/* * 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_walk); SetSpeed(MOVE_RUN, cinfo->speed_run); SetSpeed(MOVE_SWIM, 1.0f); // using 1.0 rate SetSpeed(MOVE_FLIGHT, 1.0f); // using 1.0 rate SetFloatValue(OBJECT_FIELD_SCALE_X, cinfo->scale); // checked at loading m_defaultMovementType = MovementGeneratorType(cinfo->MovementType); if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE) m_defaultMovementType = IDLE_MOTION_TYPE; for (uint8 i=0; i < CREATURE_MAX_SPELLS; ++i) m_spells[i] = GetCreatureInfo()->spells[i]; return true; } bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data) { if (!InitEntry(Entry,team,data)) return false; CreatureInfo const* cInfo = GetCreatureInfo(); m_regenHealth = cInfo->RegenHealth; // creatures always have melee weapon ready if any SetSheath(SHEATH_STATE_MELEE); SelectLevel(GetCreatureInfo()); if (team == HORDE) setFaction(cInfo->faction_H); else setFaction(cInfo->faction_A); if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT) SetUInt32Value(UNIT_NPC_FLAGS,cInfo->npcflag | gameeventmgr.GetNPCFlag(this)); else SetUInt32Value(UNIT_NPC_FLAGS,cInfo->npcflag); SetAttackTime(BASE_ATTACK, cInfo->baseattacktime); SetAttackTime(OFF_ATTACK, cInfo->baseattacktime); SetAttackTime(RANGED_ATTACK,cInfo->rangeattacktime); SetUInt32Value(UNIT_FIELD_FLAGS,cInfo->unit_flags); SetUInt32Value(UNIT_DYNAMIC_FLAGS,cInfo->dynamicflags); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool)); CreatureBaseStats const* stats = objmgr.GetCreatureBaseStats(getLevel(), cInfo->unit_class); float armor = stats->GenerateArmor(cInfo); // TODO: Why is this treated as uint32 when it's a float? SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, armor); SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(cInfo->resistance1)); SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance2)); SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(cInfo->resistance3)); SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(cInfo->resistance4)); SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(cInfo->resistance5)); SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(cInfo->resistance6)); SetCanModifyStats(true); UpdateAllStats(); // checked and error show at loading templates if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction_A)) { if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP) SetPvP(true); else SetPvP(false); } // 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; }