/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#include "Creature.h"
#include "BattlegroundMgr.h"
#include "CellImpl.h"
#include "Common.h"
#include "CreatureAI.h"
#include "CreatureAISelector.h"
#include "CreatureGroups.h"
#include "DatabaseEnv.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "Group.h"
#include "GroupMgr.h"
#include "InstanceScript.h"
#include "Log.h"
#include "LootMgr.h"
#include "MapMgr.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "OutdoorPvPMgr.h"
#include "Pet.h"
#include "Player.h"
#include "PoolMgr.h"
#include "ScriptedGossip.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "Transport.h"
#include "Util.h"
#include "Vehicle.h"
#include "WaypointMovementGenerator.h"
#include "World.h"
#include "WorldPacket.h"
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
#include "GridNotifiersImpl.h"
CreatureMovementData::CreatureMovementData() : Ground(CreatureGroundMovementType::Run), Flight(CreatureFlightMovementType::None),
Swim(true), Rooted(false), Chase(CreatureChaseMovementType::Run),
Random(CreatureRandomMovementType::Walk), InteractionPauseTimer(sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER)) {}
std::string CreatureMovementData::ToString() const
{
constexpr std::array GroundStates = {"None", "Run", "Hover"};
constexpr std::array FlightStates = {"None", "DisableGravity", "CanFly"};
constexpr std::array ChaseStates = {"Run", "CanWalk", "AlwaysWalk"};
constexpr std::array RandomStates = {"Walk", "CanRun", "AlwaysRun"};
std::ostringstream str;
str << std::boolalpha
<< "Ground: " << GroundStates[AsUnderlyingType(Ground)]
<< ", Swim: " << Swim
<< ", Flight: " << FlightStates[AsUnderlyingType(Flight)]
<< ", Chase: " << ChaseStates[AsUnderlyingType(Chase)]
<< ", Random: " << RandomStates[AsUnderlyingType(Random)];
if (Rooted)
str << ", Rooted";
str << ", InteractionPauseTimer: " << InteractionPauseTimer;
return str.str();
}
TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
{
TrainerSpellMap::const_iterator itr = spellList.find(spell_id);
if (itr != spellList.end())
return &itr->second;
return nullptr;
}
bool VendorItemData::RemoveItem(uint32 item_id)
{
bool found = false;
for (VendorItemList::iterator i = m_items.begin(); i != m_items.end();)
{
if ((*i)->item == item_id)
{
i = m_items.erase(i++);
found = true;
}
else
++i;
}
return found;
}
VendorItemCount::VendorItemCount(uint32 _item, uint32 _count)
: itemId(_item), count(_count), lastIncrementTime(GameTime::GetGameTime().count()) { }
VendorItem const* VendorItemData::FindItemCostPair(uint32 item_id, uint32 extendedCost) const
{
for (VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i)
if ((*i)->item == item_id && (*i)->ExtendedCost == extendedCost)
return *i;
return nullptr;
}
uint32 CreatureTemplate::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 CreatureTemplate::GetFirstValidModelId() const
{
if (Modelid1) return Modelid1;
if (Modelid2) return Modelid2;
if (Modelid3) return Modelid3;
if (Modelid4) return Modelid4;
return 0;
}
void CreatureTemplate::InitializeQueryData()
{
queryData.Initialize(SMSG_CREATURE_QUERY_RESPONSE, 1);
queryData << uint32(Entry); // creature entry
queryData << Name;
queryData << uint8(0) << uint8(0) << uint8(0); // name2, name3, name4, always empty
queryData << SubName;
queryData << IconName; // "Directions" for guard, string for Icons 2.3.0
queryData << uint32(type_flags); // flags
queryData << uint32(type); // CreatureType.dbc
queryData << uint32(family); // CreatureFamily.dbc
queryData << uint32(rank); // Creature Rank (elite, boss, etc)
queryData << uint32(KillCredit[0]); // new in 3.1, kill credit
queryData << uint32(KillCredit[1]); // new in 3.1, kill credit
queryData << uint32(Modelid1); // Modelid1
queryData << uint32(Modelid2); // Modelid2
queryData << uint32(Modelid3); // Modelid3
queryData << uint32(Modelid4); // Modelid4
queryData << float(ModHealth); // dmg/hp modifier
queryData << float(ModMana); // dmg/mana modifier
queryData << uint8(RacialLeader);
queryData << uint32(movementId); // CreatureMovementInfo.dbc
}
bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
if (Unit* victim = ObjectAccessor::GetUnit(*m_owner, m_victim))
{
// Initialize last damage timer if it doesn't exist
m_owner->SetLastDamagedTime(GameTime::GetGameTime().count() + MAX_AGGRO_RESET_TIME);
while (!m_assistants.empty())
{
Creature* assistant = ObjectAccessor::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);
assistant->SetLastDamagedTimePtr(m_owner->GetLastDamagedTimePtr());
}
}
}
return true;
}
CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unitClass)
{
return sObjectMgr->GetCreatureBaseStats(level, unitClass);
}
bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
m_owner.DespawnOrUnsummon(0s, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
return true;
}
bool TemporaryThreatModifierEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
if (Unit* victim = ObjectAccessor::GetUnit(m_owner, m_threatVictimGUID))
{
if (m_owner.IsInCombatWith(victim))
{
m_owner.GetThreatMgr().ModifyThreatByPercent(victim, -100); // Reset threat to zero.
m_owner.GetThreatMgr().AddThreat(victim, m_threatValue); // Set to the previous value it had, first before modification.
}
}
return true;
}
Creature::Creature(bool isWorldObject): Unit(isWorldObject), MovableMapObject(), m_groupLootTimer(0), lootingGroupLowGUID(0), m_lootRecipientGroup(0),
m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_wanderDistance(0.0f), m_boundaryCheckTime(2500),
m_transportCheckTimer(1000), lootPickPocketRestoreTime(0), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE),
m_spawnId(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_regenPower(true), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_moveInLineOfSightDisabled(false), m_moveInLineOfSightStrictlyDisabled(false),
m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_detectionDistance(20.0f), m_waypointID(0), m_path_id(0), m_formation(nullptr), _lastDamagedTime(nullptr), m_cannotReachTimer(0),
_isMissingSwimmingFlagOutOfCombat(false), m_assistanceTimer(0), _playerDamageReq(0), _damagedByPlayer(false)
{
m_regenTimer = CREATURE_REGEN_INTERVAL;
m_valuesCount = UNIT_END;
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
m_spells[i] = 0;
for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
m_ProhibitSchoolTime[i] = 0;
m_CreatureSpellCooldowns.clear();
DisableReputationGain = false;
m_SightDistance = sWorld->getFloatConfig(CONFIG_SIGHT_MONSTER);
m_CombatDistance = 0.0f;
ResetLootMode(); // restore default loot mode
TriggerJustRespawned = false;
m_isTempWorldObject = false;
_focusSpell = nullptr;
m_respawnedTime = time_t(0);
}
Creature::~Creature()
{
m_vendorItemCounts.clear();
delete i_AI;
i_AI = nullptr;
}
void Creature::AddToWorld()
{
///- Register the creature for guid lookup
if (!IsInWorld())
{
// pussywizard: motion master needs to be initialized before OnCreatureCreate, which may set death state to JUST_DIED, to prevent crash
// it's also initialized in AIM_Initialize(), few lines below, but it's not a problem
Motion_Initialize();
GetMap()->GetObjectsStore().Insert(GetGUID(), this);
if (m_spawnId)
{
GetMap()->GetCreatureBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
}
Unit::AddToWorld();
SearchFormation();
AIM_Initialize();
if (IsVehicle())
{
GetVehicleKit()->Install();
}
if (GetZoneScript())
{
GetZoneScript()->OnCreatureCreate(this);
}
loot.sourceWorldObjectGUID = GetGUID();
sScriptMgr->OnCreatureAddWorld(this);
}
}
void Creature::RemoveFromWorld()
{
if (IsInWorld())
{
sScriptMgr->OnCreatureRemoveWorld(this);
if (GetZoneScript())
GetZoneScript()->OnCreatureRemove(this);
if (m_formation)
sFormationMgr->RemoveCreatureFromGroup(m_formation, this);
if (Transport* transport = GetTransport())
transport->RemovePassenger(this, true);
Unit::RemoveFromWorld();
if (m_spawnId)
Acore::Containers::MultimapErasePair(GetMap()->GetCreatureBySpawnIdStore(), m_spawnId, this);
GetMap()->GetObjectsStore().Remove(GetGUID());
}
}
void Creature::DisappearAndDie()
{
DestroyForNearbyPlayers();
//SetVisibility(VISIBILITY_OFF);
//ObjectAccessor::UpdateObjectVisibility(this);
if (IsAlive())
setDeathState(JUST_DIED, true);
RemoveCorpse(false, true);
}
void Creature::SearchFormation()
{
if (IsSummon())
{
return;
}
ObjectGuid::LowType spawnId = GetSpawnId();
if (!spawnId)
{
return;
}
CreatureGroupInfoType::const_iterator frmdata = sFormationMgr->CreatureGroupMap.find(spawnId);
if (frmdata != sFormationMgr->CreatureGroupMap.end())
{
sFormationMgr->AddCreatureToGroup(frmdata->second.leaderGUID, this);
}
}
void Creature::RemoveCorpse(bool setSpawnTime, bool skipVisibility)
{
if (getDeathState() != CORPSE)
return;
m_corpseRemoveTime = GameTime::GetGameTime().count();
setDeathState(DEAD);
RemoveAllAuras();
if (!skipVisibility) // pussywizard
DestroyForNearbyPlayers(); // pussywizard: previous UpdateObjectVisibility()
loot.clear();
uint32 respawnDelay = m_respawnDelay;
if (IsAIEnabled)
AI()->CorpseRemoved(respawnDelay);
// Should get removed later, just keep "compatibility" with scripts
if (setSpawnTime)
{
m_respawnTime = GameTime::GetGameTime().count() + respawnDelay;
//SaveRespawnTime();
}
float x, y, z, o;
GetRespawnPosition(x, y, z, &o);
SetHomePosition(x, y, z, o);
SetPosition(x, y, z, o);
// xinef: relocate notifier
m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
// pussywizard: if corpse was removed during falling then the falling will continue after respawn, so stop falling is such case
if (IsFalling())
StopMoving();
}
/**
* change the entry of creature until respawn
*/
bool Creature::InitEntry(uint32 Entry, const CreatureData* data)
{
CreatureTemplate const* normalInfo = sObjectMgr->GetCreatureTemplate(Entry);
if (!normalInfo)
{
LOG_ERROR("sql.sql", "Creature::InitEntry creature entry {} does not exist.", Entry);
return false;
}
// get difficulty 1 mode entry
// Xinef: Skip for pets!
CreatureTemplate const* cinfo = normalInfo;
for (uint8 diff = uint8(GetMap()->GetSpawnMode()); diff > 0 && !IsPet();)
{
// we already have valid Map pointer for current creature!
if (normalInfo->DifficultyEntry[diff - 1])
{
cinfo = sObjectMgr->GetCreatureTemplate(normalInfo->DifficultyEntry[diff - 1]);
if (cinfo)
break; // template found
// check and reported at startup, so just ignore (restore normalInfo)
cinfo = normalInfo;
}
// for instances heroic to normal, other cases attempt to retrieve previous difficulty
if (diff >= RAID_DIFFICULTY_10MAN_HEROIC && GetMap()->IsRaid())
diff -= 2; // to normal raid difficulty cases
else
--diff;
}
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()))
{
LOG_ERROR("sql.sql", "Creature (Entry: {}) has no model defined in table `creature_template`, can't load. ", Entry);
return false;
}
uint32 displayID = ObjectMgr::ChooseDisplayId(GetCreatureTemplate(), data);
if (!sObjectMgr->GetCreatureModelRandomGender(&displayID)) // Cancel load if no model defined
{
LOG_ERROR("sql.sql", "Creature (Entry: {}) has no model defined in table `creature_template`, can't load. ", Entry);
return false;
}
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
// Load creature equipment
if (!data)
{
LoadEquipment(); // use default from the template
}
else if (data->equipmentId == 0)
{
LoadEquipment(0); // 0 means no equipment for creature table
}
else
{
m_originalEquipmentId = data->equipmentId;
LoadEquipment(data->equipmentId);
}
SetName(normalInfo->Name); // at normal entry always
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
SetSpeed(MOVE_WALK, cinfo->speed_walk);
SetSpeed(MOVE_RUN, cinfo->speed_run);
SetSpeed(MOVE_SWIM, cinfo->speed_swim);
SetSpeed(MOVE_FLIGHT, cinfo->speed_flight);
// Will set UNIT_FIELD_BOUNDINGRADIUS and UNIT_FIELD_COMBATREACH
SetObjectScale(GetNativeObjectScale());
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, cinfo->HoverHeight);
// checked at loading
m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
if (!m_wanderDistance && m_defaultMovementType == RANDOM_MOTION_TYPE)
m_defaultMovementType = IDLE_MOTION_TYPE;
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
m_spells[i] = GetCreatureTemplate()->spells[i];
return true;
}
bool Creature::UpdateEntry(uint32 Entry, const CreatureData* data, bool changelevel, bool updateAI)
{
if (!InitEntry(Entry, data))
return false;
CreatureTemplate const* cInfo = GetCreatureTemplate();
m_regenHealth = cInfo->RegenHealth;
// creatures always have melee weapon ready if any unless specified otherwise
if (!GetCreatureAddon())
SetSheath(SHEATH_STATE_MELEE);
SetFaction(cInfo->faction);
uint32 npcflag, unit_flags, dynamicflags;
ObjectMgr::ChooseCreatureFlags(cInfo, npcflag, unit_flags, dynamicflags, data);
if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
ReplaceAllNpcFlags(NPCFlags(npcflag | sGameEventMgr->GetNPCFlag(this)));
else
ReplaceAllNpcFlags(NPCFlags(npcflag));
// Xinef: NPC is in combat, keep this flag!
unit_flags &= ~UNIT_FLAG_IN_COMBAT;
if (IsInCombat())
unit_flags |= UNIT_FLAG_IN_COMBAT;
ReplaceAllUnitFlags(UnitFlags(unit_flags));
ReplaceAllUnitFlags2(UnitFlags2(cInfo->unit_flags2));
ReplaceAllDynamicFlags(dynamicflags);
SetAttackTime(BASE_ATTACK, cInfo->BaseAttackTime);
SetAttackTime(OFF_ATTACK, cInfo->BaseAttackTime);
SetAttackTime(RANGED_ATTACK, cInfo->RangeAttackTime);
uint32 previousHealth = GetHealth();
uint32 previousMaxHealth = GetMaxHealth();
uint32 previousPlayerDamageReq = _playerDamageReq;
SelectLevel(changelevel);
if (previousHealth > 0)
{
SetHealth(previousHealth);
if (previousMaxHealth && previousMaxHealth > GetMaxHealth())
{
_playerDamageReq = (uint32)(previousPlayerDamageReq * GetMaxHealth() / previousMaxHealth);
}
else
{
_playerDamageReq = previousPlayerDamageReq;
}
}
SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool));
CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(GetLevel(), cInfo->unit_class);
float armor = (float)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->resistance[SPELL_SCHOOL_HOLY]));
SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FIRE]));
SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_NATURE]));
SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FROST]));
SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_SHADOW]));
SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_ARCANE]));
SetCanModifyStats(true);
UpdateAllStats();
// checked and error show at loading templates
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction))
{
if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_ASSIST_PLAYERS)
SetPvP(true);
else
SetPvP(false);
}
// updates spell bars for vehicles and set player's faction - should be called here, to overwrite faction that is set from the new template
if (IsVehicle())
{
if (Player* owner = Creature::GetCharmerOrOwnerPlayerOrPlayerItself()) // this check comes in case we don't have a player
{
SetFaction(owner->GetFaction()); // vehicles should have same as owner faction
owner->VehicleSpellInitialize();
}
}
// trigger creature is always not selectable and can not be attacked
if (IsTrigger())
SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
InitializeReactState();
if (!IsPet() && 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);
}
if (GetMovementTemplate().IsRooted())
{
SetControlled(true, UNIT_STATE_ROOT);
}
SetDetectionDistance(cInfo->detection_range);
LoadSpellTemplateImmunity();
if (updateAI)
{
AIM_Initialize();
}
return true;
}
void Creature::Update(uint32 diff)
{
if (IsAIEnabled && TriggerJustRespawned)
{
TriggerJustRespawned = false;
AI()->JustRespawned();
if (m_vehicleKit)
m_vehicleKit->Reset();
}
switch (m_deathState)
{
case JUST_RESPAWNED:
// Must not be called, see Creature::setDeathState JUST_RESPAWNED -> ALIVE promoting.
LOG_ERROR("entities.unit", "Creature ({}) in wrong state: JUST_RESPAWNED (4)", GetGUID().ToString());
break;
case JUST_DIED:
// Must not be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
LOG_ERROR("entities.unit", "Creature ({}) in wrong state: JUST_DEAD (1)", GetGUID().ToString());
break;
case DEAD:
{
time_t now = GameTime::GetGameTime().count();
if (m_respawnTime <= now)
{
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_RESPAWN, GetEntry());
if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
{
// Creature should not respawn, reset respawn timer. Conditions will be checked again the next time it tries to respawn.
m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay;
break;
}
bool allowed = !IsAIEnabled || AI()->CanRespawn(); // First check if there are any scripts that prevent us respawning
if (!allowed) // Will be rechecked on next Update call
break;
ObjectGuid dbtableHighGuid = ObjectGuid::Create(m_creatureData ? m_creatureData->id1 : GetEntry(), m_spawnId);
time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(GetEntry());
if (!linkedRespawntime || (cInfo && cInfo->HasFlagsExtra(CREATURE_FLAG_EXTRA_HARD_RESET))) // Can respawn
Respawn();
else // the master is dead
{
ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
{
SetRespawnTime(DAY);
}
else
{
m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
}
SaveRespawnTime(); // also save to DB immediately
}
}
break;
}
case CORPSE:
{
Unit::Update(diff);
// deathstate changed on spells update, prevent problems
if (m_deathState != CORPSE)
break;
if (m_groupLootTimer && lootingGroupLowGUID)
{
if (m_groupLootTimer <= diff)
{
Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
if (group)
group->EndRoll(&loot, GetMap());
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
}
else
{
m_groupLootTimer -= diff;
}
}
else if (m_corpseRemoveTime <= GameTime::GetGameTime().count())
{
RemoveCorpse(false);
LOG_DEBUG("entities.unit", "Removing corpse... {} ", GetUInt32Value(OBJECT_FIELD_ENTRY));
}
break;
}
case ALIVE:
{
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;
// xinef: update combat state, if npc is not in combat - return to spawn correctly by calling EnterEvadeMode
SelectVictim();
}
// if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now
if (m_combatPulseDelay > 0 && IsInCombat() && GetMap()->IsDungeon())
{
if (diff > m_combatPulseTime)
m_combatPulseTime = 0;
else
m_combatPulseTime -= diff;
if (m_combatPulseTime == 0)
{
if (AI())
AI()->DoZoneInCombat();
else
SetInCombatWithZone();
m_combatPulseTime = m_combatPulseDelay * IN_MILLISECONDS;
}
}
// periodic check to see if the creature has passed an evade boundary
if (IsAIEnabled && !IsInEvadeMode() && IsEngaged())
{
if (diff >= m_boundaryCheckTime)
{
AI()->CheckInRoom();
m_boundaryCheckTime = 2500;
}
else
m_boundaryCheckTime -= diff;
}
Unit* owner = GetCharmerOrOwner();
if (IsCharmed() && !IsWithinDistInMap(owner, GetMap()->GetVisibilityRange(), true, false))
{
RemoveCharmAuras();
}
if (Unit* victim = GetVictim())
{
// If we are closer than 50% of the combat reach we are going to reposition the victim
if (diff >= m_moveBackwardsMovementTime)
{
float MaxRange = GetCollisionRadius() + GetVictim()->GetCollisionRadius();
if (IsInDist(victim, MaxRange))
AI()->MoveBackwardsChecks();
m_moveBackwardsMovementTime = urand(MOVE_BACKWARDS_CHECK_INTERVAL, MOVE_BACKWARDS_CHECK_INTERVAL * 3);
}
else
{
m_moveBackwardsMovementTime -= diff;
}
// Circling the target
if (diff >= m_moveCircleMovementTime)
{
AI()->MoveCircleChecks();
m_moveCircleMovementTime = urand(MOVE_CIRCLE_CHECK_INTERVAL, MOVE_CIRCLE_CHECK_INTERVAL * 2);
}
else
{
m_moveCircleMovementTime -= diff;
}
}
// Call for assistance if not disabled
if (m_assistanceTimer)
{
if (m_assistanceTimer <= diff)
{
if (CanPeriodicallyCallForAssistance())
{
SetNoCallAssistance(false);
CallAssistance();
}
m_assistanceTimer = sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD);
}
else
{
m_assistanceTimer -= diff;
}
}
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;
m_regenTimer -= diff;
if (m_regenTimer <= 0)
{
if (!IsInEvadeMode())
{
// regenerate health if not in combat or if polymorphed)
if (!IsInCombat() || IsPolymorphed())
RegenerateHealth();
else if (IsNotReachableAndNeedRegen())
{
// regenerate health if cannot reach the target and the setting is set to do so.
// this allows to disable the health regen of raid bosses if pathfinding has issues for whatever reason
if (sWorld->getBoolConfig(CONFIG_REGEN_HP_CANNOT_REACH_TARGET_IN_RAID) || !GetMap()->IsRaid())
{
RegenerateHealth();
LOG_DEBUG("entities.unit", "RegenerateHealth() enabled because Creature cannot reach the target. Detail: {}", GetDebugInfo());
}
else
LOG_DEBUG("entities.unit", "RegenerateHealth() disabled even if the Creature cannot reach the target. Detail: {}", GetDebugInfo());
}
}
if (getPowerType() == POWER_ENERGY)
Regenerate(POWER_ENERGY);
else
Regenerate(POWER_MANA);
m_regenTimer += CREATURE_REGEN_INTERVAL;
}
if (CanNotReachTarget() && !IsInEvadeMode())
{
m_cannotReachTimer += diff;
if (m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_EVADE_IF_NOT_REACHABLE) * IN_MILLISECONDS))
{
Player* cannotReachPlayer = ObjectAccessor::GetPlayer(*this, m_cannotReachTarget);
if (cannotReachPlayer && IsEngagedBy(cannotReachPlayer) && IsAIEnabled && AI()->OnTeleportUnreacheablePlayer(cannotReachPlayer))
{
SetCannotReachTarget();
}
else if (!GetMap()->IsRaid())
{
auto EnterEvade = [&]()
{
if (CreatureAI* ai = AI())
{
ai->EnterEvadeMode(CreatureAI::EvadeReason::EVADE_REASON_NO_PATH);
}
};
if (GetThreatMgr().GetThreatListSize() <= 1)
{
EnterEvade();
}
else
{
if (HostileReference* ref = GetThreatMgr().GetOnlineContainer().getReferenceByTarget(m_cannotReachTarget))
{
ref->removeReference();
SetCannotReachTarget();
}
else
{
EnterEvade();
}
}
}
}
}
break;
}
default:
break;
}
if (IsInWorld() && !IsDuringRemoveFromWorld())
{
// pussywizard:
if (GetOwnerGUID().IsPlayer())
{
if (m_transportCheckTimer <= diff)
{
m_transportCheckTimer = 1000;
Transport* newTransport = GetMap()->GetTransportForPos(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), this);
if (newTransport != GetTransport())
{
if (GetTransport())
GetTransport()->RemovePassenger(this, true);
if (newTransport)
newTransport->AddPassenger(this, true);
this->StopMovingOnCurrentPos();
//SendMovementFlagUpdate();
}
}
else
m_transportCheckTimer -= diff;
}
sScriptMgr->OnCreatureUpdate(this, diff);
}
}
bool Creature::IsFreeToMove()
{
uint32 moveFlags = m_movementInfo.GetMovementFlags();
// Do not reposition ourself when we are not allowed to move
if ((IsMovementPreventedByCasting() || isMoving() || !CanFreeMove()) &&
(GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE ||
moveFlags & MOVEMENTFLAG_SPLINE_ENABLED))
{
return false;
}
return true;
}
void Creature::Regenerate(Powers power)
{
uint32 curValue = GetPower(power);
uint32 maxValue = GetMaxPower(power);
// Xinef: implement power regeneration flag
if (!HasUnitFlag2(UNIT_FLAG2_REGENERATE_POWER) && !GetOwnerGUID().IsPlayer())
return;
if (!m_regenPower)
{
return;
}
if (curValue >= maxValue)
return;
float addvalue = 0.0f;
switch (power)
{
case POWER_FOCUS:
{
// For hunter pets.
addvalue = 24 * sWorld->getRate(RATE_POWER_FOCUS);
break;
}
case POWER_ENERGY:
{
// For deathknight's ghoul.
addvalue = 20;
break;
}
case POWER_MANA:
{
// Combat and any controlled creature
if (IsInCombat() || GetCharmerOrOwnerGUID())
{
if (GetEntry() == NPC_IMP || GetEntry() == NPC_WATER_ELEMENTAL_TEMP || GetEntry() == NPC_WATER_ELEMENTAL_PERM)
{
addvalue = uint32((GetStat(STAT_SPIRIT) / (IsUnderLastManaUseEffect() ? 8.0f : 5.0f) + 17.0f));
}
else 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;
break;
}
default:
return;
}
// 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 (Powers((*i)->GetMiscValue()) == power)
AddPct(addvalue, (*i)->GetAmount());
addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * (power == POWER_FOCUS ? PET_FOCUS_REGEN_INTERVAL.count() : CREATURE_REGEN_INTERVAL) / (5 * IN_MILLISECONDS);
ModifyPower(power, int32(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
// Xinef: fix polymorph rapid regen
if (!GetCharmerOrOwnerGUID() || IsPolymorphed())
addvalue = maxValue / 3;
else //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);
}
// 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)
AddPct(addvalue, (*i)->GetAmount());
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * CREATURE_REGEN_INTERVAL / (5 * IN_MILLISECONDS);
ModifyHealth(addvalue);
}
void Creature::DoFleeToGetAssistance()
{
if (!GetVictim())
return;
if (HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
return;
float radius = sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS);
if (radius > 0)
{
Creature* creature = nullptr;
Acore::NearestAssistCreatureInCreatureRangeCheck u_check(this, GetVictim(), radius);
Acore::CreatureLastSearcher searcher(this, creature, u_check);
Cell::VisitGridObjects(this, searcher, radius);
SetNoSearchAssistance(true);
UpdateSpeed(MOVE_RUN, false);
if (!creature)
//SetFeared(true, GetVictim()->GetGUID(), 0, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY));
//TODO: use 31365
SetControlled(true, UNIT_STATE_FLEEING, GetVictim());
else
GetMotionMaster()->MoveSeekAssistance(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ());
}
}
bool Creature::AIM_Initialize(CreatureAI* ai)
{
// make sure nothing can change the AI during AI update
if (m_AI_locked)
{
LOG_DEBUG("scripts.ai", "AIM_Initialize: failed to init, locked.");
return false;
}
UnitAI* oldAI = i_AI;
// Xinef: called in add to world
//Motion_Initialize();
i_AI = ai ? ai : FactorySelector::SelectAI(this);
delete oldAI;
IsAIEnabled = true;
i_AI->InitializeAI();
// Xinef: Initialize vehicle if it is not summoned!
if (GetVehicleKit() && m_spawnId)
GetVehicleKit()->Reset();
return true;
}
void Creature::Motion_Initialize()
{
if (!m_formation)
GetMotionMaster()->Initialize();
else if (m_formation->GetLeader() == this)
{
m_formation->FormationReset(false, true);
GetMotionMaster()->Initialize();
}
else if (m_formation->IsFormed())
GetMotionMaster()->MoveIdle(); //wait the order of leader
else
GetMotionMaster()->Initialize();
}
bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 phaseMask, uint32 Entry, uint32 vehId, float x, float y, float z, float ang, const CreatureData* data)
{
ASSERT(map);
SetMap(map);
SetPhaseMask(phaseMask, false);
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(Entry);
if (!cinfo)
{
LOG_ERROR("sql.sql", "Creature::Create(): creature template (guidlow: {}, entry: {}) does not exist.", guidlow, Entry);
return false;
}
//! Relocate before CreateFromProto, to initialize coords and allow
//! returning correct zone id for selecting OutdoorPvP/Battlefield script
Relocate(x, y, z, ang);
if (!IsPositionValid())
{
LOG_ERROR("entities.unit", "Creature::Create(): given coordinates for creature (guidlow {}, entry {}) are not valid (X: {}, Y: {}, Z: {}, O: {})", guidlow, Entry, x, y, z, ang);
return false;
}
// area/zone id is needed immediately for ZoneScript::GetCreatureEntry hook before it is known which creature template to load (no model/scale available yet)
PositionFullTerrainStatus terrainData;
GetMap()->GetFullTerrainStatusForPosition(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), DEFAULT_COLLISION_HEIGHT, terrainData);
ProcessPositionDataChanged(terrainData);
//oX = x; oY = y; dX = x; dY = y; m_moveTime = 0; m_startMove = 0;
if (!CreateFromProto(guidlow, Entry, vehId, data))
return false;
UpdateMovementFlags();
switch (GetCreatureTemplate()->rank)
{
case CREATURE_ELITE_RARE:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_RARE);
break;
case CREATURE_ELITE_ELITE:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_ELITE);
break;
case CREATURE_ELITE_RAREELITE:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_RAREELITE);
break;
case CREATURE_ELITE_WORLDBOSS:
// Xinef: Reduce corpse delay for bossess outside of instance
if (!GetInstanceId())
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_ELITE) * 2;
else
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_WORLDBOSS);
break;
default:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_NORMAL);
break;
}
uint32 displayID = GetNativeDisplayId();
if (sObjectMgr->GetCreatureModelRandomGender(&displayID) && !IsTotem()) // Cancel load if no model defined or if totem
{
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
}
LoadCreaturesAddon();
//! Need to be called after LoadCreaturesAddon - MOVEMENTFLAG_HOVER is set there
m_positionZ += GetHoverHeight();
LastUsedScriptID = GetScriptId();
if (IsSpiritHealer() || IsSpiritGuide() || (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_GHOST_VISIBILITY))
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST);
}
else if (cinfo->type_flags & CREATURE_TYPE_FLAG_VISIBLE_TO_GHOSTS) // Xinef: Add ghost visibility for ghost units
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
if (Entry == VISUAL_WAYPOINT)
SetVisible(false);
if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_IGNORE_PATHFINDING)
AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);
return true;
}
bool Creature::isCanInteractWithBattleMaster(Player* player, bool msg) const
{
if (!IsBattleMaster())
return false;
BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(GetEntry());
if (!msg)
return player->GetBGAccessByLevel(bgTypeId);
if (!player->GetBGAccessByLevel(bgTypeId))
{
ClearGossipMenuFor(player);
switch (bgTypeId)
{
case BATTLEGROUND_AV:
SendGossipMenuFor(player, 7616, this);
break;
case BATTLEGROUND_WS:
SendGossipMenuFor(player, 7599, this);
break;
case BATTLEGROUND_AB:
SendGossipMenuFor(player, 7642, this);
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:
SendGossipMenuFor(player, 10024, this);
break;
default:
break;
}
return false;
}
return true;
}
bool Creature::isCanTrainingAndResetTalentsOf(Player* player) const
{
return player->GetLevel() >= 10
&& GetCreatureTemplate()->trainer_type == TRAINER_TYPE_CLASS
&& player->getClass() == GetCreatureTemplate()->trainer_class;
}
bool Creature::IsValidTrainerForPlayer(Player* player, uint32* npcFlags /*= nullptr*/) const
{
if (!IsTrainer())
{
return false;
}
switch (m_creatureInfo->trainer_type)
{
case TRAINER_TYPE_CLASS:
case TRAINER_TYPE_PETS:
if (m_creatureInfo->trainer_class && m_creatureInfo->trainer_class != player->getClass())
{
if (npcFlags)
*npcFlags &= ~UNIT_NPC_FLAG_TRAINER_CLASS;
return false;
}
break;
case TRAINER_TYPE_MOUNTS:
if (m_creatureInfo->trainer_race && m_creatureInfo->trainer_race != player->getRace())
{
return false;
}
break;
case TRAINER_TYPE_TRADESKILLS:
if (m_creatureInfo->trainer_spell && !player->HasSpell(m_creatureInfo->trainer_spell))
{
if (npcFlags)
*npcFlags &= ~UNIT_NPC_FLAG_TRAINER_PROFESSION;
return false;
}
break;
default:
break;
}
return true;
}
Player* Creature::GetLootRecipient() const
{
if (!m_lootRecipient)
return nullptr;
return ObjectAccessor::FindConnectedPlayer(m_lootRecipient);
}
Group* Creature::GetLootRecipientGroup() const
{
if (!m_lootRecipientGroup)
return nullptr;
return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
}
void Creature::SetLootRecipient(Unit* unit, bool withGroup)
{
// set the player whose group should receive the right
// to loot the creature after it dies
// should be set to nullptr after the loot disappears
if (!unit)
{
m_lootRecipient.Clear();
m_lootRecipientGroup = 0;
RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE | UNIT_DYNFLAG_TAPPED);
ResetAllowedLooters();
return;
}
Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player) // normal creature, no player involved
return;
m_lootRecipient = player->GetGUID();
Map* map = GetMap();
if (map && map->IsDungeon() && (isWorldBoss() || IsDungeonBoss()))
{
AddAllowedLooter(m_lootRecipient);
}
if (withGroup)
{
if (Group* group = player->GetGroup())
{
m_lootRecipientGroup = group->GetGUID().GetCounter();
if (map && map->IsDungeon() && (isWorldBoss() || IsDungeonBoss()))
{
Map::PlayerList const& PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
{
if (Player* groupMember = i->GetSource())
{
if (groupMember->IsGameMaster() || groupMember->IsSpectator())
{
continue;
}
if (groupMember->GetGroup() == group)
{
AddAllowedLooter(groupMember->GetGUID());
}
}
}
}
}
}
else
m_lootRecipientGroup = 0;
SetDynamicFlag(UNIT_DYNFLAG_TAPPED);
}
// return true if this creature is tapped by the player or by a member of his group.
bool Creature::isTappedBy(Player const* player) const
{
if (player->GetGUID() == m_lootRecipient)
return true;
Group const* playerGroup = player->GetGroup();
if (!playerGroup || playerGroup != GetLootRecipientGroup()) // if we dont have a group we arent the recipient
return false; // if creature doesnt have group bound it means it was solo killed by someone else
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 = sObjectMgr->GetCreatureData(m_spawnId);
if (!data)
{
LOG_ERROR("entities.unit", "Creature::SaveToDB failed, cannot get creature data!");
return;
}
uint32 mapId = GetTransport() && GetTransport()->ToMotionTransport() ? GetTransport()->GetGOInfo()->moTransport.mapID : GetMapId();
SaveToDB(mapId, data->spawnMask, GetPhaseMask());
}
void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
{
// update in loaded data
if (!m_spawnId)
m_spawnId = sObjectMgr->GenerateCreatureSpawnId();
CreatureData& data = sObjectMgr->NewOrExistCreatureData(m_spawnId);
data.spawnId = m_spawnId;
uint32 displayId = GetNativeDisplayId();
uint32 npcflag = GetNpcFlags();
uint32 unit_flags = GetUnitFlags();
uint32 dynamicflags = GetDynamicFlags();
// check if it's a custom model and if not, use 0 for displayId
CreatureTemplate const* cinfo = GetCreatureTemplate();
if (cinfo)
{
if (displayId == cinfo->Modelid1 || displayId == cinfo->Modelid2 ||
displayId == cinfo->Modelid3 || displayId == cinfo->Modelid4)
displayId = 0;
if (npcflag == cinfo->npcflag)
npcflag = 0;
if (unit_flags == cinfo->unit_flags)
unit_flags = 0;
if (dynamicflags == cinfo->dynamicflags)
dynamicflags = 0;
}
data.id1 = GetEntry();
data.mapid = mapid;
data.phaseMask = phaseMask;
data.displayid = displayId;
data.equipmentId = GetCurrentEquipmentId();
if (!GetTransport())
{
data.posX = GetPositionX();
data.posY = GetPositionY();
data.posZ = GetPositionZ();
data.orientation = GetOrientation();
}
else
{
data.posX = GetTransOffsetX();
data.posY = GetTransOffsetY();
data.posZ = GetTransOffsetZ();
data.orientation = GetTransOffsetO();
}
data.spawntimesecs = m_respawnDelay;
// prevent add data integrity problems
data.wander_distance = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_wanderDistance;
data.currentwaypoint = 0;
data.curhealth = GetHealth();
data.curmana = GetPower(POWER_MANA);
// prevent add data integrity problems
data.movementType = !m_wanderDistance && GetDefaultMovementType() == RANDOM_MOTION_TYPE
? IDLE_MOTION_TYPE : GetDefaultMovementType();
data.spawnMask = spawnMask;
data.npcflag = npcflag;
data.unit_flags = unit_flags;
data.dynamicflags = dynamicflags;
// update in DB
WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE);
stmt->SetData(0, m_spawnId);
trans->Append(stmt);
uint8 index = 0;
stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE);
stmt->SetData(index++, m_spawnId);
stmt->SetData(index++, GetEntry());
stmt->SetData(index++, 0);
stmt->SetData(index++, 0);
stmt->SetData(index++, uint16(mapid));
stmt->SetData(index++, spawnMask);
stmt->SetData(index++, GetPhaseMask());
stmt->SetData(index++, int32(GetCurrentEquipmentId()));
stmt->SetData(index++, GetPositionX());
stmt->SetData(index++, GetPositionY());
stmt->SetData(index++, GetPositionZ());
stmt->SetData(index++, GetOrientation());
stmt->SetData(index++, m_respawnDelay);
stmt->SetData(index++, m_wanderDistance);
stmt->SetData(index++, 0);
stmt->SetData(index++, GetHealth());
stmt->SetData(index++, GetPower(POWER_MANA));
stmt->SetData(index++, uint8(GetDefaultMovementType()));
stmt->SetData(index++, npcflag);
stmt->SetData(index++, unit_flags);
stmt->SetData(index++, dynamicflags);
trans->Append(stmt);
WorldDatabase.CommitTransaction(trans);
sScriptMgr->OnCreatureSaveToDB(this);
}
void Creature::SelectLevel(bool changelevel)
{
CreatureTemplate const* cInfo = GetCreatureTemplate();
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);
if (changelevel)
SetLevel(level);
CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(level, cInfo->unit_class);
// health
float healthmod = _GetHealthMod(rank);
uint32 basehp = std::max(1, 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, (float)health);
SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, (float)mana);
// damage
float basedamage = stats->GenerateBaseDamage(cInfo);
float weaponBaseMinDamage = basedamage;
float weaponBaseMaxDamage = basedamage * 1.5;
SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, stats->AttackPower);
SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, stats->RangedAttackPower);
sScriptMgr->Creature_SelectLevel(cInfo, this);
}
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(ObjectGuid::LowType guidlow, uint32 Entry, uint32 vehId, const CreatureData* data)
{
SetZoneScript();
if (GetZoneScript() && data)
{
uint32 FirstEntry = GetZoneScript()->GetCreatureEntry(guidlow, data);
if (!FirstEntry)
return false;
}
CreatureTemplate const* normalInfo = sObjectMgr->GetCreatureTemplate(Entry);
if (!normalInfo)
{
LOG_ERROR("sql.sql", "Creature::CreateFromProto(): creature template (guidlow: {}, entry: {}) does not exist.", guidlow, Entry);
return false;
}
SetOriginalEntry(Entry);
Object::_Create(guidlow, Entry, (vehId || normalInfo->VehicleId) ? HighGuid::Vehicle : HighGuid::Unit);
// Xinef: select proper vehicle id
if (!vehId)
{
CreatureTemplate const* cinfo = normalInfo;
for (uint8 diff = uint8(GetMap()->GetSpawnMode()); diff > 0 && !IsPet();)
{
// we already have valid Map pointer for current creature!
if (cinfo->DifficultyEntry[diff - 1])
{
cinfo = sObjectMgr->GetCreatureTemplate(normalInfo->DifficultyEntry[diff - 1]);
if (cinfo && cinfo->VehicleId)
break; // template found
// check and reported at startup, so just ignore (restore normalInfo)
cinfo = normalInfo;
}
// for instances heroic to normal, other cases attempt to retrieve previous difficulty
if (diff >= RAID_DIFFICULTY_10MAN_HEROIC && GetMap()->IsRaid())
diff -= 2; // to normal raid difficulty cases
else
--diff;
}
if (cinfo->VehicleId)
CreateVehicleKit(cinfo->VehicleId, (cinfo->VehicleId != normalInfo->VehicleId ? cinfo->Entry : normalInfo->Entry));
}
else
CreateVehicleKit(vehId, Entry);
if (!UpdateEntry(Entry, data))
return false;
return true;
}
bool Creature::isVendorWithIconSpeak() const
{
return m_creatureInfo->IconName == "Speak" && m_creatureData->npcflag & UNIT_NPC_FLAG_VENDOR;
}
bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool gridLoad, bool allowDuplicate /*= false*/)
{
if (!allowDuplicate)
{
// If an alive instance of this spawnId is already found, skip creation
// If only dead instance(s) exist, despawn them and spawn a new (maybe also dead) version
const auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(spawnId);
std::vector despawnList;
if (creatureBounds.first != creatureBounds.second)
{
for (auto itr = creatureBounds.first; itr != creatureBounds.second; ++itr)
{
if (itr->second->IsAlive())
{
LOG_DEBUG("maps", "Would have spawned {} but {} already exists", spawnId, creatureBounds.first->second->GetGUID().ToString());
return false;
}
else
{
despawnList.push_back(itr->second);
LOG_DEBUG("maps", "Despawned dead instance of spawn {} ({})", spawnId, itr->second->GetGUID().ToString());
}
}
for (Creature* despawnCreature : despawnList)
{
despawnCreature->AddObjectToRemoveList();
}
}
}
CreatureData const* data = sObjectMgr->GetCreatureData(spawnId);
if (!data)
{
LOG_ERROR("sql.sql", "Creature (SpawnId: {}) not found in table `creature`, can't load. ", spawnId);
return false;
}
// xinef: fix from db
if ((addToMap || gridLoad) && !data->overwrittenZ)
{
float tz = map->GetHeight(data->posX, data->posY, data->posZ + 1.0f, true);
if (tz >= data->posZ && tz - data->posZ <= 1.0f)
const_cast(data)->posZ = tz + 0.1f;
const_cast(data)->overwrittenZ = true;
}
// xinef: this has to be assigned before Create function, properly loads equipment id from DB
m_creatureData = data;
m_spawnId = spawnId;
// Add to world
uint32 entry = GetRandomId(data->id1, data->id2, data->id3);
if (!Create(map->GenerateLowGuid(), map, data->phaseMask, entry, 0, 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_wanderDistance = data->wander_distance;
m_respawnDelay = data->spawntimesecs;
m_deathState = ALIVE;
m_respawnTime = GetMap()->GetCreatureRespawnTime(m_spawnId);
if (m_respawnTime) // respawn on Update
{
m_deathState = DEAD;
if (CanFly())
{
float tz = map->GetHeight(GetPhaseMask(), data->posX, data->posY, data->posZ, true, MAX_FALL_DISTANCE);
if (data->posZ - tz > 0.1f && Acore::IsValidMapCoord(tz))
{
Relocate(data->posX, data->posY, tz);
}
}
}
uint32 curhealth;
if (!m_regenHealth)
{
curhealth = data->curhealth;
if (curhealth)
{
curhealth = uint32(curhealth * _GetHealthMod(GetCreatureTemplate()->rank));
if (curhealth < 1)
curhealth = 1;
}
SetPower(POWER_MANA, data->curmana);
}
else
{
curhealth = GetMaxHealth();
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
SetHealth(m_deathState == ALIVE ? curhealth : 0);
// checked at creature_template loading
m_defaultMovementType = MovementGeneratorType(data->movementType);
if (addToMap && !GetMap()->AddToMap(this))
return false;
return true;
}
void Creature::SetCanDualWield(bool value)
{
Unit::SetCanDualWield(value);
UpdateDamagePhysical(OFF_ATTACK);
}
void Creature::LoadEquipment(int8 id, bool force /*= false*/)
{
if (id == 0)
{
if (force)
{
for (uint8 i = 0; i < MAX_EQUIPMENT_ITEMS; ++i)
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, 0);
m_equipmentId = 0;
}
return;
}
EquipmentInfo const* einfo = sObjectMgr->GetEquipmentInfo(GetEntry(), id);
if (!einfo)
return;
m_equipmentId = id;
for (uint8 i = 0; i < 3; ++i)
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, einfo->ItemEntry[i]);
}
bool Creature::hasQuest(uint32 quest_id) const
{
QuestRelationBounds qr = sObjectMgr->GetCreatureQuestRelationBounds(GetEntry());
for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr)
{
if (itr->second == quest_id)
return true;
}
return false;
}
bool Creature::hasInvolvedQuest(uint32 quest_id) const
{
QuestRelationBounds qir = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(GetEntry());
for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr)
{
if (itr->second == quest_id)
return true;
}
return false;
}
void Creature::DeleteFromDB()
{
if (!m_spawnId)
{
LOG_ERROR("entities.unit", "Trying to delete not saved creature: {}", GetGUID().ToString());
return;
}
GetMap()->RemoveCreatureRespawnTime(m_spawnId);
sObjectMgr->DeleteCreatureData(m_spawnId);
WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE);
stmt->SetData(0, m_spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE_ADDON);
stmt->SetData(0, m_spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_CREATURE);
stmt->SetData(0, m_spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_MODEL_EQUIP);
stmt->SetData(0, m_spawnId);
trans->Append(stmt);
WorldDatabase.CommitTransaction(trans);
}
bool Creature::IsInvisibleDueToDespawn() const
{
if (Unit::IsInvisibleDueToDespawn())
return true;
if (IsAlive() || m_corpseRemoveTime > GameTime::GetGameTime().count())
return false;
return true;
}
bool Creature::CanAlwaysSee(WorldObject const* obj) const
{
if (IsAIEnabled && AI()->CanSeeAlways(obj))
return true;
return false;
}
bool Creature::IsAlwaysDetectableFor(WorldObject const* seer) const
{
if (Unit::IsAlwaysDetectableFor(seer))
{
return true;
}
if (IsAIEnabled && AI()->CanAlwaysBeDetectable(seer))
{
return true;
}
return false;
}
bool Creature::CanStartAttack(Unit const* who) const
{
if (IsCivilian())
return false;
// This set of checks is should be done only for creatures
if ((IsImmuneToNPC() && who->GetTypeId() != TYPEID_PLAYER) || // flag is valid only for non player characters
(IsImmuneToPC() && who->GetTypeId() == TYPEID_PLAYER)) // immune to PC and target is a player, return false
{
return false;
}
if (Unit* owner = who->GetOwner())
if (owner->GetTypeId() == TYPEID_PLAYER && IsImmuneToPC()) // immune to PC and target has player owner
return false;
// Do not attack non-combat pets
if (who->GetTypeId() == TYPEID_UNIT && who->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET)
return false;
if (!CanFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance)) // too much Z difference, skip very costy vmap calculations here
return false;
if (!_IsTargetAcceptable(who))
return false;
// pussywizard: at this point we are either hostile to who or friendly to who->getAttackerForHelper()
// pussywizard: if who is in combat and has an attacker, help him if the distance is right (help because who is hostile or help because attacker is friendly)
bool assist = false;
if (who->IsEngaged() && IsWithinDist(who, ATTACK_DISTANCE))
if (Unit* victim = who->getAttackerForHelper())
if (IsWithinDistInMap(victim, sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
assist = true;
if (!assist)
if (IsNeutralToAll() || !IsWithinDistInMap(who, GetAggroRange(who) + m_CombatDistance, true, false)) // pussywizard: +m_combatDistance for turrets and similar
return false;
if (!CanCreatureAttack(who))
return false;
if (HasUnitState(UNIT_STATE_STUNNED))
return false;
return IsWithinLOSInMap(who);
}
void Creature::setDeathState(DeathState s, bool despawn)
{
Unit::setDeathState(s, despawn);
if (s == JUST_DIED)
{
_lastDamagedTime.reset();
m_corpseRemoveTime = GameTime::GetGameTime().count() + m_corpseDelay;
m_respawnTime = GameTime::GetGameTime().count() + m_respawnDelay + m_corpseDelay;
// always save boss respawn time at death to prevent crash cheating
if (GetMap()->IsDungeon() || isWorldBoss() || GetCreatureTemplate()->rank >= CREATURE_ELITE_ELITE)
SaveRespawnTime();
SetTarget(); // remove target selection in any cases (can be set at aura remove in Unit::setDeathState)
ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE);
Dismount(); // if creature is mounted on a virtual mount, remove it at death
setActive(false);
if (HasSearchedAssistance())
{
SetNoSearchAssistance(false);
}
//Dismiss group if is leader
if (m_formation && m_formation->GetLeader() == this)
m_formation->FormationReset(true, false);
bool needsFalling = !despawn && (IsFlying() || IsHovering()) && !IsUnderWater();
SetHover(false, false, false);
SetDisableGravity(false, false, false);
if (needsFalling)
GetMotionMaster()->MoveFall(0, true);
Unit::setDeathState(CORPSE, despawn);
}
else if (s == JUST_RESPAWNED)
{
//if (IsPet())
// setActive(true);
SetFullHealth();
SetLootRecipient(nullptr);
ResetPlayerDamageReq();
SetCannotReachTarget();
CreatureTemplate const* cinfo = GetCreatureTemplate();
// Xinef: npc run by default
//SetWalk(true);
// pussywizard:
if (HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
UpdateMovementFlags();
ReplaceAllNpcFlags(NPCFlags(cinfo->npcflag));
ClearUnitState(uint32(UNIT_STATE_ALL_STATE & ~(UNIT_STATE_IGNORE_PATHFINDING | UNIT_STATE_NO_ENVIRONMENT_UPD)));
SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
Unit::setDeathState(ALIVE, despawn);
Motion_Initialize();
LoadCreaturesAddon(true);
if (GetCreatureData() && GetPhaseMask() != GetCreatureData()->phaseMask)
SetPhaseMask(GetCreatureData()->phaseMask, false);
}
}
void Creature::Respawn(bool force)
{
//DestroyForNearbyPlayers(); // pussywizard: not needed
if (force)
{
if (IsAlive())
setDeathState(JUST_DIED);
else if (getDeathState() != CORPSE)
setDeathState(CORPSE);
}
RemoveCorpse(false, false);
if (getDeathState() == DEAD)
{
if (m_spawnId)
{
GetMap()->RemoveCreatureRespawnTime(m_spawnId);
CreatureData const* data = sObjectMgr->GetCreatureData(m_spawnId);
// Respawn check if spawn has 2 entries
if (data->id2)
{
uint32 entry = GetRandomId(data->id1, data->id2, data->id3);
UpdateEntry(entry, data, true); // Select Random Entry
m_defaultMovementType = MovementGeneratorType(data->movementType); // Reload Movement Type
LoadEquipment(data->equipmentId); // Reload Equipment
AIM_Initialize(); // Reload AI
}
else
{
if (m_originalEntry != GetEntry())
UpdateEntry(m_originalEntry);
}
}
LOG_DEBUG("entities.unit", "Respawning creature {} (SpawnId: {}, {})", GetName(), GetSpawnId(), GetGUID().ToString());
m_respawnTime = 0;
ResetPickPocketLootTime();
loot.clear();
SelectLevel();
setDeathState(JUST_RESPAWNED);
// MDic - Acidmanifesto
// Do not override transform auras
if (GetAuraEffectsByType(SPELL_AURA_TRANSFORM).empty())
{
uint32 displayID = GetNativeDisplayId();
if (sObjectMgr->GetCreatureModelRandomGender(&displayID)) // Cancel load if no model defined
{
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
}
}
GetMotionMaster()->InitDefault();
//Call AI respawn virtual function
if (IsAIEnabled)
{
//reset the AI to be sure no dirty or uninitialized values will be used till next tick
AI()->Reset();
TriggerJustRespawned = true;//delay event to next tick so all creatures are created on the map before processing
}
uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool(m_spawnId) : 0;
if (poolid)
sPoolMgr->UpdatePool(poolid, m_spawnId);
//Re-initialize reactstate that could be altered by movementgenerators
InitializeReactState();
m_respawnedTime = GameTime::GetGameTime().count();
}
m_respawnedTime = GameTime::GetGameTime().count();
// xinef: relocate notifier, fixes npc appearing in corpse position after forced respawn (instead of spawn)
m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
UpdateObjectVisibility(false);
}
void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds forceRespawnTimer)
{
if (timeMSToDespawn)
{
ForcedDespawnDelayEvent* pEvent = new ForcedDespawnDelayEvent(*this, forceRespawnTimer);
m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn));
return;
}
if (IsAlive())
setDeathState(JUST_DIED, true);
// Xinef: set new respawn time, ignore corpse decay time...
RemoveCorpse(true);
if (forceRespawnTimer > Seconds::zero())
{
m_respawnTime = GameTime::GetGameTime().count() + forceRespawnTimer.count();
m_respawnDelay = forceRespawnTimer.count();
}
}
void Creature::DespawnOrUnsummon(Milliseconds msTimeToDespawn /*= 0*/, Seconds forcedRespawnTimer)
{
if (TempSummon* summon = this->ToTempSummon())
summon->UnSummon(msTimeToDespawn.count());
else
ForcedDespawn(msTimeToDespawn.count(), forcedRespawnTimer);
}
void Creature::DespawnOnEvade(Seconds respawnDelay)
{
AI()->SummonedCreatureDespawnAll();
if (respawnDelay < 2s)
{
LOG_WARN("entities.unit", "DespawnOnEvade called with delay of {} seconds, defaulting to 2.", respawnDelay.count());
respawnDelay = 2s;
}
if (TempSummon* whoSummon = ToTempSummon())
{
LOG_WARN("entities.unit", "DespawnOnEvade called on a temporary summon.");
whoSummon->UnSummon();
return;
}
DespawnOrUnsummon(Milliseconds(0), respawnDelay);
}
void Creature::InitializeReactState()
{
if ((IsTotem() || IsTrigger() || IsCritter() || IsSpiritService()) && GetAIName() != "SmartAI" && !GetScriptId())
SetReactState(REACT_PASSIVE);
else
SetReactState(REACT_AGGRESSIVE);
/*else if (IsCivilian())
SetReactState(REACT_DEFENSIVE);*/
}
bool Creature::HasMechanicTemplateImmunity(uint32 mask) const
{
return !GetOwnerGUID().IsPlayer() && (GetCreatureTemplate()->MechanicImmuneMask & mask);
}
void Creature::LoadSpellTemplateImmunity()
{
// uint32 max used for "spell id", the immunity system will not perform SpellInfo checks against invalid spells
// used so we know which immunities were loaded from template
static uint32 const placeholderSpellId = std::numeric_limits::max();
// unapply template immunities (in case we're updating entry)
for (uint8 i = SPELL_SCHOOL_NORMAL; i <= SPELL_SCHOOL_ARCANE; ++i)
{
ApplySpellImmune(placeholderSpellId, IMMUNITY_SCHOOL, i, false);
}
// don't inherit immunities for hunter pets
if (GetOwnerGUID().IsPlayer() && IsHunterPet())
{
return;
}
if (uint8 mask = GetCreatureTemplate()->SpellSchoolImmuneMask)
{
for (uint8 i = SPELL_SCHOOL_NORMAL; i <= SPELL_SCHOOL_ARCANE; ++i)
{
if (mask & (1 << i))
{
ApplySpellImmune(placeholderSpellId, IMMUNITY_SCHOOL, 1 << i, true);
}
}
}
}
bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo, Spell const* spell)
{
if (!spellInfo)
return false;
// Xinef: this should exclude self casts...
// Spells that don't have effectMechanics.
if (spellInfo->Mechanic > MECHANIC_NONE && HasMechanicTemplateImmunity(1 << (spellInfo->Mechanic - 1)))
return true;
// This check must be done instead of 'if (GetCreatureTemplate()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))' for not break
// the check of mechanic immunity on DB (tested) because GetCreatureTemplate()->MechanicImmuneMask and m_spellImmune[IMMUNITY_MECHANIC] don't have same data.
bool immunedToAllEffects = true;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].IsEffect() && !IsImmunedToSpellEffect(spellInfo, i))
{
immunedToAllEffects = false;
break;
}
if (immunedToAllEffects)
return true;
return Unit::IsImmunedToSpell(spellInfo, spell);
}
bool Creature::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const
{
// Xinef: this should exclude self casts...
if (spellInfo->Effects[index].Mechanic > MECHANIC_NONE && HasMechanicTemplateImmunity(1 << (spellInfo->Effects[index].Mechanic - 1)))
return true;
if (GetCreatureTemplate()->type == CREATURE_TYPE_MECHANICAL && spellInfo->Effects[index].Effect == SPELL_EFFECT_HEAL)
return true;
return Unit::IsImmunedToSpellEffect(spellInfo, index);
}
SpellInfo const* Creature::reachWithSpellAttack(Unit* victim)
{
if (!victim)
return nullptr;
for (uint32 i = 0; i < MAX_CREATURE_SPELLS; ++i)
{
if (!m_spells[i])
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]);
if (!spellInfo)
{
LOG_ERROR("entities.unit", "WORLD: unknown spell id {}", m_spells[i]);
continue;
}
bool bcontinue = true;
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; j++)
{
if ((spellInfo->Effects[j].Effect == SPELL_EFFECT_SCHOOL_DAMAGE) ||
(spellInfo->Effects[j].Effect == SPELL_EFFECT_INSTAKILL) ||
(spellInfo->Effects[j].Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) ||
(spellInfo->Effects[j].Effect == SPELL_EFFECT_HEALTH_LEECH)
)
{
bcontinue = false;
break;
}
}
if (bcontinue)
continue;
if (spellInfo->ManaCost > GetPower(POWER_MANA))
continue;
float range = spellInfo->GetMaxRange(false);
float minrange = spellInfo->GetMinRange(false);
float dist = GetDistance(victim);
if (dist > range || dist < minrange)
continue;
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasUnitFlag(UNIT_FLAG_SILENCED))
continue;
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasUnitFlag(UNIT_FLAG_PACIFIED))
continue;
return spellInfo;
}
return nullptr;
}
SpellInfo const* Creature::reachWithSpellCure(Unit* victim)
{
if (!victim)
return nullptr;
for (uint32 i = 0; i < MAX_CREATURE_SPELLS; ++i)
{
if (!m_spells[i])
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]);
if (!spellInfo)
{
LOG_ERROR("entities.unit", "WORLD: unknown spell id {}", m_spells[i]);
continue;
}
bool bcontinue = true;
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; j++)
{
if ((spellInfo->Effects[j].Effect == SPELL_EFFECT_HEAL))
{
bcontinue = false;
break;
}
}
if (bcontinue)
continue;
if (spellInfo->ManaCost > GetPower(POWER_MANA))
continue;
float range = spellInfo->GetMaxRange(true);
float minrange = spellInfo->GetMinRange(true);
float dist = GetDistance(victim);
//if (!isInFront(victim, range) && spellInfo->AttributesEx)
// continue;
if (dist > range || dist < minrange)
continue;
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasUnitFlag(UNIT_FLAG_SILENCED))
continue;
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasUnitFlag(UNIT_FLAG_PACIFIED))
continue;
return spellInfo;
}
return nullptr;
}
// select nearest hostile unit within the given distance (regardless of threat list).
Unit* Creature::SelectNearestTarget(float dist, bool playerOnly /* = false */) const
{
if (dist == 0.0f)
{
dist = MAX_VISIBILITY_DISTANCE;
}
Unit* target = nullptr;
Acore::NearestHostileUnitCheck u_check(this, dist, playerOnly);
Acore::UnitLastSearcher searcher(this, target, u_check);
Cell::VisitAllObjects(this, searcher, dist);
return target;
}
// select nearest hostile unit within the given attack distance (i.e. distance is ignored if > than ATTACK_DISTANCE), regardless of threat list.
Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const
{
if (dist < ATTACK_DISTANCE)
dist = ATTACK_DISTANCE;
if (dist > MAX_SEARCHER_DISTANCE)
dist = MAX_SEARCHER_DISTANCE;
Unit* target = nullptr;
Acore::NearestHostileUnitInAttackDistanceCheck u_check(this, dist);
Acore::UnitLastSearcher searcher(this, target, u_check);
Cell::VisitAllObjects(this, searcher, std::max(dist, ATTACK_DISTANCE));
return target;
}
void Creature::SendAIReaction(AiReaction reactionType)
{
WorldPacket data(SMSG_AI_REACTION, 12);
data << GetGUID();
data << uint32(reactionType);
((WorldObject*)this)->SendMessageToSet(&data, true);
LOG_DEBUG("network", "WORLD: Sent SMSG_AI_REACTION, type {}.", reactionType);
}
void Creature::CallAssistance(Unit* target /*= nullptr*/)
{
if (!target)
{
target = GetVictim();
}
if (!m_AlreadyCallAssistance && target && !IsPet() && !IsCharmed())
{
SetNoCallAssistance(true);
float radius = sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
if (radius > 0)
{
std::list assistList;
Acore::AnyAssistCreatureInRangeCheck u_check(this, target, radius);
Acore::CreatureListSearcher searcher(this, assistList, u_check);
Cell::VisitGridObjects(this, searcher, radius);
if (!assistList.empty())
{
AssistDelayEvent* e = new AssistDelayEvent(target->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->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)));
}
}
}
}
void Creature::CallForHelp(float radius, Unit* target /*= nullptr*/)
{
if (radius <= 0.0f || IsPet() || IsCharmed())
{
return;
}
if (!target)
{
target = GetVictim();
}
if (!target)
{
return;
}
Acore::CallOfHelpCreatureInRangeDo u_do(this, target, radius);
Acore::CreatureWorker worker(this, u_do);
Cell::VisitGridObjects(this, worker, radius);
}
bool Creature::CanAssistTo(Unit const* u, Unit const* 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;
// Xinef: we cannot assist in evade mode
if (IsInEvadeMode())
return false;
// pussywizard: or if enemy is in evade mode
if (enemy && enemy->GetTypeId() == TYPEID_UNIT && enemy->ToCreature()->IsInEvadeMode())
return false;
// we don't need help from non-combatant ;)
if (IsCivilian())
return false;
if (HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE) || IsImmuneToNPC())
return false;
// skip fighting creature
if (IsEngaged())
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;
// Check if can see the enemy
if (!CanSeeOrDetect(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(Unit const* target) const
{
ASSERT(target);
// if the target cannot be attacked, the target is not acceptable
if (IsFriendlyTo(target) || !target->isTargetableForAttack(false, this) || (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))))
return false;
if (target->HasUnitState(UNIT_STATE_DIED))
{
// some creatures can detect fake death
if (CanIgnoreFeignDeath() && target->HasUnitFlag2(UNIT_FLAG2_FEIGN_DEATH))
return true;
else
return false;
}
Unit const* targetVictim = target->getAttackerForHelper();
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
if (IsEngagedBy(target) || IsHostileTo(target))
return true;
// if the target's victim is friendly, and the target is neutral, the target is acceptable
if (targetVictim && !IsNeutralToAll() && 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::UpdateMoveInLineOfSightState()
{
// xinef: pets, guardians and units with scripts / smartAI should be skipped
if (IsPet() || HasUnitTypeMask(UNIT_MASK_MINION | UNIT_MASK_SUMMON | UNIT_MASK_GUARDIAN | UNIT_MASK_CONTROLABLE_GUARDIAN) ||
GetScriptId() || GetAIName() == "SmartAI")
{
m_moveInLineOfSightStrictlyDisabled = false;
m_moveInLineOfSightDisabled = false;
return;
}
if (IsTrigger() || IsCivilian() || GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || IsCritter() || GetAIName() == "NullCreatureAI")
{
m_moveInLineOfSightDisabled = true;
m_moveInLineOfSightStrictlyDisabled = true;
return;
}
bool nonHostile = true;
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(GetFaction()))
if (factionTemplate->hostileMask || factionTemplate->enemyFaction[0] || factionTemplate->enemyFaction[1] || factionTemplate->enemyFaction[2] || factionTemplate->enemyFaction[3])
nonHostile = false;
if (nonHostile)
m_moveInLineOfSightDisabled = true;
else
m_moveInLineOfSightDisabled = false;
}
void Creature::SaveRespawnTime()
{
if (IsSummon() || !m_spawnId || (m_creatureData && !m_creatureData->dbData))
return;
GetMap()->SaveCreatureRespawnTime(m_spawnId, m_respawnTime);
}
bool Creature::CanCreatureAttack(Unit const* victim, bool skipDistCheck) const
{
if (!victim->IsInMap(this))
return false;
if (!IsValidAttackTarget(victim))
return false;
if (!victim->isInAccessiblePlaceFor(this))
return false;
if (IsAIEnabled && !AI()->CanAIAttack(victim))
return false;
// pussywizard: we cannot attack in evade mode
if (IsInEvadeMode())
return false;
// pussywizard: or if enemy is in evade mode
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())
return false;
// cannot attack if is during 5 second grace period, unless being attacked
if (m_respawnedTime && (GameTime::GetGameTime().count() - m_respawnedTime) < 5 && victim->getAttackers().empty())
{
return false;
}
// if victim is in FD and we can't see that
if (victim->HasUnitFlag2(UNIT_FLAG2_FEIGN_DEATH) && !CanIgnoreFeignDeath())
{
return false;
}
if (!GetCharmerOrOwnerGUID().IsPlayer())
{
if (GetMap()->IsDungeon())
return true;
// pussywizard: don't check distance to home position if recently damaged (allow kiting away from spawnpoint!)
// xinef: this should include taunt auras
if (!isWorldBoss() && (GetLastDamagedTime() > GameTime::GetGameTime().count() || HasAuraType(SPELL_AURA_MOD_TAUNT)))
return true;
}
if (skipDistCheck)
return true;
// xinef: added size factor for huge npcs
float dist = std::min(GetMap()->GetVisibilityRange() + GetObjectSize() * 2, 150.0f);
if (Unit* unit = GetCharmerOrOwner())
return victim->IsWithinDist(unit, dist);
else
{
// to prevent creatures in air ignore attacks because distance is already too high...
if (GetMovementTemplate().IsFlightAllowed())
return victim->IsInDist2d(&m_homePosition, dist);
else
return victim->IsInDist(&m_homePosition, dist);
}
}
CreatureAddon const* Creature::GetCreatureAddon() const
{
if (m_spawnId)
{
if (CreatureAddon const* addon = sObjectMgr->GetCreatureAddon(m_spawnId))
return addon;
}
// dependent from difficulty mode entry
return sObjectMgr->GetCreatureTemplateAddon(GetCreatureTemplate()->Entry);
}
//creature_addon table
bool Creature::LoadCreaturesAddon(bool reload)
{
CreatureAddon 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, UNIT_BYTES_1_OFFSET_STAND_STATE, uint8(cainfo->bytes1 & 0xFF));
//SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_PET_TALENTS, uint8((cainfo->bytes1 >> 8) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_PET_TALENTS, 0);
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, uint8((cainfo->bytes1 >> 16) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, uint8((cainfo->bytes1 >> 24) & 0xFF));
//! Suspected correlation between UNIT_FIELD_BYTES_1, offset 3, value 0x2:
//! If no inhabittype_fly (if no MovementFlag_DisableGravity or MovementFlag_CanFly flag found in sniffs)
//! Check using InhabitType as movement flags are assigned dynamically
//! basing on whether the creature is in air or not
//! Set MovementFlag_Hover. Otherwise do nothing.
if (CanHover())
AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
}
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);
}
SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);
// Check if visibility distance different
if (cainfo->visibilityDistanceType != VisibilityDistanceType::Normal)
{
SetVisibilityDistanceOverride(cainfo->visibilityDistanceType);
}
//Load Path
if (cainfo->path_id != 0)
{
if (sWorld->getBoolConfig(CONFIG_SET_ALL_CREATURES_WITH_WAYPOINT_MOVEMENT_ACTIVE))
setActive(true);
m_path_id = cainfo->path_id;
}
if (!cainfo->auras.empty())
{
for (std::vector::const_iterator itr = cainfo->auras.begin(); itr != cainfo->auras.end(); ++itr)
{
SpellInfo const* AdditionalSpellInfo = sSpellMgr->GetSpellInfo(*itr);
if (!AdditionalSpellInfo)
{
LOG_ERROR("sql.sql", "Creature ({}) has wrong spell {} defined in `auras` field.", GetGUID().ToString(), *itr);
continue;
}
// skip already applied aura
if (HasAura(*itr))
{
if (!reload)
LOG_ERROR("sql.sql", "Creature ({}) has duplicate aura (spell {}) in `auras` field.", GetGUID().ToString(), *itr);
continue;
}
AddAura(*itr, this);
LOG_DEBUG("entities.unit", "Spell: {} added to creature ({})", *itr, GetGUID().ToString());
}
}
return true;
}
/// Send a message to LocalDefense channel for players opposition team in the zone
void Creature::SendZoneUnderAttackMessage(Player* attacker)
{
WorldPacket data(SMSG_ZONE_UNDER_ATTACK, 4);
data << (uint32)GetAreaId();
sWorld->SendGlobalMessage(&data, nullptr, (attacker->GetTeamId() == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE));
}
void Creature::SetInCombatWithZone()
{
if (IsAIEnabled)
AI()->DoZoneInCombat();
}
void Creature::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
{
for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
if (idSchoolMask & (1 << i))
{
m_ProhibitSchoolTime[i] = GameTime::GetGameTimeMS().count() + unTimeMs;
}
}
}
bool Creature::IsSpellProhibited(SpellSchoolMask idSchoolMask) const
{
for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
if (idSchoolMask & (1 << i))
{
if (m_ProhibitSchoolTime[i] >= GameTime::GetGameTimeMS().count())
{
return true;
}
}
}
return false;
}
void Creature::_AddCreatureSpellCooldown(uint32 spell_id, uint16 categoryId, uint32 end_time)
{
CreatureSpellCooldown spellCooldown;
spellCooldown.category = categoryId;
spellCooldown.end = GameTime::GetGameTimeMS().count() + end_time;
m_CreatureSpellCooldowns[spell_id] = std::move(spellCooldown);
}
void Creature::AddSpellCooldown(uint32 spell_id, uint32 /*itemid*/, uint32 end_time, bool /*needSendToClient*/, bool /*forceSendToSpectator*/)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
if (!spellInfo)
return;
// used in proc system, otherwise normal creature cooldown
if (end_time)
{
_AddCreatureSpellCooldown(spellInfo->Id, 0, end_time);
return;
}
uint32 spellcooldown = spellInfo->RecoveryTime;
uint32 categoryId = spellInfo->GetCategory();
uint32 categorycooldown = categoryId ? spellInfo->CategoryRecoveryTime : 0;
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, spellcooldown);
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, categorycooldown);
}
SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(categoryId);
if (categorycooldown && i_scstore != sSpellsByCategoryStore.end())
{
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
_AddCreatureSpellCooldown(i_scset->second, categoryId, categorycooldown);
}
}
else if (spellcooldown)
{
_AddCreatureSpellCooldown(spellInfo->Id, 0, spellcooldown);
}
if (sSpellMgr->HasSpellCooldownOverride(spellInfo->Id))
{
if (IsCharmed() && GetCharmer()->IsPlayer())
{
WorldPacket data;
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, spellInfo->Id, spellcooldown);
GetCharmer()->ToPlayer()->SendDirectMessage(&data);
}
}
}
uint32 Creature::GetSpellCooldown(uint32 spell_id) const
{
CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spell_id);
if (itr == m_CreatureSpellCooldowns.end())
return 0;
return itr->second.end > GameTime::GetGameTimeMS().count() ? itr->second.end - GameTime::GetGameTimeMS().count() : 0;
}
bool Creature::HasSpellCooldown(uint32 spell_id) const
{
CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spell_id);
return (itr != m_CreatureSpellCooldowns.end() && itr->second.end > GameTime::GetGameTimeMS().count());
}
bool Creature::HasSpell(uint32 spellID) const
{
uint8 i;
for (i = 0; i < MAX_CREATURE_SPELLS; ++i)
if (spellID == m_spells[i])
break;
return i < MAX_CREATURE_SPELLS; //broke before end of iteration of known spells
}
time_t Creature::GetRespawnTimeEx() const
{
time_t now = GameTime::GetGameTime().count();
if (m_respawnTime > now)
return m_respawnTime;
else
return now;
}
void Creature::GetRespawnPosition(float& x, float& y, float& z, float* ori, float* dist) const
{
if (m_spawnId)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(m_spawnId))
{
x = data->posX;
y = data->posY;
z = data->posZ;
if (ori)
*ori = data->orientation;
if (dist)
*dist = data->wander_distance;
return;
}
}
// xinef: changed this from current position to home position, fixes world summons with infinite duration
if (GetTransport())
{
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
if (ori)
*ori = GetOrientation();
}
else
{
Position homePos = GetHomePosition();
x = homePos.GetPositionX();
y = homePos.GetPositionY();
z = homePos.GetPositionZ();
if (ori)
*ori = homePos.GetOrientation();
}
if (dist)
*dist = 0;
}
CreatureMovementData const& Creature::GetMovementTemplate() const
{
if (CreatureMovementData const* movementOverride = sObjectMgr->GetCreatureMovementOverride(m_spawnId))
return *movementOverride;
return GetCreatureTemplate()->Movement;
}
void Creature::AllLootRemovedFromCorpse()
{
if (loot.loot_type != LOOT_SKINNING && !IsPet() && GetCreatureTemplate()->SkinLootId && hasLootRecipient())
{
if (LootTemplates_Skinning.HaveLootFor(GetCreatureTemplate()->SkinLootId))
{
SetUnitFlag(UNIT_FLAG_SKINNABLE);
}
}
time_t now = GameTime::GetGameTime().count();
if (m_corpseRemoveTime <= now)
{
return;
}
float decayRate = sWorld->getRate(RATE_CORPSE_DECAY_LOOTED);
uint32 diff = uint32((m_corpseRemoveTime - now) * decayRate);
m_respawnTime -= diff;
// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
if (loot.loot_type == LOOT_SKINNING)
{
m_corpseRemoveTime = GameTime::GetGameTime().count();
}
else
{
m_corpseRemoveTime -= diff;
}
}
uint8 Creature::getLevelForTarget(WorldObject const* target) const
{
if (!isWorldBoss() || !target->ToUnit())
return Unit::getLevelForTarget(target);
uint16 level = target->ToUnit()->GetLevel() + sWorld->getIntConfig(CONFIG_WORLD_BOSS_LEVEL_DIFF);
if (level < 1)
return 1;
if (level > 255)
return 255;
return uint8(level);
}
std::string const& Creature::GetAIName() const
{
return sObjectMgr->GetCreatureTemplate(GetEntry())->AIName;
}
std::string Creature::GetScriptName() const
{
return sObjectMgr->GetScriptName(GetScriptId());
}
uint32 Creature::GetScriptId() const
{
if (CreatureData const* creatureData = GetCreatureData())
if (uint32 scriptId = creatureData->ScriptId)
return scriptId;
return sObjectMgr->GetCreatureTemplate(GetEntry())->ScriptID;
}
VendorItemData const* Creature::GetVendorItems() const
{
return sObjectMgr->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 = GameTime::GetGameTime().count();
if (time_t(vCount->lastIncrementTime + vItem->incrtime) <= ptime)
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(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 = GameTime::GetGameTime().count();
if (time_t(vCount->lastIncrementTime + vItem->incrtime) <= ptime)
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(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 sObjectMgr->GetNpcTrainerSpells(GetEntry());
}
// overwrite WorldObject function for proper name localization
std::string const& Creature::GetNameForLocaleIdx(LocaleConstant loc_idx) const
{
if (loc_idx != DEFAULT_LOCALE)
{
uint8 uloc_idx = uint8(loc_idx);
CreatureLocale const* cl = sObjectMgr->GetCreatureLocale(GetEntry());
if (cl)
{
if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
return cl->Name[uloc_idx];
}
}
return GetName();
}
void Creature::SetPosition(float x, float y, float z, float o)
{
if (!Acore::IsValidMapCoord(x, y, z, o))
return;
GetMap()->CreatureRelocation(this, x, y, z, o);
}
bool Creature::IsDungeonBoss() const
{
if (GetOwnerGUID().IsPlayer())
return false;
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(GetEntry());
return cinfo && (cinfo->flags_extra & CREATURE_FLAG_EXTRA_DUNGEON_BOSS);
}
bool Creature::IsImmuneToKnockback() const
{
if (GetOwnerGUID().IsPlayer())
return false;
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(GetEntry());
return cinfo && (cinfo->flags_extra & CREATURE_FLAG_EXTRA_IMMUNITY_KNOCKBACK);
}
bool Creature::SetWalk(bool enable)
{
if (!Unit::SetWalk(enable))
return false;
WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_WALK_MODE : SMSG_SPLINE_MOVE_SET_RUN_MODE, 9);
data << GetPackGUID();
SendMessageToSet(&data, false);
return true;
}
bool Creature::SetDisableGravity(bool disable, bool packetOnly /*= false*/, bool updateAnimationTier /*= true*/)
{
//! It's possible only a packet is sent but moveflags are not updated
//! Need more research on this
if (!packetOnly && !Unit::SetDisableGravity(disable))
return false;
if (m_movedByPlayer)
{
WorldPacket data(disable ? SMSG_MOVE_GRAVITY_DISABLE : SMSG_MOVE_GRAVITY_ENABLE, 12);
data << GetPackGUID();
data << uint32(0); //! movement counter
m_movedByPlayer->ToPlayer()->SendDirectMessage(&data);
data.Initialize(MSG_MOVE_GRAVITY_CHNG, 64);
data << GetPackGUID();
BuildMovementPacket(&data);
m_movedByPlayer->ToPlayer()->SendMessageToSet(&data, false);
return true;
}
if (updateAnimationTier && IsAlive() && !HasUnitState(UNIT_STATE_ROOT) && !GetMovementTemplate().IsRooted())
{
if (IsLevitating())
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_FLY);
else if (IsHovering())
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_HOVER);
else
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_GROUND);
}
WorldPacket data(disable ? SMSG_SPLINE_MOVE_GRAVITY_DISABLE : SMSG_SPLINE_MOVE_GRAVITY_ENABLE, 9);
data << GetPackGUID();
SendMessageToSet(&data, false);
return true;
}
bool Creature::SetSwim(bool enable)
{
if (!Unit::SetSwim(enable))
return false;
WorldPacket data(enable ? SMSG_SPLINE_MOVE_START_SWIM : SMSG_SPLINE_MOVE_STOP_SWIM);
data << GetPackGUID();
SendMessageToSet(&data, true);
return true;
}
/**
* @brief This method check the current flag/status of a creature and its inhabit type
*
* Pets should swim by default to properly follow the player
* NOTE: You can set the UNIT_FLAG_CANNOT_SWIM temporary to deny a creature to swim
*
*/
bool Creature::CanSwim() const
{
if (Unit::CanSwim() || (!Unit::CanSwim() && !CanFly()))
return true;
if (IsPet())
return true;
return false;
}
bool Creature::CanEnterWater() const
{
if (CanSwim())
return true;
return GetMovementTemplate().IsSwimAllowed();
}
void Creature::RefreshSwimmingFlag(bool recheck)
{
if (!_isMissingSwimmingFlagOutOfCombat || recheck)
_isMissingSwimmingFlagOutOfCombat = !HasUnitFlag(UNIT_FLAG_SWIMMING);
// Check if the creature has UNIT_FLAG_SWIMMING and add it if it's missing
// Creatures must be able to chase a target in water if they can enter water
if (_isMissingSwimmingFlagOutOfCombat && CanEnterWater())
SetUnitFlag(UNIT_FLAG_SWIMMING);
}
bool Creature::SetCanFly(bool enable, bool /*packetOnly*/ /* = false */)
{
if (!Unit::SetCanFly(enable))
return false;
if (m_movedByPlayer)
{
sScriptMgr->AnticheatSetCanFlybyServer(m_movedByPlayer->ToPlayer(), enable);
if (!enable)
m_movedByPlayer->ToPlayer()->SetFallInformation(GameTime::GetGameTime().count(), m_movedByPlayer->ToPlayer()->GetPositionZ());
WorldPacket data(enable ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY, 12);
data << GetPackGUID();
data << uint32(0); //! movement counter
m_movedByPlayer->ToPlayer()->SendDirectMessage(&data);
data.Initialize(MSG_MOVE_UPDATE_CAN_FLY, 64);
data << GetPackGUID();
BuildMovementPacket(&data);
m_movedByPlayer->ToPlayer()->SendMessageToSet(&data, false);
return true;
}
WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_FLYING : SMSG_SPLINE_MOVE_UNSET_FLYING, 9);
data << GetPackGUID();
SendMessageToSet(&data, false);
return true;
}
bool Creature::SetWaterWalking(bool enable, bool packetOnly /* = false */)
{
if (!packetOnly && !Unit::SetWaterWalking(enable))
return false;
if (m_movedByPlayer)
{
WorldPacket data(enable ? SMSG_MOVE_WATER_WALK : SMSG_MOVE_LAND_WALK, 12);
data << GetPackGUID();
data << uint32(0); //! movement counter
m_movedByPlayer->ToPlayer()->SendDirectMessage(&data);
data.Initialize(MSG_MOVE_WATER_WALK, 64);
data << GetPackGUID();
BuildMovementPacket(&data);
m_movedByPlayer->ToPlayer()->SendMessageToSet(&data, false);
return true;
}
WorldPacket data(enable ? SMSG_SPLINE_MOVE_WATER_WALK : SMSG_SPLINE_MOVE_LAND_WALK, 9);
data << GetPackGUID();
SendMessageToSet(&data, true);
return true;
}
bool Creature::SetFeatherFall(bool enable, bool packetOnly /* = false */)
{
if (!packetOnly && !Unit::SetFeatherFall(enable))
return false;
if (m_movedByPlayer)
{
WorldPacket data(enable ? SMSG_MOVE_FEATHER_FALL : SMSG_MOVE_NORMAL_FALL, 12);
data << GetPackGUID();
data << uint32(0); //! movement counter
m_movedByPlayer->ToPlayer()->SendDirectMessage(&data);
data.Initialize(MSG_MOVE_FEATHER_FALL, 64);
data << GetPackGUID();
BuildMovementPacket(&data);
m_movedByPlayer->ToPlayer()->SendMessageToSet(&data, false);
return true;
}
WorldPacket data(enable ? SMSG_SPLINE_MOVE_FEATHER_FALL : SMSG_SPLINE_MOVE_NORMAL_FALL, 9);
data << GetPackGUID();
SendMessageToSet(&data, true);
return true;
}
bool Creature::SetHover(bool enable, bool packetOnly /*= false*/, bool updateAnimationTier /*= true*/)
{
if (!packetOnly && !Unit::SetHover(enable))
return false;
if (updateAnimationTier && IsAlive() && !HasUnitState(UNIT_STATE_ROOT) && !GetMovementTemplate().IsRooted())
{
if (IsLevitating())
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_FLY);
else if (IsHovering())
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_HOVER);
else
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_GROUND);
}
WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_HOVER : SMSG_SPLINE_MOVE_UNSET_HOVER, 9);
data << GetPackGUID();
SendMessageToSet(&data, false);
return true;
}
float Creature::GetAggroRange(Unit const* target) const
{
// Determines the aggro range for creatures
// Based on data from wowwiki due to lack of 3.3.5a data
float aggroRate = sWorld->getRate(RATE_CREATURE_AGGRO);
if (aggroRate == 0)
return 0.0f;
auto creatureLevel = target->getLevelForTarget(this);
auto playerLevel = getLevelForTarget(target);
int32 levelDiff = int32(creatureLevel) - int32(playerLevel);
// The maximum Aggro Radius is capped at 45 yards (25 level difference)
if (levelDiff < -25)
levelDiff = -25;
// The base aggro radius for mob of same level
auto aggroRadius = GetDetectionRange();
if (aggroRadius < 1)
{
return 0.0f;
}
// Aggro Radius varies with level difference at a rate of roughly 1 yard/level
aggroRadius -= (float)levelDiff;
// detect range auras
aggroRadius += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
// detected range auras
aggroRadius += target->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
// Just in case, we don't want pets running all over the map
if (aggroRadius > MAX_AGGRO_RADIUS)
aggroRadius = MAX_AGGRO_RADIUS;
// Minimum Aggro Radius for a mob seems to be combat range (5 yards)
// hunter pets seem to ignore minimum aggro radius so we'll default it a little higher
float minRange = IsPet() ? 10.0f : 5.0f;
if (aggroRadius < minRange)
aggroRadius = minRange;
return (aggroRadius * aggroRate);
}
void Creature::UpdateMovementFlags()
{
// Do not update movement flags if creature is controlled by a player (charm/vehicle)
if (m_movedByPlayer)
return;
CreatureTemplate const* info = GetCreatureTemplate();
if (!info)
return;
// Creatures with CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE should control MovementFlags in your own scripts
if (info->flags_extra & CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE)
return;
float ground = GetFloorZ();
bool canHover = CanHover();
bool isInAir = (G3D::fuzzyGt(GetPositionZ(), ground + (canHover ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f) + GROUND_HEIGHT_TOLERANCE) || G3D::fuzzyLt(GetPositionZ(), ground - GROUND_HEIGHT_TOLERANCE)); // Can be underground too, prevent the falling
if (GetMovementTemplate().IsFlightAllowed() && isInAir && !IsFalling())
{
if (GetMovementTemplate().Flight == CreatureFlightMovementType::CanFly)
SetCanFly(true);
else
SetDisableGravity(true);
if (!HasAuraType(SPELL_AURA_HOVER))
SetHover(false);
}
else
{
SetCanFly(false);
SetDisableGravity(false);
if (IsAlive() && (CanHover() || HasAuraType(SPELL_AURA_HOVER)))
SetHover(true);
}
if (!isInAir)
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
bool Swim = false;
LiquidData const& liquidData = GetLiquidData();
switch (liquidData.Status)
{
case LIQUID_MAP_WATER_WALK:
case LIQUID_MAP_IN_WATER:
Swim = GetPositionZ() - liquidData.DepthLevel > GetCollisionHeight() * 0.75f; // Shallow water at ~75% of collision height
break;
case LIQUID_MAP_UNDER_WATER:
Swim = true;
break;
default:
break;
}
SetSwim(CanSwim() && Swim);
}
float Creature::GetNativeObjectScale() const
{
return GetCreatureTemplate()->scale;
}
void Creature::SetObjectScale(float scale)
{
Unit::SetObjectScale(scale);
float combatReach = DEFAULT_WORLD_OBJECT_SIZE;
if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(GetDisplayId()))
{
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (IsPet() ? 1.0f : minfo->bounding_radius) * scale);
if (minfo->combat_reach > 0)
combatReach = minfo->combat_reach;
}
if (IsPet())
combatReach = DEFAULT_COMBAT_REACH;
SetFloatValue(UNIT_FIELD_COMBATREACH, combatReach * scale);
}
void Creature::SetDisplayId(uint32 modelId)
{
Unit::SetDisplayId(modelId);
float combatReach = DEFAULT_WORLD_OBJECT_SIZE;
if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(modelId))
{
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (IsPet() ? 1.0f : minfo->bounding_radius) * GetObjectScale());
if (minfo->combat_reach > 0)
combatReach = minfo->combat_reach;
}
if (IsPet())
combatReach = DEFAULT_COMBAT_REACH;
SetFloatValue(UNIT_FIELD_COMBATREACH, combatReach * GetObjectScale());
}
void Creature::SetTarget(ObjectGuid guid)
{
if (!_focusSpell)
SetGuidValue(UNIT_FIELD_TARGET, guid);
}
void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
{
// already focused
if (_focusSpell)
return;
_focusSpell = focusSpell;
SetGuidValue(UNIT_FIELD_TARGET, this == target ? ObjectGuid::Empty : target->GetGUID());
if (focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_AI_DOESNT_FACE_TARGET))
AddUnitState(UNIT_STATE_ROTATING);
// Set serverside orientation if needed (needs to be after attribute check)
if (this == target && (movespline->Finalized() || GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE))
SetFacingTo(GetOrientation());
else
SetInFront(target);
}
bool Creature::HasSpellFocus(Spell const* focusSpell) const
{
if (isDead()) // dead creatures cannot focus
{
return false;
}
return focusSpell ? (focusSpell == _spellFocusInfo.Spell) : (_spellFocusInfo.Spell || _spellFocusInfo.Delay);
}
void Creature::ReleaseFocus(Spell const* focusSpell)
{
// focused to something else
if (focusSpell != _focusSpell)
return;
_focusSpell = nullptr;
if (Unit* victim = GetVictim())
SetGuidValue(UNIT_FIELD_TARGET, victim->GetGUID());
else
SetGuidValue(UNIT_FIELD_TARGET, ObjectGuid::Empty);
if (focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_AI_DOESNT_FACE_TARGET))
ClearUnitState(UNIT_STATE_ROTATING);
}
float Creature::GetAttackDistance(Unit const* player) const
{
float aggroRate = sWorld->getRate(RATE_CREATURE_AGGRO);
if (aggroRate == 0)
return 0.0f;
if (!player)
return 0.0f;
uint32 playerLevel = player->getLevelForTarget(this);
uint32 creatureLevel = getLevelForTarget(player);
int32 levelDiff = static_cast(playerLevel) - static_cast(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 (levelDiff < -25)
levelDiff = -25;
// "The aggro radius of a mob having the same level as the player is roughly 20 yards"
float retDistance = 20.0f;
// "Aggro Radius varies with level difference at a rate of roughly 1 yard/level"
// radius grow if playlevel < creaturelevel
retDistance -= static_cast(levelDiff);
if (creatureLevel + 5 <= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
// detect range auras
retDistance += static_cast( GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE) );
// detected range auras
retDistance += static_cast( player->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE) );
}
// "Minimum Aggro Radius for a mob seems to be combat range (5 yards)"
if (retDistance < 5.0f)
retDistance = 5.0f;
return (retDistance * aggroRate);
}
bool Creature::IsMovementPreventedByCasting() const
{
Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL];
// first check if currently a movement allowed channel is active and we're not casting
if (spell && spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive() && spell->GetSpellInfo()->IsActionAllowedChannel())
{
return false;
}
if (HasSpellFocus())
{
return true;
}
if (HasUnitState(UNIT_STATE_CASTING))
{
return true;
}
return false;
}
void Creature::SetCannotReachTarget(ObjectGuid const& cannotReach)
{
if (cannotReach == m_cannotReachTarget)
{
return;
}
m_cannotReachTarget = cannotReach;
m_cannotReachTimer = 0;
if (cannotReach)
{
LOG_DEBUG("entities.unit", "Creature::SetCannotReachTarget() called with true. Details: {}", GetDebugInfo());
}
}
bool Creature::CanNotReachTarget() const
{
return m_cannotReachTarget;
}
bool Creature::IsNotReachableAndNeedRegen() const
{
if (CanNotReachTarget())
{
return m_cannotReachTimer >= (sWorld->getIntConfig(CONFIG_NPC_REGEN_TIME_IF_NOT_REACHABLE_IN_RAID) * IN_MILLISECONDS);
}
return false;
}
time_t Creature::GetLastDamagedTime() const
{
if (!_lastDamagedTime)
return time_t(0);
return *_lastDamagedTime;
}
std::shared_ptr const& Creature::GetLastDamagedTimePtr() const
{
return _lastDamagedTime;
}
void Creature::SetLastDamagedTime(time_t val)
{
if (val > 0)
{
if (_lastDamagedTime)
*_lastDamagedTime = val;
else
_lastDamagedTime = std::make_shared(val);
}
else
_lastDamagedTime.reset();
}
void Creature::SetLastDamagedTimePtr(std::shared_ptr const& val)
{
_lastDamagedTime = val;
}
bool Creature::CanPeriodicallyCallForAssistance() const
{
if (!IsInCombat())
return false;
if (HasUnitState(UNIT_STATE_DIED | UNIT_STATE_POSSESSED))
return false;
if (!CanHaveThreatList())
return false;
if (IsSummon() && GetMap()->Instanceable())
return false;
return true;
}
uint32 Creature::GetRandomId(uint32 id1, uint32 id2, uint32 id3)
{
uint32 id = id1;
uint8 ids = 0;
if (id2)
{
++ids;
if (id3) ++ids;
}
if (ids)
{
uint8 idNumber = urand(0, ids);
switch (idNumber)
{
case 0:
id = id1;
break;
case 1:
id = id2;
break;
case 2:
id = id3;
break;
}
}
return id;
}
void Creature::SetPickPocketLootTime()
{
lootPickPocketRestoreTime = GameTime::GetGameTime().count() + MINUTE + GetCorpseDelay() + GetRespawnTime();
}
bool Creature::CanGeneratePickPocketLoot() const
{
return (lootPickPocketRestoreTime == 0 || lootPickPocketRestoreTime < GameTime::GetGameTime().count());
}
void Creature::SetRespawnTime(uint32 respawn)
{
m_respawnTime = respawn ? GameTime::GetGameTime().count() + respawn : 0;
}
void Creature::SetCorpseRemoveTime(uint32 delay)
{
m_corpseRemoveTime = GameTime::GetGameTime().count() + delay;
}
void Creature::ModifyThreatPercentTemp(Unit* victim, int32 percent, Milliseconds duration)
{
if (victim)
{
float currentThreat = GetThreatMgr().GetThreat(victim);
if (percent != 0.0f)
{
GetThreatMgr().ModifyThreatByPercent(victim, percent);
}
TemporaryThreatModifierEvent* pEvent = new TemporaryThreatModifierEvent(*this, victim->GetGUID(), currentThreat);
m_Events.AddEvent(pEvent, m_Events.CalculateTime(duration.count()));
}
}
bool Creature::IsDamageEnoughForLootingAndReward() const
{
return (m_creatureInfo->flags_extra & CREATURE_FLAG_EXTRA_NO_PLAYER_DAMAGE_REQ) || (_playerDamageReq == 0 && _damagedByPlayer);
}
void Creature::LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer /*= true*/)
{
if (_playerDamageReq)
_playerDamageReq > unDamage ? _playerDamageReq -= unDamage : _playerDamageReq = 0;
if (!_damagedByPlayer)
{
_damagedByPlayer = damagedByPlayer;
}
}
void Creature::ResetPlayerDamageReq()
{
_playerDamageReq = GetHealth() / 2;
_damagedByPlayer = false;
}
uint32 Creature::GetPlayerDamageReq() const
{
return _playerDamageReq;
}
std::string Creature::GetDebugInfo() const
{
std::stringstream sstr;
sstr << Unit::GetDebugInfo() << "\n"
<< "AIName: " << GetAIName() << " ScriptName: " << GetScriptName()
<< " WaypointPath: " << GetWaypointPath() << " SpawnId: " << GetSpawnId();
return sstr.str();
}