptionList::const_iterator i = m_goptions.begin( ); i != m_goptions.end( ); ++i )
{
if(i->Action==id )
return &*i;
}
return NULL;
}
void Creature::ResetGossipOptions()
{
m_gossipOptionLoaded = false;
m_goptions.clear();
}
void Creature::LoadGossipOptions()
{
if(m_gossipOptionLoaded)
return;
uint32 npcflags=GetUInt32Value(UNIT_NPC_FLAGS);
CacheNpcOptionList const& noList = objmgr.GetNpcOptions ();
for (CacheNpcOptionList::const_iterator i = noList.begin (); i != noList.end (); ++i)
if(i->NpcFlag & npcflags)
addGossipOption(*i);
m_gossipOptionLoaded = true;
}
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);
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER);
return;
}
Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
if(!player) // normal creature, no player involved
return;
m_lootRecipient = player->GetGUID();
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER);
}
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->Modelid_A1 || displayId == cinfo->Modelid_A2 ||
displayId == cinfo->Modelid_H1 || displayId == cinfo->Modelid_H2) 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
uint32 minlevel = std::min(cinfo->maxlevel, cinfo->minlevel);
uint32 maxlevel = std::max(cinfo->maxlevel, cinfo->minlevel);
uint32 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel);
SetLevel(level);
float rellevel = maxlevel == minlevel ? 0 : (float(level - minlevel))/(maxlevel - minlevel);
// health
float healthmod = _GetHealthMod(rank);
uint32 minhealth = std::min(cinfo->maxhealth, cinfo->minhealth);
uint32 maxhealth = std::max(cinfo->maxhealth, cinfo->minhealth);
uint32 health = uint32(healthmod * (minhealth + uint32(rellevel*(maxhealth - minhealth))));
SetCreateHealth(health);
SetMaxHealth(health);
SetHealth(health);
// mana
uint32 minmana = std::min(cinfo->maxmana, cinfo->minmana);
uint32 maxmana = std::max(cinfo->maxmana, cinfo->minmana);
uint32 mana = minmana + uint32(rellevel*(maxmana - minmana));
SetCreateMana(mana);
SetMaxPower(POWER_MANA, mana); //MAX Mana
SetPower(POWER_MANA, mana);
SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, health);
SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, mana);
// damage
float damagemod = _GetDamageMod(rank);
SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, cinfo->mindmg * damagemod);
SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, cinfo->maxdmg * damagemod);
SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, cinfo->mindmg * damagemod);
SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, cinfo->maxdmg * damagemod);
SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, cinfo->minrangedmg * damagemod);
SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, cinfo->maxrangedmg * damagemod);
// this value is not accurate, but should be close to the real value
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, level * 5);
SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, level * 5);
//SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, cinfo->attackpower * damagemod);
//SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, cinfo->rangedattackpower * 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 team, const CreatureData *data)
{
CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(Entry);
if(!cinfo)
{
sLog.outErrorDb("Creature entry %u does not exist.", Entry);
return false;
}
m_originalEntry = Entry;
if(isVehicle())
Object::_Create(guidlow, Entry, HIGHGUID_VEHICLE);
else
Object::_Create(guidlow, Entry, HIGHGUID_UNIT);
if(!UpdateEntry(Entry, team, data))
return false;
//Notify the map's instance data.
//Only works if you create the object in it, not if it is moves to that map.
//Normally non-players do not teleport to other maps.
Map *map = FindMap();
if(map && map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
{
((InstanceMap*)map)->GetInstanceData()->OnCreatureCreate(this, true);
}
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;
}
if(const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(data->id))
if(cInfo->VehicleId)
return false;
m_DBTableGuid = guid;
if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
uint16 team = 0;
if(!Create(guid,map,data->phaseMask,data->id,team,data))
return false;
Relocate(data->posX,data->posY,data->posZ,data->orientation);
if(!IsPositionValid())
{
sLog.outError("Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",GetGUIDLow(),GetEntry(),GetPositionX(),GetPositionY());
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 = GetMap()->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);
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::IsWithinSightDist(Unit const* u) const
{
return IsWithinDistInMap(u, sWorld.getConfig(CONFIG_SIGHT_MONSTER));
}
bool Creature::canStartAttack(Unit const* who) const
{
if(isCivilian() || IsNeutralToAll()
|| !who->isInAccessiblePlaceFor(this)
|| !canFly() && GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE
|| !IsWithinDistInMap(who, GetAttackDistance(who)))
return false;
if(!canAttack(who, false))
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;
int32 playerlevel = pl->getLevelForTarget(this);
int32 creaturelevel = getLevelForTarget(pl);
int32 leveldif = playerlevel - 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();
if (canFly() && FallGround())
return;
}
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, 0);
//if(!isPet())
setActive(false);
if(!isPet() && GetCreatureInfo()->SkinLootId)
if ( LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->SkinLootId) )
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
if (canFly() && FallGround())
return;
SetNoSearchAssistance(false);
Unit::setDeathState(CORPSE);
//Dismiss group if is leader
if(m_formation && m_formation->getLeader() == this)
m_formation->FormationReset(true);
}
if(s == JUST_ALIVED)
{
//if(isPet())
// setActive(true);
SetHealth(GetMaxHealth());
SetLootRecipient(NULL);
ResetDamageByPlayers();
Unit::setDeathState(ALIVE);
CreatureInfo const *cinfo = GetCreatureInfo();
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
clearUnitState(UNIT_STAT_ALL_STATE);
SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
LoadCreaturesAddon(true);
Motion_Initialize();
}
}
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, true);
if (fabs(ground_Z - z) < 0.1f)
return false;
Unit::setDeathState(DEAD_FALLING);
GetMotionMaster()->MovePoint(0, x, y, ground_Z);
Relocate(x, y, ground_Z);
return true;
}
void Creature::Respawn()
{
RemoveCorpse();
// forced recreate creature object at clients
UnitVisibility currentVis = GetVisibility();
SetVisibility(VISIBILITY_RESPAWN);
ObjectAccessor::UpdateObjectVisibility(this);
SetVisibility(currentVis); // restore visibility state
ObjectAccessor::UpdateObjectVisibility(this);
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);
SetHealth(0);
i_motionMaster.Clear();
clearUnitState(UNIT_STAT_ALL_STATE);
LoadCreaturesAddon(true);
}
else
setDeathState( JUST_ALIVED );
//Call AI respawn virtual function
AI()->JustRespawned();
uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), GetTypeId());
if (poolid)
poolhandler.UpdatePool(poolid, GetGUIDLow(), GetTypeId());
//GetMap()->Add(this);
}
}
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;
// 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 && !pl->isGameMaster() )
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);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
}
return target;
}
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();
MaNGOS::AnyAssistCreatureInRangeCheck u_check(this, getVictim(), radius);
MaNGOS::CreatureListSearcher searcher(this, assistList, u_check);
TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
}
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)));
}
}
}
}
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;
// 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;
}
void Creature::SaveRespawnTime()
{
if(isPet() || !m_DBTableGuid)
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);
}
bool Creature::IsOutOfThreatArea(Unit* pVictim) const
{
if(!pVictim)
return true;
if(!pVictim->IsInMap(this))
return true;
if(!canAttack(pVictim))
return true;
if(!pVictim->isInAccessiblePlaceFor(this))
return true;
if(sMapStore.LookupEntry(GetMapId())->IsDungeon())
return false;
float AttackDist = GetAttackDistance(pVictim);
uint32 ThreatRadius = sWorld.getConfig(CONFIG_THREAT_RADIUS);
//Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
return !pVictim->IsWithinDist3d(mHome_X,mHome_Y,mHome_Z,
ThreatRadius > AttackDist ? ThreatRadius : AttackDist);
}
CreatureDataAddon const* Creature::GetCreatureAddon() const
{
if (m_DBTableGuid)
{
if(CreatureDataAddon const* addon = ObjectMgr::GetCreatureAddon(m_DBTableGuid))
return addon;
}
// dependent from heroic 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->bytes0 != 0)
SetUInt32Value(UNIT_FIELD_BYTES_0, cainfo->bytes0);
if (cainfo->bytes1 != 0)
SetUInt32Value(UNIT_FIELD_BYTES_1, cainfo->bytes1);
if (cainfo->bytes2 != 0)
SetUInt32Value(UNIT_FIELD_BYTES_2, cainfo->bytes2);
if (cainfo->emote != 0)
SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);
if (cainfo->move_flags != 0)
SetUnitMovementFlags(cainfo->move_flags);
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 (GUIDLow: %u Entry: %u ) has wrong spell %u defined in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id);
continue;
}
// skip already applied aura
if(HasAuraEffect(cAura->spell_id,cAura->effect_idx))
{
if(!reload)
sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) has duplicate aura (spell %u effect %u) in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id,cAura->effect_idx);
continue;
}
AddAuraEffect(AdditionalSpellInfo, cAura->effect_idx, this);
sLog.outDebug("Spell: %u with Aura %u added to creature (GUIDLow: %u Entry: %u )", cAura->spell_id, AdditionalSpellInfo->EffectApplyAuraName[cAura->effect_idx],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)GetZoneId();
sWorld.SendGlobalMessage(&data,NULL,(enemy_team==ALLIANCE ? HORDE : ALLIANCE));
}
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(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::IsInEvadeMode() const
{
return /*!i_motionMaster.empty() &&*/ i_motionMaster.GetCurrentMovementGeneratorType() == HOME_MOTION_TYPE;
}
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;
}
}
uint32 Creature::getLevelForTarget( Unit const* target ) const
{
if(!isWorldBoss())
return Unit::getLevelForTarget(target);
uint32 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())
{
uint32 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;
}