/* * Copyright (C) 2008-2017 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "Creature.h" #include "BattlegroundMgr.h" #include "CellImpl.h" #include "CombatPackets.h" #include "Common.h" #include "CreatureAI.h" #include "CreatureAISelector.h" #include "CreatureGroups.h" #include "DatabaseEnv.h" #include "Formulas.h" #include "GameEventMgr.h" #include "GossipDef.h" #include "GridNotifiersImpl.h" #include "Group.h" #include "GroupMgr.h" #include "InstanceScript.h" #include "Log.h" #include "LootMgr.h" #include "MiscPackets.h" #include "MotionMaster.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Player.h" #include "PoolMgr.h" #include "QuestDef.h" #include "ScriptedGossip.h" #include "SpellAuraEffects.h" #include "SpellMgr.h" #include "TemporarySummon.h" #include "Transport.h" #include "Util.h" #include "Vehicle.h" #include "World.h" #include "WorldPacket.h" #include TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const { TrainerSpellMap::const_iterator itr = spellList.find(spell_id); if (itr != spellList.end()) return &itr->second; return nullptr; } bool VendorItem::IsGoldRequired(ItemTemplate const* pProto) const { return pProto->GetFlags2() & ITEM_FLAG2_DONT_IGNORE_BUY_PRICE || !ExtendedCost; } bool VendorItemData::RemoveItem(uint32 item_id, uint8 type) { auto newEnd = std::remove_if(m_items.begin(), m_items.end(), [=](VendorItem const& vendorItem) { return vendorItem.item == item_id && vendorItem.Type == type; }); bool found = newEnd != m_items.end(); m_items.erase(newEnd, m_items.end()); return found; } VendorItem const* VendorItemData::FindItemCostPair(uint32 item_id, uint32 extendedCost, uint8 type) const { for (VendorItem const& vendorItem : m_items) if (vendorItem.item == item_id && vendorItem.ExtendedCost == extendedCost && vendorItem.Type == type) return &vendorItem; return nullptr; } uint32 CreatureTemplate::GetRandomValidModelId() const { uint8 c = 0; uint32 modelIDs[4]; if (Modelid1) modelIDs[c++] = Modelid1; if (Modelid2) modelIDs[c++] = Modelid2; if (Modelid3) modelIDs[c++] = Modelid3; if (Modelid4) modelIDs[c++] = Modelid4; return ((c>0) ? modelIDs[urand(0, c-1)] : 0); } uint32 CreatureTemplate::GetFirstValidModelId() const { if (Modelid1) return Modelid1; if (Modelid2) return Modelid2; if (Modelid3) return Modelid3; if (Modelid4) return Modelid4; return 0; } uint32 CreatureTemplate::GetFirstInvisibleModel() const { CreatureModelInfo const* modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid1); if (modelInfo && modelInfo->is_trigger) return Modelid1; modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid2); if (modelInfo && modelInfo->is_trigger) return Modelid2; modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid3); if (modelInfo && modelInfo->is_trigger) return Modelid3; modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid4); if (modelInfo && modelInfo->is_trigger) return Modelid4; return 11686; } uint32 CreatureTemplate::GetFirstVisibleModel() const { CreatureModelInfo const* modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid1); if (modelInfo && !modelInfo->is_trigger) return Modelid1; modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid2); if (modelInfo && !modelInfo->is_trigger) return Modelid2; modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid3); if (modelInfo && !modelInfo->is_trigger) return Modelid3; modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid4); if (modelInfo && !modelInfo->is_trigger) return Modelid4; return 17519; } bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { if (Unit* victim = ObjectAccessor::GetUnit(m_owner, m_victim)) { while (!m_assistants.empty()) { Creature* assistant = ObjectAccessor::GetCreature(m_owner, *m_assistants.begin()); m_assistants.pop_front(); if (assistant && assistant->CanAssistTo(&m_owner, victim)) { assistant->SetNoCallAssistance(true); assistant->CombatStart(victim); if (assistant->IsAIEnabled) assistant->AI()->AttackStart(victim); } } } return true; } CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unitClass) { return sObjectMgr->GetCreatureBaseStats(level, unitClass); } bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { m_owner.DespawnOrUnsummon(0, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime return true; } Creature::Creature(bool isWorldObject): Unit(isWorldObject), MapObject(), m_groupLootTimer(0), m_PlayerDamageReq(0), _pickpocketLootRestore(0), m_corpseRemoveTime(0), m_respawnTime(0), m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE), m_defaultMovementType(IDLE_MOTION_TYPE), m_spawnId(UI64LIT(0)), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false), m_regenHealth(true), m_cannotReachTarget(false), m_cannotReachTimer(0), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), m_waypointID(0), m_path_id(0), m_formation(nullptr), m_focusSpell(nullptr), m_focusDelay(0), m_shouldReacquireTarget(false), m_suppressedOrientation(0.0f) { m_regenTimer = CREATURE_REGEN_INTERVAL; m_valuesCount = UNIT_END; _dynamicValuesCount = UNIT_DYNAMIC_END; for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i) m_spells[i] = 0; DisableReputationGain = false; m_SightDistance = sWorld->getFloatConfig(CONFIG_SIGHT_MONSTER); m_CombatDistance = 0;//MELEE_RANGE; ResetLootMode(); // restore default loot mode m_TriggerJustRespawned = false; m_isTempWorldObject = false; } Creature::~Creature() { delete i_AI; i_AI = nullptr; //if (m_uint32Values) // TC_LOG_ERROR("entities.unit", "Deconstruct Creature Entry = %u", GetEntry()); } void Creature::AddToWorld() { ///- Register the creature for guid lookup if (!IsInWorld()) { if (GetZoneScript()) GetZoneScript()->OnCreatureCreate(this); GetMap()->GetObjectsStore().Insert(GetGUID(), this); if (m_spawnId) GetMap()->GetCreatureBySpawnIdStore().insert(std::make_pair(m_spawnId, this)); Unit::AddToWorld(); SearchFormation(); AIM_Initialize(); if (IsVehicle()) GetVehicleKit()->Install(); } } void Creature::RemoveFromWorld() { if (IsInWorld()) { if (GetZoneScript()) GetZoneScript()->OnCreatureRemove(this); if (m_formation) sFormationMgr->RemoveCreatureFromGroup(m_formation, this); Unit::RemoveFromWorld(); if (m_spawnId) Trinity::Containers::MultimapErasePair(GetMap()->GetCreatureBySpawnIdStore(), m_spawnId, this); GetMap()->GetObjectsStore().Remove(GetGUID()); } } void Creature::DisappearAndDie() { DestroyForNearbyPlayers(); //SetVisibility(VISIBILITY_OFF); //ObjectAccessor::UpdateObjectVisibility(this); if (IsAlive()) setDeathState(JUST_DIED); RemoveCorpse(false); } void Creature::SearchFormation() { if (IsSummon()) return; ObjectGuid::LowType lowguid = GetSpawnId(); if (!lowguid) return; CreatureGroupInfoType::iterator frmdata = sFormationMgr->CreatureGroupMap.find(lowguid); if (frmdata != sFormationMgr->CreatureGroupMap.end()) sFormationMgr->AddCreatureToGroup(frmdata->second->leaderGUID, this); } void Creature::RemoveCorpse(bool setSpawnTime) { if (getDeathState() != CORPSE) return; m_corpseRemoveTime = time(NULL); setDeathState(DEAD); RemoveAllAuras(); UpdateObjectVisibility(); loot.clear(); uint32 respawnDelay = m_respawnDelay; if (IsAIEnabled) AI()->CorpseRemoved(respawnDelay); // Should get removed later, just keep "compatibility" with scripts if (setSpawnTime) m_respawnTime = time(NULL) + respawnDelay; float x, y, z, o; GetRespawnPosition(x, y, z, &o); SetHomePosition(x, y, z, o); GetMap()->CreatureRelocation(this, x, y, z, o); } /** * change the entry of creature until respawn */ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/) { CreatureTemplate const* normalInfo = sObjectMgr->GetCreatureTemplate(entry); if (!normalInfo) { TC_LOG_ERROR("sql.sql", "Creature::InitEntry creature entry %u does not exist.", entry); return false; } // get difficulty 1 mode entry CreatureTemplate const* cinfo = nullptr; DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(GetMap()->GetSpawnMode()); while (!cinfo && difficultyEntry) { int32 idx = CreatureTemplate::DifficultyIDToDifficultyEntryIndex(difficultyEntry->ID); if (idx == -1) break; if (normalInfo->DifficultyEntry[idx]) { cinfo = sObjectMgr->GetCreatureTemplate(normalInfo->DifficultyEntry[idx]); break; } if (!difficultyEntry->FallbackDifficultyID) break; difficultyEntry = sDifficultyStore.LookupEntry(difficultyEntry->FallbackDifficultyID); } if (!cinfo) cinfo = normalInfo; // Initialize loot duplicate count depending on raid difficulty if (GetMap()->Is25ManRaid()) loot.maxDuplicates = 3; SetEntry(entry); // normal entry always m_creatureInfo = cinfo; // map mode related always // equal to player Race field, but creature does not have race SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_RACE, 0); // known valid are: CLASS_WARRIOR, CLASS_PALADIN, CLASS_ROGUE, CLASS_MAGE SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS, uint8(cinfo->unit_class)); // Cancel load if no model defined if (!(cinfo->GetFirstValidModelId())) { TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) has no model defined in table `creature_template`, can't load. ", entry); return false; } uint32 displayID = ObjectMgr::ChooseDisplayId(GetCreatureTemplate(), data); CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID); if (!minfo) // Cancel load if no model defined { TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) has invalid model %u defined in table `creature_template`, can't load.", entry, displayID); return false; } SetDisplayId(displayID); SetNativeDisplayId(displayID); SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender); // Load creature equipment if (!data || data->equipmentId == 0) LoadEquipment(); // use default equipment (if available) else if (data && data->equipmentId != 0) // override, 0 means no equipment { m_originalEquipmentId = data->equipmentId; LoadEquipment(data->equipmentId); } SetName(normalInfo->Name); // at normal entry always SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); SetFloatValue(UNIT_MOD_CAST_HASTE, 1.0f); SetFloatValue(UNIT_FIELD_MOD_HASTE, 1.0f); SetFloatValue(UNIT_FIELD_MOD_RANGED_HASTE, 1.0f); SetFloatValue(UNIT_FIELD_MOD_HASTE_REGEN, 1.0f); SetFloatValue(UNIT_FIELD_MOD_TIME_RATE, 1.0f); SetSpeedRate(MOVE_WALK, cinfo->speed_walk); SetSpeedRate(MOVE_RUN, cinfo->speed_run); SetSpeedRate(MOVE_SWIM, 1.0f); // using 1.0 rate SetSpeedRate(MOVE_FLIGHT, 1.0f); // using 1.0 rate // Will set UNIT_FIELD_BOUNDINGRADIUS and UNIT_FIELD_COMBATREACH SetObjectScale(cinfo->scale); SetFloatValue(UNIT_FIELD_HOVERHEIGHT, cinfo->HoverHeight); // checked at loading m_defaultMovementType = MovementGeneratorType(cinfo->MovementType); if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE) m_defaultMovementType = IDLE_MOTION_TYPE; for (uint8 i=0; i < MAX_CREATURE_SPELLS; ++i) m_spells[i] = GetCreatureTemplate()->spells[i]; return true; } bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/, bool updateLevel /* = true */) { if (!InitEntry(entry, data)) return false; CreatureTemplate const* cInfo = GetCreatureTemplate(); m_regenHealth = cInfo->RegenHealth; // creatures always have melee weapon ready if any unless specified otherwise if (!GetCreatureAddon()) SetSheath(SHEATH_STATE_MELEE); setFaction(cInfo->faction); uint64 npcFlags; uint32 unitFlags, unitFlags2, unitFlags3, dynamicFlags; ObjectMgr::ChooseCreatureFlags(cInfo, npcFlags, unitFlags, unitFlags2, unitFlags3, dynamicFlags, data); if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT) SetUInt64Value(UNIT_NPC_FLAGS, npcFlags | sGameEventMgr->GetNPCFlag(this)); else SetUInt64Value(UNIT_NPC_FLAGS, npcFlags); SetUInt32Value(UNIT_FIELD_FLAGS, unitFlags); SetUInt32Value(UNIT_FIELD_FLAGS_2, unitFlags2); SetUInt32Value(UNIT_FIELD_FLAGS_3, unitFlags3); SetUInt32Value(OBJECT_DYNAMIC_FLAGS, dynamicFlags); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); SetBaseAttackTime(BASE_ATTACK, cInfo->BaseAttackTime); SetBaseAttackTime(OFF_ATTACK, cInfo->BaseAttackTime); SetBaseAttackTime(RANGED_ATTACK, cInfo->RangeAttackTime); if (updateLevel) SelectLevel(); UpdateLevelDependantStats(); SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool)); SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_HOLY])); SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FIRE])); SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_NATURE])); SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FROST])); SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_SHADOW])); SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_ARCANE])); SetCanModifyStats(true); UpdateAllStats(); // checked and error show at loading templates if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction)) { if (factionTemplate->Flags & FACTION_TEMPLATE_FLAG_PVP) SetPvP(true); else SetPvP(false); } // updates spell bars for vehicles and set player's faction - should be called here, to overwrite faction that is set from the new template if (IsVehicle()) { if (Player* owner = Creature::GetCharmerOrOwnerPlayerOrPlayerItself()) // this check comes in case we don't have a player { setFaction(owner->getFaction()); // vehicles should have same as owner faction owner->VehicleSpellInitialize(); } } // trigger creature is always not selectable and can not be attacked if (IsTrigger()) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); InitializeReactState(); if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_NO_TAUNT) { ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true); ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true); } if (cInfo->InhabitType & INHABIT_ROOT) SetControlled(true, UNIT_STATE_ROOT); UpdateMovementFlags(); LoadCreaturesAddon(); return true; } void Creature::Update(uint32 diff) { if (IsAIEnabled && m_TriggerJustRespawned) { m_TriggerJustRespawned = false; AI()->JustRespawned(); if (m_vehicleKit) m_vehicleKit->Reset(); } UpdateMovementFlags(); switch (m_deathState) { case JUST_RESPAWNED: // Must not be called, see Creature::setDeathState JUST_RESPAWNED -> ALIVE promoting. TC_LOG_ERROR("entities.unit", "Creature (%s) in wrong state: JUST_RESPAWNED (4)", GetGUID().ToString().c_str()); break; case JUST_DIED: // Must not be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting. TC_LOG_ERROR("entities.unit", "Creature (%s) in wrong state: JUST_DEAD (1)", GetGUID().ToString().c_str()); break; case DEAD: { time_t now = time(NULL); if (m_respawnTime <= now) { // First check if there are any scripts that object to us respawning if (!sScriptMgr->CanSpawn(GetSpawnId(), GetEntry(), GetCreatureTemplate(), GetCreatureData(), GetMap())) break; // Will be rechecked on next Update call ObjectGuid dbtableHighGuid = ObjectGuid::Create(GetMapId(), GetEntry(), m_spawnId); time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid); if (!linkedRespawntime) // Can respawn Respawn(); else // the master is dead { ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid); if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day) SetRespawnTime(DAY); else m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little SaveRespawnTime(); // also save to DB immediately } } break; } case CORPSE: { Unit::Update(diff); // deathstate changed on spells update, prevent problems if (m_deathState != CORPSE) break; if (m_groupLootTimer && !lootingGroupLowGUID.IsEmpty()) { if (m_groupLootTimer <= diff) { if (Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID)) group->EndRoll(&loot); m_groupLootTimer = 0; lootingGroupLowGUID.Clear(); } else m_groupLootTimer -= diff; } else if (m_corpseRemoveTime <= time(NULL)) { RemoveCorpse(false); TC_LOG_DEBUG("entities.unit", "Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY)); } break; } case ALIVE: { Unit::Update(diff); // creature can be dead after Unit::Update call // CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly) if (!IsAlive()) break; if (m_shouldReacquireTarget && !IsFocusing(nullptr, true)) { SetTarget(m_suppressedTarget); if (!m_suppressedTarget.IsEmpty()) { if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, m_suppressedTarget)) SetFacingToObject(objTarget); } else SetFacingTo(m_suppressedOrientation); m_shouldReacquireTarget = false; } // if creature is charmed, switch to charmed AI (and back) if (NeedChangeAI) { UpdateCharmAI(); NeedChangeAI = false; IsAIEnabled = true; if (!IsInEvadeMode() && !LastCharmerGUID.IsEmpty()) if (Unit* charmer = ObjectAccessor::GetUnit(*this, LastCharmerGUID)) if (CanStartAttack(charmer, true)) i_AI->AttackStart(charmer); LastCharmerGUID.Clear(); } // periodic check to see if the creature has passed an evade boundary if (IsAIEnabled && !IsInEvadeMode() && IsInCombat()) { if (diff >= m_boundaryCheckTime) { AI()->CheckInRoom(); m_boundaryCheckTime = 2500; } else m_boundaryCheckTime -= diff; } // if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now if (m_combatPulseDelay > 0 && IsInCombat() && GetMap()->IsDungeon()) { if (diff > m_combatPulseTime) m_combatPulseTime = 0; else m_combatPulseTime -= diff; if (m_combatPulseTime == 0) { Map::PlayerList const &players = GetMap()->GetPlayers(); if (!players.isEmpty()) for (Map::PlayerList::const_iterator it = players.begin(); it != players.end(); ++it) { if (Player* player = it->GetSource()) { if (player->IsGameMaster()) continue; if (player->IsAlive() && this->IsHostileTo(player)) { if (CanHaveThreatList()) AddThreat(player, 0.0f); this->SetInCombatWith(player); player->SetInCombatWith(this); } } } m_combatPulseTime = m_combatPulseDelay * IN_MILLISECONDS; } } if (!IsInEvadeMode() && IsAIEnabled) { // do not allow the AI to be changed during update m_AI_locked = true; i_AI->UpdateAI(diff); m_AI_locked = false; } // creature can be dead after UpdateAI call // CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly) if (!IsAlive()) break; if (m_regenTimer > 0) { if (diff >= m_regenTimer) m_regenTimer = 0; else m_regenTimer -= diff; } if (m_regenTimer == 0) { bool bInCombat = IsInCombat() && (!GetVictim() || // if IsInCombat() is true and this has no victim !EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() || // or the victim/owner/charmer is not a player !EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself()->IsGameMaster()); // or the victim/owner/charmer is not a GameMaster if (!IsInEvadeMode() && (!bInCombat || IsPolymorphed() || CanNotReachTarget())) // regenerate health if not in combat or if polymorphed RegenerateHealth(); if (HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER)) { if (getPowerType() == POWER_ENERGY) Regenerate(POWER_ENERGY); else RegenerateMana(); } m_regenTimer = CREATURE_REGEN_INTERVAL; } if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap()->IsRaid()) { m_cannotReachTimer += diff; if (m_cannotReachTimer >= CREATURE_NOPATH_EVADE_TIME) if (IsAIEnabled) AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_PATH); } break; } default: break; } sScriptMgr->OnCreatureUpdate(this, diff); } void Creature::RegenerateMana() { uint32 curValue = GetPower(POWER_MANA); uint32 maxValue = GetMaxPower(POWER_MANA); if (curValue >= maxValue) return; uint32 addvalue = 0; // Combat and any controlled creature if (IsInCombat() || !GetCharmerOrOwnerGUID().IsEmpty()) { float ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA); addvalue = uint32((27.0f / 5.0f + 17.0f) * ManaIncreaseRate); } else addvalue = maxValue / 3; // Apply modifiers (if any). AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) if ((*i)->GetMiscValue() == POWER_MANA) AddPct(addvalue, (*i)->GetAmount()); addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) * CREATURE_REGEN_INTERVAL / (5 * IN_MILLISECONDS); ModifyPower(POWER_MANA, addvalue); } void Creature::RegenerateHealth() { if (!isRegeneratingHealth()) return; uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); if (curValue >= maxValue) return; uint32 addvalue = 0; // Not only pet, but any controlled creature if (!GetCharmerOrOwnerGUID().IsEmpty()) { float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH); addvalue = 0.015f * ((float)GetMaxHealth()) * HealthIncreaseRate; } else addvalue = maxValue/3; // Apply modifiers (if any). AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) AddPct(addvalue, (*i)->GetAmount()); addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * CREATURE_REGEN_INTERVAL / (5 * IN_MILLISECONDS); ModifyHealth(addvalue); } void Creature::DoFleeToGetAssistance() { if (!GetVictim()) return; if (HasAuraType(SPELL_AURA_PREVENTS_FLEEING)) return; float radius = sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS); if (radius >0) { Creature* creature = nullptr; Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this, GetVictim(), radius); Trinity::CreatureLastSearcher searcher(this, creature, u_check); Cell::VisitGridObjects(this, searcher, radius); SetNoSearchAssistance(true); UpdateSpeed(MOVE_RUN); if (!creature) //SetFeared(true, EnsureVictim()->GetGUID(), 0, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY)); /// @todo use 31365 SetControlled(true, UNIT_STATE_FLEEING); else GetMotionMaster()->MoveSeekAssistance(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ()); } } bool Creature::AIM_Destroy() { if (m_AI_locked) { TC_LOG_DEBUG("scripts", "AIM_Destroy: failed to destroy, locked."); return false; } ASSERT(!i_disabledAI, "The disabled AI wasn't cleared!"); delete i_AI; i_AI = nullptr; IsAIEnabled = false; return true; } bool Creature::AIM_Initialize(CreatureAI* ai) { // make sure nothing can change the AI during AI update if (m_AI_locked) { TC_LOG_DEBUG("scripts", "AIM_Initialize: failed to init, locked."); return false; } AIM_Destroy(); Motion_Initialize(); i_AI = ai ? ai : FactorySelector::selectAI(this); IsAIEnabled = true; i_AI->InitializeAI(); // Initialize vehicle if (GetVehicleKit()) GetVehicleKit()->Reset(); return true; } void Creature::Motion_Initialize() { if (!m_formation) GetMotionMaster()->Initialize(); else if (m_formation->getLeader() == this) { m_formation->FormationReset(false); GetMotionMaster()->Initialize(); } else if (m_formation->isFormed()) GetMotionMaster()->MoveIdle(); //wait the order of leader else GetMotionMaster()->Initialize(); } bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 /*phaseMask*/, uint32 entry, float x, float y, float z, float ang, CreatureData const* data /*= nullptr*/, uint32 vehId /*= 0*/) { ASSERT(map); SetMap(map); if (data && data->phaseid) SetInPhase(data->phaseid, false, true); if (data && data->phaseGroup) for (auto ph : sDB2Manager.GetPhasesForGroup(data->phaseGroup)) SetInPhase(ph, false, true); CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry); if (!cinfo) { TC_LOG_ERROR("sql.sql", "Creature::Create(): creature template (guidlow: " UI64FMTD ", entry: %u) does not exist.", guidlow, entry); return false; } //! Relocate before CreateFromProto, to initialize coords and allow //! returning correct zone id for selecting OutdoorPvP/Battlefield script Relocate(x, y, z, ang); // Check if the position is valid before calling CreateFromProto(), otherwise we might add Auras to Creatures at // invalid position, triggering a crash about Auras not removed in the destructor if (!IsPositionValid()) { TC_LOG_ERROR("entities.unit", "Creature::Create(): given coordinates for creature (guidlow " UI64FMTD ", entry %d) are not valid (X: %f, Y: %f, Z: %f, O: %f)", guidlow, entry, x, y, z, ang); return false; } if (!CreateFromProto(guidlow, entry, data, vehId)) return false; switch (GetCreatureTemplate()->rank) { case CREATURE_ELITE_RARE: m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_RARE); break; case CREATURE_ELITE_ELITE: m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_ELITE); break; case CREATURE_ELITE_RAREELITE: m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_RAREELITE); break; case CREATURE_ELITE_WORLDBOSS: m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_WORLDBOSS); break; default: m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_NORMAL); break; } LoadCreaturesAddon(); //! Need to be called after LoadCreaturesAddon - MOVEMENTFLAG_HOVER is set there if (HasUnitMovementFlag(MOVEMENTFLAG_HOVER)) { z += GetFloatValue(UNIT_FIELD_HOVERHEIGHT); //! Relocate again with updated Z coord Relocate(x, y, z, ang); } uint32 displayID = GetNativeDisplayId(); CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID); if (minfo && !IsTotem()) // Cancel load if no model defined or if totem { SetDisplayId(displayID); SetNativeDisplayId(displayID); SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender); } LastUsedScriptID = GetScriptId(); /// @todo Replace with spell, handle from DB if (IsSpiritHealer() || IsSpiritGuide()) { m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST); m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST); } if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_IGNORE_PATHFINDING) AddUnitState(UNIT_STATE_IGNORE_PATHFINDING); if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_IMMUNITY_KNOCKBACK) { ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true); ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true); } return true; } void Creature::InitializeReactState() { if (IsTotem() || IsTrigger() || IsCritter() || IsSpiritService()) SetReactState(REACT_PASSIVE); /* else if (IsCivilian()) SetReactState(REACT_DEFENSIVE); */ else SetReactState(REACT_AGGRESSIVE); } bool Creature::isCanInteractWithBattleMaster(Player* player, bool msg) const { if (!IsBattleMaster()) return false; BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(GetEntry()); if (!msg) return player->GetBGAccessByLevel(bgTypeId); if (!player->GetBGAccessByLevel(bgTypeId)) { ClearGossipMenuFor(player); switch (bgTypeId) { case BATTLEGROUND_AV: SendGossipMenuFor(player, 7616, this); break; case BATTLEGROUND_WS: SendGossipMenuFor(player, 7599, this); break; case BATTLEGROUND_AB: SendGossipMenuFor(player, 7642, this); break; case BATTLEGROUND_EY: case BATTLEGROUND_NA: case BATTLEGROUND_BE: case BATTLEGROUND_AA: case BATTLEGROUND_RL: case BATTLEGROUND_SA: case BATTLEGROUND_DS: case BATTLEGROUND_RV: SendGossipMenuFor(player, 10024, this); break; default: break; } return false; } return true; } bool Creature::isCanTrainingAndResetTalentsOf(Player* player) const { return player->getLevel() >= 15 && GetCreatureTemplate()->trainer_type == TRAINER_TYPE_CLASS && player->getClass() == GetCreatureTemplate()->trainer_class; } Player* Creature::GetLootRecipient() const { if (!m_lootRecipient) return nullptr; return ObjectAccessor::FindConnectedPlayer(m_lootRecipient); } Group* Creature::GetLootRecipientGroup() const { if (m_lootRecipientGroup.IsEmpty()) return nullptr; return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup); } 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 nullptr after the loot disappears if (!unit) { m_lootRecipient.Clear(); m_lootRecipientGroup.Clear(); RemoveFlag(OBJECT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE | UNIT_DYNFLAG_TAPPED); return; } if (unit->GetTypeId() != TYPEID_PLAYER && !unit->IsVehicle()) return; Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself(); if (!player) // normal creature, no player involved return; m_lootRecipient = player->GetGUID(); if (Group* group = player->GetGroup()) m_lootRecipientGroup = group->GetGUID(); SetFlag(OBJECT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED); } // return true if this creature is tapped by the player or by a member of his group. bool Creature::isTappedBy(Player const* player) const { if (player->GetGUID() == m_lootRecipient) return true; Group const* playerGroup = player->GetGroup(); if (!playerGroup || playerGroup != GetLootRecipientGroup()) // if we dont have a group we arent the recipient return false; // if creature doesnt have group bound it means it was solo killed by someone else return true; } void Creature::SaveToDB() { // this should only be used when the creature has already been loaded // preferably after adding to map, because mapid may not be valid otherwise CreatureData const* data = sObjectMgr->GetCreatureData(m_spawnId); if (!data) { TC_LOG_ERROR("entities.unit", "Creature::SaveToDB failed, cannot get creature data!"); return; } uint32 mapId = GetTransport() ? GetTransport()->GetGOInfo()->moTransport.SpawnMap : GetMapId(); SaveToDB(mapId, data->spawnMask, GetPhaseMask()); } void Creature::SaveToDB(uint32 mapid, uint32 spawnMask, uint32 phaseMask) { // update in loaded data if (!m_spawnId) m_spawnId = sObjectMgr->GenerateCreatureSpawnId(); CreatureData& data = sObjectMgr->NewOrExistCreatureData(m_spawnId); uint32 displayId = GetNativeDisplayId(); uint64 npcflag = GetUInt64Value(UNIT_NPC_FLAGS); uint32 unitFlags = GetUInt32Value(UNIT_FIELD_FLAGS); uint32 unitFlags2 = GetUInt32Value(UNIT_FIELD_FLAGS_2); uint32 unitFlags3 = GetUInt32Value(UNIT_FIELD_FLAGS_3); uint32 dynamicflags = GetUInt32Value(OBJECT_DYNAMIC_FLAGS); // check if it's a custom model and if not, use 0 for displayId CreatureTemplate const* cinfo = GetCreatureTemplate(); if (cinfo) { if (displayId == cinfo->Modelid1 || displayId == cinfo->Modelid2 || displayId == cinfo->Modelid3 || displayId == cinfo->Modelid4) displayId = 0; if (npcflag == cinfo->npcflag) npcflag = 0; if (unitFlags == cinfo->unit_flags) unitFlags = 0; if (unitFlags2 == cinfo->unit_flags2) unitFlags2 = 0; if (unitFlags3 == cinfo->unit_flags3) unitFlags3 = 0; if (dynamicflags == cinfo->dynamicflags) dynamicflags = 0; } // data->guid = guid must not be updated at save data.id = GetEntry(); data.mapid = mapid; data.phaseMask = phaseMask; data.displayid = displayId; data.equipmentId = GetCurrentEquipmentId(); if (!GetTransport()) { data.posX = GetPositionX(); data.posY = GetPositionY(); data.posZ = GetPositionZMinusOffset(); data.orientation = GetOrientation(); } else { data.posX = GetTransOffsetX(); data.posY = GetTransOffsetY(); data.posZ = GetTransOffsetZ(); data.orientation = GetTransOffsetO(); } data.spawntimesecs = m_respawnDelay; // prevent add data integrity problems data.spawndist = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_respawnradius; data.currentwaypoint = 0; data.curhealth = GetHealth(); data.curmana = GetPower(POWER_MANA); // prevent add data integrity problems data.movementType = !m_respawnradius && GetDefaultMovementType() == RANDOM_MOTION_TYPE ? IDLE_MOTION_TYPE : GetDefaultMovementType(); data.spawnMask = spawnMask; data.npcflag = npcflag; data.unit_flags = unitFlags; data.unit_flags2 = unitFlags2; data.unit_flags3 = unitFlags3; data.dynamicflags = dynamicflags; data.phaseid = GetDBPhase() > 0 ? GetDBPhase() : 0; data.phaseGroup = GetDBPhase() < 0 ? abs(GetDBPhase()) : 0; // update in DB SQLTransaction trans = WorldDatabase.BeginTransaction(); PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE); stmt->setUInt64(0, m_spawnId); trans->Append(stmt); uint8 index = 0; stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE); stmt->setUInt64(index++, m_spawnId); stmt->setUInt32(index++, GetEntry()); stmt->setUInt16(index++, uint16(mapid)); stmt->setUInt32(index++, spawnMask); stmt->setUInt32(index++, data.phaseid); stmt->setUInt32(index++, data.phaseGroup); stmt->setUInt32(index++, displayId); stmt->setUInt8(index++, GetCurrentEquipmentId()); stmt->setFloat(index++, GetPositionX()); stmt->setFloat(index++, GetPositionY()); stmt->setFloat(index++, GetPositionZ()); stmt->setFloat(index++, GetOrientation()); stmt->setUInt32(index++, m_respawnDelay); stmt->setFloat(index++, m_respawnradius); stmt->setUInt32(index++, 0); stmt->setUInt32(index++, GetHealth()); stmt->setUInt32(index++, GetPower(POWER_MANA)); stmt->setUInt8(index++, uint8(GetDefaultMovementType())); stmt->setUInt64(index++, npcflag); stmt->setUInt32(index++, unitFlags); stmt->setUInt32(index++, unitFlags2); stmt->setUInt32(index++, unitFlags3); stmt->setUInt32(index++, dynamicflags); trans->Append(stmt); WorldDatabase.CommitTransaction(trans); } void Creature::SelectLevel() { CreatureTemplate const* cInfo = GetCreatureTemplate(); // level uint8 minlevel = std::min(cInfo->maxlevel, cInfo->minlevel); uint8 maxlevel = std::max(cInfo->maxlevel, cInfo->minlevel); uint8 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel); SetLevel(level); } void Creature::UpdateLevelDependantStats() { CreatureTemplate const* cInfo = GetCreatureTemplate(); uint32 rank = IsPet() ? 0 : cInfo->rank; CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(getLevel(), cInfo->unit_class); // health float healthmod = _GetHealthMod(rank); uint32 basehp = stats->GenerateHealth(cInfo); uint32 health = uint32(basehp * healthmod); SetCreateHealth(health); SetMaxHealth(health); SetHealth(health); ResetPlayerDamageReq(); // mana uint32 mana = stats->GenerateMana(cInfo); SetCreateMana(mana); switch (getClass()) { case CLASS_WARRIOR: setPowerType(POWER_RAGE); break; case CLASS_ROGUE: setPowerType(POWER_ENERGY); break; default: SetMaxPower(POWER_MANA, mana); // MAX Mana SetPower(POWER_MANA, mana); break; } SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, (float)health); SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, (float)mana); // damage float basedamage = stats->GenerateBaseDamage(cInfo); float weaponBaseMinDamage = basedamage; float weaponBaseMaxDamage = basedamage * 1.5f; SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage); SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage); SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, weaponBaseMinDamage); SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, weaponBaseMaxDamage); SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, weaponBaseMinDamage); SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, weaponBaseMaxDamage); SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, stats->AttackPower); SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, stats->RangedAttackPower); float armor = (float)stats->GenerateArmor(cInfo); /// @todo Why is this treated as uint32 when it's a float? SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, armor); } float Creature::_GetHealthMod(int32 Rank) { switch (Rank) // define rates for each elite rank { case CREATURE_ELITE_NORMAL: return sWorld->getRate(RATE_CREATURE_NORMAL_HP); case CREATURE_ELITE_ELITE: return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_HP); case CREATURE_ELITE_RAREELITE: return sWorld->getRate(RATE_CREATURE_ELITE_RAREELITE_HP); case CREATURE_ELITE_WORLDBOSS: return sWorld->getRate(RATE_CREATURE_ELITE_WORLDBOSS_HP); case CREATURE_ELITE_RARE: return sWorld->getRate(RATE_CREATURE_ELITE_RARE_HP); default: return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_HP); } } void Creature::LowerPlayerDamageReq(uint64 unDamage) { if (m_PlayerDamageReq) m_PlayerDamageReq > unDamage ? m_PlayerDamageReq -= unDamage : m_PlayerDamageReq = 0; } float Creature::_GetDamageMod(int32 Rank) { switch (Rank) // define rates for each elite rank { case CREATURE_ELITE_NORMAL: return sWorld->getRate(RATE_CREATURE_NORMAL_DAMAGE); case CREATURE_ELITE_ELITE: return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE); case CREATURE_ELITE_RAREELITE: return sWorld->getRate(RATE_CREATURE_ELITE_RAREELITE_DAMAGE); case CREATURE_ELITE_WORLDBOSS: return sWorld->getRate(RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE); case CREATURE_ELITE_RARE: return sWorld->getRate(RATE_CREATURE_ELITE_RARE_DAMAGE); default: return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE); } } float Creature::GetSpellDamageMod(int32 Rank) const { switch (Rank) // define rates for each elite rank { case CREATURE_ELITE_NORMAL: return sWorld->getRate(RATE_CREATURE_NORMAL_SPELLDAMAGE); case CREATURE_ELITE_ELITE: return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE); case CREATURE_ELITE_RAREELITE: return sWorld->getRate(RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE); case CREATURE_ELITE_WORLDBOSS: return sWorld->getRate(RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE); case CREATURE_ELITE_RARE: return sWorld->getRate(RATE_CREATURE_ELITE_RARE_SPELLDAMAGE); default: return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE); } } bool Creature::CreateFromProto(ObjectGuid::LowType guidlow, uint32 entry, CreatureData const* data /*= nullptr*/, uint32 vehId /*= 0*/) { SetZoneScript(); if (GetZoneScript() && data) { entry = GetZoneScript()->GetCreatureEntry(guidlow, data); if (!entry) return false; } CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry); if (!cinfo) { TC_LOG_ERROR("sql.sql", "Creature::CreateFromProto(): creature template (guidlow: " UI64FMTD ", entry: %u) does not exist.", guidlow, entry); return false; } SetOriginalEntry(entry); if (vehId || cinfo->VehicleId) Object::_Create(ObjectGuid::Create(GetMapId(), entry, guidlow)); else Object::_Create(ObjectGuid::Create(GetMapId(), entry, guidlow)); if (!UpdateEntry(entry, data)) return false; if (!vehId) { if (GetCreatureTemplate()->VehicleId) { vehId = GetCreatureTemplate()->VehicleId; entry = GetCreatureTemplate()->Entry; } else vehId = cinfo->VehicleId; } if (vehId) CreateVehicleKit(vehId, entry, true); return true; } bool Creature::LoadCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool allowDuplicate) { if (!allowDuplicate) { // If an alive instance of this spawnId is already found, skip creation // If only dead instance(s) exist, despawn them and spawn a new (maybe also dead) version const auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(spawnId); std::vector despawnList; if (creatureBounds.first != creatureBounds.second) { for (auto itr = creatureBounds.first; itr != creatureBounds.second; ++itr) { if (itr->second->IsAlive()) { TC_LOG_DEBUG("maps", "Would have spawned " UI64FMTD " but %s already exists", spawnId, creatureBounds.first->second->GetGUID().ToString().c_str()); return false; } else { despawnList.push_back(itr->second); TC_LOG_DEBUG("maps", "Despawned dead instance of spawn " UI64FMTD " (%s)", spawnId, itr->second->GetGUID().ToString().c_str()); } } for (Creature* despawnCreature : despawnList) { despawnCreature->AddObjectToRemoveList(); } } } CreatureData const* data = sObjectMgr->GetCreatureData(spawnId); if (!data) { TC_LOG_ERROR("sql.sql", "Creature (GUID: " UI64FMTD ") not found in table `creature`, can't load. ", spawnId); return false; } m_spawnId = spawnId; m_creatureData = data; if (!Create(map->GenerateLowGuid(), map, data->phaseMask, data->id, data->posX, data->posY, data->posZ, data->orientation, data)) return false; //We should set first home position, because then AI calls home movement SetHomePosition(data->posX, data->posY, data->posZ, data->orientation); m_respawnradius = data->spawndist; m_respawnDelay = data->spawntimesecs; m_deathState = ALIVE; m_respawnTime = GetMap()->GetCreatureRespawnTime(m_spawnId); // Is the creature script objecting to us spawning? If yes, delay by one second (then re-check in ::Update) if (!m_respawnTime && !sScriptMgr->CanSpawn(spawnId, GetEntry(), GetCreatureTemplate(), GetCreatureData(), map)) m_respawnTime = time(NULL)+1; if (m_respawnTime) // respawn on Update { m_deathState = DEAD; if (CanFly()) { float tz = map->GetHeight(GetPhases(), data->posX, data->posY, data->posZ, true, MAX_FALL_DISTANCE); if (data->posZ - tz > 0.1f && Trinity::IsValidMapCoord(tz)) Relocate(data->posX, data->posY, tz); } } SetSpawnHealth(); // checked at creature_template loading m_defaultMovementType = MovementGeneratorType(data->movementType); loot.SetGUID(ObjectGuid::Create(data->mapid, data->id, GetMap()->GenerateLowGuid())); if (addToMap && !GetMap()->AddToMap(this)) return false; return true; } void Creature::SetCanDualWield(bool value) { Unit::SetCanDualWield(value); UpdateDamagePhysical(OFF_ATTACK); } void Creature::LoadEquipment(int8 id, bool force /*= true*/) { if (id == 0) { if (force) { for (uint8 i = 0; i < MAX_EQUIPMENT_ITEMS; ++i) SetVirtualItem(i, 0); m_equipmentId = 0; } return; } EquipmentInfo const* einfo = sObjectMgr->GetEquipmentInfo(GetEntry(), id); if (!einfo) return; m_equipmentId = id; for (uint8 i = 0; i < MAX_EQUIPMENT_ITEMS; ++i) SetVirtualItem(i, einfo->Items[i].ItemId, einfo->Items[i].AppearanceModId, einfo->Items[i].ItemVisual); } void Creature::SetSpawnHealth() { uint32 curhealth; if (!m_regenHealth) { if (m_creatureData) { curhealth = m_creatureData->curhealth; if (curhealth) { curhealth = uint32(curhealth*_GetHealthMod(GetCreatureTemplate()->rank)); if (curhealth < 1) curhealth = 1; } SetPower(POWER_MANA, m_creatureData->curmana); } else curhealth = GetHealth(); } else { curhealth = GetMaxHealth(); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); } SetHealth((m_deathState == ALIVE || m_deathState == JUST_RESPAWNED) ? curhealth : 0); } bool Creature::hasQuest(uint32 quest_id) const { QuestRelationBounds qr = sObjectMgr->GetCreatureQuestRelationBounds(GetEntry()); for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr) { if (itr->second == quest_id) return true; } return false; } bool Creature::hasInvolvedQuest(uint32 quest_id) const { QuestRelationBounds qir = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(GetEntry()); for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr) { if (itr->second == quest_id) return true; } return false; } void Creature::DeleteFromDB() { if (!m_spawnId) { TC_LOG_ERROR("entities.unit", "Trying to delete not saved %s!", GetGUID().ToString().c_str()); return; } GetMap()->RemoveCreatureRespawnTime(m_spawnId); sObjectMgr->DeleteCreatureData(m_spawnId); SQLTransaction trans = WorldDatabase.BeginTransaction(); PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE); stmt->setUInt64(0, m_spawnId); trans->Append(stmt); stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE_ADDON); stmt->setUInt64(0, m_spawnId); trans->Append(stmt); stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_CREATURE); stmt->setUInt64(0, m_spawnId); trans->Append(stmt); stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_MODEL_EQUIP); stmt->setUInt64(0, m_spawnId); trans->Append(stmt); WorldDatabase.CommitTransaction(trans); } bool Creature::IsInvisibleDueToDespawn() const { if (Unit::IsInvisibleDueToDespawn()) return true; if (IsAlive() || isDying() || m_corpseRemoveTime > time(NULL)) return false; return true; } bool Creature::CanAlwaysSee(WorldObject const* obj) const { if (IsAIEnabled && AI()->CanSeeAlways(obj)) return true; return false; } bool Creature::CanStartAttack(Unit const* who, bool force) const { if (IsCivilian()) return false; // This set of checks is should be done only for creatures if ((HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC) && who->GetTypeId() != TYPEID_PLAYER) // flag is valid only for non player characters || (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC) && who->GetTypeId() == TYPEID_PLAYER) // immune to PC and target is a player, return false || (who->GetOwner() && who->GetOwner()->GetTypeId() == TYPEID_PLAYER && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC))) // player pets are immune to pc as well return false; // Do not attack non-combat pets if (who->GetTypeId() == TYPEID_UNIT && who->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) return false; if (!CanFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance)) //|| who->IsControlledByPlayer() && who->IsFlying())) // we cannot check flying for other creatures, too much map/vmap calculation /// @todo should switch to range attack return false; if (!force) { if (!_IsTargetAcceptable(who)) return false; if (who->IsInCombat() && IsWithinDist(who, ATTACK_DISTANCE)) if (Unit* victim = who->getAttackerForHelper()) if (IsWithinDistInMap(victim, sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))) force = true; if (!force && (IsNeutralToAll() || !IsWithinDistInMap(who, GetAttackDistance(who) + m_CombatDistance))) return false; } if (!CanCreatureAttack(who, force)) return false; // No aggro from gray creatures if (CheckNoGrayAggroConfig(who->getLevelForTarget(this), getLevelForTarget(who))) return false; return IsWithinLOSInMap(who); } bool Creature::CheckNoGrayAggroConfig(uint32 playerLevel, uint32 creatureLevel) const { if (Trinity::XP::GetColorCode(playerLevel, creatureLevel) != XP_GRAY) return false; uint32 notAbove = sWorld->getIntConfig(CONFIG_NO_GRAY_AGGRO_ABOVE); uint32 notBelow = sWorld->getIntConfig(CONFIG_NO_GRAY_AGGRO_BELOW); if (notAbove == 0 && notBelow == 0) return false; if (playerLevel <= notBelow || (playerLevel >= notAbove && notAbove > 0)) return true; return false; } float Creature::GetAttackDistance(Unit const* player) const { float aggroRate = sWorld->getRate(RATE_CREATURE_AGGRO); if (aggroRate == 0) return 0.0f; uint32 playerlevel = player->getLevelForTarget(this); uint32 creaturelevel = getLevelForTarget(player); 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->getIntConfig(CONFIG_MAX_PLAYER_LEVEL)) { // detect range auras RetDistance += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE); // detected range auras RetDistance += player->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) { Unit::setDeathState(s); if (s == JUST_DIED) { m_corpseRemoveTime = time(NULL) + m_corpseDelay; m_respawnTime = time(NULL) + m_respawnDelay + m_corpseDelay; // always save boss respawn time at death to prevent crash cheating if (sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss()) SaveRespawnTime(); ReleaseFocus(nullptr, false); // remove spellcast focus SetTarget(ObjectGuid::Empty); // drop target - dead mobs shouldn't ever target things SetUInt64Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE); SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); // if creature is mounted on a virtual mount, remove it at death setActive(false); if (HasSearchedAssistance()) { SetNoSearchAssistance(false); UpdateSpeed(MOVE_RUN); } //Dismiss group if is leader if (m_formation && m_formation->getLeader() == this) m_formation->FormationReset(true); if ((CanFly() || IsFlying())) GetMotionMaster()->MoveFall(); Unit::setDeathState(CORPSE); } else if (s == JUST_RESPAWNED) { if (IsPet()) SetFullHealth(); else SetSpawnHealth(); SetLootRecipient(nullptr); ResetPlayerDamageReq(); UpdateMovementFlags(); ClearUnitState(uint32(UNIT_STATE_ALL_STATE & ~UNIT_STATE_IGNORE_PATHFINDING)); if (!IsPet()) { CreatureData const* creatureData = GetCreatureData(); CreatureTemplate const* cInfo = GetCreatureTemplate(); uint64 npcFlags; uint32 unitFlags, unitFlags2, unitFlags3, dynamicFlags; ObjectMgr::ChooseCreatureFlags(cInfo, npcFlags, unitFlags, unitFlags2, unitFlags3, dynamicFlags, creatureData); if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT) SetUInt64Value(UNIT_NPC_FLAGS, npcFlags | sGameEventMgr->GetNPCFlag(this)); else SetUInt64Value(UNIT_NPC_FLAGS, npcFlags); SetUInt32Value(UNIT_FIELD_FLAGS, unitFlags); SetUInt32Value(UNIT_FIELD_FLAGS_2, unitFlags2); SetUInt32Value(UNIT_FIELD_FLAGS_3, unitFlags3); SetUInt32Value(OBJECT_DYNAMIC_FLAGS, dynamicFlags); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool)); } Motion_Initialize(); Unit::setDeathState(ALIVE); LoadCreaturesAddon(); } } void Creature::Respawn(bool force) { DestroyForNearbyPlayers(); if (force) { if (IsAlive()) setDeathState(JUST_DIED); else if (getDeathState() != CORPSE) setDeathState(CORPSE); } RemoveCorpse(false); if (getDeathState() == DEAD) { if (m_spawnId) GetMap()->RemoveCreatureRespawnTime(m_spawnId); TC_LOG_DEBUG("entities.unit", "Respawning creature %s (%s)", GetName().c_str(), GetGUID().ToString().c_str()); m_respawnTime = 0; ResetPickPocketRefillTimer(); loot.clear(); if (m_originalEntry != GetEntry()) UpdateEntry(m_originalEntry); SelectLevel(); setDeathState(JUST_RESPAWNED); uint32 displayID = GetNativeDisplayId(); CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID); if (minfo) // Cancel load if no model defined { SetDisplayId(displayID); SetNativeDisplayId(displayID); SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender); } GetMotionMaster()->InitDefault(); //Call AI respawn virtual function if (IsAIEnabled) { //reset the AI to be sure no dirty or uninitialized values will be used till next tick AI()->Reset(); m_TriggerJustRespawned = true;//delay event to next tick so all creatures are created on the map before processing } uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool(GetSpawnId()) : 0; if (poolid) sPoolMgr->UpdatePool(poolid, GetSpawnId()); //Re-initialize reactstate that could be altered by movementgenerators InitializeReactState(); } UpdateObjectVisibility(); } void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds const& forceRespawnTimer) { if (timeMSToDespawn) { ForcedDespawnDelayEvent* pEvent = new ForcedDespawnDelayEvent(*this, forceRespawnTimer); m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn)); return; } if (forceRespawnTimer > Seconds::zero()) { if (IsAlive()) { uint32 respawnDelay = m_respawnDelay; uint32 corpseDelay = m_corpseDelay; m_respawnDelay = forceRespawnTimer.count(); m_corpseDelay = 0; setDeathState(JUST_DIED); m_respawnDelay = respawnDelay; m_corpseDelay = corpseDelay; } else { m_corpseRemoveTime = time(NULL); m_respawnTime = time(NULL) + forceRespawnTimer.count(); } } else if (IsAlive()) setDeathState(JUST_DIED); RemoveCorpse(false); } void Creature::DespawnOrUnsummon(uint32 msTimeToDespawn /*= 0*/, Seconds const& forceRespawnTimer /*= 0*/) { if (TempSummon* summon = this->ToTempSummon()) summon->UnSummon(msTimeToDespawn); else ForcedDespawn(msTimeToDespawn, forceRespawnTimer); } bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo) const { if (!spellInfo) return false; // Creature is immune to main mechanic of the spell if (GetCreatureTemplate()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1))) return true; // This check must be done instead of 'if (GetCreatureTemplate()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))' for not break // the check of mechanic immunity on DB (tested) because GetCreatureTemplate()->MechanicImmuneMask and m_spellImmune[IMMUNITY_MECHANIC] don't have same data. bool immunedToAllEffects = true; for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(GetMap()->GetDifficultyID())) { if (!effect || !effect->IsEffect()) continue; if (!IsImmunedToSpellEffect(spellInfo, effect->EffectIndex)) { immunedToAllEffects = false; break; } } if (immunedToAllEffects) return true; return Unit::IsImmunedToSpell(spellInfo); } bool Creature::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const { SpellEffectInfo const* effect = spellInfo->GetEffect(GetMap()->GetDifficultyID(), index); if (!effect) return true; if (GetCreatureTemplate()->MechanicImmuneMask & (1 << (effect->Mechanic - 1))) return true; if (GetCreatureTemplate()->type == CREATURE_TYPE_MECHANICAL && effect->Effect == SPELL_EFFECT_HEAL) return true; return Unit::IsImmunedToSpellEffect(spellInfo, index); } bool Creature::isElite() const { if (IsPet()) return false; uint32 rank = GetCreatureTemplate()->rank; return rank != CREATURE_ELITE_NORMAL && rank != CREATURE_ELITE_RARE; } bool Creature::isWorldBoss() const { if (IsPet()) return false; return (GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_BOSS_MOB) != 0; } SpellInfo const* Creature::reachWithSpellAttack(Unit* victim) { if (!victim) return nullptr; for (uint32 i=0; i < MAX_CREATURE_SPELLS; ++i) { if (!m_spells[i]) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]); if (!spellInfo) { TC_LOG_ERROR("entities.unit", "WORLD: unknown spell id %i", m_spells[i]); continue; } bool bcontinue = true; for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(GetMap()->GetDifficultyID())) { if (effect && ((effect->Effect == SPELL_EFFECT_SCHOOL_DAMAGE) || (effect->Effect == SPELL_EFFECT_INSTAKILL) || (effect->Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) || (effect->Effect == SPELL_EFFECT_HEALTH_LEECH) )) { bcontinue = false; break; } } if (bcontinue) continue; std::vector costs = spellInfo->CalcPowerCost(this, SpellSchoolMask(spellInfo->SchoolMask)); auto m = std::find_if(costs.begin(), costs.end(), [](SpellPowerCost const& cost) { return cost.Power == POWER_MANA; }); if (m != costs.end()) if (m->Amount > GetPower(POWER_MANA)) continue; float range = spellInfo->GetMaxRange(false); float minrange = spellInfo->GetMinRange(false); float dist = GetDistance(victim); if (dist > range || dist < minrange) continue; if (spellInfo->PreventionType & SPELL_PREVENTION_TYPE_SILENCE && 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 nullptr; } SpellInfo const* Creature::reachWithSpellCure(Unit* victim) { if (!victim) return nullptr; for (uint32 i=0; i < MAX_CREATURE_SPELLS; ++i) { if (!m_spells[i]) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]); if (!spellInfo) { TC_LOG_ERROR("entities.unit", "WORLD: unknown spell id %i", m_spells[i]); continue; } bool bcontinue = true; for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(GetMap()->GetDifficultyID())) { if (effect && (effect->Effect == SPELL_EFFECT_HEAL)) { bcontinue = false; break; } } if (bcontinue) continue; std::vector costs = spellInfo->CalcPowerCost(this, SpellSchoolMask(spellInfo->SchoolMask)); auto m = std::find_if(costs.begin(), costs.end(), [](SpellPowerCost const& cost) { return cost.Power == POWER_MANA; }); if (m != costs.end()) if (m->Amount > GetPower(POWER_MANA)) continue; float range = spellInfo->GetMaxRange(true); float minrange = spellInfo->GetMinRange(true); float dist = GetDistance(victim); //if (!isInFront(victim, range) && spellInfo->AttributesEx) // continue; if (dist > range || dist < minrange) continue; if (spellInfo->PreventionType & SPELL_PREVENTION_TYPE_SILENCE && 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 nullptr; } // select nearest hostile unit within the given distance (regardless of threat list). Unit* Creature::SelectNearestTarget(float dist, bool playerOnly /* = false */) const { if (dist == 0.0f) dist = MAX_VISIBILITY_DISTANCE; Unit* target = nullptr; Trinity::NearestHostileUnitCheck u_check(this, dist, playerOnly); Trinity::UnitLastSearcher searcher(this, target, u_check); Cell::VisitAllObjects(this, searcher, dist); return target; } // select nearest hostile unit within the given attack distance (i.e. distance is ignored if > than ATTACK_DISTANCE), regardless of threat list. Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const { if (dist > MAX_VISIBILITY_DISTANCE) { TC_LOG_ERROR("entities.unit", "Creature (%s) SelectNearestTargetInAttackDistance called with dist > MAX_VISIBILITY_DISTANCE. Distance set to ATTACK_DISTANCE.", GetGUID().ToString().c_str()); dist = ATTACK_DISTANCE; } Unit* target = nullptr; Trinity::NearestHostileUnitInAttackDistanceCheck u_check(this, dist); Trinity::UnitLastSearcher searcher(this, target, u_check); Cell::VisitAllObjects(this, searcher, std::max(dist, ATTACK_DISTANCE)); return target; } Player* Creature::SelectNearestPlayer(float distance) const { Player* target = nullptr; Trinity::NearestPlayerInObjectRangeCheck checker(this, distance); Trinity::PlayerLastSearcher searcher(this, target, checker); Cell::VisitAllObjects(this, searcher, distance); return target; } void Creature::SendAIReaction(AiReaction reactionType) { WorldPackets::Combat::AIReaction packet; packet.UnitGUID = GetGUID(); packet.Reaction = reactionType; SendMessageToSet(packet.Write(), true); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_AI_REACTION, type %u.", reactionType); } void Creature::CallAssistance() { if (!m_AlreadyCallAssistance && GetVictim() && !IsPet() && !IsCharmed()) { SetNoCallAssistance(true); float radius = sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS); if (radius > 0) { std::list assistList; Trinity::AnyAssistCreatureInRangeCheck u_check(this, GetVictim(), radius); Trinity::CreatureListSearcher searcher(this, assistList, u_check); Cell::VisitGridObjects(this, searcher, radius); if (!assistList.empty()) { AssistDelayEvent* e = new AssistDelayEvent(EnsureVictim()->GetGUID(), *this); while (!assistList.empty()) { // Pushing guids because in delay can happen some creature gets despawned => invalid pointer e->AddAssistant((*assistList.begin())->GetGUID()); assistList.pop_front(); } m_Events.AddEvent(e, m_Events.CalculateTime(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY))); } } } } void Creature::CallForHelp(float radius) { if (radius <= 0.0f || !GetVictim() || IsPet() || IsCharmed()) return; Trinity::CallOfHelpCreatureInRangeDo u_do(this, GetVictim(), radius); Trinity::CreatureWorker worker(this, u_do); Cell::VisitGridObjects(this, worker, radius); } bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const { if (IsInEvadeMode()) return false; // is it true? if (!HasReactState(REACT_AGGRESSIVE)) return false; // we don't need help from zombies :) if (!IsAlive()) return false; // we don't need help from non-combatant ;) if (IsCivilian()) return false; if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_NPC)) return false; // skip fighting creature if (IsInCombat()) return false; // only free creature if (!GetCharmerOrOwnerGUID().IsEmpty()) return false; // only from same creature faction if (checkfaction) { if (getFaction() != u->getFaction()) return false; } else { if (!IsFriendlyTo(u)) return false; } // skip non hostile to caster enemy creatures if (!IsHostileTo(enemy)) return false; return true; } // use this function to avoid having hostile creatures attack // friendlies and other mobs they shouldn't attack bool Creature::_IsTargetAcceptable(const Unit* target) const { ASSERT(target); // if the target cannot be attacked, the target is not acceptable if (IsFriendlyTo(target) || !target->isTargetableForAttack(false) || (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target)))) return false; if (target->HasUnitState(UNIT_STATE_DIED)) { // guards can detect fake death if (IsGuard() && target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH)) return true; else return false; } const Unit* myVictim = getAttackerForHelper(); const Unit* targetVictim = target->getAttackerForHelper(); // if I'm already fighting target, or I'm hostile towards the target, the target is acceptable if (myVictim == target || targetVictim == this || IsHostileTo(target)) return true; // if the target's victim is friendly, and the target is neutral, the target is acceptable if (targetVictim && IsFriendlyTo(targetVictim)) return true; // if the target's victim is not friendly, or the target is friendly, the target is not acceptable return false; } void Creature::SaveRespawnTime() { if (IsSummon() || !m_spawnId || (m_creatureData && !m_creatureData->dbData)) return; GetMap()->SaveCreatureRespawnTime(m_spawnId, m_respawnTime); } // this should not be called by petAI or bool Creature::CanCreatureAttack(Unit const* victim, bool /*force*/) const { if (!victim->IsInMap(this)) return false; if (!IsValidAttackTarget(victim)) return false; if (!victim->isInAccessiblePlaceFor(this)) return false; if (IsAIEnabled && !AI()->CanAIAttack(victim)) return false; if (GetMap()->IsDungeon()) return true; // if the mob is actively being damaged, do not reset due to distance unless it's a world boss if (!isWorldBoss()) if (time(NULL) - GetLastDamagedTime() <= MAX_AGGRO_RESET_TIME) return true; //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick. float dist = std::max(GetAttackDistance(victim), sWorld->getFloatConfig(CONFIG_THREAT_RADIUS)) + m_CombatDistance; if (Unit* unit = GetCharmerOrOwner()) return victim->IsWithinDist(unit, dist); else return victim->IsInDist(&m_homePosition, dist); } CreatureAddon const* Creature::GetCreatureAddon() const { if (m_spawnId) { if (CreatureAddon const* addon = sObjectMgr->GetCreatureAddon(m_spawnId)) return addon; } // dependent from difficulty mode entry return sObjectMgr->GetCreatureTemplateAddon(GetCreatureTemplate()->Entry); } //creature_addon table bool Creature::LoadCreaturesAddon() { CreatureAddon const* cainfo = GetCreatureAddon(); if (!cainfo) return false; if (cainfo->mount != 0) Mount(cainfo->mount); if (cainfo->bytes1 != 0) { // 0 StandState // 1 FreeTalentPoints Pet only, so always 0 for default creature // 2 StandFlags // 3 StandMiscFlags SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_STAND_STATE, uint8(cainfo->bytes1 & 0xFF)); //SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_PET_TALENTS, uint8((cainfo->bytes1 >> 8) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_PET_TALENTS, 0); SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, uint8((cainfo->bytes1 >> 16) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, uint8((cainfo->bytes1 >> 24) & 0xFF)); //! Suspected correlation between UNIT_FIELD_BYTES_1, offset 3, value 0x2: //! If no inhabittype_fly (if no MovementFlag_DisableGravity or MovementFlag_CanFly flag found in sniffs) //! Check using InhabitType as movement flags are assigned dynamically //! basing on whether the creature is in air or not //! Set MovementFlag_Hover. Otherwise do nothing. if (GetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER) & UNIT_BYTE1_FLAG_HOVER && !(GetCreatureTemplate()->InhabitType & INHABIT_AIR)) AddUnitMovementFlag(MOVEMENTFLAG_HOVER); } if (cainfo->bytes2 != 0) { // 0 SheathState // 1 PvpFlags // 2 PetFlags Pet only, so always 0 for default creature // 3 ShapeshiftForm Must be determined/set by shapeshift spell/aura SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE, uint8(cainfo->bytes2 & 0xFF)); //SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, uint8((cainfo->bytes2 >> 8) & 0xFF)); //SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PET_FLAGS, uint8((cainfo->bytes2 >> 16) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PET_FLAGS, 0); //SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM, uint8((cainfo->bytes2 >> 24) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM, 0); } if (cainfo->emote != 0) SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote); SetAIAnimKitId(cainfo->aiAnimKit); SetMovementAnimKitId(cainfo->movementAnimKit); SetMeleeAnimKitId(cainfo->meleeAnimKit); //Load Path if (cainfo->path_id != 0) m_path_id = cainfo->path_id; if (!cainfo->auras.empty()) { for (std::vector::const_iterator itr = cainfo->auras.begin(); itr != cainfo->auras.end(); ++itr) { SpellInfo const* AdditionalSpellInfo = sSpellMgr->GetSpellInfo(*itr); if (!AdditionalSpellInfo) { TC_LOG_ERROR("sql.sql", "Creature (%s) has wrong spell %u defined in `auras` field.", GetGUID().ToString().c_str(), *itr); continue; } // skip already applied aura if (HasAura(*itr)) continue; AddAura(*itr, this); TC_LOG_DEBUG("entities.unit", "Spell: %u added to creature (%s)", *itr, GetGUID().ToString().c_str()); } } return true; } /// Send a message to LocalDefense channel for players opposition team in the zone void Creature::SendZoneUnderAttackMessage(Player* attacker) { uint32 enemy_team = attacker->GetTeam(); WorldPackets::Misc::ZoneUnderAttack packet; packet.AreaID = GetAreaId(); sWorld->SendGlobalMessage(packet.Write(), nullptr, (enemy_team == ALLIANCE ? HORDE : ALLIANCE)); } void Creature::SetInCombatWithZone() { if (!CanHaveThreatList()) { TC_LOG_ERROR("entities.unit", "Creature entry %u call SetInCombatWithZone but creature cannot have threat list.", GetEntry()); return; } Map* map = GetMap(); if (!map->IsDungeon()) { TC_LOG_ERROR("entities.unit", "Creature entry %u call SetInCombatWithZone for map (id: %u) that isn't an instance.", GetEntry(), map->GetId()); return; } Map::PlayerList const &PlList = map->GetPlayers(); if (PlList.isEmpty()) return; for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i) { if (Player* player = i->GetSource()) { if (player->IsGameMaster()) continue; if (player->IsAlive()) { this->SetInCombatWith(player); player->SetInCombatWith(this); AddThreat(player, 0.0f); } } } } bool Creature::HasSpell(uint32 spellID) const { uint8 i; for (i = 0; i < MAX_CREATURE_SPELLS; ++i) if (spellID == m_spells[i]) break; return i < MAX_CREATURE_SPELLS; //broke before end of iteration of known spells } time_t Creature::GetRespawnTimeEx() const { time_t now = time(NULL); if (m_respawnTime > now) return m_respawnTime; else return now; } void Creature::GetRespawnPosition(float &x, float &y, float &z, float* ori, float* dist) const { if (m_spawnId) { if (CreatureData const* data = sObjectMgr->GetCreatureData(GetSpawnId())) { x = data->posX; y = data->posY; z = data->posZ; if (ori) *ori = data->orientation; if (dist) *dist = data->spawndist; return; } } x = GetPositionX(); y = GetPositionY(); z = GetPositionZ(); if (ori) *ori = GetOrientation(); if (dist) *dist = 0; } void Creature::AllLootRemovedFromCorpse() { if (loot.loot_type != LOOT_SKINNING && !IsPet() && GetCreatureTemplate()->SkinLootId && hasLootRecipient()) if (LootTemplates_Skinning.HaveLootFor(GetCreatureTemplate()->SkinLootId)) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); time_t now = time(NULL); // Do not reset corpse remove time if corpse is already removed if (m_corpseRemoveTime <= now) return; float decayRate = sWorld->getRate(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; } uint8 Creature::getLevelForTarget(WorldObject const* target) const { if (!isWorldBoss() || !target->ToUnit()) return Unit::getLevelForTarget(target); uint16 level = target->ToUnit()->getLevel() + sWorld->getIntConfig(CONFIG_WORLD_BOSS_LEVEL_DIFF); if (level < 1) return 1; if (level > 255) return 255; return uint8(level); } std::string Creature::GetAIName() const { return sObjectMgr->GetCreatureTemplate(GetEntry())->AIName; } std::string Creature::GetScriptName() const { return sObjectMgr->GetScriptName(GetScriptId()); } uint32 Creature::GetScriptId() const { if (CreatureData const* creatureData = GetCreatureData()) return creatureData->ScriptId; return sObjectMgr->GetCreatureTemplate(GetEntry())->ScriptID; } VendorItemData const* Creature::GetVendorItems() const { return sObjectMgr->GetNpcVendorItemList(GetEntry()); } uint32 Creature::GetVendorItemCurrentCount(VendorItem const* vItem) { if (!vItem->maxcount) return vItem->maxcount; VendorItemCounts::iterator itr = m_vendorItemCounts.begin(); for (; itr != m_vendorItemCounts.end(); ++itr) if (itr->itemId == vItem->item) break; if (itr == m_vendorItemCounts.end()) return vItem->maxcount; VendorItemCount* vCount = &*itr; time_t ptime = time(NULL); if (time_t(vCount->lastIncrementTime + vItem->incrtime) <= ptime) if (ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(vItem->item)) { uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime); if ((vCount->count + diff * pProto->GetBuyCount()) >= vItem->maxcount) { m_vendorItemCounts.erase(itr); return vItem->maxcount; } vCount->count += diff * pProto->GetBuyCount(); 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 (time_t(vCount->lastIncrementTime + vItem->incrtime) <= ptime) if (ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(vItem->item)) { uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime); if ((vCount->count + diff * pProto->GetBuyCount()) < vItem->maxcount) vCount->count += diff * pProto->GetBuyCount(); else vCount->count = vItem->maxcount; } vCount->count = vCount->count > used_count ? vCount->count-used_count : 0; vCount->lastIncrementTime = ptime; return vCount->count; } TrainerSpellData const* Creature::GetTrainerSpells() const { return sObjectMgr->GetNpcTrainerSpells(GetEntry()); } // overwrite WorldObject function for proper name localization std::string const & Creature::GetNameForLocaleIdx(LocaleConstant loc_idx) const { if (loc_idx != DEFAULT_LOCALE) { uint8 uloc_idx = uint8(loc_idx); CreatureLocale const* cl = sObjectMgr->GetCreatureLocale(GetEntry()); if (cl) { if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty()) return cl->Name[uloc_idx]; } } return GetName(); } uint32 Creature::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 Creature::SetPosition(float x, float y, float z, float o) { // prevent crash when a bad coord is sent by the client if (!Trinity::IsValidMapCoord(x, y, z, o)) { TC_LOG_DEBUG("entities.unit", "Creature::SetPosition(%f, %f, %f) .. bad coordinates!", x, y, z); return; } GetMap()->CreatureRelocation(this, x, y, z, o); if (IsVehicle()) GetVehicleKit()->RelocatePassengers(); } bool Creature::IsDungeonBoss() const { CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(GetEntry()); return cinfo && (cinfo->flags_extra & CREATURE_FLAG_EXTRA_DUNGEON_BOSS); } float Creature::GetAggroRange(Unit const* target) const { // Determines the aggro range for creatures (usually pets), used mainly for aggressive pet target selection. // Based on data from wowwiki due to lack of 3.3.5a data if (target && this->IsPet()) { uint32 targetLevel = 0; if (target->GetTypeId() == TYPEID_PLAYER) targetLevel = target->getLevelForTarget(this); else if (target->GetTypeId() == TYPEID_UNIT) targetLevel = target->ToCreature()->getLevelForTarget(this); uint32 myLevel = getLevelForTarget(target); int32 levelDiff = int32(targetLevel) - int32(myLevel); // The maximum Aggro Radius is capped at 45 yards (25 level difference) if (levelDiff < -25) levelDiff = -25; // The base aggro radius for mob of same level float aggroRadius = 20; // Aggro Radius varies with level difference at a rate of roughly 1 yard/level aggroRadius -= (float)levelDiff; // detect range auras aggroRadius += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE); // detected range auras aggroRadius += target->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE); // Just in case, we don't want pets running all over the map if (aggroRadius > MAX_AGGRO_RADIUS) aggroRadius = MAX_AGGRO_RADIUS; // Minimum Aggro Radius for a mob seems to be combat range (5 yards) // hunter pets seem to ignore minimum aggro radius so we'll default it a little higher if (aggroRadius < 10) aggroRadius = 10; return (aggroRadius); } // Default return 0.0f; } Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS) const { // Selects nearest hostile target within creature's aggro range. Used primarily by // pets set to aggressive. Will not return neutral or friendly targets. Unit* target = NULL; Trinity::NearestHostileUnitInAggroRangeCheck u_check(this, useLOS); Trinity::UnitSearcher searcher(this, target, u_check); Cell::VisitGridObjects(this, searcher, MAX_AGGRO_RADIUS); return target; } void Creature::UpdateMovementFlags() { // Do not update movement flags if creature is controlled by a player (charm/vehicle) if (m_playerMovingMe) return; // Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc) float ground = GetMap()->GetHeight(GetPhases(), GetPositionX(), GetPositionY(), GetPositionZMinusOffset()); bool isInAir = (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling if (GetCreatureTemplate()->InhabitType & INHABIT_AIR && isInAir && !IsFalling()) { if (GetCreatureTemplate()->InhabitType & INHABIT_GROUND) SetCanFly(true); else SetDisableGravity(true); } else { SetCanFly(false); SetDisableGravity(false); } if (!isInAir) SetFall(false); SetSwim(GetCreatureTemplate()->InhabitType & INHABIT_WATER && IsInWater()); } void Creature::SetObjectScale(float scale) { Unit::SetObjectScale(scale); if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(GetDisplayId())) { SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius * scale); SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach * scale); } } void Creature::SetDisplayId(uint32 modelId) { Unit::SetDisplayId(modelId); if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(modelId)) { SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius * GetObjectScale()); SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach * GetObjectScale()); } } void Creature::SetTarget(ObjectGuid const& guid) { if (IsFocusing(nullptr, true)) m_suppressedTarget = guid; else SetGuidValue(UNIT_FIELD_TARGET, guid); } void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target) { // already focused if (m_focusSpell) return; // don't use spell focus for vehicle spells if (focusSpell->GetSpellInfo()->HasAura(DIFFICULTY_NONE, SPELL_AURA_CONTROL_VEHICLE)) return; if ((!target || target == this) && !focusSpell->GetCastTime()) // instant cast, untargeted (or self-targeted) spell doesn't need any facing updates return; // store pre-cast values for target and orientation (used to later restore) if (!IsFocusing(nullptr, true)) { // only overwrite these fields if we aren't transitioning from one spell focus to another m_suppressedTarget = GetGuidValue(UNIT_FIELD_TARGET); m_suppressedOrientation = GetOrientation(); } m_focusSpell = focusSpell; // set target, then force send update packet to players if it changed to provide appropriate facing ObjectGuid newTarget = target ? target->GetGUID() : ObjectGuid::Empty; if (GetGuidValue(UNIT_FIELD_TARGET) != newTarget) { SetGuidValue(UNIT_FIELD_TARGET, newTarget); if ( // here we determine if the (relatively expensive) forced update is worth it, or whether we can afford to wait until the scheduled update tick ( // only require instant update for spells that actually have a visual focusSpell->GetSpellInfo()->GetSpellVisual() ) && ( !focusSpell->GetCastTime() || // if the spell is instant cast focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST) // client gets confused if we attempt to turn at the regularly scheduled update packet ) ) { std::list playersNearby; GetPlayerListInGrid(playersNearby, GetVisibilityRange()); for (Player* player : playersNearby) { // only update players that are known to the client (have already been created) if (player->HaveAtClient(this)) SendUpdateToPlayer(player); } } } bool canTurnDuringCast = !focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST); // Face the target - we need to do this before the unit state is modified for no-turn spells if (target) SetFacingToObject(target); else if (!canTurnDuringCast) if (Unit* victim = GetVictim()) SetFacingToObject(victim); // ensure orientation is correct at beginning of cast if (!canTurnDuringCast) AddUnitState(UNIT_STATE_CANNOT_TURN); } bool Creature::IsFocusing(Spell const* focusSpell, bool withDelay) { if (!IsAlive()) // dead creatures cannot focus { ReleaseFocus(nullptr, false); return false; } if (focusSpell && (focusSpell != m_focusSpell)) return false; if (!m_focusSpell) { if (!withDelay || !m_focusDelay) return false; if (GetMSTimeDiffToNow(m_focusDelay) > 1000) // @todo figure out if we can get rid of this magic number somehow { m_focusDelay = 0; // save checks in the future return false; } } return true; } void Creature::ReleaseFocus(Spell const* focusSpell, bool withDelay) { if (!m_focusSpell) return; // focused to something else if (focusSpell && focusSpell != m_focusSpell) return; if (IsPet()) // player pets do not use delay system { SetGuidValue(UNIT_FIELD_TARGET, m_suppressedTarget); if (!m_suppressedTarget.IsEmpty()) { if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, m_suppressedTarget)) SetFacingToObject(objTarget); } else SetFacingTo(m_suppressedOrientation); } else // tell the creature that it should reacquire its actual target after the delay expires (this is handled in ::Update) // player pets don't need to do this, as they automatically reacquire their target on focus release MustReacquireTarget(); if (m_focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) ClearUnitState(UNIT_STATE_CANNOT_TURN); m_focusSpell = nullptr; m_focusDelay = (!IsPet() && withDelay) ? getMSTime() : 0; // don't allow re-target right away to prevent visual bugs } void Creature::StartPickPocketRefillTimer() { _pickpocketLootRestore = time(NULL) + sWorld->getIntConfig(CONFIG_CREATURE_PICKPOCKET_REFILL); } void Creature::SetTextRepeatId(uint8 textGroup, uint8 id) { CreatureTextRepeatIds& repeats = m_textRepeat[textGroup]; if (std::find(repeats.begin(), repeats.end(), id) == repeats.end()) repeats.push_back(id); else TC_LOG_ERROR("sql.sql", "CreatureTextMgr: TextGroup %u for Creature (%s) %s, id %u already added", uint32(textGroup), GetName().c_str(), GetGUID().ToString().c_str(), uint32(id)); } CreatureTextRepeatIds Creature::GetTextRepeatGroup(uint8 textGroup) { CreatureTextRepeatIds ids; CreatureTextRepeatGroup::const_iterator groupItr = m_textRepeat.find(textGroup); if (groupItr != m_textRepeat.end()) ids = groupItr->second; return ids; } void Creature::ClearTextRepeatGroup(uint8 textGroup) { CreatureTextRepeatGroup::iterator groupItr = m_textRepeat.find(textGroup); if (groupItr != m_textRepeat.end()) groupItr->second.clear(); } bool Creature::CanGiveExperience() const { return !IsCritter() && !IsPet() && !IsTotem() && !(GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL); }