mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-17 21:50:50 -04:00
fe63cd3dbb
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
(cherrypicked from e1f14215d8)
3120 lines
103 KiB
C++
3120 lines
103 KiB
C++
/*
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* Copyright (C) 2008-2019 TrinityCore <https://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Creature.h"
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#include "BattlegroundMgr.h"
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#include "CellImpl.h"
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#include "CombatPackets.h"
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#include "Common.h"
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#include "CreatureAI.h"
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#include "CreatureAISelector.h"
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#include "CreatureGroups.h"
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#include "DatabaseEnv.h"
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#include "Formulas.h"
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#include "GameEventMgr.h"
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#include "GossipDef.h"
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#include "GridNotifiersImpl.h"
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#include "Group.h"
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#include "GroupMgr.h"
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#include "InstanceScript.h"
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#include "Log.h"
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#include "LootMgr.h"
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#include "MiscPackets.h"
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#include "MotionMaster.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "PhasingHandler.h"
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#include "Player.h"
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#include "PoolMgr.h"
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#include "QuestDef.h"
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#include "ScriptedGossip.h"
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#include "SpellAuraEffects.h"
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#include "SpellMgr.h"
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#include "TemporarySummon.h"
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#include "Transport.h"
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#include "Util.h"
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#include "Vehicle.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include <G3D/g3dmath.h>
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bool VendorItem::IsGoldRequired(ItemTemplate const* pProto) const
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{
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return pProto->GetFlags2() & ITEM_FLAG2_DONT_IGNORE_BUY_PRICE || !ExtendedCost;
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}
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bool VendorItemData::RemoveItem(uint32 item_id, uint8 type)
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{
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auto newEnd = std::remove_if(m_items.begin(), m_items.end(), [=](VendorItem const& vendorItem)
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{
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return vendorItem.item == item_id && vendorItem.Type == type;
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});
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bool found = newEnd != m_items.end();
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m_items.erase(newEnd, m_items.end());
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return found;
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}
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VendorItem const* VendorItemData::FindItemCostPair(uint32 item_id, uint32 extendedCost, uint8 type) const
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{
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for (VendorItem const& vendorItem : m_items)
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if (vendorItem.item == item_id && vendorItem.ExtendedCost == extendedCost && vendorItem.Type == type)
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return &vendorItem;
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return nullptr;
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}
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CreatureModel const CreatureModel::DefaultInvisibleModel(11686, 1.0f, 1.0f);
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CreatureModel const CreatureModel::DefaultVisibleModel(17519, 1.0f, 1.0f);
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CreatureModel const* CreatureTemplate::GetModelByIdx(uint32 idx) const
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{
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return idx < Models.size() ? &Models[idx] : nullptr;
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}
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CreatureModel const* CreatureTemplate::GetRandomValidModel() const
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{
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if (!Models.size())
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return nullptr;
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// If only one element, ignore the Probability (even if 0)
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if (Models.size() == 1)
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return &Models[0];
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auto selectedItr = Trinity::Containers::SelectRandomWeightedContainerElement(Models, [](CreatureModel const& model)
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{
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return model.Probability;
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});
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return &(*selectedItr);
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}
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CreatureModel const* CreatureTemplate::GetFirstValidModel() const
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{
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for (CreatureModel const& model : Models)
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if (model.CreatureDisplayID)
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return &model;
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return nullptr;
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}
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CreatureModel const* CreatureTemplate::GetModelWithDisplayId(uint32 displayId) const
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{
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for (CreatureModel const& model : Models)
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if (displayId == model.CreatureDisplayID)
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return &model;
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return nullptr;
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}
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CreatureModel const* CreatureTemplate::GetFirstInvisibleModel() const
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{
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for (CreatureModel const& model : Models)
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if (CreatureModelInfo const* modelInfo = sObjectMgr->GetCreatureModelInfo(model.CreatureDisplayID))
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if (modelInfo && modelInfo->is_trigger)
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return &model;
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return &CreatureModel::DefaultInvisibleModel;
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}
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CreatureModel const* CreatureTemplate::GetFirstVisibleModel() const
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{
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for (CreatureModel const& model : Models)
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if (CreatureModelInfo const* modelInfo = sObjectMgr->GetCreatureModelInfo(model.CreatureDisplayID))
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if (modelInfo && !modelInfo->is_trigger)
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return &model;
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return &CreatureModel::DefaultVisibleModel;
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}
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bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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if (Unit* victim = ObjectAccessor::GetUnit(m_owner, m_victim))
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{
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while (!m_assistants.empty())
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{
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Creature* assistant = ObjectAccessor::GetCreature(m_owner, *m_assistants.begin());
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m_assistants.pop_front();
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if (assistant && assistant->CanAssistTo(&m_owner, victim))
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{
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assistant->SetNoCallAssistance(true);
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assistant->CombatStart(victim);
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if (assistant->IsAIEnabled)
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assistant->AI()->AttackStart(victim);
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}
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}
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}
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return true;
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}
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CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unitClass)
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{
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return sObjectMgr->GetCreatureBaseStats(level, unitClass);
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}
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bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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{
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m_owner.DespawnOrUnsummon(0, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
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return true;
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}
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Creature::Creature(bool isWorldObject): Unit(isWorldObject), MapObject(),
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m_groupLootTimer(0), m_PlayerDamageReq(0),
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_pickpocketLootRestore(0), m_corpseRemoveTime(0), m_respawnTime(0),
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m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE),
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m_defaultMovementType(IDLE_MOTION_TYPE), m_spawnId(UI64LIT(0)), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
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m_AlreadySearchedAssistance(false), m_regenHealth(true), m_cannotReachTarget(false), m_cannotReachTimer(0), m_AI_locked(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
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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),
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_lastDamagedTime(0)
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{
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m_regenTimer = CREATURE_REGEN_INTERVAL;
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for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
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m_spells[i] = 0;
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DisableReputationGain = false;
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m_SightDistance = sWorld->getFloatConfig(CONFIG_SIGHT_MONSTER);
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m_CombatDistance = 0;//MELEE_RANGE;
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ResetLootMode(); // restore default loot mode
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m_TriggerJustRespawned = false;
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m_isTempWorldObject = false;
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}
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Creature::~Creature()
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{
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delete i_AI;
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i_AI = nullptr;
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//if (m_uint32Values)
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// TC_LOG_ERROR("entities.unit", "Deconstruct Creature Entry = %u", GetEntry());
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}
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void Creature::AddToWorld()
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{
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///- Register the creature for guid lookup
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if (!IsInWorld())
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{
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if (GetZoneScript())
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GetZoneScript()->OnCreatureCreate(this);
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GetMap()->GetObjectsStore().Insert<Creature>(GetGUID(), this);
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if (m_spawnId)
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GetMap()->GetCreatureBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
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Unit::AddToWorld();
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SearchFormation();
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AIM_Initialize();
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if (IsVehicle())
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GetVehicleKit()->Install();
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}
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}
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void Creature::RemoveFromWorld()
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{
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if (IsInWorld())
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{
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if (GetZoneScript())
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GetZoneScript()->OnCreatureRemove(this);
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if (m_formation)
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sFormationMgr->RemoveCreatureFromGroup(m_formation, this);
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Unit::RemoveFromWorld();
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if (m_spawnId)
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Trinity::Containers::MultimapErasePair(GetMap()->GetCreatureBySpawnIdStore(), m_spawnId, this);
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GetMap()->GetObjectsStore().Remove<Creature>(GetGUID());
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}
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}
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void Creature::DisappearAndDie()
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{
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ForcedDespawn(0);
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}
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void Creature::SearchFormation()
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{
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if (IsSummon())
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return;
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ObjectGuid::LowType lowguid = GetSpawnId();
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if (!lowguid)
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return;
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CreatureGroupInfoType::iterator frmdata = sFormationMgr->CreatureGroupMap.find(lowguid);
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if (frmdata != sFormationMgr->CreatureGroupMap.end())
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sFormationMgr->AddCreatureToGroup(frmdata->second->leaderGUID, this);
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}
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void Creature::RemoveCorpse(bool setSpawnTime, bool destroyForNearbyPlayers)
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{
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if (getDeathState() != CORPSE)
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return;
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m_corpseRemoveTime = time(NULL);
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setDeathState(DEAD);
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RemoveAllAuras();
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DestroyForNearbyPlayers(); // old UpdateObjectVisibility()
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loot.clear();
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uint32 respawnDelay = m_respawnDelay;
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if (IsAIEnabled)
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AI()->CorpseRemoved(respawnDelay);
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if (destroyForNearbyPlayers)
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DestroyForNearbyPlayers();
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// Should get removed later, just keep "compatibility" with scripts
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if (setSpawnTime)
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m_respawnTime = std::max<time_t>(time(NULL) + respawnDelay, m_respawnTime);
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// if corpse was removed during falling, the falling will continue and override relocation to respawn position
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if (IsFalling())
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StopMoving();
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float x, y, z, o;
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GetRespawnPosition(x, y, z, &o);
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// We were spawned on transport, calculate real position
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if (IsSpawnedOnTransport())
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{
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Position& pos = m_movementInfo.transport.pos;
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pos.m_positionX = x;
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pos.m_positionY = y;
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pos.m_positionZ = z;
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pos.SetOrientation(o);
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if (TransportBase* transport = GetDirectTransport())
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transport->CalculatePassengerPosition(x, y, z, &o);
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}
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SetHomePosition(x, y, z, o);
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GetMap()->CreatureRelocation(this, x, y, z, o);
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}
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/**
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* change the entry of creature until respawn
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*/
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bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
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{
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CreatureTemplate const* normalInfo = sObjectMgr->GetCreatureTemplate(entry);
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if (!normalInfo)
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{
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TC_LOG_ERROR("sql.sql", "Creature::InitEntry creature entry %u does not exist.", entry);
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return false;
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}
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// get difficulty 1 mode entry
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CreatureTemplate const* cinfo = nullptr;
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DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(GetMap()->GetDifficultyID());
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while (!cinfo && difficultyEntry)
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{
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int32 idx = CreatureTemplate::DifficultyIDToDifficultyEntryIndex(difficultyEntry->ID);
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if (idx == -1)
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break;
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if (normalInfo->DifficultyEntry[idx])
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{
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cinfo = sObjectMgr->GetCreatureTemplate(normalInfo->DifficultyEntry[idx]);
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break;
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}
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if (!difficultyEntry->FallbackDifficultyID)
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break;
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difficultyEntry = sDifficultyStore.LookupEntry(difficultyEntry->FallbackDifficultyID);
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}
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if (!cinfo)
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cinfo = normalInfo;
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// Initialize loot duplicate count depending on raid difficulty
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if (GetMap()->Is25ManRaid())
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loot.maxDuplicates = 3;
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SetEntry(entry); // normal entry always
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m_creatureInfo = cinfo; // map mode related always
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// equal to player Race field, but creature does not have race
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SetRace(0);
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// known valid are: CLASS_WARRIOR, CLASS_PALADIN, CLASS_ROGUE, CLASS_MAGE
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SetClass(uint8(cinfo->unit_class));
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// Cancel load if no model defined
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if (!(cinfo->GetFirstValidModel()))
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{
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TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) has no model defined in table `creature_template`, can't load. ", entry);
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return false;
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}
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CreatureModel model = *ObjectMgr::ChooseDisplayId(cinfo, data);
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CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&model, cinfo);
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if (!minfo) // Cancel load if no model defined
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{
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TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) has invalid model %u defined in table `creature_template`, can't load.", entry, model.CreatureDisplayID);
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return false;
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}
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SetDisplayId(model.CreatureDisplayID, model.DisplayScale);
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SetNativeDisplayId(model.CreatureDisplayID, model.DisplayScale);
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SetGender(minfo->gender);
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// Load creature equipment
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if (!data || data->equipmentId == 0)
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LoadEquipment(); // use default equipment (if available)
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else if (data && data->equipmentId != 0) // override, 0 means no equipment
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{
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m_originalEquipmentId = data->equipmentId;
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LoadEquipment(data->equipmentId);
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}
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SetName(normalInfo->Name); // at normal entry always
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SetModCastingSpeed(1.0f);
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SetModSpellHaste(1.0f);
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SetModHaste(1.0f);
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SetModRangedHaste(1.0f);
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SetModHasteRegen(1.0f);
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SetModTimeRate(1.0f);
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SetSpeedRate(MOVE_WALK, cinfo->speed_walk);
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SetSpeedRate(MOVE_RUN, cinfo->speed_run);
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SetSpeedRate(MOVE_SWIM, 1.0f); // using 1.0 rate
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SetSpeedRate(MOVE_FLIGHT, 1.0f); // using 1.0 rate
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// Will set UNIT_FIELD_BOUNDINGRADIUS, UNIT_FIELD_COMBATREACH and UNIT_FIELD_DISPLAYSCALE
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SetObjectScale(cinfo->scale);
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SetHoverHeight(cinfo->HoverHeight);
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// checked at loading
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m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
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if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
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m_defaultMovementType = IDLE_MOTION_TYPE;
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for (uint8 i=0; i < MAX_CREATURE_SPELLS; ++i)
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m_spells[i] = GetCreatureTemplate()->spells[i];
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return true;
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}
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bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/, bool updateLevel /* = true */)
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{
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if (!InitEntry(entry, data))
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return false;
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CreatureTemplate const* cInfo = GetCreatureTemplate();
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m_regenHealth = cInfo->RegenHealth;
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// creatures always have melee weapon ready if any unless specified otherwise
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if (!GetCreatureAddon())
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SetSheath(SHEATH_STATE_MELEE);
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setFaction(cInfo->faction);
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uint64 npcFlags;
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uint32 unitFlags, unitFlags2, unitFlags3, dynamicFlags;
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ObjectMgr::ChooseCreatureFlags(cInfo, npcFlags, unitFlags, unitFlags2, unitFlags3, dynamicFlags, data);
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if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
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npcFlags |= sGameEventMgr->GetNPCFlag(this);
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SetNpcFlags(NPCFlags(npcFlags & 0xFFFFFFFF));
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SetNpcFlags2(NPCFlags2(npcFlags >> 32));
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// if unit is in combat, keep this flag
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unitFlags &= ~UNIT_FLAG_IN_COMBAT;
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if (IsInCombat())
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unitFlags |= UNIT_FLAG_IN_COMBAT;
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SetUnitFlags(UnitFlags(unitFlags));
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SetUnitFlags2(UnitFlags2(unitFlags2));
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SetUnitFlags3(UnitFlags3(unitFlags3));
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SetDynamicFlags(dynamicFlags);
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SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::StateAnimID), sAnimationDataStore.GetNumRows());
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SetBaseAttackTime(BASE_ATTACK, cInfo->BaseAttackTime);
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SetBaseAttackTime(OFF_ATTACK, cInfo->BaseAttackTime);
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SetBaseAttackTime(RANGED_ATTACK, cInfo->RangeAttackTime);
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if (updateLevel)
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SelectLevel();
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else
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UpdateLevelDependantStats(); // We still re-initialize level dependant stats on entry update
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SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool));
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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())
|
|
AddUnitFlag(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<HighGuid::Creature>(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, GetMap());
|
|
|
|
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 ", GetEntry());
|
|
}
|
|
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 (GetPowerType() == POWER_ENERGY)
|
|
Regenerate(POWER_ENERGY);
|
|
else
|
|
Regenerate(POWER_MANA);
|
|
|
|
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::Regenerate(Powers power)
|
|
{
|
|
uint32 curValue = GetPower(power);
|
|
uint32 maxValue = GetMaxPower(power);
|
|
|
|
if (!HasUnitFlag2(UNIT_FLAG2_REGENERATE_POWER))
|
|
return;
|
|
|
|
if (curValue >= maxValue)
|
|
return;
|
|
|
|
float addvalue = 0.0f;
|
|
|
|
switch (power)
|
|
{
|
|
case POWER_FOCUS:
|
|
{
|
|
// For hunter pets.
|
|
addvalue = 24 * sWorld->getRate(RATE_POWER_FOCUS);
|
|
break;
|
|
}
|
|
case POWER_ENERGY:
|
|
{
|
|
// For deathknight's ghoul.
|
|
addvalue = 20;
|
|
break;
|
|
}
|
|
case POWER_MANA:
|
|
{
|
|
// Combat and any controlled creature
|
|
if (IsInCombat() || GetCharmerOrOwnerGUID().IsEmpty())
|
|
{
|
|
float ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA);
|
|
|
|
addvalue = uint32((27.0f / 5.0f + 17.0f) * ManaIncreaseRate);
|
|
}
|
|
else
|
|
addvalue = maxValue / 3;
|
|
|
|
break;
|
|
}
|
|
default:
|
|
return;
|
|
}
|
|
|
|
// Apply modifiers (if any).
|
|
addvalue *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, power);
|
|
|
|
addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * (IsHunterPet() ? PET_FOCUS_REGEN_INTERVAL : CREATURE_REGEN_INTERVAL) / (5 * IN_MILLISECONDS);
|
|
|
|
ModifyPower(power, int32(addvalue));
|
|
}
|
|
|
|
void Creature::RegenerateHealth()
|
|
{
|
|
if (!isRegeneratingHealth())
|
|
return;
|
|
|
|
uint32 curValue = GetHealth();
|
|
uint32 maxValue = GetMaxHealth();
|
|
|
|
if (curValue >= maxValue)
|
|
return;
|
|
|
|
uint32 addvalue = 0;
|
|
|
|
// Not only pet, but any controlled creature (and not polymorphed)
|
|
if (!GetCharmerOrOwnerGUID().IsEmpty() && !IsPolymorphed())
|
|
{
|
|
float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH);
|
|
|
|
addvalue = 0.015f * ((float)GetMaxHealth()) * HealthIncreaseRate;
|
|
}
|
|
else
|
|
addvalue = maxValue/3;
|
|
|
|
// Apply modifiers (if any).
|
|
addvalue *= GetTotalAuraMultiplier(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
|
|
|
|
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<Trinity::NearestAssistCreatureInCreatureRangeCheck> 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_Create(CreatureAI* ai /*= nullptr*/)
|
|
{
|
|
// 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);
|
|
return true;
|
|
}
|
|
|
|
void Creature::AI_InitializeAndEnable()
|
|
{
|
|
IsAIEnabled = true;
|
|
i_AI->InitializeAI();
|
|
// Initialize vehicle
|
|
if (GetVehicleKit())
|
|
GetVehicleKit()->Reset();
|
|
}
|
|
|
|
bool Creature::AIM_Initialize(CreatureAI* ai)
|
|
{
|
|
if (!AIM_Create(ai))
|
|
return false;
|
|
|
|
AI_InitializeAndEnable();
|
|
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 entry, float x, float y, float z, float ang, CreatureData const* data /*= nullptr*/, uint32 vehId /*= 0*/)
|
|
{
|
|
ASSERT(map);
|
|
SetMap(map);
|
|
|
|
if (data)
|
|
{
|
|
PhasingHandler::InitDbPhaseShift(GetPhaseShift(), data->phaseUseFlags, data->phaseId, data->phaseGroup);
|
|
PhasingHandler::InitDbVisibleMapId(GetPhaseShift(), data->terrainSwapMap);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// Allow players to see those units while dead, do it here (mayby altered by addon auras)
|
|
if (cinfo->type_flags & CREATURE_TYPE_FLAG_GHOST_VISIBLE)
|
|
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
|
|
|
|
if (!CreateFromProto(guidlow, entry, data, vehId))
|
|
return false;
|
|
|
|
cinfo = GetCreatureTemplate(); // might be different than initially requested
|
|
if (cinfo->flags_extra & CREATURE_FLAG_EXTRA_DUNGEON_BOSS && map->IsDungeon())
|
|
m_respawnDelay = 0; // special value, prevents respawn for dungeon bosses unless overridden
|
|
|
|
switch (cinfo->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 += m_unitData->HoverHeight;
|
|
|
|
//! Relocate again with updated Z coord
|
|
Relocate(x, y, z, ang);
|
|
}
|
|
|
|
CreatureModel display(GetNativeDisplayId(), GetNativeDisplayScale(), 1.0f);
|
|
CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&display, cinfo);
|
|
if (minfo && !IsTotem()) // Cancel load if no model defined or if totem
|
|
{
|
|
SetDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
|
SetNativeDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
|
SetGender(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 (cinfo->flags_extra & CREATURE_FLAG_EXTRA_IGNORE_PATHFINDING)
|
|
AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);
|
|
|
|
if (cinfo->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;
|
|
}
|
|
|
|
Creature* Creature::CreateCreature(uint32 entry, Map* map, Position const& pos, uint32 vehId /*= 0*/)
|
|
{
|
|
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(entry);
|
|
if (!cInfo)
|
|
return nullptr;
|
|
|
|
ObjectGuid::LowType lowGuid;
|
|
if (vehId || cInfo->VehicleId)
|
|
lowGuid = map->GenerateLowGuid<HighGuid::Vehicle>();
|
|
else
|
|
lowGuid = map->GenerateLowGuid<HighGuid::Creature>();
|
|
|
|
Creature* creature = new Creature();
|
|
if (!creature->Create(lowGuid, map, entry, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), nullptr, vehId))
|
|
{
|
|
delete creature;
|
|
return nullptr;
|
|
}
|
|
|
|
return creature;
|
|
}
|
|
|
|
Creature* Creature::CreateCreatureFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap /*= true*/, bool allowDuplicate /*= false*/)
|
|
{
|
|
Creature* creature = new Creature();
|
|
if (!creature->LoadCreatureFromDB(spawnId, map, addToMap, allowDuplicate))
|
|
{
|
|
delete creature;
|
|
return nullptr;
|
|
}
|
|
|
|
return creature;
|
|
}
|
|
|
|
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::CanResetTalents(Player* player) const
|
|
{
|
|
return player->getLevel() >= 15
|
|
&& 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();
|
|
RemoveDynamicFlag(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();
|
|
|
|
AddDynamicFlag(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->spawnDifficulties);
|
|
}
|
|
|
|
void Creature::SaveToDB(uint32 mapid, std::vector<Difficulty> const& spawnDifficulties)
|
|
{
|
|
// update in loaded data
|
|
if (!m_spawnId)
|
|
m_spawnId = sObjectMgr->GenerateCreatureSpawnId();
|
|
|
|
CreatureData& data = sObjectMgr->NewOrExistCreatureData(m_spawnId);
|
|
|
|
uint32 displayId = GetNativeDisplayId();
|
|
uint64 npcflag = (uint64(m_unitData->NpcFlags[1]) << 32) | m_unitData->NpcFlags[0];
|
|
uint32 unitFlags = m_unitData->Flags;
|
|
uint32 unitFlags2 = m_unitData->Flags2;
|
|
uint32 unitFlags3 = m_unitData->Flags3;
|
|
uint32 dynamicflags = m_objectData->DynamicFlags;
|
|
|
|
// check if it's a custom model and if not, use 0 for displayId
|
|
CreatureTemplate const* cinfo = GetCreatureTemplate();
|
|
if (cinfo)
|
|
{
|
|
for (CreatureModel model : cinfo->Models)
|
|
if (displayId && displayId == model.CreatureDisplayID)
|
|
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.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.spawnDifficulties = spawnDifficulties;
|
|
data.npcflag = npcflag;
|
|
data.unit_flags = unitFlags;
|
|
data.unit_flags2 = unitFlags2;
|
|
data.unit_flags3 = unitFlags3;
|
|
data.dynamicflags = dynamicflags;
|
|
|
|
data.phaseId = GetDBPhase() > 0 ? GetDBPhase() : data.phaseId;
|
|
data.phaseGroup = GetDBPhase() < 0 ? -GetDBPhase() : data.phaseGroup;
|
|
|
|
// 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->setString(index++, StringJoin(data.spawnDifficulties, ","));
|
|
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);
|
|
|
|
if (HasScalableLevels())
|
|
{
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ScalingLevelMin), cInfo->levelScaling->MinLevel);
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ScalingLevelMax), cInfo->levelScaling->MaxLevel);
|
|
|
|
int8 mindelta = std::min(cInfo->levelScaling->DeltaLevelMax, cInfo->levelScaling->DeltaLevelMin);
|
|
int8 maxdelta = std::max(cInfo->levelScaling->DeltaLevelMax, cInfo->levelScaling->DeltaLevelMin);
|
|
int8 delta = mindelta == maxdelta ? mindelta : irand(mindelta, maxdelta);
|
|
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ScalingLevelDelta), delta);
|
|
}
|
|
|
|
UpdateLevelDependantStats();
|
|
}
|
|
|
|
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_PALADIN:
|
|
case CLASS_MAGE:
|
|
SetMaxPower(POWER_MANA, mana);
|
|
SetFullPower(POWER_MANA);
|
|
break;
|
|
default: // We don't set max power here, 0 makes power bar hidden
|
|
break;
|
|
}
|
|
|
|
SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, (float)health);
|
|
|
|
// 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<HighGuid::Vehicle>(GetMapId(), entry, guidlow));
|
|
else
|
|
Object::_Create(ObjectGuid::Create<HighGuid::Creature>(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 <Creature*> 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;
|
|
m_respawnradius = data->spawndist;
|
|
m_respawnDelay = data->spawntimesecs;
|
|
if (!Create(map->GenerateLowGuid<HighGuid::Creature>(), map, data->id, data->posX, data->posY, data->posZ, data->orientation, data, 0))
|
|
return false;
|
|
|
|
//We should set first home position, because then AI calls home movement
|
|
SetHomePosition(data->posX, data->posY, data->posZ, data->orientation);
|
|
|
|
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(GetPhaseShift(), 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<HighGuid::LootObject>(data->mapid, data->id, GetMap()->GenerateLowGuid<HighGuid::LootObject>()));
|
|
|
|
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()
|
|
{
|
|
if (!m_creatureData)
|
|
return;
|
|
|
|
uint32 curhealth;
|
|
|
|
if (!m_regenHealth)
|
|
{
|
|
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 = GetMaxHealth();
|
|
SetFullPower(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 ((HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC) && who->GetTypeId() != TYPEID_PLAYER) // flag is valid only for non player characters
|
|
|| (HasUnitFlag(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 && HasUnitFlag(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
|
|
{
|
|
// WoW Wiki: the minimum radius seems to be 5 yards, while the maximum range is 45 yards
|
|
float maxRadius = (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO));
|
|
float minRadius = (5.0f * sWorld->getRate(RATE_CREATURE_AGGRO));
|
|
float aggroRate = sWorld->getRate(RATE_CREATURE_AGGRO);
|
|
uint8 expansionMaxLevel = uint8(GetMaxLevelForExpansion(GetCreatureTemplate()->RequiredExpansion));
|
|
|
|
uint32 playerLevel = player->GetLevelForTarget(this);
|
|
uint32 creatureLevel = GetLevelForTarget(player);
|
|
|
|
if (aggroRate == 0.0f)
|
|
return 0.0f;
|
|
|
|
// The aggro radius for creatures with equal level as the player is 20 yards.
|
|
// The combatreach should not get taken into account for the distance so we drop it from the range (see Supremus as expample)
|
|
float baseAggroDistance = 20.0f - GetCombatReach();
|
|
float aggroRadius = baseAggroDistance;
|
|
|
|
// detect range auras
|
|
if ((creatureLevel + 5) <= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
|
|
{
|
|
aggroRadius += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
|
|
|
|
aggroRadius += player->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
|
|
}
|
|
|
|
// The aggro range of creatures with higher levels than the total player level for the expansion should get the maxlevel treatment
|
|
// This makes sure that creatures such as bosses wont have a bigger aggro range than the rest of the npc's
|
|
// The following code is used for blizzlike behavior such as skipable bosses (e.g. Commander Springvale at level 85)
|
|
if (creatureLevel > expansionMaxLevel)
|
|
aggroRadius += float(expansionMaxLevel) - float(playerLevel);
|
|
// + - 1 yard for each level difference between player and creature
|
|
else
|
|
aggroRadius += float(creatureLevel) - float(playerLevel);
|
|
|
|
// Make sure that we wont go over the total range limits
|
|
if (aggroRadius > maxRadius)
|
|
aggroRadius = maxRadius;
|
|
else if (aggroRadius < minRadius)
|
|
aggroRadius = minRadius;
|
|
|
|
return (aggroRadius * aggroRate);
|
|
}
|
|
|
|
void Creature::setDeathState(DeathState s)
|
|
{
|
|
Unit::setDeathState(s);
|
|
|
|
if (s == JUST_DIED)
|
|
{
|
|
m_corpseRemoveTime = time(NULL) + m_corpseDelay;
|
|
if (IsDungeonBoss() && !m_respawnDelay)
|
|
m_respawnTime = std::numeric_limits<time_t>::max(); // never respawn in this instance
|
|
else
|
|
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
|
|
DoNotReacquireTarget(); // cancel delayed re-target
|
|
SetTarget(ObjectGuid::Empty); // drop target - dead mobs shouldn't ever target things
|
|
|
|
SetNpcFlags(UNIT_NPC_FLAG_NONE);
|
|
SetNpcFlags2(UNIT_NPC_FLAG_2_NONE);
|
|
|
|
SetMountDisplayId(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();
|
|
|
|
SetCannotReachTarget(false);
|
|
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)
|
|
npcFlags |= sGameEventMgr->GetNPCFlag(this);
|
|
|
|
SetNpcFlags(NPCFlags(npcFlags & 0xFFFFFFFF));
|
|
SetNpcFlags2(NPCFlags2(npcFlags >> 32));
|
|
|
|
SetUnitFlags(UnitFlags(unitFlags));
|
|
SetUnitFlags2(UnitFlags2(unitFlags2));
|
|
SetUnitFlags3(UnitFlags3(unitFlags3));
|
|
SetDynamicFlags(dynamicFlags);
|
|
|
|
RemoveUnitFlag(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, 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);
|
|
else
|
|
SelectLevel();
|
|
|
|
setDeathState(JUST_RESPAWNED);
|
|
|
|
CreatureModel display(GetNativeDisplayId(), GetNativeDisplayScale(), 1.0f);
|
|
CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&display, GetCreatureTemplate());
|
|
if (minfo) // Cancel load if no model defined
|
|
{
|
|
SetDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
|
SetNativeDisplayId(display.CreatureDisplayID, display.DisplayScale);
|
|
SetGender(minfo->gender);
|
|
}
|
|
|
|
GetMotionMaster()->InitDefault();
|
|
//Re-initialize reactstate that could be altered by movementgenerators
|
|
InitializeReactState();
|
|
|
|
//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<Creature>(GetSpawnId()) : 0;
|
|
if (poolid)
|
|
sPoolMgr->UpdatePool<Creature>(poolid, GetSpawnId());
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// do it before killing creature
|
|
DestroyForNearbyPlayers();
|
|
|
|
if (IsAlive())
|
|
setDeathState(JUST_DIED);
|
|
|
|
bool overrideRespawnTime = true;
|
|
if (forceRespawnTimer > Seconds::zero())
|
|
{
|
|
SetRespawnTime(forceRespawnTimer.count());
|
|
overrideRespawnTime = false;
|
|
}
|
|
|
|
// Skip corpse decay time
|
|
RemoveCorpse(overrideRespawnTime, 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::HasMechanicTemplateImmunity(uint32 mask) const
|
|
{
|
|
return !GetOwnerGUID().IsPlayer() && (GetCreatureTemplate()->MechanicImmuneMask & mask);
|
|
}
|
|
|
|
bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const
|
|
{
|
|
if (!spellInfo)
|
|
return false;
|
|
|
|
// Creature is immune to main mechanic of the spell
|
|
if (spellInfo->Mechanic > MECHANIC_NONE && HasMechanicTemplateImmunity(1 << (spellInfo->Mechanic - 1)))
|
|
return true;
|
|
|
|
// This check must be done instead of 'if (GetCreatureTemplate()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))' for not break
|
|
// the check of mechanic immunity on DB (tested) because GetCreatureTemplate()->MechanicImmuneMask and m_spellImmune[IMMUNITY_MECHANIC] don't have same data.
|
|
bool immunedToAllEffects = true;
|
|
for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(GetMap()->GetDifficultyID()))
|
|
{
|
|
if (!effect || !effect->IsEffect())
|
|
continue;
|
|
|
|
if (!IsImmunedToSpellEffect(spellInfo, effect->EffectIndex, caster))
|
|
{
|
|
immunedToAllEffects = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (immunedToAllEffects)
|
|
return true;
|
|
|
|
return Unit::IsImmunedToSpell(spellInfo, caster);
|
|
}
|
|
|
|
bool Creature::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const
|
|
{
|
|
SpellEffectInfo const* effect = spellInfo->GetEffect(GetMap()->GetDifficultyID(), index);
|
|
if (!effect)
|
|
return true;
|
|
|
|
if (effect->Mechanic > MECHANIC_NONE && HasMechanicTemplateImmunity(1 << (effect->Mechanic - 1)))
|
|
return true;
|
|
|
|
if (GetCreatureTemplate()->type == CREATURE_TYPE_MECHANICAL && effect->Effect == SPELL_EFFECT_HEAL)
|
|
return true;
|
|
|
|
return Unit::IsImmunedToSpellEffect(spellInfo, index, caster);
|
|
}
|
|
|
|
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<SpellPowerCost> 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 && HasUnitFlag(UNIT_FLAG_SILENCED))
|
|
continue;
|
|
if (spellInfo->PreventionType & SPELL_PREVENTION_TYPE_PACIFY && HasUnitFlag(UNIT_FLAG_PACIFIED))
|
|
continue;
|
|
return spellInfo;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
SpellInfo const* Creature::reachWithSpellCure(Unit* victim)
|
|
{
|
|
if (!victim)
|
|
return nullptr;
|
|
|
|
for (uint32 i=0; i < MAX_CREATURE_SPELLS; ++i)
|
|
{
|
|
if (!m_spells[i])
|
|
continue;
|
|
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]);
|
|
if (!spellInfo)
|
|
{
|
|
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<SpellPowerCost> 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 && HasUnitFlag(UNIT_FLAG_SILENCED))
|
|
continue;
|
|
if (spellInfo->PreventionType & SPELL_PREVENTION_TYPE_PACIFY && HasUnitFlag(UNIT_FLAG_PACIFIED))
|
|
continue;
|
|
return spellInfo;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
// select nearest hostile unit within the given distance (regardless of threat list).
|
|
Unit* Creature::SelectNearestTarget(float dist, bool playerOnly /* = false */) const
|
|
{
|
|
if (dist == 0.0f)
|
|
dist = MAX_VISIBILITY_DISTANCE;
|
|
|
|
Unit* target = nullptr;
|
|
Trinity::NearestHostileUnitCheck u_check(this, dist, playerOnly);
|
|
Trinity::UnitLastSearcher<Trinity::NearestHostileUnitCheck> 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<Trinity::NearestHostileUnitInAttackDistanceCheck> 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<Trinity::NearestPlayerInObjectRangeCheck> 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<Creature*> assistList;
|
|
Trinity::AnyAssistCreatureInRangeCheck u_check(this, GetVictim(), radius);
|
|
Trinity::CreatureListSearcher<Trinity::AnyAssistCreatureInRangeCheck> 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<Trinity::CallOfHelpCreatureInRangeDo> 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 cannot assist in evade mode
|
|
if (IsInEvadeMode())
|
|
return false;
|
|
|
|
// or if enemy is in evade mode
|
|
if (enemy->GetTypeId() == TYPEID_UNIT && enemy->ToCreature()->IsInEvadeMode())
|
|
return false;
|
|
|
|
// we don't need help from non-combatant ;)
|
|
if (IsCivilian())
|
|
return false;
|
|
|
|
if (HasUnitFlag(UnitFlags(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->HasUnitFlag2(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;
|
|
|
|
// we cannot attack in evade mode
|
|
if (IsInEvadeMode())
|
|
return false;
|
|
|
|
// or if enemy is in evade mode
|
|
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())
|
|
return false;
|
|
|
|
if (!GetCharmerOrOwnerGUID().IsPlayer())
|
|
{
|
|
if (GetMap()->IsDungeon())
|
|
return true;
|
|
|
|
// don't check distance to home position if recently damaged, this should include taunt auras
|
|
if (!isWorldBoss() && (GetLastDamagedTime() > sWorld->GetGameTime() || HasAuraType(SPELL_AURA_MOD_TAUNT)))
|
|
return true;
|
|
}
|
|
|
|
// Map visibility range, but no more than 2*cell size
|
|
float dist = std::min<float>(GetMap()->GetVisibilityRange(), SIZE_OF_GRID_CELL * 2);
|
|
|
|
if (Unit* unit = GetCharmerOrOwner())
|
|
return victim->IsWithinDist(unit, dist);
|
|
else
|
|
{
|
|
// include sizes for huge npcs
|
|
dist += GetObjectSize() + victim->GetObjectSize();
|
|
|
|
// to prevent creatures in air ignore attacks because distance is already too high...
|
|
if (GetCreatureTemplate()->InhabitType & INHABIT_AIR)
|
|
return victim->IsInDist2d(&m_homePosition, dist);
|
|
else
|
|
return victim->IsInDist(&m_homePosition, dist);
|
|
}
|
|
}
|
|
|
|
CreatureAddon const* Creature::GetCreatureAddon() const
|
|
{
|
|
if (m_spawnId)
|
|
{
|
|
if (CreatureAddon const* addon = sObjectMgr->GetCreatureAddon(m_spawnId))
|
|
return addon;
|
|
}
|
|
|
|
// dependent from difficulty mode entry
|
|
return sObjectMgr->GetCreatureTemplateAddon(GetCreatureTemplate()->Entry);
|
|
}
|
|
|
|
//creature_addon table
|
|
bool Creature::LoadCreaturesAddon()
|
|
{
|
|
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
|
|
|
|
SetStandState(UnitStandStateType(cainfo->bytes1 & 0xFF));
|
|
SetVisFlags(UnitVisFlags((cainfo->bytes1 >> 16) & 0xFF));
|
|
SetAnimTier(UnitBytes1_Flags((cainfo->bytes1 >> 24) & 0xFF), false);
|
|
|
|
//! 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 (m_unitData->AnimTier & 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
|
|
|
|
SetSheath(SheathState(cainfo->bytes2 & 0xFF));
|
|
SetPvpFlags(UNIT_BYTE2_FLAG_NONE);
|
|
SetPetFlags(UNIT_PET_FLAG_NONE);
|
|
SetShapeshiftForm(FORM_NONE);
|
|
}
|
|
|
|
if (cainfo->emote != 0)
|
|
SetEmoteState(Emote(cainfo->emote));
|
|
|
|
SetAIAnimKitId(cainfo->aiAnimKit);
|
|
SetMovementAnimKitId(cainfo->movementAnimKit);
|
|
SetMeleeAnimKitId(cainfo->meleeAnimKit);
|
|
|
|
// Check if visibility distance different
|
|
if (cainfo->visibilityDistanceType != VisibilityDistanceType::Normal)
|
|
SetVisibilityDistanceOverride(cainfo->visibilityDistanceType);
|
|
|
|
//Load Path
|
|
if (cainfo->path_id != 0)
|
|
m_path_id = cainfo->path_id;
|
|
|
|
if (!cainfo->auras.empty())
|
|
{
|
|
for (std::vector<uint32>::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
|
|
{
|
|
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
|
|
if (spellID == m_spells[i])
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
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
|
|
{
|
|
// for npcs on transport, this will return transport offset
|
|
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;
|
|
}
|
|
}
|
|
|
|
// changed this from current position to home position, fixes world summons with infinite duration (wg npcs for example)
|
|
Position homePos = GetHomePosition();
|
|
x = homePos.GetPositionX();
|
|
y = homePos.GetPositionY();
|
|
z = homePos.GetPositionZ();
|
|
if (ori)
|
|
*ori = homePos.GetOrientation();
|
|
if (dist)
|
|
*dist = 0;
|
|
}
|
|
|
|
void Creature::AllLootRemovedFromCorpse()
|
|
{
|
|
if (loot.loot_type != LOOT_SKINNING && !IsPet() && GetCreatureTemplate()->SkinLootId && hasLootRecipient())
|
|
if (LootTemplates_Skinning.HaveLootFor(GetCreatureTemplate()->SkinLootId))
|
|
AddUnitFlag(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 = std::max<time_t>(m_corpseRemoveTime + m_respawnDelay, m_respawnTime);
|
|
}
|
|
|
|
bool Creature::HasScalableLevels() const
|
|
{
|
|
CreatureTemplate const* cinfo = GetCreatureTemplate();
|
|
return cinfo->levelScaling.is_initialized();
|
|
}
|
|
|
|
uint64 Creature::GetMaxHealthByLevel(uint8 level) const
|
|
{
|
|
CreatureTemplate const* cInfo = GetCreatureTemplate();
|
|
CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(level, cInfo->unit_class);
|
|
return stats->GenerateHealth(cInfo);
|
|
}
|
|
|
|
float Creature::GetHealthMultiplierForTarget(WorldObject const* target) const
|
|
{
|
|
if (!HasScalableLevels())
|
|
return 1.0f;
|
|
|
|
uint8 levelForTarget = GetLevelForTarget(target);
|
|
if (getLevel() < levelForTarget)
|
|
return 1.0f;
|
|
|
|
return double(GetMaxHealthByLevel(levelForTarget)) / double(GetCreateHealth());
|
|
}
|
|
|
|
float Creature::GetBaseDamageForLevel(uint8 level) const
|
|
{
|
|
CreatureTemplate const* cInfo = GetCreatureTemplate();
|
|
CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(level, cInfo->unit_class);
|
|
return stats->GenerateBaseDamage(cInfo);
|
|
}
|
|
|
|
float Creature::GetDamageMultiplierForTarget(WorldObject const* target) const
|
|
{
|
|
if (!HasScalableLevels())
|
|
return 1.0f;
|
|
|
|
uint8 levelForTarget = GetLevelForTarget(target);
|
|
|
|
return GetBaseDamageForLevel(levelForTarget) / GetBaseDamageForLevel(getLevel());
|
|
}
|
|
|
|
float Creature::GetBaseArmorForLevel(uint8 level) const
|
|
{
|
|
CreatureTemplate const* cInfo = GetCreatureTemplate();
|
|
CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(level, cInfo->unit_class);
|
|
return stats->GenerateArmor(cInfo);
|
|
}
|
|
|
|
float Creature::GetArmorMultiplierForTarget(WorldObject const* target) const
|
|
{
|
|
if (!HasScalableLevels())
|
|
return 1.0f;
|
|
|
|
uint8 levelForTarget = GetLevelForTarget(target);
|
|
|
|
return GetBaseArmorForLevel(levelForTarget) / GetBaseArmorForLevel(getLevel());
|
|
}
|
|
|
|
uint8 Creature::GetLevelForTarget(WorldObject const* target) const
|
|
{
|
|
if (Unit const* unitTarget = target->ToUnit())
|
|
{
|
|
if (isWorldBoss())
|
|
{
|
|
uint8 level = unitTarget->getLevel() + sWorld->getIntConfig(CONFIG_WORLD_BOSS_LEVEL_DIFF);
|
|
return RoundToInterval<uint8>(level, 1u, 255u);
|
|
}
|
|
|
|
// If this creature should scale level, adapt level depending of target level
|
|
// between UNIT_FIELD_SCALING_LEVEL_MIN and UNIT_FIELD_SCALING_LEVEL_MAX
|
|
if (HasScalableLevels())
|
|
{
|
|
uint8 targetLevelWithDelta = unitTarget->getLevel() + m_unitData->ScalingLevelDelta;
|
|
|
|
if (target->IsPlayer())
|
|
targetLevelWithDelta += target->ToPlayer()->m_activePlayerData->ScalingPlayerLevelDelta;
|
|
|
|
return RoundToInterval<uint8>(targetLevelWithDelta, m_unitData->ScalingLevelMin, m_unitData->ScalingLevelMax);
|
|
}
|
|
}
|
|
|
|
return Unit::GetLevelForTarget(target);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
float Creature::GetPetChaseDistance() const
|
|
{
|
|
float range = MELEE_RANGE;
|
|
|
|
for (uint8 i = 0; i < GetPetAutoSpellSize(); ++i)
|
|
{
|
|
uint32 spellID = GetPetAutoSpellOnPos(i);
|
|
if (!spellID)
|
|
continue;
|
|
|
|
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID))
|
|
{
|
|
if (spellInfo->GetRecoveryTime() == 0 && // No cooldown
|
|
spellInfo->RangeEntry->ID != 1 /*Self*/ && spellInfo->RangeEntry->ID != 2 /*Combat Range*/ &&
|
|
spellInfo->GetMinRange() > range)
|
|
range = spellInfo->GetMinRange();
|
|
}
|
|
}
|
|
|
|
return range;
|
|
}
|
|
|
|
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<Trinity::NearestHostileUnitInAggroRangeCheck> 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;
|
|
|
|
// Creatures with CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE should control MovementFlags in your own scripts
|
|
if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE)
|
|
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(GetPhaseShift(), 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()))
|
|
{
|
|
SetBoundingRadius((IsPet() ? 1.0f : minfo->bounding_radius) * scale);
|
|
SetCombatReach((IsPet() ? DEFAULT_COMBAT_REACH : minfo->combat_reach) * scale);
|
|
}
|
|
}
|
|
|
|
void Creature::SetDisplayId(uint32 modelId, float displayScale /*= 1.f*/)
|
|
{
|
|
Unit::SetDisplayId(modelId, displayScale);
|
|
|
|
if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(modelId))
|
|
{
|
|
SetBoundingRadius((IsPet() ? 1.0f : minfo->bounding_radius) * GetObjectScale());
|
|
SetCombatReach((IsPet() ? DEFAULT_COMBAT_REACH : minfo->combat_reach) * GetObjectScale());
|
|
}
|
|
}
|
|
|
|
void Creature::SetDisplayFromModel(uint32 modelIdx)
|
|
{
|
|
if (CreatureModel const* model = GetCreatureTemplate()->GetModelByIdx(modelIdx))
|
|
SetDisplayId(model->CreatureDisplayID, model->DisplayScale);
|
|
}
|
|
|
|
void Creature::SetTarget(ObjectGuid const& guid)
|
|
{
|
|
if (IsFocusing(nullptr, true))
|
|
m_suppressedTarget = guid;
|
|
else
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Target), guid);
|
|
}
|
|
|
|
void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
|
|
{
|
|
// already focused
|
|
if (m_focusSpell)
|
|
return;
|
|
|
|
SpellInfo const* spellInfo = focusSpell->GetSpellInfo();
|
|
|
|
// don't use spell focus for vehicle spells
|
|
if (spellInfo->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 = GetTarget();
|
|
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 (GetTarget() != newTarget)
|
|
{
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::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
|
|
spellInfo->GetSpellVisual()
|
|
) && (
|
|
!focusSpell->GetCastTime() || // if the spell is instant cast
|
|
spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST) // client gets confused if we attempt to turn at the regularly scheduled update packet
|
|
)
|
|
)
|
|
{
|
|
std::vector<Player*> 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 const canTurnDuringCast = !spellInfo->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
|
|
{
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::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);
|
|
}
|