mangos/src/game/Object/Creature.cpp
2016-02-20 22:20:15 +00:00

2756 lines
93 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2016 MaNGOS project <http://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Creature.h"
#include "Database/DatabaseEnv.h"
#include "WorldPacket.h"
#include "World.h"
#include "ObjectMgr.h"
#include "ScriptMgr.h"
#include "ObjectGuid.h"
#include "SQLStorages.h"
#include "SpellMgr.h"
#include "QuestDef.h"
#include "GossipDef.h"
#include "Player.h"
#include "GameEventMgr.h"
#include "PoolManager.h"
#include "Opcodes.h"
#include "Log.h"
#include "LootMgr.h"
#include "MapManager.h"
#include "CreatureAI.h"
#include "CreatureAISelector.h"
#include "Formulas.h"
#include "WaypointMovementGenerator.h"
#include "InstanceData.h"
#include "MapPersistentStateMgr.h"
#include "BattleGround/BattleGroundMgr.h"
#include "OutdoorPvP/OutdoorPvP.h"
#include "Spell.h"
#include "Util.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "movement/MoveSplineInit.h"
#include "CreatureLinkingMgr.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#endif /* ENABLE_ELUNA */
// apply implementation of the singletons
#include "Policies/Singleton.h"
TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
{
TrainerSpellMap::const_iterator itr = spellList.find(spell_id);
if (itr != spellList.end())
{ return &itr->second; }
return NULL;
}
bool VendorItemData::RemoveItem(uint32 item_id)
{
for (VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ++i)
{
if ((*i)->item == item_id)
{
m_items.erase(i);
return true;
}
}
return false;
}
size_t VendorItemData::FindItemSlot(uint32 item_id) const
{
for (size_t i = 0; i < m_items.size(); ++i)
if (m_items[i]->item == item_id)
{ return i; }
return m_items.size();
}
VendorItem const* VendorItemData::FindItem(uint32 item_id) const
{
for (VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i)
{
// Skip checking for conditions, condition system is powerfull enough to not require additional entries only for the conditions
if ((*i)->item == item_id)
{ return *i; }
}
return NULL;
}
bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
m_owner.ForcedDespawn();
return true;
}
void CreatureCreatePos::SelectFinalPoint(Creature* cr)
{
// if object provided then selected point at specific dist/angle from object forward look
if (m_closeObject)
{
if (m_dist == 0.0f)
{
m_pos.x = m_closeObject->GetPositionX();
m_pos.y = m_closeObject->GetPositionY();
m_pos.z = m_closeObject->GetPositionZ();
}
else
{ m_closeObject->GetClosePoint(m_pos.x, m_pos.y, m_pos.z, cr->GetObjectBoundingRadius(), m_dist, m_angle); }
}
}
bool CreatureCreatePos::Relocate(Creature* cr) const
{
cr->Relocate(m_pos.x, m_pos.y, m_pos.z, m_pos.o);
if (!cr->IsPositionValid())
{
sLog.outError("%s not created. Suggested coordinates isn't valid (X: %f Y: %f)", cr->GetGuidStr().c_str(), cr->GetPositionX(), cr->GetPositionY());
return false;
}
return true;
}
Creature::Creature(CreatureSubtype subtype) : Unit(),
i_AI(NULL),
loot(this),
lootForPickPocketed(false), lootForBody(false), lootForSkin(false),
m_groupLootTimer(0), m_groupLootId(0),
m_lootMoney(0), m_lootGroupRecipientId(0),
m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_aggroDelay(0), m_respawnradius(5.0f),
m_subtype(subtype), m_defaultMovementType(IDLE_MOTION_TYPE), m_equipmentId(0),
m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false),
m_AI_locked(false), m_IsDeadByDefault(false), m_temporaryFactionFlags(TEMPFACTION_NONE),
m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0),
m_creatureInfo(NULL), m_PlayerDamageReq(0)
{
/* Loot data */
hasBeenLootedOnce = false;
assignedLooter = 0;
m_killedTime = 0;
m_regenTimer = 200;
m_valuesCount = UNIT_END;
for (int i = 0; i < CREATURE_MAX_SPELLS; ++i)
{ m_spells[i] = 0; }
m_CreatureSpellCooldowns.clear();
m_CreatureCategoryCooldowns.clear();
DisableReputationGain = false;
SetWalk(true, true);
}
Creature::~Creature()
{
CleanupsBeforeDelete();
m_vendorItemCounts.clear();
delete i_AI;
i_AI = NULL;
}
void Creature::AddToWorld()
{
#ifdef ENABLE_ELUNA
bool inWorld = IsInWorld();
#endif /* ENABLE_ELUNA */
///- Register the creature for guid lookup
if (!IsInWorld() && GetObjectGuid().IsCreature())
{ GetMap()->GetObjectsStore().insert<Creature>(GetObjectGuid(), (Creature*)this); }
Unit::AddToWorld();
// Make active if required
std::set<uint32> const* mapList = sWorld.getConfigForceLoadMapIds();
if ((mapList && mapList->find(GetMapId()) != mapList->end()) || (GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_ACTIVE))
{ SetActiveObjectState(true); }
#ifdef ENABLE_ELUNA
if (!inWorld)
sEluna->OnAddToWorld(this);
#endif /* ENABLE_ELUNA */
}
void Creature::RemoveFromWorld()
{
#ifdef ENABLE_ELUNA
if (IsInWorld())
sEluna->OnRemoveFromWorld(this);
#endif /* ENABLE_ELUNA */
///- Remove the creature from the accessor
if (IsInWorld() && GetObjectGuid().IsCreature())
{ GetMap()->GetObjectsStore().erase<Creature>(GetObjectGuid(), (Creature*)NULL); }
Unit::RemoveFromWorld();
}
void Creature::RemoveCorpse()
{
// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
if (uint16 poolid = sPoolMgr.IsPartOfAPool<Creature>(GetGUIDLow()))
{ sPoolMgr.UpdatePool<Creature>(*GetMap()->GetPersistentState(), poolid, GetGUIDLow()); }
if (!IsInWorld()) // can be despawned by update pool
{ return; }
if ((GetDeathState() != CORPSE && !m_IsDeadByDefault) || (GetDeathState() != ALIVE && m_IsDeadByDefault))
{ return; }
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Removing corpse of %s ", GetGuidStr().c_str());
m_corpseRemoveTime = time(NULL);
SetDeathState(DEAD);
UpdateObjectVisibility();
// stop loot rolling before loot clear and for close client dialogs
StopGroupLoot();
loot.clear();
/* Loot data */
m_killedTime = 0;
hasBeenLootedOnce = false;
assignedLooter = 0;
m_lootGroupRecipientId = 0;
m_lootRecipientGuid.Clear();
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED);
uint32 respawnDelay = 0;
if (AI())
{ AI()->CorpseRemoved(respawnDelay); }
if (m_isCreatureLinkingTrigger)
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_DESPAWN, this);
if (InstanceData* mapInstance = GetInstanceData())
{ mapInstance->OnCreatureDespawn(this); }
// script can set time (in seconds) explicit, override the original
if (respawnDelay)
{ m_respawnTime = time(NULL) + respawnDelay; }
float x, y, z, o;
GetRespawnCoord(x, y, z, &o);
GetMap()->CreatureRelocation(this, x, y, z, o);
// forced recreate creature object at clients
UnitVisibility currentVis = GetVisibility();
SetVisibility(VISIBILITY_REMOVE_CORPSE);
UpdateObjectVisibility();
SetVisibility(currentVis); // restore visibility state
UpdateObjectVisibility();
}
/**
* change the entry of creature until respawn
*/
bool Creature::InitEntry(uint32 Entry, Team team, CreatureData const* data /*=NULL*/, GameEventCreatureData const* eventData /*=NULL*/)
{
// use game event entry if any instead default suggested
if (eventData && eventData->entry_id)
{ Entry = eventData->entry_id; }
CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(Entry);
if (!normalInfo)
{
sLog.outErrorDb("Creature::UpdateEntry creature entry %u does not exist.", Entry);
return false;
}
CreatureInfo const* cinfo = normalInfo;
SetEntry(Entry); // normal entry always
m_creatureInfo = cinfo; // map mode related always
SetObjectScale(cinfo->Scale);
// 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->UnitClass));
uint32 display_id = ChooseDisplayId(GetCreatureInfo(), data, eventData);
if (!display_id) // Cancel load if no display id
{
sLog.outErrorDb("Creature (Entry: %u) has no model defined in table `creature_template`, can't load.", Entry);
return false;
}
CreatureModelInfo const* minfo = sObjectMgr.GetCreatureModelRandomGender(display_id);
if (!minfo) // Cancel load if no model defined
{
sLog.outErrorDb("Creature (Entry: %u) has no model info defined in table `creature_model_info`, can't load.", Entry);
return false;
}
display_id = minfo->modelid; // it can be different (for another gender)
SetNativeDisplayId(display_id);
// special case for totems (model for team==HORDE is stored in creature_template as the default)
if (team == ALLIANCE && cinfo->CreatureType == CREATURE_TYPE_TOTEM)
{
uint32 modelid_tmp = sObjectMgr.GetCreatureModelOtherTeamModel(display_id);
display_id = modelid_tmp ? modelid_tmp : display_id;
}
// normally the same as native, see above for the exeption
SetDisplayId(display_id);
SetByteValue(UNIT_FIELD_BYTES_0, 2, minfo->gender);
// set PowerType based on unit class
switch (cinfo->UnitClass)
{
case CLASS_WARRIOR:
SetPowerType(POWER_RAGE);
break;
case CLASS_PALADIN:
case CLASS_MAGE:
SetPowerType(POWER_MANA);
break;
case CLASS_ROGUE:
SetPowerType(POWER_ENERGY);
break;
default:
sLog.outErrorDb("Creature (Entry: %u) has unhandled unit class. Power type will not be set!", Entry);
break;
}
// Load creature equipment
if (eventData && eventData->equipment_id)
{
LoadEquipment(eventData->equipment_id); // use event equipment if any for active event
}
else if (!data || data->equipmentId == 0)
{
// use default from the template
LoadEquipment(cinfo->EquipmentTemplateId);
}
else if (data && data->equipmentId != -1)
{
// override, -1 means no equipment
LoadEquipment(data->equipmentId);
}
SetName(normalInfo->Name); // at normal entry always
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// update speed for the new CreatureInfo base speed mods
UpdateSpeed(MOVE_WALK, false);
UpdateSpeed(MOVE_RUN, false);
SetLevitate(cinfo->InhabitType & INHABIT_AIR); // TODO: may not be correct to send opcode at this point (already handled by UPDATE_OBJECT createObject)
// check if we need to add swimming movement. TODO: i thing movement flags should be computed automatically at each movement of creature so we need a sort of UpdateMovementFlags() method
if (cinfo->InhabitType & INHABIT_WATER && // check inhabit type water
data && // check if there is data to get creature spawn pos
GetMap()->GetTerrain()->IsInWater(data->posX, data->posY, data->posZ)) // check if creature is in water
m_movementInfo.AddMovementFlag(MOVEFLAG_SWIMMING); // add swimming movement
// checked at loading
m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
return true;
}
bool Creature::UpdateEntry(uint32 Entry, Team team, const CreatureData* data /*=NULL*/, GameEventCreatureData const* eventData /*=NULL*/, bool preserveHPAndPower /*=true*/)
{
if (!InitEntry(Entry, team, data, eventData))
{ return false; }
// creatures always have melee weapon ready if any
SetSheath(SHEATH_STATE_MELEE);
SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_AURAS);
SelectLevel(GetCreatureInfo(), preserveHPAndPower ? GetHealthPercent() : 100.0f);
if (team == HORDE)
{ setFaction(GetCreatureInfo()->FactionHorde); }
else
{ setFaction(GetCreatureInfo()->FactionAlliance); }
SetUInt32Value(UNIT_NPC_FLAGS, GetCreatureInfo()->NpcFlags);
uint32 attackTimer = GetCreatureInfo()->MeleeBaseAttackTime;
SetAttackTime(BASE_ATTACK, attackTimer);
SetAttackTime(OFF_ATTACK, attackTimer - attackTimer / 4);
SetAttackTime(RANGED_ATTACK, GetCreatureInfo()->RangedBaseAttackTime);
uint32 unitFlags = GetCreatureInfo()->UnitFlags;
// we may need to append or remove additional flags
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT))
{ unitFlags |= UNIT_FLAG_IN_COMBAT; }
SetUInt32Value(UNIT_FIELD_FLAGS, unitFlags);
// preserve all current dynamic flags if exist
uint32 dynFlags = GetUInt32Value(UNIT_DYNAMIC_FLAGS);
SetUInt32Value(UNIT_DYNAMIC_FLAGS, dynFlags ? dynFlags : GetCreatureInfo()->DynamicFlags);
SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->Armor));
SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->ResistanceHoly));
SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(GetCreatureInfo()->ResistanceFire));
SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(GetCreatureInfo()->ResistanceNature));
SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(GetCreatureInfo()->ResistanceFrost));
SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(GetCreatureInfo()->ResistanceShadow));
SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(GetCreatureInfo()->ResistanceArcane));
SetCanModifyStats(true);
UpdateAllStats();
// checked and error show at loading templates
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(GetCreatureInfo()->FactionAlliance))
{
if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP)
{ SetPvP(true); }
else
{ SetPvP(false); }
}
// Try difficulty dependend version before falling back to base entry
CreatureTemplateSpells const* templateSpells = sCreatureTemplateSpellsStorage.LookupEntry<CreatureTemplateSpells>(GetCreatureInfo()->Entry);
if (!templateSpells)
{ templateSpells = sCreatureTemplateSpellsStorage.LookupEntry<CreatureTemplateSpells>(GetEntry()); }
if (templateSpells)
for (int i = 0; i < CREATURE_MAX_SPELLS; ++i)
{ m_spells[i] = templateSpells->spells[i]; }
// if eventData set then event active and need apply spell_start
if (eventData)
{ ApplyGameEventSpells(eventData, true); }
return true;
}
uint32 Creature::ChooseDisplayId(const CreatureInfo* cinfo, const CreatureData* data /*= NULL*/, GameEventCreatureData const* eventData /*=NULL*/)
{
// Use creature event model explicit, override any other static models
if (eventData && eventData->modelid)
{ return eventData->modelid; }
// Use creature model explicit, override template (creature.modelid)
if (data && data->modelid_override)
{ return data->modelid_override; }
// use defaults from the template
uint32 display_id = 0;
// model selected here may be replaced with other_gender using own function
if (!cinfo->ModelId[1])
{
display_id = cinfo->ModelId[0];
}
else
{ display_id = cinfo->ModelId[urand(0, 1)]; }
// fail safe, we use creature entry 1 and make error
if (!display_id)
{
sLog.outErrorDb("Call customer support, ChooseDisplayId can not select native model for creature entry %u, model from creature entry 1 will be used instead.", cinfo->Entry);
if (const CreatureInfo* creatureDefault = ObjectMgr::GetCreatureTemplate(1))
{ display_id = creatureDefault->ModelId[0]; }
}
return display_id;
}
void Creature::Update(uint32 update_diff, uint32 diff)
{
switch (m_deathState)
{
case JUST_ALIVED:
// Don't must be called, see Creature::SetDeathState JUST_ALIVED -> ALIVE promoting.
sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)", GetGUIDLow(), GetEntry());
break;
case JUST_DIED:
// Don't must be called, see Creature::SetDeathState JUST_DIED -> CORPSE promoting.
sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)", GetGUIDLow(), GetEntry());
break;
case DEAD:
{
if (m_respawnTime <= time(NULL) && (!m_isSpawningLinked || GetMap()->GetCreatureLinkingHolder()->CanSpawn(this)))
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Respawning...");
m_respawnTime = 0;
m_aggroDelay = sWorld.getConfig(CONFIG_UINT32_CREATURE_RESPAWN_AGGRO_DELAY);
lootForPickPocketed = false;
lootForBody = false;
lootForSkin = false;
// Clear possible auras having IsDeathPersistent() attribute
RemoveAllAuras();
if (m_originalEntry != GetEntry())
{
// need preserver gameevent state
GameEventCreatureData const* eventData = sGameEventMgr.GetCreatureUpdateDataForActiveEvent(GetGUIDLow());
UpdateEntry(m_originalEntry, TEAM_NONE, NULL, eventData);
}
CreatureInfo const* cinfo = GetCreatureInfo();
SelectLevel(cinfo);
UpdateAllStats(); // to be sure stats is correct regarding level of the creature
SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
if (m_IsDeadByDefault)
{
SetDeathState(JUST_DIED);
SetHealth(0);
i_motionMaster.Clear();
clearUnitState(UNIT_STAT_ALL_STATE);
LoadCreatureAddon(true);
}
else
{ SetDeathState(JUST_ALIVED); }
// Call AI respawn virtual function
if (AI())
{ AI()->JustRespawned(); }
if (m_isCreatureLinkingTrigger)
{ GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, this); }
GetMap()->Add(this);
}
break;
}
case CORPSE:
{
Unit::Update(update_diff, diff);
if (m_IsDeadByDefault)
{ break; }
if (m_groupLootId) // Loot is stopped already if corpse got removed.
{
if (m_groupLootTimer <= update_diff)
{ StopGroupLoot(); }
else
{ m_groupLootTimer -= update_diff; }
}
if (m_corpseRemoveTime <= time(NULL))
{
RemoveCorpse();
}
break;
}
case ALIVE:
{
if (m_aggroDelay <= update_diff)
m_aggroDelay = 0;
else
m_aggroDelay -= update_diff;
if (m_IsDeadByDefault)
{
if (m_corpseRemoveTime <= time(NULL))
{
RemoveCorpse();
break;
}
}
Unit::Update(update_diff, 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 (!IsInEvadeMode())
{
if (AI())
{
// do not allow the AI to be changed during update
m_AI_locked = true;
AI()->UpdateAI(diff); // AI not react good at real update delays (while freeze in non-active part of map)
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; }
RegenerateAll(update_diff);
break;
}
default:
break;
}
}
void Creature::StartGroupLoot(Group* group, uint32 timer)
{
m_groupLootId = group->GetId();
m_groupLootTimer = timer;
}
void Creature::StopGroupLoot()
{
if (!m_groupLootId)
{ return; }
if (Group* group = sObjectMgr.GetGroupById(m_groupLootId))
{ group->EndRoll(); }
m_groupLootTimer = 0;
m_groupLootId = 0;
}
void Creature::RegenerateAll(uint32 update_diff)
{
if (m_regenTimer > 0)
{
if (update_diff >= m_regenTimer)
{ m_regenTimer = 0; }
else
{ m_regenTimer -= update_diff; }
}
if (m_regenTimer != 0)
{ return; }
if (!IsInCombat() || IsPolymorphed())
{ RegenerateHealth(); }
RegeneratePower();
m_regenTimer = REGEN_TIME_FULL;
}
void Creature::RegeneratePower()
{
if (!IsRegeneratingPower() && !IsPet())
return;
Powers powerType = GetPowerType();
uint32 curValue = GetPower(powerType);
uint32 maxValue = GetMaxPower(powerType);
if (curValue >= maxValue)
{ return; }
float addValue = 0.0f;
switch (powerType)
{
case POWER_MANA:
// Combat and any controlled creature
if (IsInCombat() || GetCharmerOrOwnerGuid())
{
if (!IsUnderLastManaUseEffect())
{
float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA);
float Spirit = GetStat(STAT_SPIRIT);
addValue = (Spirit / 5.0f + 17.0f) * ManaIncreaseRate;
}
}
else
addValue = maxValue / 3.0f;
break;
case POWER_ENERGY:
// ToDo: for vehicle this is different - NEEDS TO BE FIXED!
addValue = 20 * sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_ENERGY);
break;
case POWER_FOCUS:
addValue = 24 * sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_FOCUS);
break;
default:
return;
}
// Apply modifiers (if any)
AuraList const& ModPowerRegenAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN);
for(AuraList::const_iterator i = ModPowerRegenAuras.begin(); i != ModPowerRegenAuras.end(); ++i)
{
Modifier const* modifier = (*i)->GetModifier();
if (modifier->m_miscvalue == int32(powerType))
{ addValue += modifier->m_amount; }
}
AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
{
Modifier const* modifier = (*i)->GetModifier();
if (modifier->m_miscvalue == int32(powerType))
{ addValue *= (modifier->m_amount + 100) / 100.0f; }
}
ModifyPower(powerType, 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
if (GetCharmerOrOwnerGuid())
{
float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH);
float Spirit = GetStat(STAT_SPIRIT);
if (GetPower(POWER_MANA) > 0)
{ addvalue = uint32(Spirit * 0.25 * HealthIncreaseRate); }
else
{ addvalue = uint32(Spirit * 0.80 * HealthIncreaseRate); }
}
else
{ addvalue = maxValue / 3; }
ModifyHealth(addvalue);
}
void Creature::DoFleeToGetAssistance()
{
if (!getVictim())
{ return; }
float radius = sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS);
if (radius > 0)
{
Creature* pCreature = NULL;
MaNGOS::NearestAssistCreatureInCreatureRangeCheck u_check(this, getVictim(), radius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestAssistCreatureInCreatureRangeCheck> searcher(pCreature, u_check);
Cell::VisitGridObjects(this, searcher, radius);
SetNoSearchAssistance(true);
UpdateSpeed(MOVE_RUN, false);
if (!pCreature)
{ SetFeared(true, getVictim()->GetObjectGuid(), 0 , sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_FLEE_DELAY)); }
else
{
SetTargetGuid(ObjectGuid()); // creature flee loose its target
GetMotionMaster()->MoveSeekAssistance(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ());
}
}
}
bool Creature::AIM_Initialize()
{
// make sure nothing can change the AI during AI update
if (m_AI_locked)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "AIM_Initialize: failed to init, locked.");
return false;
}
CreatureAI* oldAI = i_AI;
i_motionMaster.Initialize();
i_AI = FactorySelector::selectAI(this);
delete oldAI;
return true;
}
bool Creature::Create(uint32 guidlow, CreatureCreatePos& cPos, CreatureInfo const* cinfo, Team team /*= TEAM_NONE*/, const CreatureData* data /*= NULL*/, GameEventCreatureData const* eventData /*= NULL*/)
{
SetMap(cPos.GetMap());
if (!CreateFromProto(guidlow, cinfo, team, data, eventData))
{ return false; }
cPos.SelectFinalPoint(this);
if (!cPos.Relocate(this))
{ return false; }
// Notify the outdoor pvp script
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(GetZoneId()))
{ outdoorPvP->HandleCreatureCreate(this); }
// Notify the map's instance data.
// Only works if you create the object in it, not if it is moves to that map.
// Normally non-players do not teleport to other maps.
if (InstanceData* iData = GetMap()->GetInstanceData())
{ iData->OnCreatureCreate(this); }
switch (GetCreatureInfo()->Rank)
{
case CREATURE_ELITE_RARE:
m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_RARE);
break;
case CREATURE_ELITE_ELITE:
m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_ELITE);
break;
case CREATURE_ELITE_RAREELITE:
m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_RAREELITE);
break;
case CREATURE_ELITE_WORLDBOSS:
m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_WORLDBOSS);
break;
default:
m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_NORMAL);
break;
}
// Add to CreatureLinkingHolder if needed
if (sCreatureLinkingMgr.GetLinkedTriggerInformation(this))
{ cPos.GetMap()->GetCreatureLinkingHolder()->AddSlaveToHolder(this); }
if (sCreatureLinkingMgr.IsLinkedEventTrigger(this))
{
m_isCreatureLinkingTrigger = true;
cPos.GetMap()->GetCreatureLinkingHolder()->AddMasterToHolder(this);
}
LoadCreatureAddon(false);
return true;
}
bool Creature::IsTrainerOf(Player* pPlayer, bool msg) const
{
if (!IsTrainer())
{ return false; }
TrainerSpellData const* cSpells = GetTrainerSpells();
TrainerSpellData const* tSpells = GetTrainerTemplateSpells();
// for not pet trainer expected not empty trainer list always
if ((!cSpells || cSpells->spellList.empty()) && (!tSpells || tSpells->spellList.empty()))
{
sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_TRAINER but have empty trainer spell list.",
GetGUIDLow(), GetEntry());
return false;
}
switch (GetCreatureInfo()->TrainerType)
{
case TRAINER_TYPE_CLASS:
if (pPlayer->getClass() != GetCreatureInfo()->TrainerClass)
{
if (msg)
{
pPlayer->PlayerTalkClass->ClearMenus();
switch (GetCreatureInfo()->TrainerClass)
{
case CLASS_DRUID: pPlayer->PlayerTalkClass->SendGossipMenu(4913, GetObjectGuid()); break;
case CLASS_HUNTER: pPlayer->PlayerTalkClass->SendGossipMenu(10090, GetObjectGuid()); break;
case CLASS_MAGE: pPlayer->PlayerTalkClass->SendGossipMenu(328, GetObjectGuid()); break;
case CLASS_PALADIN: pPlayer->PlayerTalkClass->SendGossipMenu(1635, GetObjectGuid()); break;
case CLASS_PRIEST: pPlayer->PlayerTalkClass->SendGossipMenu(4436, GetObjectGuid()); break;
case CLASS_ROGUE: pPlayer->PlayerTalkClass->SendGossipMenu(4797, GetObjectGuid()); break;
case CLASS_SHAMAN: pPlayer->PlayerTalkClass->SendGossipMenu(5003, GetObjectGuid()); break;
case CLASS_WARLOCK: pPlayer->PlayerTalkClass->SendGossipMenu(5836, GetObjectGuid()); break;
case CLASS_WARRIOR: pPlayer->PlayerTalkClass->SendGossipMenu(4985, GetObjectGuid()); break;
}
}
return false;
}
break;
case TRAINER_TYPE_PETS:
if (pPlayer->getClass() != CLASS_HUNTER)
{
if (msg)
{
pPlayer->PlayerTalkClass->ClearMenus();
pPlayer->PlayerTalkClass->SendGossipMenu(3620, GetObjectGuid());
}
return false;
}
break;
case TRAINER_TYPE_MOUNTS:
if (GetCreatureInfo()->TrainerRace && pPlayer->getRace() != GetCreatureInfo()->TrainerRace)
{
// Allowed to train if exalted
if (FactionTemplateEntry const* faction_template = getFactionTemplateEntry())
{
if (pPlayer->GetReputationRank(faction_template->faction) == REP_EXALTED)
{ return true; }
}
if (msg)
{
pPlayer->PlayerTalkClass->ClearMenus();
switch (GetCreatureInfo()->TrainerClass)
{
case RACE_DWARF: pPlayer->PlayerTalkClass->SendGossipMenu(5865, GetObjectGuid()); break;
case RACE_GNOME: pPlayer->PlayerTalkClass->SendGossipMenu(4881, GetObjectGuid()); break;
case RACE_HUMAN: pPlayer->PlayerTalkClass->SendGossipMenu(5861, GetObjectGuid()); break;
case RACE_NIGHTELF: pPlayer->PlayerTalkClass->SendGossipMenu(5862, GetObjectGuid()); break;
case RACE_ORC: pPlayer->PlayerTalkClass->SendGossipMenu(5863, GetObjectGuid()); break;
case RACE_TAUREN: pPlayer->PlayerTalkClass->SendGossipMenu(5864, GetObjectGuid()); break;
case RACE_TROLL: pPlayer->PlayerTalkClass->SendGossipMenu(5816, GetObjectGuid()); break;
case RACE_UNDEAD: pPlayer->PlayerTalkClass->SendGossipMenu(624, GetObjectGuid()); break;
}
}
return false;
}
break;
case TRAINER_TYPE_TRADESKILLS:
if (GetCreatureInfo()->TrainerSpell && !pPlayer->HasSpell(GetCreatureInfo()->TrainerSpell))
{
if (msg)
{
pPlayer->PlayerTalkClass->ClearMenus();
pPlayer->PlayerTalkClass->SendGossipMenu(11031, GetObjectGuid());
}
return false;
}
break;
default:
return false; // checked and error output at creature_template loading
}
return true;
}
bool Creature::CanInteractWithBattleMaster(Player* pPlayer, bool msg) const
{
if (!IsBattleMaster())
{ return false; }
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry());
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{ return false; }
if (!msg)
{ return pPlayer->GetBGAccessByLevel(bgTypeId); }
if (!pPlayer->GetBGAccessByLevel(bgTypeId))
{
pPlayer->PlayerTalkClass->ClearMenus();
switch (bgTypeId)
{
case BATTLEGROUND_AV: pPlayer->PlayerTalkClass->SendGossipMenu(7616, GetObjectGuid()); break;
case BATTLEGROUND_WS: pPlayer->PlayerTalkClass->SendGossipMenu(7599, GetObjectGuid()); break;
case BATTLEGROUND_AB: pPlayer->PlayerTalkClass->SendGossipMenu(7642, GetObjectGuid()); break;
default: break;
}
return false;
}
return true;
}
bool Creature::CanTrainAndResetTalentsOf(Player* pPlayer) const
{
return pPlayer->getLevel() >= 10
&& GetCreatureInfo()->TrainerType == TRAINER_TYPE_CLASS
&& pPlayer->getClass() == GetCreatureInfo()->TrainerClass;
}
void Creature::PrepareBodyLootState()
{
loot.clear();
// if have normal loot then prepare it access
if (!lootForBody)
{
// have normal loot
if (GetCreatureInfo()->MaxLootGold > 0 || GetCreatureInfo()->LootId || (GetCreatureType() != CREATURE_TYPE_CRITTER && (GetCreatureInfo()->SkinningLootId && sWorld.getConfig(CONFIG_BOOL_CORPSE_EMPTY_LOOT_SHOW))))
{
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
return;
}
}
lootForBody = true; // pass this loot mode
// if not have normal loot allow skinning if need
if (!lootForSkin && GetCreatureInfo()->SkinningLootId)
{
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
return;
}
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
}
/**
* Return original player who tap creature, it can be different from player/group allowed to loot so not use it for loot code
*/
Player* Creature::GetOriginalLootRecipient() const
{
return m_lootRecipientGuid ? ObjectAccessor::FindPlayer(m_lootRecipientGuid) : NULL;
}
/**
* Return group if player tap creature as group member, independent is player after leave group or stil be group member
*/
Group* Creature::GetGroupLootRecipient() const
{
// original recipient group if set and not disbanded
return m_lootGroupRecipientId ? sObjectMgr.GetGroupById(m_lootGroupRecipientId) : NULL;
}
/**
* Return player who can loot tapped creature (member of group or single player)
*
* In case when original player tap creature as group member then group tap prefered.
* This is for example important if player after tap leave group.
* If group not exist or disbanded or player tap creature not as group member return player
*/
Player* Creature::GetLootRecipient() const
{
// original recipient group if set and not disbanded
Group* group = GetGroupLootRecipient();
// original recipient player if online
Player* player = GetOriginalLootRecipient();
// if group not set or disbanded return original recipient player if any
if (!group)
{ return player; }
// group case
// return player if it still be in original recipient group
if (player && player->GetGroup() == group)
{ return player; }
// find any in group
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player* p = itr->getSource())
{ return p; }
return NULL;
}
/**
* Set player and group (if player group member) who tap creature
*/
void Creature::SetLootRecipient(Unit* unit)
{
// set the player whose group should receive the right
// to loot the creature after it dies
// should be set to NULL after the loot disappears
if (!unit)
{
m_lootRecipientGuid.Clear();
m_lootGroupRecipientId = 0;
return;
}
Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player) // normal creature, no player involved
{ return; }
// set player for non group case or if group will disbanded
m_lootRecipientGuid = player->GetObjectGuid();
// set group for group existing case including if player will leave group at loot time
if (Group* group = player->GetGroup())
{ m_lootGroupRecipientId = group->GetId(); }
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED);
}
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(GetGUIDLow());
if (!data)
{
sLog.outError("Creature::SaveToDB failed, can not get creature data!");
return;
}
SaveToDB(GetMapId());
}
// 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 == GetOriginalLootRecipient())
return true;
Group const* playerGroup = player->GetGroup();
if (!playerGroup || playerGroup != GetGroupLootRecipient()) // 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(uint32 mapid)
{
// update in loaded data
CreatureData& data = sObjectMgr.NewOrExistCreatureData(GetGUIDLow());
uint32 displayId = GetNativeDisplayId();
// check if it's a custom model and if not, use 0 for displayId
CreatureInfo const* cinfo = GetCreatureInfo();
if (cinfo)
{
if (displayId != cinfo->ModelId[0] && displayId != cinfo->ModelId[1])
{
for (int i = 0; i < MAX_CREATURE_MODEL && displayId; ++i)
if (cinfo->ModelId[i])
if (CreatureModelInfo const* minfo = sObjectMgr.GetCreatureModelInfo(cinfo->ModelId[i]))
if (displayId == minfo->modelid_other_gender)
{ displayId = 0; }
}
else
{ displayId = 0; }
}
// data->guid = guid don't must be update at save
data.id = GetEntry();
data.mapid = mapid;
data.modelid_override = displayId;
data.equipmentId = GetEquipmentId();
data.posX = GetPositionX();
data.posY = GetPositionY();
data.posZ = GetPositionZ();
data.orientation = GetOrientation();
data.spawntimesecs = m_respawnDelay;
// prevent add data integrity problems
data.spawndist = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0 : m_respawnradius;
data.currentwaypoint = 0;
data.curhealth = GetHealth();
data.curmana = GetPower(POWER_MANA);
data.is_dead = m_IsDeadByDefault;
// prevent add data integrity problems
data.movementType = !m_respawnradius && GetDefaultMovementType() == RANDOM_MOTION_TYPE
? IDLE_MOTION_TYPE : GetDefaultMovementType();
// updated in DB
WorldDatabase.BeginTransaction();
WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid=%u", GetGUIDLow());
std::ostringstream ss;
ss << "INSERT INTO creature VALUES ("
<< GetGUIDLow() << ","
<< data.id << ","
<< data.mapid << ","
<< data.modelid_override << ","
<< data.equipmentId << ","
<< data.posX << ","
<< data.posY << ","
<< data.posZ << ","
<< data.orientation << ","
<< data.spawntimesecs << "," // respawn time
<< (float) data.spawndist << "," // spawn distance (float)
<< data.currentwaypoint << "," // currentwaypoint
<< data.curhealth << "," // curhealth
<< data.curmana << "," // curmana
<< (data.is_dead ? 1 : 0) << "," // is_dead
<< uint32(data.movementType) << ")"; // default movement generator type, cast to prevent save as symbol
WorldDatabase.PExecuteLog("%s", ss.str().c_str());
WorldDatabase.CommitTransaction();
}
void Creature::SelectLevel(const CreatureInfo* cinfo, float percentHealth /*= 100.0f*/)
{
uint32 rank = IsPet() ? 0 : cinfo->Rank; // TODO :: IsPet probably not needed here
// level
uint32 const minlevel = cinfo->MinLevel;
uint32 const maxlevel = cinfo->MaxLevel;
uint32 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel);
SetLevel(level);
//////////////////////////////////////////////////////////////////////////
// Calculate level dependent stats
//////////////////////////////////////////////////////////////////////////
uint32 health;
uint32 mana;
// TODO: Remove cinfo->ArmorMultiplier test workaround to disable classlevelstats when DB is ready
CreatureClassLvlStats const* cCLS = sObjectMgr.GetCreatureClassLvlStats(level, cinfo->UnitClass);
if (cinfo->ArmorMultiplier > 0 && cCLS)
{
// Use Creature Stats to calculate stat values
// health
health = cCLS->BaseHealth * cinfo->HealthMultiplier;
// mana
mana = cCLS->BaseMana * cinfo->PowerMultiplier;
}
else
{
// Use old style to calculate stat values
float rellevel = maxlevel == minlevel ? 0 : (float(level - minlevel)) / (maxlevel - minlevel);
// health
uint32 minhealth = std::min(cinfo->MaxLevelHealth, cinfo->MinLevelHealth);
uint32 maxhealth = std::max(cinfo->MaxLevelHealth, cinfo->MinLevelHealth);
health = uint32(minhealth + uint32(rellevel * (maxhealth - minhealth)));
// mana
uint32 minmana = std::min(cinfo->MaxLevelMana, cinfo->MinLevelMana);
uint32 maxmana = std::max(cinfo->MaxLevelMana, cinfo->MinLevelMana);
mana = minmana + uint32(rellevel * (maxmana - minmana));
}
health *= _GetHealthMod(rank); // Apply custom config setting
if (health < 1)
health = 1;
//////////////////////////////////////////////////////////////////////////
// Set values
//////////////////////////////////////////////////////////////////////////
// health
SetCreateHealth(health);
SetMaxHealth(health);
if (percentHealth == 100.0f)
{ SetHealth(health); }
else
{ SetHealthPercent(percentHealth); }
ResetPlayerDamageReq();
SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, float(health));
// all power types
for (int i = POWER_MANA; i <= POWER_HAPPINESS; ++i)
{
uint32 maxValue;
switch (i)
{
case POWER_MANA: maxValue = mana; break;
case POWER_RAGE: maxValue = 0; break;
case POWER_FOCUS: maxValue = POWER_FOCUS; break;
case POWER_ENERGY: maxValue = POWER_ENERGY* cinfo->PowerMultiplier; break;
case POWER_HAPPINESS: maxValue = POWER_HAPPINESS; break;
}
uint32 value = maxValue;
// For non regenerating powers set 0
if ((i == POWER_ENERGY || i == POWER_MANA) && !IsRegeneratingPower())
value = 0;
// Mana requires an extra field to be set
if (i == POWER_MANA)
SetCreateMana(value);
SetMaxPower(Powers(i), maxValue);
SetPower(Powers(i), value);
SetModifierValue(UnitMods(UNIT_MOD_POWER_START + i), BASE_VALUE, float(value));
}
// damage
float damagemod = _GetDamageMod(rank);
SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, cinfo->MinMeleeDmg * damagemod);
SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, cinfo->MaxMeleeDmg * damagemod);
SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, cinfo->MinMeleeDmg * damagemod);
SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, cinfo->MaxMeleeDmg * damagemod);
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, cinfo->MinRangedDmg * damagemod);
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, cinfo->MaxRangedDmg * damagemod);
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, cinfo->MeleeAttackPower * damagemod);
}
float Creature::_GetHealthMod(int32 Rank)
{
switch (Rank) // define rates for each elite rank
{
case CREATURE_ELITE_NORMAL:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_NORMAL_HP);
case CREATURE_ELITE_ELITE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_HP);
case CREATURE_ELITE_RAREELITE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RAREELITE_HP);
case CREATURE_ELITE_WORLDBOSS:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_WORLDBOSS_HP);
case CREATURE_ELITE_RARE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RARE_HP);
default:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_HP);
}
}
float Creature::_GetDamageMod(int32 Rank)
{
switch (Rank) // define rates for each elite rank
{
case CREATURE_ELITE_NORMAL:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_NORMAL_DAMAGE);
case CREATURE_ELITE_ELITE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_DAMAGE);
case CREATURE_ELITE_RAREELITE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RAREELITE_DAMAGE);
case CREATURE_ELITE_WORLDBOSS:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE);
case CREATURE_ELITE_RARE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RARE_DAMAGE);
default:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_DAMAGE);
}
}
void Creature::LowerPlayerDamageReq(uint32 unDamage)
{
if (m_PlayerDamageReq)
m_PlayerDamageReq > unDamage ? m_PlayerDamageReq -= unDamage : m_PlayerDamageReq = 0;
}
float Creature::_GetSpellDamageMod(int32 Rank)
{
switch (Rank) // define rates for each elite rank
{
case CREATURE_ELITE_NORMAL:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_NORMAL_SPELLDAMAGE);
case CREATURE_ELITE_ELITE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
case CREATURE_ELITE_RAREELITE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE);
case CREATURE_ELITE_WORLDBOSS:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE);
case CREATURE_ELITE_RARE:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RARE_SPELLDAMAGE);
default:
return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
}
}
bool Creature::CreateFromProto(uint32 guidlow, CreatureInfo const* cinfo, Team team, const CreatureData* data /*=NULL*/, GameEventCreatureData const* eventData /*=NULL*/)
{
m_originalEntry = cinfo->Entry;
Object::_Create(guidlow, cinfo->Entry, cinfo->GetHighGuid());
if (!UpdateEntry(cinfo->Entry, team, data, eventData, false))
{ return false; }
return true;
}
bool Creature::LoadFromDB(uint32 guidlow, Map* map)
{
CreatureData const* data = sObjectMgr.GetCreatureData(guidlow);
if (!data)
{
sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ", guidlow);
return false;
}
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(data->id);
if (!cinfo)
{
sLog.outErrorDb("Creature (Entry: %u) not found in table `creature_template`, can't load. ", data->id);
return false;
}
GameEventCreatureData const* eventData = sGameEventMgr.GetCreatureUpdateDataForActiveEvent(guidlow);
// Creature can be loaded already in map if grid has been unloaded while creature walk to another grid
if (map->GetCreature(cinfo->GetObjectGuid(guidlow)))
{ return false; }
CreatureCreatePos pos(map, data->posX, data->posY, data->posZ, data->orientation);
if (!Create(guidlow, pos, cinfo, TEAM_NONE, data, eventData))
{ return false; }
SetRespawnCoord(pos);
m_respawnradius = data->spawndist;
m_respawnDelay = data->spawntimesecs;
m_corpseDelay = std::min(m_respawnDelay * 9 / 10, m_corpseDelay); // set corpse delay to 90% of the respawn delay
m_IsDeadByDefault = data->is_dead;
m_deathState = m_IsDeadByDefault ? DEAD : ALIVE;
m_respawnTime = map->GetPersistentState()->GetCreatureRespawnTime(GetGUIDLow());
if (m_respawnTime > time(NULL)) // not ready to respawn
{
m_deathState = DEAD;
if (CanFly())
{
float tz = GetTerrain()->GetHeightStatic(data->posX, data->posY, data->posZ, false);
if (data->posZ - tz > 0.1)
{ Relocate(data->posX, data->posY, tz); }
}
}
else if (m_respawnTime) // respawn time set but expired
{
m_respawnTime = 0;
GetMap()->GetPersistentState()->SaveCreatureRespawnTime(GetGUIDLow(), 0);
}
uint32 curhealth = data->curhealth;
if (curhealth)
{
curhealth = uint32(curhealth * _GetHealthMod(GetCreatureInfo()->Rank));
if (curhealth < 1)
{ curhealth = 1; }
}
if (sCreatureLinkingMgr.IsSpawnedByLinkedMob(this))
{
m_isSpawningLinked = true;
if (m_deathState == ALIVE && !GetMap()->GetCreatureLinkingHolder()->CanSpawn(this))
{
m_deathState = DEAD;
// Just set to dead, so need to relocate like above
if (CanFly())
{
float tz = GetTerrain()->GetHeightStatic(data->posX, data->posY, data->posZ, false);
if (data->posZ - tz > 0.1)
{ Relocate(data->posX, data->posY, tz); }
}
}
}
SetHealth(m_deathState == ALIVE ? curhealth : 0);
SetPower(POWER_MANA, data->curmana);
SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->DamageSchool));
// checked at creature_template loading
m_defaultMovementType = MovementGeneratorType(data->movementType);
AIM_Initialize();
// Creature Linking, Initial load is handled like respawn
if (m_isCreatureLinkingTrigger && IsAlive())
{ GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, this); }
// check if it is rabbit day
if (IsAlive() && sWorld.getConfig(CONFIG_UINT32_RABBIT_DAY))
{
time_t rabbit_day = time_t(sWorld.getConfig(CONFIG_UINT32_RABBIT_DAY));
tm rabbit_day_tm = *localtime(&rabbit_day);
tm now_tm = *localtime(&sWorld.GetGameTime());
if (now_tm.tm_mon == rabbit_day_tm.tm_mon && now_tm.tm_mday == rabbit_day_tm.tm_mday)
{ CastSpell(this, 10710 + urand(0, 2), true); }
}
return true;
}
void Creature::LoadEquipment(uint32 equip_entry, bool force)
{
if (equip_entry == 0)
{
if (force)
{
for (uint8 i = 0; i < MAX_VIRTUAL_ITEM_SLOT; ++i)
{ SetVirtualItem(VirtualItemSlot(i), 0); }
m_equipmentId = 0;
}
return;
}
if (EquipmentInfo const* einfo = sObjectMgr.GetEquipmentInfo(equip_entry))
{
m_equipmentId = equip_entry;
for (uint8 i = 0; i < MAX_VIRTUAL_ITEM_SLOT; ++i)
{ SetVirtualItem(VirtualItemSlot(i), einfo->equipentry[i]); }
}
else if (EquipmentInfoRaw const* einfo = sObjectMgr.GetEquipmentInfoRaw(equip_entry))
{
m_equipmentId = equip_entry;
for (uint8 i = 0; i < MAX_VIRTUAL_ITEM_SLOT; ++i)
{ SetVirtualItemRaw(VirtualItemSlot(i), einfo->equipmodel[i], einfo->equipinfo[i], einfo->equipslot[i]); }
}
}
bool Creature::HasQuest(uint32 quest_id) const
{
QuestRelationsMapBounds bounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(GetEntry());
for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second == quest_id)
{ return true; }
}
return false;
}
bool Creature::HasInvolvedQuest(uint32 quest_id) const
{
QuestRelationsMapBounds bounds = sObjectMgr.GetCreatureQuestInvolvedRelationsMapBounds(GetEntry());
for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second == quest_id)
{ return true; }
}
return false;
}
struct CreatureRespawnDeleteWorker
{
explicit CreatureRespawnDeleteWorker(uint32 guid) : i_guid(guid) {}
void operator()(MapPersistentState* state)
{
state->SaveCreatureRespawnTime(i_guid, 0);
}
uint32 i_guid;
};
void Creature::DeleteFromDB()
{
CreatureData const* data = sObjectMgr.GetCreatureData(GetGUIDLow());
if (!data)
{
DEBUG_LOG("Trying to delete not saved creature!");
return;
}
DeleteFromDB(GetGUIDLow(), data);
}
void Creature::DeleteFromDB(uint32 lowguid, CreatureData const* data)
{
CreatureRespawnDeleteWorker worker(lowguid);
sMapPersistentStateMgr.DoForAllStatesWithMapId(data->mapid, worker);
sObjectMgr.DeleteCreatureData(lowguid);
WorldDatabase.BeginTransaction();
WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid=%u", lowguid);
WorldDatabase.PExecuteLog("DELETE FROM creature_addon WHERE guid=%u", lowguid);
WorldDatabase.PExecuteLog("DELETE FROM creature_movement WHERE id=%u", lowguid);
WorldDatabase.PExecuteLog("DELETE FROM game_event_creature WHERE guid=%u", lowguid);
WorldDatabase.PExecuteLog("DELETE FROM game_event_creature_data WHERE guid=%u", lowguid);
WorldDatabase.PExecuteLog("DELETE FROM creature_battleground WHERE guid=%u", lowguid);
WorldDatabase.PExecuteLog("DELETE FROM creature_linking WHERE guid=%u OR master_guid=%u", lowguid, lowguid);
WorldDatabase.CommitTransaction();
}
float Creature::GetAttackDistance(Unit const* pl) const
{
float aggroRate = sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO);
if (aggroRate == 0)
{ return 0.0f; }
uint32 playerlevel = pl->GetLevelForTarget(this);
uint32 creaturelevel = GetLevelForTarget(pl);
int32 leveldif = int32(playerlevel) - int32(creaturelevel);
// "The maximum Aggro Radius has a cap of 25 levels under. Example: A level 30 char has the same Aggro Radius of a level 5 char on a level 60 mob."
if (leveldif < - 25)
{ leveldif = -25; }
// "The aggro radius of a mob having the same level as the player is roughly 20 yards"
float RetDistance = 20;
// "Aggro Radius varies with level difference at a rate of roughly 1 yard/level"
// radius grow if playlevel < creaturelevel
RetDistance -= (float)leveldif;
if (creaturelevel + 5 <= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
{
// detect range auras
RetDistance += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
// detected range auras
RetDistance += pl->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
}
// "Minimum Aggro Radius for a mob seems to be combat range (5 yards)"
if (RetDistance < 5)
{ RetDistance = 5; }
return (RetDistance * aggroRate);
}
void Creature::SetDeathState(DeathState s)
{
if ((s == JUST_DIED && !m_IsDeadByDefault) || (s == JUST_ALIVED && m_IsDeadByDefault))
{
m_corpseRemoveTime = time(NULL) + m_corpseDelay; // the max/default time for corpse decay (before creature is looted/AllLootRemovedFromCorpse() is called)
m_respawnTime = time(NULL) + m_respawnDelay; // respawn delay (spawntimesecs)
// always save boss respawn time at death to prevent crash cheating
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY) || IsWorldBoss())
{ SaveRespawnTime(); }
}
Unit::SetDeathState(s);
if (s == JUST_DIED)
{
SetTargetGuid(ObjectGuid()); // remove target selection in any cases (can be set at aura remove in Unit::SetDeathState)
SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
if (HasSearchedAssistance())
{
SetNoSearchAssistance(false);
UpdateSpeed(MOVE_RUN, false);
}
if (CanFly())
{ i_motionMaster.MoveFall(); }
Unit::SetDeathState(CORPSE);
}
if (s == JUST_ALIVED)
{
clearUnitState(UNIT_STAT_ALL_STATE);
Unit::SetDeathState(ALIVE);
SetHealth(GetMaxHealth());
SetLootRecipient(NULL);
if (GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_RESPAWN)
{ ClearTemporaryFaction(); }
SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->DamageSchool));
// Dynamic flags must be set on Tapped by default.
SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
LoadCreatureAddon(true);
ResetPlayerDamageReq();
// Flags after LoadCreatureAddon. Any spell in *addon
// will not be able to adjust these.
SetUInt32Value(UNIT_NPC_FLAGS, GetCreatureInfo()->NpcFlags);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
SetWalk(true, true);
i_motionMaster.Initialize();
}
}
void Creature::Respawn()
{
RemoveCorpse();
if (!IsInWorld()) // Could be removed as part of a pool (in which case respawn-time is handled with pool-system)
{ return; }
if (IsDespawned())
{
if (HasStaticDBSpawnData())
{ GetMap()->GetPersistentState()->SaveCreatureRespawnTime(GetGUIDLow(), 0); }
m_respawnTime = time(NULL); // respawn at next tick
}
}
void Creature::ForcedDespawn(uint32 timeMSToDespawn)
{
if (timeMSToDespawn)
{
ForcedDespawnDelayEvent* pEvent = new ForcedDespawnDelayEvent(*this);
m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn));
return;
}
if (IsDespawned())
{ return; }
if (IsAlive())
{ SetDeathState(JUST_DIED); }
RemoveCorpse();
SetHealth(0); // just for nice GM-mode view
}
bool Creature::IsImmuneToSpell(SpellEntry const* spellInfo, bool castOnSelf)
{
if (!spellInfo)
{ return false; }
if (!castOnSelf && GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))
{ return true; }
return Unit::IsImmuneToSpell(spellInfo, castOnSelf);
}
bool Creature::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const
{
if (!castOnSelf && GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->EffectMechanic[index] - 1)))
{ return true; }
// Taunt immunity special flag check
if (GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NOT_TAUNTABLE)
{
// Taunt aura apply check
if (spellInfo->Effect[index] == SPELL_EFFECT_APPLY_AURA)
{
if (spellInfo->EffectApplyAuraName[index] == SPELL_AURA_MOD_TAUNT)
{ return true; }
}
// Spell effect taunt check
else if (spellInfo->Effect[index] == SPELL_EFFECT_ATTACK_ME)
{ return true; }
}
return Unit::IsImmuneToSpellEffect(spellInfo, index, castOnSelf);
}
SpellEntry const* Creature::ReachWithSpellAttack(Unit* pVictim)
{
if (!pVictim)
{ return NULL; }
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
if (!m_spells[i])
{ continue; }
SpellEntry const* spellInfo = sSpellStore.LookupEntry(m_spells[i]);
if (!spellInfo)
{
sLog.outError("WORLD: unknown spell id %i", m_spells[i]);
continue;
}
bool bcontinue = true;
for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if ((spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE) ||
(spellInfo->Effect[j] == SPELL_EFFECT_INSTAKILL) ||
(spellInfo->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) ||
(spellInfo->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
)
{
bcontinue = false;
break;
}
}
if (bcontinue) { continue; }
if (spellInfo->manaCost > GetPower(POWER_MANA))
{ continue; }
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
float range = GetSpellMaxRange(srange);
float minrange = GetSpellMinRange(srange);
float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// continue;
if (dist > range || dist < minrange)
{ continue; }
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
{ continue; }
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
{ continue; }
return spellInfo;
}
return NULL;
}
SpellEntry const* Creature::ReachWithSpellCure(Unit* pVictim)
{
if (!pVictim)
{ return NULL; }
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
if (!m_spells[i])
{ continue; }
SpellEntry const* spellInfo = sSpellStore.LookupEntry(m_spells[i]);
if (!spellInfo)
{
sLog.outError("WORLD: unknown spell id %i", m_spells[i]);
continue;
}
if (!spellInfo->HasSpellEffect(SPELL_EFFECT_HEAL))
{ continue; }
if (spellInfo->manaCost > GetPower(POWER_MANA))
{ continue; }
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
float range = GetSpellMaxRange(srange);
float minrange = GetSpellMinRange(srange);
float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// continue;
if (dist > range || dist < minrange)
{ continue; }
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
{ continue; }
if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
{ continue; }
return spellInfo;
}
return NULL;
}
bool Creature::IsVisibleInGridForPlayer(Player* pl) const
{
// gamemaster in GM mode see all, including ghosts
if (pl->isGameMaster())
{ return true; }
if (GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_INVISIBLE)
{ return false; }
// Live player (or with not release body see live creatures or death creatures with corpse disappearing time > 0
if (pl->IsAlive() || pl->GetDeathTimer() > 0)
{
return (IsAlive() || m_corpseRemoveTime > time(NULL) || (m_IsDeadByDefault && m_deathState == CORPSE));
}
// Dead player see live creatures near own corpse
if (IsAlive())
{
Corpse* corpse = pl->GetCorpse();
if (corpse)
{
// 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
if (corpse->IsWithinDistInMap(this, (20 + 25)*sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO)))
{ return true; }
}
}
// Dead player can see ghosts
if (GetCreatureInfo()->CreatureTypeFlags & CREATURE_TYPEFLAGS_GHOST_VISIBLE)
{ return true; }
// and not see any other
return false;
}
void Creature::SendAIReaction(AiReaction reactionType)
{
WorldPacket data(SMSG_AI_REACTION, 12);
data << GetObjectGuid();
data << uint32(reactionType);
((WorldObject*)this)->SendMessageToSet(&data, true);
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "WORLD: Sent SMSG_AI_REACTION, type %u.", reactionType);
}
void Creature::CallAssistance()
{
// FIXME: should player pets call for assistance?
if (!m_AlreadyCallAssistance && getVictim() && !IsCharmed())
{
SetNoCallAssistance(true);
if (GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_CALL_ASSIST)
return;
AI()->SendAIEventAround(AI_EVENT_CALL_ASSISTANCE, getVictim(), sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY), sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_ASSISTANCE_RADIUS));
}
}
void Creature::CallForHelp(float fRadius)
{
if (fRadius <= 0.0f || !getVictim() || IsPet() || IsCharmed())
{ return; }
MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo> worker(this, u_do);
Cell::VisitGridObjects(this, worker, fRadius);
}
/// if enemy provided, check for initial combat help against enemy
bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const
{
// we don't need help from zombies :)
if (!IsAlive())
{ return false; }
// we don't need help from non-combatant ;)
if (GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_AGGRO)
{ return false; }
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PASSIVE))
{ return false; }
// skip fighting creature
if (enemy && IsInCombat())
{ return false; }
// only free creature
if (GetCharmerOrOwnerGuid())
{ return false; }
// only from same creature faction
if (checkfaction)
{
if (getFaction() != u->getFaction())
{ return false; }
}
else
{
if (!IsFriendlyTo(u))
{ return false; }
}
// skip non hostile to caster enemy creatures
if (enemy && !IsHostileTo(enemy))
{ return false; }
return true;
}
bool Creature::CanInitiateAttack()
{
if (hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED))
{ return false; }
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
{ return false; }
if (isPassiveToHostile())
{ return false; }
if (m_aggroDelay != 0)
return false;
return true;
}
void Creature::SaveRespawnTime()
{
if (IsPet() || !HasStaticDBSpawnData())
{ return; }
if (m_respawnTime > time(NULL)) // dead (no corpse)
{ GetMap()->GetPersistentState()->SaveCreatureRespawnTime(GetGUIDLow(), m_respawnTime); }
else if (m_corpseRemoveTime > time(NULL)) // dead (corpse)
{ GetMap()->GetPersistentState()->SaveCreatureRespawnTime(GetGUIDLow(), m_corpseRemoveTime + m_respawnDelay); }
}
bool Creature::IsOutOfThreatArea(Unit* pVictim) const
{
if (!pVictim)
{ return true; }
if (!pVictim->IsInMap(this))
{ return true; }
if (!pVictim->IsTargetableForAttack())
{ return true; }
if (!pVictim->isInAccessablePlaceFor(this))
{ return true; }
if (!pVictim->IsVisibleForOrDetect(this, this, false))
{ return true; }
if (sMapStore.LookupEntry(GetMapId())->IsDungeon())
{ return false; }
float AttackDist = GetAttackDistance(pVictim);
float ThreatRadius = sWorld.getConfig(CONFIG_FLOAT_THREAT_RADIUS);
// Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
return !pVictim->IsWithinDist3d(m_combatStartX, m_combatStartY, m_combatStartZ,
ThreatRadius > AttackDist ? ThreatRadius : AttackDist);
}
CreatureDataAddon const* Creature::GetCreatureAddon() const
{
if (CreatureDataAddon const* addon = ObjectMgr::GetCreatureAddon(GetGUIDLow()))
{ return addon; }
return ObjectMgr::GetCreatureTemplateAddon(GetCreatureInfo()->Entry);
}
// creature_addon table
bool Creature::LoadCreatureAddon(bool reload)
{
CreatureDataAddon const* cainfo = GetCreatureAddon();
if (!cainfo)
{ return false; }
if (cainfo->mount != 0)
{ Mount(cainfo->mount); }
if (cainfo->bytes1 != 0)
{
// 0 StandState
// 1 LoyaltyLevel Pet only, so always 0 for default creature
// 2 ShapeshiftForm Must be determined/set by shapeshift spell/aura
// 3 StandMiscFlags
SetByteValue(UNIT_FIELD_BYTES_1, 0, uint8(cainfo->bytes1 & 0xFF));
// SetByteValue(UNIT_FIELD_BYTES_1, 1, uint8((cainfo->bytes1 >> 8) & 0xFF));
// SetByteValue(UNIT_FIELD_BYTES_1, 1, 0);
// SetByteValue(UNIT_FIELD_BYTES_2, 2, 0);
SetByteValue(UNIT_FIELD_BYTES_1, 3, uint8((cainfo->bytes1 >> 24) & 0xFF));
}
// UNIT_FIELD_BYTES_2
// 0 SheathState
// 1 Bytes2Flags, in 3.x used UnitPVPStateFlags, that have different meaning
// 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, cainfo->sheath_state);
if (cainfo->flags != 0)
{ SetByteValue(UNIT_FIELD_BYTES_2, 1, cainfo->flags); }
// SetByteValue(UNIT_FIELD_BYTES_2, 2, 0);
// SetByteValue(UNIT_FIELD_BYTES_2, 3, 0);
if (cainfo->emote != 0)
{ SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote); }
if (cainfo->auras)
{
for (uint32 const* cAura = cainfo->auras; *cAura; ++cAura)
{
if (HasAura(*cAura))
{
if (!reload)
{ sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u) has spell %u in `auras` field, but aura is already applied.", GetGUIDLow(), GetEntry(), *cAura); }
continue;
}
CastSpell(this, *cAura, true);
}
}
return true;
}
/// Sends a message to LocalDefense and WorldDefense channels for players of the other team
void Creature::SendZoneUnderAttackMessage(Player* attacker)
{
sWorld.SendZoneUnderAttackMessage(GetZoneId(), attacker->GetTeam() == ALLIANCE ? HORDE : ALLIANCE);
}
void Creature::SetInCombatWithZone()
{
if (!CanHaveThreatList())
{
sLog.outError("Creature entry %u call SetInCombatWithZone but creature can not have threat list.", GetEntry());
return;
}
Map* pMap = GetMap();
if (!pMap->IsDungeon())
{
sLog.outError("Creature entry %u call SetInCombatWithZone for map (id: %u) that isn't an instance.", GetEntry(), pMap->GetId());
return;
}
Map::PlayerList const& PlList = pMap->GetPlayers();
if (PlList.isEmpty())
{ return; }
for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
if (Player* pPlayer = i->getSource())
{
if (pPlayer->isGameMaster())
{ continue; }
if (pPlayer->IsAlive() && !IsFriendlyTo(pPlayer))
{
pPlayer->SetInCombatWith(this);
AddThreat(pPlayer);
}
}
}
}
bool Creature::MeetsSelectAttackingRequirement(Unit* pTarget, SpellEntry const* pSpellInfo, uint32 selectFlags) const
{
if (selectFlags & SELECT_FLAG_PLAYER && pTarget->GetTypeId() != TYPEID_PLAYER)
{ return false; }
if (selectFlags & SELECT_FLAG_POWER_MANA && pTarget->GetPowerType() != POWER_MANA)
{ return false; }
else if (selectFlags & SELECT_FLAG_POWER_RAGE && pTarget->GetPowerType() != POWER_RAGE)
{ return false; }
else if (selectFlags & SELECT_FLAG_POWER_ENERGY && pTarget->GetPowerType() != POWER_ENERGY)
{ return false; }
if (selectFlags & SELECT_FLAG_IN_MELEE_RANGE && !CanReachWithMeleeAttack(pTarget))
{ return false; }
if (selectFlags & SELECT_FLAG_NOT_IN_MELEE_RANGE && CanReachWithMeleeAttack(pTarget))
{ return false; }
if (selectFlags & SELECT_FLAG_IN_LOS && !IsWithinLOSInMap(pTarget))
{ return false; }
if (pSpellInfo)
{
switch (pSpellInfo->rangeIndex)
{
case SPELL_RANGE_IDX_SELF_ONLY: return false;
case SPELL_RANGE_IDX_ANYWHERE: return true;
case SPELL_RANGE_IDX_COMBAT: return CanReachWithMeleeAttack(pTarget);
}
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(pSpellInfo->rangeIndex);
float max_range = GetSpellMaxRange(srange);
float min_range = GetSpellMinRange(srange);
float dist = GetCombatDistance(pTarget, false);
return dist < max_range && dist >= min_range;
}
return true;
}
Unit* Creature::SelectAttackingTarget(AttackingTarget target, uint32 position, uint32 uiSpellEntry, uint32 selectFlags) const
{
return SelectAttackingTarget(target, position, sSpellStore.LookupEntry(uiSpellEntry), selectFlags);
}
Unit* Creature::SelectAttackingTarget(AttackingTarget target, uint32 position, SpellEntry const* pSpellInfo /*= NULL*/, uint32 selectFlags/*= 0*/) const
{
if (!CanHaveThreatList())
{ return NULL; }
// ThreatList m_threatlist;
ThreatList const& threatlist = GetThreatManager().getThreatList();
ThreatList::const_iterator itr = threatlist.begin();
ThreatList::const_reverse_iterator ritr = threatlist.rbegin();
if (position >= threatlist.size() || !threatlist.size())
{ return NULL; }
switch (target)
{
case ATTACKING_TARGET_RANDOM:
{
std::vector<Unit*> suitableUnits;
suitableUnits.reserve(threatlist.size() - position);
advance(itr, position);
for (; itr != threatlist.end(); ++itr)
if (Unit* pTarget = GetMap()->GetUnit((*itr)->getUnitGuid()))
if (!selectFlags || MeetsSelectAttackingRequirement(pTarget, pSpellInfo, selectFlags))
{ suitableUnits.push_back(pTarget); }
if (!suitableUnits.empty())
{ return suitableUnits[urand(0, suitableUnits.size() - 1)]; }
break;
}
case ATTACKING_TARGET_TOPAGGRO:
{
advance(itr, position);
for (; itr != threatlist.end(); ++itr)
if (Unit* pTarget = GetMap()->GetUnit((*itr)->getUnitGuid()))
if (!selectFlags || MeetsSelectAttackingRequirement(pTarget, pSpellInfo, selectFlags))
{ return pTarget; }
break;
}
case ATTACKING_TARGET_BOTTOMAGGRO:
{
advance(ritr, position);
for (; ritr != threatlist.rend(); ++ritr)
if (Unit* pTarget = GetMap()->GetUnit((*itr)->getUnitGuid()))
if (!selectFlags || MeetsSelectAttackingRequirement(pTarget, pSpellInfo, selectFlags))
{ return pTarget; }
break;
}
}
return NULL;
}
void Creature::_AddCreatureSpellCooldown(uint32 spell_id, time_t end_time)
{
m_CreatureSpellCooldowns[spell_id] = end_time;
}
void Creature::_AddCreatureCategoryCooldown(uint32 category, time_t apply_time)
{
m_CreatureCategoryCooldowns[category] = apply_time;
}
void Creature::AddCreatureSpellCooldown(uint32 spellid)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid);
if (!spellInfo)
{ return; }
uint32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown)
{ _AddCreatureSpellCooldown(spellid, time(NULL) + cooldown / IN_MILLISECONDS); }
if (spellInfo->Category)
{ _AddCreatureCategoryCooldown(spellInfo->Category, time(NULL)); }
}
bool Creature::HasCategoryCooldown(uint32 spell_id) const
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{ return false; }
CreatureSpellCooldowns::const_iterator itr = m_CreatureCategoryCooldowns.find(spellInfo->Category);
return (itr != m_CreatureCategoryCooldowns.end() && time_t(itr->second + (spellInfo->CategoryRecoveryTime / IN_MILLISECONDS)) > time(NULL));
}
uint32 Creature::GetCreatureSpellCooldownDelay(uint32 spellId) const
{
CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spellId);
time_t t = time(NULL);
return uint32(itr != m_CreatureSpellCooldowns.end() && itr->second > t ? itr->second - t : 0);
}
bool Creature::HasSpellCooldown(uint32 spell_id) const
{
CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spell_id);
return (itr != m_CreatureSpellCooldowns.end() && itr->second > time(NULL)) || HasCategoryCooldown(spell_id);
}
bool Creature::IsInEvadeMode() const
{
return !i_motionMaster.empty() && i_motionMaster.GetCurrentMovementGeneratorType() == HOME_MOTION_TYPE;
}
bool Creature::HasSpell(uint32 spellID) const
{
uint8 i;
for (i = 0; i < CREATURE_MAX_SPELLS; ++i)
if (spellID == m_spells[i])
{ break; }
return i < CREATURE_MAX_SPELLS; // break before end of iteration of known spells
}
time_t Creature::GetRespawnTimeEx() const
{
time_t now = time(NULL);
if (m_respawnTime > now) // dead (no corpse)
{ return m_respawnTime; }
else if (m_corpseRemoveTime > time(NULL)) // dead (corpse)
{ return m_corpseRemoveTime + m_respawnDelay; }
else
{ return now; }
}
void Creature::GetRespawnCoord(float& x, float& y, float& z, float* ori, float* dist) const
{
x = m_respawnPos.x;
y = m_respawnPos.y;
z = m_respawnPos.z;
if (ori)
{ *ori = m_respawnPos.o; }
if (dist)
{ *dist = GetRespawnRadius(); }
// lets check if our creatures have valid spawn coordinates
MANGOS_ASSERT(MaNGOS::IsValidMapCoord(x, y, z) || PrintCoordinatesError(x, y, z, "respawn"));
}
void Creature::ResetRespawnCoord()
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(GetGUIDLow()))
{
m_respawnPos.x = data->posX;
m_respawnPos.y = data->posY;
m_respawnPos.z = data->posZ;
m_respawnPos.o = data->orientation;
}
}
void Creature::AllLootRemovedFromCorpse()
{
if (loot.loot_type != LOOT_SKINNING && !IsPet() && GetCreatureInfo()->LootId && GetLootRecipient())
{
if (LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->LootId))
{
// Check for Skinning Loot, and set flag is loot exists
if (!lootForSkin)
{
HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
}
}
}
time_t now = time(NULL);
if (m_corpseRemoveTime <= now)
{
return;
}
float decayRate = sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED);
// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
if (loot.loot_type == LOOT_SKINNING)
{
m_corpseRemoveTime = now;
}
else
{
m_corpseRemoveTime = now + uint32(m_corpseDelay * decayRate);
}
m_respawnTime = m_corpseRemoveTime + m_respawnDelay;
}
uint32 Creature::GetLevelForTarget(Unit const* target) const
{
if (!IsWorldBoss())
{ return Unit::GetLevelForTarget(target); }
uint32 level = target->getLevel() + sWorld.getConfig(CONFIG_UINT32_WORLD_BOSS_LEVEL_DIFF);
if (level < 1)
{ return 1; }
if (level > 255)
{ return 255; }
return level;
}
std::string Creature::GetAIName() const
{
return ObjectMgr::GetCreatureTemplate(GetEntry())->AIName;
}
std::string Creature::GetScriptName() const
{
return sScriptMgr.GetScriptName(GetScriptId());
}
uint32 Creature::GetScriptId() const
{
// scripts bound to DB guid have priority over ones bound to creature entry
return sScriptMgr.GetBoundScriptId(SCRIPTED_UNIT, -int32(GetGUIDLow())) ? sScriptMgr.GetBoundScriptId(SCRIPTED_UNIT, -int32(GetGUIDLow())) : sScriptMgr.GetBoundScriptId(SCRIPTED_UNIT, GetEntry());
}
VendorItemData const* Creature::GetVendorItems() const
{
return sObjectMgr.GetNpcVendorItemList(GetEntry());
}
VendorItemData const* Creature::GetVendorTemplateItems() const
{
uint32 vendorId = GetCreatureInfo()->VendorTemplateId;
return vendorId ? sObjectMgr.GetNpcVendorTemplateItemList(vendorId) : NULL;
}
uint32 Creature::GetVendorItemCurrentCount(VendorItem const* vItem)
{
if (!vItem->maxcount)
{ return vItem->maxcount; }
VendorItemCounts::iterator itr = m_vendorItemCounts.begin();
for (; itr != m_vendorItemCounts.end(); ++itr)
if (itr->itemId == vItem->item)
{ break; }
if (itr == m_vendorItemCounts.end())
{ return vItem->maxcount; }
VendorItemCount* vCount = &*itr;
time_t ptime = time(NULL);
if (vCount->lastIncrementTime + vItem->incrtime <= ptime)
{
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(vItem->item);
uint32 diff = uint32((ptime - vCount->lastIncrementTime) / vItem->incrtime);
if ((vCount->count + diff * pProto->BuyCount) >= vItem->maxcount)
{
m_vendorItemCounts.erase(itr);
return vItem->maxcount;
}
vCount->count += diff * pProto->BuyCount;
vCount->lastIncrementTime = ptime;
}
return vCount->count;
}
uint32 Creature::UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count)
{
if (!vItem->maxcount)
{ return 0; }
VendorItemCounts::iterator itr = m_vendorItemCounts.begin();
for (; itr != m_vendorItemCounts.end(); ++itr)
if (itr->itemId == vItem->item)
{ break; }
if (itr == m_vendorItemCounts.end())
{
uint32 new_count = vItem->maxcount > used_count ? vItem->maxcount - used_count : 0;
m_vendorItemCounts.push_back(VendorItemCount(vItem->item, new_count));
return new_count;
}
VendorItemCount* vCount = &*itr;
time_t ptime = time(NULL);
if (vCount->lastIncrementTime + vItem->incrtime <= ptime)
{
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(vItem->item);
uint32 diff = uint32((ptime - vCount->lastIncrementTime) / vItem->incrtime);
if ((vCount->count + diff * pProto->BuyCount) < vItem->maxcount)
{ vCount->count += diff * pProto->BuyCount; }
else
{ vCount->count = vItem->maxcount; }
}
vCount->count = vCount->count > used_count ? vCount->count - used_count : 0;
vCount->lastIncrementTime = ptime;
return vCount->count;
}
TrainerSpellData const* Creature::GetTrainerTemplateSpells() const
{
uint32 trainerId = GetCreatureInfo()->TrainerTemplateId;
return trainerId ? sObjectMgr.GetNpcTrainerTemplateSpells(trainerId) : NULL;
}
TrainerSpellData const* Creature::GetTrainerSpells() const
{
return sObjectMgr.GetNpcTrainerSpells(GetEntry());
}
// overwrite WorldObject function for proper name localization
const char* Creature::GetNameForLocaleIdx(int32 loc_idx) const
{
char const* name = GetName();
sObjectMgr.GetCreatureLocaleStrings(GetEntry(), loc_idx, &name);
return name;
}
void Creature::SetFactionTemporary(uint32 factionId, uint32 tempFactionFlags)
{
m_temporaryFactionFlags = tempFactionFlags;
setFaction(factionId);
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_NON_ATTACKABLE)
{ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_OOC_NOT_ATTACK)
{ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_PASSIVE)
{ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_PACIFIED)
{ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_NOT_SELECTABLE)
{ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); }
}
void Creature::ClearTemporaryFaction()
{
// No restore if creature is charmed/possessed.
// For later we may consider extend to restore to charmer faction where charmer is creature.
// This can also be done by update any pet/charmed of creature at any faction change to charmer.
if (IsCharmed())
{ return; }
// Reset to original faction
setFaction(GetCreatureInfo()->FactionAlliance);
// Reset UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_OOC_NOT_ATTACKABLE, UNIT_FLAG_PASSIVE, UNIT_FLAG_PACIFIED or UNIT_FLAG_NOT_SELECTABLE flags
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_NON_ATTACKABLE && GetCreatureInfo()->UnitFlags & UNIT_FLAG_NON_ATTACKABLE)
{ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_OOC_NOT_ATTACK && GetCreatureInfo()->UnitFlags & UNIT_FLAG_OOC_NOT_ATTACKABLE && !IsInCombat())
{ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_PASSIVE && GetCreatureInfo()->UnitFlags & UNIT_FLAG_PASSIVE)
{ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_PACIFIED && GetCreatureInfo()->UnitFlags & UNIT_FLAG_PACIFIED)
{ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED); }
if (m_temporaryFactionFlags & TEMPFACTION_TOGGLE_NOT_SELECTABLE && GetCreatureInfo()->UnitFlags & UNIT_FLAG_NOT_SELECTABLE)
{ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); }
m_temporaryFactionFlags = TEMPFACTION_NONE;
}
void Creature::SendAreaSpiritHealerQueryOpcode(Player* pl)
{
uint32 next_resurrect = 0;
if (Spell* pcurSpell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{ next_resurrect = pcurSpell->GetCastedTime(); }
WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 8 + 4);
data << ObjectGuid(GetObjectGuid());
data << uint32(next_resurrect);
pl->SendDirectMessage(&data);
}
void Creature::ApplyGameEventSpells(GameEventCreatureData const* eventData, bool activated)
{
uint32 cast_spell = activated ? eventData->spell_id_start : eventData->spell_id_end;
uint32 remove_spell = activated ? eventData->spell_id_end : eventData->spell_id_start;
if (remove_spell)
if (SpellEntry const* spellEntry = sSpellStore.LookupEntry(remove_spell))
if (IsSpellAppliesAura(spellEntry))
{ RemoveAurasDueToSpell(remove_spell); }
if (cast_spell)
{ CastSpell(this, cast_spell, true); }
}
void Creature::FillGuidsListFromThreatList(GuidVector& guids, uint32 maxamount /*= 0*/)
{
if (!CanHaveThreatList())
{ return; }
ThreatList const& threats = GetThreatManager().getThreatList();
maxamount = maxamount > 0 ? std::min(maxamount, uint32(threats.size())) : threats.size();
guids.reserve(guids.size() + maxamount);
for (ThreatList::const_iterator itr = threats.begin(); maxamount && itr != threats.end(); ++itr, --maxamount)
{ guids.push_back((*itr)->getUnitGuid()); }
}
struct AddCreatureToRemoveListInMapsWorker
{
AddCreatureToRemoveListInMapsWorker(ObjectGuid guid) : i_guid(guid) {}
void operator()(Map* map)
{
if (Creature* pCreature = map->GetCreature(i_guid))
{ pCreature->AddObjectToRemoveList(); }
}
ObjectGuid i_guid;
};
void Creature::AddToRemoveListInMaps(uint32 db_guid, CreatureData const* data)
{
AddCreatureToRemoveListInMapsWorker worker(data->GetObjectGuid(db_guid));
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
struct SpawnCreatureInMapsWorker
{
SpawnCreatureInMapsWorker(uint32 guid, CreatureData const* data)
: i_guid(guid), i_data(data) {}
void operator()(Map* map)
{
// We use spawn coords to spawn
if (map->IsLoaded(i_data->posX, i_data->posY))
{
Creature* pCreature = new Creature;
// DEBUG_LOG("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(i_guid, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
}
uint32 i_guid;
CreatureData const* i_data;
};
void Creature::SpawnInMaps(uint32 db_guid, CreatureData const* data)
{
SpawnCreatureInMapsWorker worker(db_guid, data);
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
bool Creature::HasStaticDBSpawnData() const
{
return sObjectMgr.GetCreatureData(GetGUIDLow()) != NULL;
}
void Creature::SetVirtualItem(VirtualItemSlot slot, uint32 item_id)
{
if (item_id == 0)
{
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + slot, 0);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 0, 0);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 1, 0);
return;
}
EquipmentInfoItem const* proto = ObjectMgr::GetEquipmentInfoItem(item_id);
if (!proto)
{
sLog.outError("Not listed in 'creature_item_template' item (ID:%u) used as virtual item for %s", item_id, GetGuidStr().c_str());
return;
}
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + slot, proto->DisplayID);
SetByteValue(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_CLASS, proto->Class);
SetByteValue(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_SUBCLASS, proto->SubClass);
SetByteValue(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_MATERIAL, proto->Material);
SetByteValue(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_INVENTORYTYPE, proto->InventoryType);
SetByteValue(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 1, VIRTUAL_ITEM_INFO_1_OFFSET_SHEATH, proto->Sheath);
}
void Creature::SetVirtualItemRaw(VirtualItemSlot slot, uint32 display_id, uint32 info0, uint32 info1)
{
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + slot, display_id);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 0, info0);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO + (slot * 2) + 1, info1);
}
void Creature::SetWalk(bool enable, bool asDefault)
{
if (asDefault)
{
if (enable)
{ clearUnitState(UNIT_STAT_RUNNING); }
else
{ addUnitState(UNIT_STAT_RUNNING); }
}
// Nothing changed?
if (enable == m_movementInfo.HasMovementFlag(MOVEFLAG_WALK_MODE))
{ return; }
if (enable)
{ m_movementInfo.AddMovementFlag(MOVEFLAG_WALK_MODE); }
else
{ m_movementInfo.RemoveMovementFlag(MOVEFLAG_WALK_MODE); }
WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_WALK_MODE : SMSG_SPLINE_MOVE_SET_RUN_MODE, 9);
data << GetPackGUID();
SendMessageToSet(&data, true);
}
void Creature::SetLevitate(bool enable)
{
if (enable)
{ m_movementInfo.AddMovementFlag(MOVEFLAG_LEVITATING); }
else
{ m_movementInfo.RemoveMovementFlag(MOVEFLAG_LEVITATING); }
}
void Creature::SetSwim(bool enable)
{
if (enable)
m_movementInfo.AddMovementFlag(MOVEFLAG_SWIMMING);
else
m_movementInfo.RemoveMovementFlag(MOVEFLAG_SWIMMING);
WorldPacket data(enable ? SMSG_SPLINE_MOVE_START_SWIM : SMSG_SPLINE_MOVE_STOP_SWIM);
data << GetPackGUID();
SendMessageToSet(&data, true);
}
void Creature::SetCanFly(bool enable)
{
// TODO: check if there is something similar for 1.12.x (dragons and other flying NPCs)
// if (enable)
// m_movementInfo.AddMovementFlag(MOVEFLAG_CAN_FLY);
// else
// m_movementInfo.RemoveMovementFlag(MOVEFLAG_CAN_FLY);
//
// WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_FLYING : SMSG_SPLINE_MOVE_UNSET_FLYING, 9);
// data << GetPackGUID();
// SendMessageToSet(&data, true);
}
void Creature::SetFeatherFall(bool enable)
{
if (enable)
m_movementInfo.AddMovementFlag(MOVEFLAG_SAFE_FALL);
else
m_movementInfo.RemoveMovementFlag(MOVEFLAG_SAFE_FALL);
WorldPacket data(enable ? SMSG_SPLINE_MOVE_FEATHER_FALL : SMSG_SPLINE_MOVE_NORMAL_FALL);
data << GetPackGUID();
SendMessageToSet(&data, true);
}
void Creature::SetHover(bool enable)
{
if (enable)
m_movementInfo.AddMovementFlag(MOVEFLAG_HOVER);
else
m_movementInfo.RemoveMovementFlag(MOVEFLAG_HOVER);
WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_HOVER : SMSG_SPLINE_MOVE_UNSET_HOVER, 9);
data << GetPackGUID();
SendMessageToSet(&data, false);
}
void Creature::SetRoot(bool enable)
{
if (enable)
m_movementInfo.AddMovementFlag(MOVEFLAG_ROOT);
else
m_movementInfo.RemoveMovementFlag(MOVEFLAG_ROOT);
WorldPacket data(enable ? SMSG_SPLINE_MOVE_ROOT : SMSG_SPLINE_MOVE_UNROOT, 9);
data << GetPackGUID();
SendMessageToSet(&data, true);
}
void Creature::SetWaterWalk(bool enable)
{
if (enable)
{
m_movementInfo.AddMovementFlag(MOVEFLAG_WATERWALKING);
}
else
{
m_movementInfo.RemoveMovementFlag(MOVEFLAG_WATERWALKING);
}
WorldPacket data(enable ? SMSG_SPLINE_MOVE_WATER_WALK : SMSG_SPLINE_MOVE_LAND_WALK, 9);
data << GetPackGUID();
SendMessageToSet(&data, true);
}