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azerothcore-wotlk/src/server/game/Entities/Creature/Creature.h

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef AZEROTHCORE_CREATURE_H
#define AZEROTHCORE_CREATURE_H
#include "Common.h"
#include "Unit.h"
#include "UpdateMask.h"
#include "ItemPrototype.h"
#include "LootMgr.h"
#include "DatabaseEnv.h"
#include "Cell.h"
#include <list>
class SpellInfo;
class CreatureAI;
class Quest;
class Player;
class WorldSession;
class CreatureGroup;
enum CreatureFlagsExtra
{
CREATURE_FLAG_EXTRA_INSTANCE_BIND = 0x00000001, // creature kill bind instance with killer and killer's group
CREATURE_FLAG_EXTRA_CIVILIAN = 0x00000002, // not aggro (ignore faction/reputation hostility)
CREATURE_FLAG_EXTRA_NO_PARRY = 0x00000004, // creature can't parry
CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN = 0x00000008, // creature can't counter-attack at parry
CREATURE_FLAG_EXTRA_NO_BLOCK = 0x00000010, // creature can't block
CREATURE_FLAG_EXTRA_NO_CRUSH = 0x00000020, // creature can't do crush attacks
CREATURE_FLAG_EXTRA_NO_XP_AT_KILL = 0x00000040, // creature kill not provide XP
CREATURE_FLAG_EXTRA_TRIGGER = 0x00000080, // trigger creature
CREATURE_FLAG_EXTRA_NO_TAUNT = 0x00000100, // creature is immune to taunt auras and effect attack me
CREATURE_FLAG_EXTRA_WORLDEVENT = 0x00004000, // custom flag for world event creatures (left room for merging)
CREATURE_FLAG_EXTRA_GUARD = 0x00008000, // Creature is guard
CREATURE_FLAG_EXTRA_NO_CRIT = 0x00020000, // creature can't do critical strikes
CREATURE_FLAG_EXTRA_NO_SKILLGAIN = 0x00040000, // creature won't increase weapon skills
CREATURE_FLAG_EXTRA_TAUNT_DIMINISH = 0x00080000, // Taunt is a subject to diminishing returns on this creautre
CREATURE_FLAG_EXTRA_ALL_DIMINISH = 0x00100000, // Creature is subject to all diminishing returns as player are
CREATURE_FLAG_EXTRA_KNOCKBACK_IMMUNE= 0x00200000, // pussywizard: set mostly for dungeon bosses and their summons
CREATURE_FLAG_EXTRA_AVOID_AOE = 0x00400000, // pussywizard: ignored by aoe attacks (for icc blood prince council npc - Dark Nucleus)
CREATURE_FLAG_EXTRA_NO_DODGE = 0x00800000, // xinef: target cannot dodge
CREATURE_FLAG_EXTRA_DUNGEON_BOSS = 0x10000000, // creature is a dungeon boss (SET DYNAMICALLY, DO NOT ADD IN DB)
CREATURE_FLAG_EXTRA_IGNORE_PATHFINDING = 0x20000000 // creature ignore pathfinding
};
#define CREATURE_FLAG_EXTRA_DB_ALLOWED (CREATURE_FLAG_EXTRA_INSTANCE_BIND | CREATURE_FLAG_EXTRA_CIVILIAN | \
CREATURE_FLAG_EXTRA_NO_PARRY | CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN | CREATURE_FLAG_EXTRA_NO_BLOCK | \
CREATURE_FLAG_EXTRA_NO_CRUSH | CREATURE_FLAG_EXTRA_NO_XP_AT_KILL | CREATURE_FLAG_EXTRA_TRIGGER | \
CREATURE_FLAG_EXTRA_NO_TAUNT | CREATURE_FLAG_EXTRA_WORLDEVENT | CREATURE_FLAG_EXTRA_NO_CRIT | \
CREATURE_FLAG_EXTRA_NO_SKILLGAIN | CREATURE_FLAG_EXTRA_TAUNT_DIMINISH | CREATURE_FLAG_EXTRA_ALL_DIMINISH | \
CREATURE_FLAG_EXTRA_GUARD | CREATURE_FLAG_EXTRA_KNOCKBACK_IMMUNE | CREATURE_FLAG_EXTRA_AVOID_AOE | \
CREATURE_FLAG_EXTRA_NO_DODGE | CREATURE_FLAG_EXTRA_IGNORE_PATHFINDING)
#define MAX_AGGRO_RESET_TIME 10 // in seconds
#define MAX_KILL_CREDIT 2
#define CREATURE_REGEN_INTERVAL 2 * IN_MILLISECONDS
#define PET_FOCUS_REGEN_INTERVAL 4 * IN_MILLISECONDS
#define MAX_CREATURE_QUEST_ITEMS 6
// from `creature_template` table
struct CreatureTemplate
{
uint32 Entry;
uint32 DifficultyEntry[MAX_DIFFICULTY - 1];
uint32 KillCredit[MAX_KILL_CREDIT];
uint32 Modelid1;
uint32 Modelid2;
uint32 Modelid3;
uint32 Modelid4;
std::string Name;
std::string SubName;
std::string IconName;
uint32 GossipMenuId;
uint8 minlevel;
uint8 maxlevel;
uint32 expansion;
uint32 faction;
uint32 npcflag;
float speed_walk;
float speed_run;
float scale;
uint32 rank;
float mindmg;
float maxdmg;
uint32 dmgschool;
uint32 attackpower;
float DamageModifier;
uint32 BaseAttackTime;
uint32 RangeAttackTime;
uint32 unit_class; // enum Classes. Note only 4 classes are known for creatures.
uint32 unit_flags; // enum UnitFlags mask values
uint32 unit_flags2; // enum UnitFlags2 mask values
uint32 dynamicflags;
uint32 family; // enum CreatureFamily values (optional)
uint32 trainer_type;
uint32 trainer_spell;
uint32 trainer_class;
uint32 trainer_race;
float minrangedmg;
float maxrangedmg;
uint32 rangedattackpower;
uint32 type; // enum CreatureType values
uint32 type_flags; // enum CreatureTypeFlags mask values
uint32 lootid;
uint32 pickpocketLootId;
uint32 SkinLootId;
int32 resistance[MAX_SPELL_SCHOOL];
uint32 spells[CREATURE_MAX_SPELLS];
uint32 PetSpellDataId;
uint32 VehicleId;
uint32 mingold;
uint32 maxgold;
std::string AIName;
uint32 MovementType;
uint32 InhabitType;
float HoverHeight;
float ModHealth;
float ModMana;
float ModArmor;
bool RacialLeader;
uint32 movementId;
bool RegenHealth;
uint32 MechanicImmuneMask;
uint32 flags_extra;
uint32 ScriptID;
WorldPacket queryData; // pussywizard
uint32 GetRandomValidModelId() const;
uint32 GetFirstValidModelId() const;
// helpers
SkillType GetRequiredLootSkill() const
{
if (type_flags & CREATURE_TYPEFLAGS_HERBLOOT)
return SKILL_HERBALISM;
else if (type_flags & CREATURE_TYPEFLAGS_MININGLOOT)
return SKILL_MINING;
else if (type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
return SKILL_ENGINEERING;
else
return SKILL_SKINNING; // normal case
}
bool IsTameable(bool exotic) const
{
if (type != CREATURE_TYPE_BEAST || family == 0 || (type_flags & CREATURE_TYPEFLAGS_TAMEABLE) == 0)
return false;
// if can tame exotic then can tame any temable
return exotic || (type_flags & CREATURE_TYPEFLAGS_EXOTIC) == 0;
}
void InitializeQueryData();
};
typedef std::vector<uint32> CreatureQuestItemList;
typedef std::unordered_map<uint32, CreatureQuestItemList> CreatureQuestItemMap;
// Benchmarked: Faster than std::map (insert/find)
typedef UNORDERED_MAP<uint32, CreatureTemplate> CreatureTemplateContainer;
// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push, N), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack(1)
#else
#pragma pack(push, 1)
#endif
// Defines base stats for creatures (used to calculate HP/mana/armor/attackpower/rangedattackpower/all damage).
struct CreatureBaseStats
{
uint32 BaseHealth[MAX_EXPANSIONS];
uint32 BaseMana;
uint32 BaseArmor;
uint32 AttackPower;
uint32 RangedAttackPower;
float BaseDamage[MAX_EXPANSIONS];
// Helpers
uint32 GenerateHealth(CreatureTemplate const* info) const
{
return uint32(ceil(BaseHealth[info->expansion] * info->ModHealth));
}
uint32 GenerateMana(CreatureTemplate const* info) const
{
// Mana can be 0.
if (!BaseMana)
return 0;
return uint32(ceil(BaseMana * info->ModMana));
}
uint32 GenerateArmor(CreatureTemplate const* info) const
{
return uint32(ceil(BaseArmor * info->ModArmor));
}
float GenerateBaseDamage(CreatureTemplate const* info) const
{
return BaseDamage[info->expansion];
}
static CreatureBaseStats const* GetBaseStats(uint8 level, uint8 unitClass);
};
typedef UNORDERED_MAP<uint16, CreatureBaseStats> CreatureBaseStatsContainer;
struct CreatureLocale
{
StringVector Name;
StringVector Title;
};
struct GossipMenuItemsLocale
{
StringVector OptionText;
StringVector BoxText;
};
struct PointOfInterestLocale
{
StringVector IconName;
};
#define MAX_EQUIPMENT_ITEMS 3
struct EquipmentInfo
{
uint32 ItemEntry[MAX_EQUIPMENT_ITEMS];
};
// Benchmarked: Faster than std::map (insert/find)
typedef UNORDERED_MAP<uint8, EquipmentInfo> EquipmentInfoContainerInternal;
typedef UNORDERED_MAP<uint32, EquipmentInfoContainerInternal> EquipmentInfoContainer;
// from `creature` table
struct CreatureData
{
CreatureData() : id(0), mapid(0), phaseMask(0), displayid(0), equipmentId(0),
posX(0.0f), posY(0.0f), posZ(0.0f), orientation(0.0f), spawntimesecs(0),
spawndist(0.0f), currentwaypoint(0), curhealth(0), curmana(0), movementType(0),
spawnMask(0), npcflag(0), unit_flags(0), dynamicflags(0), dbData(true), overwrittenZ(false) { }
uint32 id; // entry in creature_template
uint16 mapid;
uint32 phaseMask;
uint32 displayid;
int8 equipmentId;
float posX;
float posY;
float posZ;
float orientation;
uint32 spawntimesecs;
float spawndist;
uint32 currentwaypoint;
uint32 curhealth;
uint32 curmana;
uint8 movementType;
uint8 spawnMask;
uint32 npcflag;
uint32 unit_flags; // enum UnitFlags mask values
uint32 dynamicflags;
bool dbData;
bool overwrittenZ;
};
struct CreatureModelInfo
{
float bounding_radius;
float combat_reach;
uint8 gender;
uint32 modelid_other_gender;
};
// Benchmarked: Faster than std::map (insert/find)
typedef UNORDERED_MAP<uint16, CreatureModelInfo> CreatureModelContainer;
enum InhabitTypeValues
{
INHABIT_GROUND = 1,
INHABIT_WATER = 2,
INHABIT_AIR = 4,
INHABIT_ANYWHERE = INHABIT_GROUND | INHABIT_WATER | INHABIT_AIR
};
// Enums used by StringTextData::Type (CreatureEventAI)
enum ChatType
{
CHAT_TYPE_SAY = 0,
CHAT_TYPE_YELL = 1,
CHAT_TYPE_TEXT_EMOTE = 2,
CHAT_TYPE_BOSS_EMOTE = 3,
CHAT_TYPE_WHISPER = 4,
CHAT_TYPE_BOSS_WHISPER = 5,
CHAT_TYPE_ZONE_YELL = 6,
CHAT_TYPE_END = 255
};
// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack()
#else
#pragma pack(pop)
#endif
// `creature_addon` table
struct CreatureAddon
{
uint32 path_id;
uint32 mount;
uint32 bytes1;
uint32 bytes2;
uint32 emote;
std::vector<uint32> auras;
};
typedef UNORDERED_MAP<uint32, CreatureAddon> CreatureAddonContainer;
// Vendors
struct VendorItem
{
VendorItem(uint32 _item, int32 _maxcount, uint32 _incrtime, uint32 _ExtendedCost)
: item(_item), maxcount(_maxcount), incrtime(_incrtime), ExtendedCost(_ExtendedCost) {}
uint32 item;
uint32 maxcount; // 0 for infinity item amount
uint32 incrtime; // time for restore items amount if maxcount != 0
uint32 ExtendedCost;
//helpers
bool IsGoldRequired(ItemTemplate const* pProto) const { return pProto->Flags2 & ITEM_FLAGS_EXTRA_EXT_COST_REQUIRES_GOLD || !ExtendedCost; }
};
typedef std::vector<VendorItem*> VendorItemList;
struct VendorItemData
{
VendorItemList m_items;
VendorItem* GetItem(uint32 slot) const
{
if (slot >= m_items.size())
return NULL;
return m_items[slot];
}
bool Empty() const { return m_items.empty(); }
uint8 GetItemCount() const { return m_items.size(); }
void AddItem(uint32 item, int32 maxcount, uint32 ptime, uint32 ExtendedCost)
{
m_items.push_back(new VendorItem(item, maxcount, ptime, ExtendedCost));
}
bool RemoveItem(uint32 item_id);
VendorItem const* FindItemCostPair(uint32 item_id, uint32 extendedCost) const;
void Clear()
{
for (VendorItemList::const_iterator itr = m_items.begin(); itr != m_items.end(); ++itr)
delete (*itr);
m_items.clear();
}
};
struct VendorItemCount
{
explicit VendorItemCount(uint32 _item, uint32 _count)
: itemId(_item), count(_count), lastIncrementTime(time(NULL)) {}
uint32 itemId;
uint32 count;
time_t lastIncrementTime;
};
typedef std::list<VendorItemCount> VendorItemCounts;
struct TrainerSpell
{
TrainerSpell() : spell(0), spellCost(0), reqSkill(0), reqSkillValue(0), reqLevel(0)
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
learnedSpell[i] = 0;
}
uint32 spell;
uint32 spellCost;
uint32 reqSkill;
uint32 reqSkillValue;
uint32 reqLevel;
uint32 learnedSpell[3];
// helpers
bool IsCastable() const { return learnedSpell[0] != spell; }
};
typedef UNORDERED_MAP<uint32 /*spellid*/, TrainerSpell> TrainerSpellMap;
struct TrainerSpellData
{
TrainerSpellData() : trainerType(0) {}
~TrainerSpellData() { spellList.clear(); }
TrainerSpellMap spellList;
uint32 trainerType; // trainer type based at trainer spells, can be different from creature_template value.
// req. for correct show non-prof. trainers like weaponmaster, allowed values 0 and 2.
TrainerSpell const* Find(uint32 spell_id) const;
};
typedef std::map<uint32, time_t> CreatureSpellCooldowns;
// max different by z coordinate for creature aggro reaction
#define CREATURE_Z_ATTACK_RANGE 3
#define MAX_VENDOR_ITEMS 150 // Limitation in 3.x.x item count in SMSG_LIST_INVENTORY
class Creature : public Unit, public GridObject<Creature>, public MovableMapObject
{
public:
explicit Creature(bool isWorldObject = false);
virtual ~Creature();
void AddToWorld();
void RemoveFromWorld();
void SetObjectScale(float scale);
void SetDisplayId(uint32 modelId);
void DisappearAndDie();
bool Create(uint32 guidlow, Map* map, uint32 phaseMask, uint32 Entry, uint32 vehId, float x, float y, float z, float ang, const CreatureData* data = NULL);
bool LoadCreaturesAddon(bool reload = false);
void SelectLevel(bool changelevel = true);
void LoadEquipment(int8 id = 1, bool force = false);
uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
void Update(uint32 time); // overwrited Unit::Update
void GetRespawnPosition(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const;
void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
uint32 GetCorpseDelay() const { return m_corpseDelay; }
bool IsRacialLeader() const { return GetCreatureTemplate()->RacialLeader; }
bool IsCivilian() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; }
bool IsTrigger() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER; }
bool IsGuard() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_GUARD; }
bool CanWalk() const { return GetCreatureTemplate()->InhabitType & INHABIT_GROUND; }
bool CanSwim() const { return (GetCreatureTemplate()->InhabitType & INHABIT_WATER) || IS_PLAYER_GUID(GetOwnerGUID()); }
bool CanFly() const { return GetCreatureTemplate()->InhabitType & INHABIT_AIR; }
void SetReactState(ReactStates st) { m_reactState = st; }
ReactStates GetReactState() const { return m_reactState; }
bool HasReactState(ReactStates state) const { return (m_reactState == state); }
void InitializeReactState();
///// TODO RENAME THIS!!!!!
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
bool isCanTrainingAndResetTalentsOf(Player* player) const;
bool CanCreatureAttack(Unit const* victim, bool skipDistCheck = false) const;
bool IsImmunedToSpell(SpellInfo const* spellInfo);
bool HasMechanicTemplateImmunity(uint32 mask) const;
// redefine Unit::IsImmunedToSpell
bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const;
// redefine Unit::IsImmunedToSpellEffect
bool isElite() const
{
if (IsPet())
return false;
uint32 rank = GetCreatureTemplate()->rank;
return rank != CREATURE_ELITE_NORMAL && rank != CREATURE_ELITE_RARE;
}
bool isWorldBoss() const
{
if (IsPet())
return false;
return GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_BOSS;
}
bool IsDungeonBoss() const;
bool IsImmuneToKnockback() const;
bool IsAvoidingAOE() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_AVOID_AOE; }
uint8 getLevelForTarget(WorldObject const* target) const; // overwrite Unit::getLevelForTarget for boss level support
bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); }
bool AIM_Initialize(CreatureAI* ai = NULL);
void Motion_Initialize();
CreatureAI* AI() const { return (CreatureAI*)i_AI; }
bool SetWalk(bool enable);
bool SetDisableGravity(bool disable, bool packetOnly = false);
bool SetSwim(bool enable);
bool SetCanFly(bool enable, bool packetOnly = false);
bool SetWaterWalking(bool enable, bool packetOnly = false);
bool SetFeatherFall(bool enable, bool packetOnly = false);
bool SetHover(bool enable, bool packetOnly = false);
uint32 GetShieldBlockValue() const
{
return (getLevel()/2 + uint32(GetStat(STAT_STRENGTH)/20));
}
SpellSchoolMask GetMeleeDamageSchoolMask() const { return m_meleeDamageSchoolMask; }
void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }
void _AddCreatureSpellCooldown(uint32 spell_id, uint32 end_time);
virtual void AddSpellCooldown(uint32 spell_id, uint32 /*itemid*/, uint32 end_time, bool needSendToClient = false, bool forceSendToSpectator = false);
virtual bool HasSpellCooldown(uint32 spell_id) const;
uint32 GetSpellCooldown(uint32 spell_id) const;
void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs);
bool IsSpellProhibited(SpellSchoolMask idSchoolMask) const;
bool HasSpell(uint32 spellID) const;
bool UpdateEntry(uint32 entry, const CreatureData* data=NULL, bool changelevel=true );
bool UpdateStats(Stats stat);
bool UpdateAllStats();
void UpdateResistances(uint32 school);
void UpdateArmor();
void UpdateMaxHealth();
void UpdateMaxPower(Powers power);
void UpdateAttackPowerAndDamage(bool ranged = false);
void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage);
void SetCanDualWield(bool value);
int8 GetOriginalEquipmentId() const { return m_originalEquipmentId; }
uint8 GetCurrentEquipmentId() { return m_equipmentId; }
void SetCurrentEquipmentId(uint8 id) { m_equipmentId = id; }
float GetSpellDamageMod(int32 Rank);
VendorItemData const* GetVendorItems() const;
uint32 GetVendorItemCurrentCount(VendorItem const* vItem);
uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count);
TrainerSpellData const* GetTrainerSpells() const;
CreatureTemplate const* GetCreatureTemplate() const { return m_creatureInfo; }
CreatureData const* GetCreatureData() const { return m_creatureData; }
CreatureAddon const* GetCreatureAddon() const;
std::string GetAIName() const;
std::string GetScriptName() const;
uint32 GetScriptId() const;
// override WorldObject function for proper name localization
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const;
void setDeathState(DeathState s, bool despawn = false); // override virtual Unit::setDeathState
bool LoadFromDB(uint32 guid, Map* map) { return LoadCreatureFromDB(guid, map, false, true); }
bool LoadCreatureFromDB(uint32 guid, Map* map, bool addToMap = true, bool gridLoad = false);
void SaveToDB();
// overriden in Pet
virtual void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
virtual void DeleteFromDB(); // overriden in Pet
Loot loot;
uint64 GetLootRecipientGUID() const { return m_lootRecipient; }
Player* GetLootRecipient() const;
Group* GetLootRecipientGroup() const;
bool hasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
bool isTappedBy(Player const* player) const; // return true if the creature is tapped by the player or a member of his party.
bool CanGeneratePickPocketLoot() const { return lootPickPocketRestoreTime == 0 || lootPickPocketRestoreTime < time(NULL); }
void SetPickPocketLootTime() { lootPickPocketRestoreTime = time(NULL) + MINUTE + GetCorpseDelay() + GetRespawnTime(); }
void ResetPickPocketLootTime() { lootPickPocketRestoreTime = 0; }
void SetLootRecipient (Unit* unit, bool withGroup = true);
void AllLootRemovedFromCorpse();
uint16 GetLootMode() const { return m_LootMode; }
bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
SpellInfo const* reachWithSpellAttack(Unit* victim);
SpellInfo const* reachWithSpellCure(Unit* victim);
uint32 m_spells[CREATURE_MAX_SPELLS];
CreatureSpellCooldowns m_CreatureSpellCooldowns;
uint32 m_ProhibitSchoolTime[7];
bool CanStartAttack(Unit const* u) const;
float GetAggroRange(Unit const* target) const;
float GetAttackDistance(Unit const* player) const;
void SendAIReaction(AiReaction reactionType);
Unit* SelectNearestTarget(float dist = 0, bool playerOnly = false) const;
Unit* SelectNearestTargetInAttackDistance(float dist) const;
void DoFleeToGetAssistance();
void CallForHelp(float fRadius);
void CallAssistance();
void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
bool _IsTargetAcceptable(const Unit* target) const;
bool _CanDetectFeignDeathOf(const Unit* target) const; // pussywizard
// pussywizard: updated at faction change, disable move in line of sight if actual faction is not hostile to anyone
void UpdateMoveInLineOfSightState();
bool IsMoveInLineOfSightDisabled() { return m_moveInLineOfSightDisabled; }
bool IsMoveInLineOfSightStrictlyDisabled() { return m_moveInLineOfSightStrictlyDisabled; }
MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
void RemoveCorpse(bool setSpawnTime = true, bool skipVisibility = false);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
time_t const& GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const;
void SetRespawnTime(uint32 respawn) { m_respawnTime = respawn ? time(NULL) + respawn : 0; }
void Respawn(bool force = false);
void SaveRespawnTime();
uint32 GetRespawnDelay() const { return m_respawnDelay; }
void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }
float GetRespawnRadius() const { return m_respawnradius; }
void SetRespawnRadius(float dist) { m_respawnradius = dist; }
uint32 m_groupLootTimer; // (msecs)timer used for group loot
uint32 lootingGroupLowGUID; // used to find group which is looting corpse
void SendZoneUnderAttackMessage(Player* attacker);
void SetInCombatWithZone();
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
bool isRegeneratingHealth() { return m_regenHealth; }
void SetRegeneratingHealth(bool c) { m_regenHealth = c; }
virtual uint8 GetPetAutoSpellSize() const { return MAX_SPELL_CHARM; }
virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const
{
if (pos >= MAX_SPELL_CHARM || m_charmInfo->GetCharmSpell(pos)->GetType() != ACT_ENABLED)
return 0;
else
return m_charmInfo->GetCharmSpell(pos)->GetAction();
}
void SetPosition(float x, float y, float z, float o);
void SetPosition(const Position &pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
void SetHomePosition(float x, float y, float z, float o) { m_homePosition.Relocate(x, y, z, o); }
void SetHomePosition(const Position &pos) { m_homePosition.Relocate(pos); }
void GetHomePosition(float& x, float& y, float& z, float& ori) const { m_homePosition.GetPosition(x, y, z, ori); }
Position const& GetHomePosition() const { return m_homePosition; }
void SetTransportHomePosition(float x, float y, float z, float o) { m_transportHomePosition.Relocate(x, y, z, o); }
void SetTransportHomePosition(const Position &pos) { m_transportHomePosition.Relocate(pos); }
void GetTransportHomePosition(float& x, float& y, float& z, float& ori) const { m_transportHomePosition.GetPosition(x, y, z, ori); }
Position const& GetTransportHomePosition() const { return m_transportHomePosition; }
uint32 GetWaypointPath() const { return m_path_id; }
void LoadPath(uint32 pathid) { m_path_id = pathid; }
uint32 GetCurrentWaypointID() const { return m_waypointID; }
void UpdateWaypointID(uint32 wpID){ m_waypointID = wpID; }
void SearchFormation();
CreatureGroup* GetFormation() const { return m_formation; }
void SetFormation(CreatureGroup* formation) { m_formation = formation; }
Unit* SelectVictim();
void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
bool IsReputationGainDisabled() const { return DisableReputationGain; }
bool IsDamageEnoughForLootingAndReward() const { return m_PlayerDamageReq == 0; }
void LowerPlayerDamageReq(uint32 unDamage)
{
if (m_PlayerDamageReq)
m_PlayerDamageReq > unDamage ? m_PlayerDamageReq -= unDamage : m_PlayerDamageReq = 0;
}
void ResetPlayerDamageReq() { m_PlayerDamageReq = GetHealth() / 2; }
uint32 m_PlayerDamageReq;
uint32 GetOriginalEntry() const { return m_originalEntry; }
void SetOriginalEntry(uint32 entry) { m_originalEntry = entry; }
static float _GetDamageMod(int32 Rank);
float m_SightDistance, m_CombatDistance;
bool m_isTempWorldObject; //true when possessed
// Handling caster facing during spellcast
void SetTarget(uint64 guid);
void FocusTarget(Spell const* focusSpell, WorldObject const* target);
void ReleaseFocus(Spell const* focusSpell);
// Part of Evade mechanics
time_t GetLastDamagedTime() const { return _lastDamagedTime; }
void SetLastDamagedTime(time_t val) { _lastDamagedTime = val; }
protected:
bool CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, const CreatureData* data = NULL);
bool InitEntry(uint32 entry, const CreatureData* data=NULL);
// vendor items
VendorItemCounts m_vendorItemCounts;
static float _GetHealthMod(int32 Rank);
uint64 m_lootRecipient;
uint32 m_lootRecipientGroup;
/// Timers
time_t m_corpseRemoveTime; // (msecs)timer for death or corpse disappearance
time_t m_respawnTime; // (secs) time of next respawn
uint32 m_respawnDelay; // (secs) delay between corpse disappearance and respawning
uint32 m_corpseDelay; // (secs) delay between death and corpse disappearance
float m_respawnradius;
uint16 m_transportCheckTimer;
uint32 lootPickPocketRestoreTime;
ReactStates m_reactState; // for AI, not charmInfo
void RegenerateHealth();
void Regenerate(Powers power);
MovementGeneratorType m_defaultMovementType;
uint32 m_DBTableGuid; ///< For new or temporary creatures is 0 for saved it is lowguid
uint8 m_equipmentId;
int8 m_originalEquipmentId; // can be -1
bool m_AlreadyCallAssistance;
bool m_AlreadySearchedAssistance;
bool m_regenHealth;
bool m_AI_locked;
SpellSchoolMask m_meleeDamageSchoolMask;
uint32 m_originalEntry;
bool m_moveInLineOfSightDisabled;
bool m_moveInLineOfSightStrictlyDisabled;
Position m_homePosition;
Position m_transportHomePosition;
bool DisableReputationGain;
CreatureTemplate const* m_creatureInfo; // in difficulty mode > 0 can different from sObjectMgr->GetCreatureTemplate(GetEntry())
CreatureData const* m_creatureData;
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
bool IsInvisibleDueToDespawn() const;
bool CanAlwaysSee(WorldObject const* obj) const;
private:
void ForcedDespawn(uint32 timeMSToDespawn = 0);
//WaypointMovementGenerator vars
uint32 m_waypointID;
uint32 m_path_id;
//Formation var
CreatureGroup* m_formation;
bool TriggerJustRespawned;
time_t _lastDamagedTime; // Part of Evade mechanics
Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing
};
class AssistDelayEvent : public BasicEvent
{
public:
AssistDelayEvent(uint64 victim, Unit& owner) : BasicEvent(), m_victim(victim), m_owner(owner) { }
bool Execute(uint64 e_time, uint32 p_time);
void AddAssistant(uint64 guid) { m_assistants.push_back(guid); }
private:
AssistDelayEvent();
uint64 m_victim;
std::list<uint64> m_assistants;
Unit& m_owner;
};
class ForcedDespawnDelayEvent : public BasicEvent
{
public:
ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
bool Execute(uint64 e_time, uint32 p_time);
private:
Creature& m_owner;
};
#endif