/* * 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 */ #ifndef TRINITYCORE_CREATURE_H #define TRINITYCORE_CREATURE_H #include "Common.h" #include "Unit.h" #include "UpdateMask.h" #include "ItemPrototype.h" #include "LootMgr.h" #include "Database/DatabaseEnv.h" #include "Cell.h" #include struct SpellEntry; class CreatureAI; class Quest; class Player; class WorldSession; class CreatureGroup; enum CreatureFlagsExtra { CREATURE_FLAG_EXTRA_INSTANCE_BIND = 0x00000001, // creature kill bind instance with killer and killer's group CREATURE_FLAG_EXTRA_CIVILIAN = 0x00000002, // not aggro (ignore faction/reputation hostility) CREATURE_FLAG_EXTRA_NO_PARRY = 0x00000004, // creature can't parry CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN = 0x00000008, // creature can't counter-attack at parry CREATURE_FLAG_EXTRA_NO_BLOCK = 0x00000010, // creature can't block CREATURE_FLAG_EXTRA_NO_CRUSH = 0x00000020, // creature can't do crush attacks CREATURE_FLAG_EXTRA_NO_XP_AT_KILL = 0x00000040, // creature kill not provide XP CREATURE_FLAG_EXTRA_TRIGGER = 0x00000080, // trigger creature CREATURE_FLAG_EXTRA_NO_TAUNT = 0x00000100, // creature is immune to taunt auras and effect attack me CREATURE_FLAG_EXTRA_WORLDEVENT = 0x00004000, // custom flag for world event creatures (left room for merging) //CREATURE_FLAG_EXTRA_CHARM_AI = 0x00008000, // use ai when charmed CREATURE_FLAG_EXTRA_NO_CRIT = 0x00020000, // creature can't do critical strikes CREATURE_FLAG_EXTRA_NO_SKILLGAIN = 0x00040000, // creature won't increase weapon skills }; // GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform #if defined( __GNUC__ ) #pragma pack(1) #else #pragma pack(push,1) #endif #define MAX_KILL_CREDIT 2 // from `creature_template` table struct CreatureInfo { uint32 Entry; uint32 DifficultyEntry[MAX_DIFFICULTY - 1]; uint32 KillCredit[MAX_KILL_CREDIT]; uint32 Modelid1; uint32 Modelid2; uint32 Modelid3; uint32 Modelid4; char* Name; char* SubName; char* IconName; uint32 GossipMenuId; uint32 minlevel; uint32 maxlevel; uint32 expansion; uint32 armor; uint32 faction_A; uint32 faction_H; uint32 npcflag; float speed; float scale; uint32 rank; float mindmg; float maxdmg; uint32 dmgschool; uint32 attackpower; float dmg_multiplier; uint32 baseattacktime; uint32 rangeattacktime; uint32 unit_class; // enum Classes. Note only 4 classes are known for creatures. uint32 unit_flags; // enum UnitFlags mask values uint32 dynamicflags; uint32 family; // enum CreatureFamily values (optional) uint32 trainer_type; uint32 trainer_spell; uint32 trainer_class; uint32 trainer_race; float minrangedmg; float maxrangedmg; uint32 rangedattackpower; uint32 type; // enum CreatureType values uint32 type_flags; // enum CreatureTypeFlags mask values uint32 lootid; uint32 pickpocketLootId; uint32 SkinLootId; int32 resistance1; int32 resistance2; int32 resistance3; int32 resistance4; int32 resistance5; int32 resistance6; uint32 spells[CREATURE_MAX_SPELLS]; uint32 PetSpellDataId; uint32 VehicleId; uint32 mingold; uint32 maxgold; char const* AIName; uint32 MovementType; uint32 InhabitType; float ModHealth; float ModMana; bool RacialLeader; uint32 questItems[6]; uint32 movementId; bool RegenHealth; uint32 equipmentId; uint32 MechanicImmuneMask; uint32 flags_extra; uint32 ScriptID; uint32 GetRandomValidModelId() const; uint32 GetFirstValidModelId() const; // helpers SkillType GetRequiredLootSkill() const { if(type_flags & CREATURE_TYPEFLAGS_HERBLOOT) return SKILL_HERBALISM; else if(type_flags & CREATURE_TYPEFLAGS_MININGLOOT) return SKILL_MINING; else if(type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT) return SKILL_ENGINERING; else return SKILL_SKINNING; // normal case } bool isTameable(bool exotic) const { if(type != CREATURE_TYPE_BEAST || family == 0 || (type_flags & CREATURE_TYPEFLAGS_TAMEABLE)==0) return false; // if can tame exotic then can tame any temable return exotic || (type_flags & CREATURE_TYPEFLAGS_EXOTIC)==0; } }; // Defines base stats for creatures (used to calculate HP/mana). struct CreatureBaseStats { uint8 Expansion; uint8 Class; uint32 Level; uint32 BaseHealth; uint32 BaseMana; // Helpers uint32 GenerateHealth(uint32 level, CreatureInfo const* info) const { return uint32((BaseHealth * info->ModHealth) + 0.5f); } uint32 GenerateMana(uint32 level, CreatureInfo const* info) const { // Mana can be 0. if (!BaseMana) return 0; return uint32((BaseMana * info->ModMana) + 0.5f); } }; typedef std::list CreatureBaseStatsList; typedef std::pair BaseHealthManaPair; struct CreatureLocale { std::vector Name; std::vector SubName; }; struct GossipMenuItemsLocale { std::vector OptionText; std::vector BoxText; }; struct PointOfInterestLocale { std::vector IconName; }; struct EquipmentInfo { uint32 entry; uint32 equipentry[3]; }; // from `creature` table struct CreatureData { explicit CreatureData() : dbData(true) {} uint32 id; // entry in creature_template uint16 mapid; uint16 phaseMask; uint32 displayid; int32 equipmentId; float posX; float posY; float posZ; float orientation; uint32 spawntimesecs; float spawndist; uint32 currentwaypoint; uint32 curhealth; uint32 curmana; bool is_dead; uint8 movementType; uint8 spawnMask; bool dbData; }; struct CreatureDataAddonAura { uint32 spell_id; uint8 effect_idx; }; // from `creature_addon` table struct CreatureDataAddon { uint32 guidOrEntry; uint32 path_id; uint32 mount; uint32 bytes1; uint32 bytes2; uint32 emote; CreatureDataAddonAura const* auras; // loaded as char* "spell1 eff1 spell2 eff2 ... " }; struct CreatureModelInfo { uint32 modelid; float bounding_radius; float combat_reach; uint8 gender; uint32 modelid_other_gender; }; enum InhabitTypeValues { INHABIT_GROUND = 1, INHABIT_WATER = 2, INHABIT_AIR = 4, INHABIT_ANYWHERE = INHABIT_GROUND | INHABIT_WATER | INHABIT_AIR }; // Enums used by StringTextData::Type (CreatureEventAI) enum ChatType { CHAT_TYPE_SAY = 0, CHAT_TYPE_YELL = 1, CHAT_TYPE_TEXT_EMOTE = 2, CHAT_TYPE_BOSS_EMOTE = 3, CHAT_TYPE_WHISPER = 4, CHAT_TYPE_BOSS_WHISPER = 5, CHAT_TYPE_ZONE_YELL = 6 }; //Selection method used by SelectTarget (CreatureEventAI) enum AttackingTarget { ATTACKING_TARGET_RANDOM = 0, //Just selects a random target ATTACKING_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom ATTACKING_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top /* not implemented ATTACKING_TARGET_RANDOM_PLAYER, //Just selects a random target (player only) ATTACKING_TARGET_TOPAGGRO_PLAYER, //Selects targes from top aggro to bottom (player only) ATTACKING_TARGET_BOTTOMAGGRO_PLAYER, //Selects targets from bottom aggro to top (player only) */ }; // GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform #if defined( __GNUC__ ) #pragma pack() #else #pragma pack(pop) #endif // Vendors struct VendorItem { VendorItem(uint32 _item, int32 _maxcount, uint32 _incrtime, uint32 _ExtendedCost) : item(_item), maxcount(_maxcount), incrtime(_incrtime), ExtendedCost(_ExtendedCost) {} uint32 item; int32 maxcount; // 0 for infinity item amount uint32 incrtime; // time for restore items amount if maxcount != 0 uint32 ExtendedCost; }; typedef std::vector VendorItemList; struct VendorItemData { VendorItemList m_items; VendorItem* GetItem(uint32 slot) const { if(slot>=m_items.size()) return NULL; return m_items[slot]; } bool Empty() const { return m_items.empty(); } uint8 GetItemCount() const { return m_items.size(); } void AddItem( uint32 item, int32 maxcount, uint32 ptime, uint32 ExtendedCost) { m_items.push_back(new VendorItem(item, maxcount, ptime, ExtendedCost)); } bool RemoveItem( uint32 item_id ); VendorItem const* FindItem(uint32 item_id) const; size_t FindItemSlot(uint32 item_id) const; void Clear() { for (VendorItemList::const_iterator itr = m_items.begin(); itr != m_items.end(); ++itr) delete (*itr); m_items.clear(); } }; struct VendorItemCount { explicit VendorItemCount(uint32 _item, uint32 _count) : itemId(_item), count(_count), lastIncrementTime(time(NULL)) {} uint32 itemId; uint32 count; time_t lastIncrementTime; }; typedef std::list VendorItemCounts; struct TrainerSpell { TrainerSpell() : spell(0), spellCost(0), reqSkill(0), reqSkillValue(0), reqLevel(0), learnedSpell(0) {} TrainerSpell(uint32 _spell, uint32 _spellCost, uint32 _reqSkill, uint32 _reqSkillValue, uint32 _reqLevel, uint32 _learnedspell) : spell(_spell), spellCost(_spellCost), reqSkill(_reqSkill), reqSkillValue(_reqSkillValue), reqLevel(_reqLevel), learnedSpell(_learnedspell) {} uint32 spell; uint32 spellCost; uint32 reqSkill; uint32 reqSkillValue; uint32 reqLevel; uint32 learnedSpell; // helpers bool IsCastable() const { return learnedSpell != spell; } }; typedef UNORDERED_MAP TrainerSpellMap; struct TrainerSpellData { TrainerSpellData() : trainerType(0) {} TrainerSpellMap spellList; uint32 trainerType; // trainer type based at trainer spells, can be different from creature_template value. // req. for correct show non-prof. trainers like weaponmaster, allowed values 0 and 2. TrainerSpell const* Find(uint32 spell_id) const; void Clear() { spellList.clear(); } }; typedef std::map CreatureSpellCooldowns; // max different by z coordinate for creature aggro reaction #define CREATURE_Z_ATTACK_RANGE 3 #define MAX_VENDOR_ITEMS 150 // Limitation in 3.x.x item count in SMSG_LIST_INVENTORY class TRINITY_DLL_SPEC Creature : public Unit, public GridObject { public: explicit Creature(); virtual ~Creature(); void AddToWorld(); void RemoveFromWorld(); void DisappearAndDie(); bool Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehId, uint32 team, float x, float y, float z, float ang, const CreatureData *data = NULL); bool LoadCreaturesAddon(bool reload = false); void SelectLevel(const CreatureInfo *cinfo); void LoadEquipment(uint32 equip_entry, bool force=false); uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; } char const* GetSubName() const { return GetCreatureInfo()->SubName; } void Update( uint32 time ); // overwrited Unit::Update void GetRespawnCoord(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const; uint32 GetEquipmentId() const { return GetCreatureInfo()->equipmentId; } void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; } bool isRacialLeader() const { return GetCreatureInfo()->RacialLeader; } bool isCivilian() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; } bool isTrigger() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER; } bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; } bool canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; } //bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; } void SetReactState(ReactStates st) { m_reactState = st; } ReactStates GetReactState() { return m_reactState; } bool HasReactState(ReactStates state) const { return (m_reactState == state); } ///// TODO RENAME THIS!!!!! bool isCanTrainingOf(Player* player, bool msg) const; bool isCanInteractWithBattleMaster(Player* player, bool msg) const; bool isCanTrainingAndResetTalentsOf(Player* pPlayer) const; bool canCreatureAttack(Unit const *pVictim, bool force = true) const; bool IsImmunedToSpell(SpellEntry const* spellInfo); // redefine Unit::IsImmunedToSpell bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const; // redefine Unit::IsImmunedToSpellEffect bool isElite() const { if(isPet()) return false; uint32 rank = GetCreatureInfo()->rank; return rank != CREATURE_ELITE_NORMAL && rank != CREATURE_ELITE_RARE; } bool isWorldBoss() const { if(isPet()) return false; return GetCreatureInfo()->rank == CREATURE_ELITE_WORLDBOSS; } uint8 getLevelForTarget(Unit const* target) const; // overwrite Unit::getLevelForTarget for boss level support bool IsInEvadeMode() const { return hasUnitState(UNIT_STAT_EVADE); } bool AIM_Initialize(CreatureAI* ai = NULL); void Motion_Initialize(); void AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type); CreatureAI * AI() const { return (CreatureAI*)i_AI; } uint32 GetShieldBlockValue() const //dunno mob block value { return (getLevel()/2 + uint32(GetStat(STAT_STRENGTH)/20)); } SpellSchoolMask GetMeleeDamageSchoolMask() const { return m_meleeDamageSchoolMask; } void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); } void _AddCreatureSpellCooldown(uint32 spell_id, time_t end_time); void _AddCreatureCategoryCooldown(uint32 category, time_t apply_time); void AddCreatureSpellCooldown(uint32 spellid); bool HasSpellCooldown(uint32 spell_id) const; bool HasCategoryCooldown(uint32 spell_id) const; bool HasSpell(uint32 spellID) const; bool UpdateEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL); bool UpdateStats(Stats stat); bool UpdateAllStats(); void UpdateResistances(uint32 school); void UpdateArmor(); void UpdateMaxHealth(); void UpdateMaxPower(Powers power); void UpdateAttackPowerAndDamage(bool ranged = false); void UpdateDamagePhysical(WeaponAttackType attType); uint32 GetCurrentEquipmentId() { return m_equipmentId; } float GetSpellDamageMod(int32 Rank); VendorItemData const* GetVendorItems() const; uint32 GetVendorItemCurrentCount(VendorItem const* vItem); uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count); TrainerSpellData const* GetTrainerSpells() const; CreatureInfo const *GetCreatureInfo() const { return m_creatureInfo; } CreatureData const *GetCreatureData() const { return m_creatureData; } CreatureDataAddon const* GetCreatureAddon() const; std::string GetAIName() const; std::string GetScriptName() const; uint32 GetScriptId() const; void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); } void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); } void TextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false) { MonsterTextEmote(textId,TargetGuid,IsBossEmote); } void Whisper(int32 textId, uint64 receiver, bool IsBossWhisper = false) { MonsterWhisper(textId,receiver,IsBossWhisper); } void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); } // overwrite WorldObject function for proper name localization const char* GetNameForLocaleIdx(int32 locale_idx) const; void setDeathState(DeathState s); // overwrite virtual Unit::setDeathState bool FallGround(); bool LoadFromDB(uint32 guid, Map *map); void SaveToDB(); // overwrited in Pet virtual void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask); virtual void DeleteFromDB(); // overwrited in Pet Loot loot; bool lootForPickPocketed; bool lootForBody; Player *GetLootRecipient() const; bool hasLootRecipient() const { return m_lootRecipient!=0; } void SetLootRecipient (Unit* unit); void AllLootRemovedFromCorpse(); uint16 GetLootMode() { return m_LootMode; } bool HasLootMode(uint16 lootMode) { return m_LootMode & lootMode; } void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; } void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; } void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; } void ResetLootMode() { m_LootMode = DEFAULT_LOOT_MODE; } SpellEntry const *reachWithSpellAttack(Unit *pVictim); SpellEntry const *reachWithSpellCure(Unit *pVictim); uint32 m_spells[CREATURE_MAX_SPELLS]; CreatureSpellCooldowns m_CreatureSpellCooldowns; CreatureSpellCooldowns m_CreatureCategoryCooldowns; uint32 m_GlobalCooldown; bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const; bool canStartAttack(Unit const* u, bool force) const; float GetAttackDistance(Unit const* pl) const; void SendAIReaction(AiReaction reactionType); Unit* SelectNearestTarget(float dist = 0) const; void DoFleeToGetAssistance(); void CallForHelp(float fRadius); void CallAssistance(); void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; } void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; } bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; } bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const; bool _IsTargetAcceptable(const Unit* target) const; MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; } void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; } // for use only in LoadHelper, Map::Add Map::CreatureCellRelocation Cell const& GetCurrentCell() const { return m_currentCell; } void SetCurrentCell(Cell const& cell) { m_currentCell = cell; } bool IsVisibleInGridForPlayer(Player const* pl) const; void RemoveCorpse(); bool isDeadByDefault() const { return m_isDeadByDefault; }; void ForcedDespawn(); time_t const& GetRespawnTime() const { return m_respawnTime; } time_t GetRespawnTimeEx() const; void SetRespawnTime(uint32 respawn) { m_respawnTime = respawn ? time(NULL) + respawn : 0; } void Respawn(bool force = false); void SaveRespawnTime(); uint32 GetRespawnDelay() const { return m_respawnDelay; } void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; } float GetRespawnRadius() const { return m_respawnradius; } void SetRespawnRadius(float dist) { m_respawnradius = dist; } // Linked Creature Respawning System time_t GetLinkedCreatureRespawnTime() const; const CreatureData* GetLinkedRespawnCreatureData() const; uint32 m_groupLootTimer; // (msecs)timer used for group loot uint64 lootingGroupLeaderGUID; // used to find group which is looting corpse void SendZoneUnderAttackMessage(Player* attacker); void SetInCombatWithZone(); bool hasQuest(uint32 quest_id) const; bool hasInvolvedQuest(uint32 quest_id) const; bool isRegeneratingHealth() { return m_regenHealth; } virtual uint8 GetPetAutoSpellSize() const { return CREATURE_MAX_SPELLS; } virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const { if (pos >= CREATURE_MAX_SPELLS || m_charmInfo->GetCharmSpell(pos)->GetType() != ACT_ENABLED) return 0; else return m_charmInfo->GetCharmSpell(pos)->GetAction(); } void SetHomePosition(float x, float y, float z, float o) { m_homePosition.Relocate(x, y, z, o); } void SetHomePosition(const Position &pos) { m_homePosition.Relocate(pos); } void GetHomePosition(float &x, float &y, float &z, float &ori) { m_homePosition.GetPosition(x, y, z, ori); } Position GetHomePosition() { return m_homePosition; } uint32 GetGlobalCooldown() const { return m_GlobalCooldown; } uint32 GetWaypointPath(){return m_path_id;} void LoadPath(uint32 pathid) { m_path_id = pathid; } uint32 GetCurrentWaypointID(){return m_waypointID;} void UpdateWaypointID(uint32 wpID){m_waypointID = wpID;} void SearchFormation(); CreatureGroup *GetFormation() {return m_formation;} void SetFormation(CreatureGroup *formation) {m_formation = formation;} Unit *SelectVictim(); void SetDeadByDefault (bool death_state) {m_isDeadByDefault = death_state;} void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; } bool IsReputationGainDisabled() { return DisableReputationGain; } bool IsDamageEnoughForLootingAndReward() { return m_PlayerDamageReq == 0; } void LowerPlayerDamageReq(uint32 unDamage) { if(m_PlayerDamageReq) m_PlayerDamageReq > unDamage ? m_PlayerDamageReq -= unDamage : m_PlayerDamageReq = 0; } void ResetPlayerDamageReq() { m_PlayerDamageReq = GetHealth() / 2; } uint32 m_PlayerDamageReq; void SetOriginalEntry(uint32 entry) { m_originalEntry = entry; } // Provided for script access. BaseHealthManaPair GenerateHealthMana(); static float _GetDamageMod(int32 Rank); float m_SightDistance, m_CombatDistance; protected: bool CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, uint32 team, const CreatureData *data = NULL); bool InitEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL); // vendor items VendorItemCounts m_vendorItemCounts; void _RealtimeSetCreatureInfo(); static float _GetHealthMod(int32 Rank); uint32 m_lootMoney; uint64 m_lootRecipient; /// Timers uint32 m_deathTimer; // (msecs)timer for death or corpse disappearance time_t m_respawnTime; // (secs) time of next respawn uint32 m_respawnDelay; // (secs) delay between corpse disappearance and respawning uint32 m_corpseDelay; // (secs) delay between death and corpse disappearance float m_respawnradius; ReactStates m_reactState; // for AI, not charmInfo void RegenerateMana(); void RegenerateHealth(); void Regenerate(Powers power); MovementGeneratorType m_defaultMovementType; Cell m_currentCell; // store current cell where creature listed uint32 m_DBTableGuid; ///< For new or temporary creatures is 0 for saved it is lowguid uint32 m_equipmentId; bool m_AlreadyCallAssistance; bool m_AlreadySearchedAssistance; bool m_regenHealth; bool m_AI_locked; bool m_isDeadByDefault; SpellSchoolMask m_meleeDamageSchoolMask; uint32 m_originalEntry; Position m_homePosition; bool DisableReputationGain; CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry()) CreatureData const* m_creatureData; uint16 m_LootMode; // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable private: //WaypointMovementGenerator vars uint32 m_waypointID; uint32 m_path_id; //Formation var CreatureGroup *m_formation; }; class AssistDelayEvent : public BasicEvent { public: AssistDelayEvent(const uint64& victim, Unit& owner) : BasicEvent(), m_victim(victim), m_owner(owner) { } bool Execute(uint64 e_time, uint32 p_time); void AddAssistant(const uint64& guid) { m_assistants.push_back(guid); } private: AssistDelayEvent(); uint64 m_victim; std::list m_assistants; Unit& m_owner; }; #endif