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Creature.h
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Creature.h
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/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MANGOSSERVER_CREATURE_H
#define MANGOSSERVER_CREATURE_H
#include "Common.h"
#include "Unit.h"
#include "UpdateMask.h"
#include "ItemPrototype.h"
#include "LootMgr.h"
#include "DBCEnums.h"
#include "Database/DatabaseEnv.h"
#include "Cell.h"
#include <list>
struct SpellEntry;
class CreatureAI;
class Quest;
class Player;
class WorldSession;
enum CreatureFlagsExtra
{
CREATURE_FLAG_EXTRA_INSTANCE_BIND = 0x00000001, // creature kill bind instance with killer and killer's group
CREATURE_FLAG_EXTRA_CIVILIAN = 0x00000002, // not aggro (ignore faction/reputation hostility)
CREATURE_FLAG_EXTRA_NO_PARRY = 0x00000004, // creature can't parry
CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN = 0x00000008, // creature can't counter-attack at parry
CREATURE_FLAG_EXTRA_NO_BLOCK = 0x00000010, // creature can't block
CREATURE_FLAG_EXTRA_NO_CRUSH = 0x00000020, // creature can't do crush attacks
CREATURE_FLAG_EXTRA_NO_XP_AT_KILL = 0x00000040, // creature kill not provide XP
CREATURE_FLAG_EXTRA_INVISIBLE = 0x00000080, // creature is always invisible for player (mostly trigger creatures)
CREATURE_FLAG_EXTRA_NOT_TAUNTABLE = 0x00000100, // creature is immune to taunt auras and effect attack me
};
// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack(1)
#else
#pragma pack(push,1)
#endif
#define MAX_KILL_CREDIT 2
// from `creature_template` table
struct CreatureInfo
{
uint32 Entry;
uint32 DifficultyEntry[MAX_DIFFICULTY - 1];
uint32 KillCredit[MAX_KILL_CREDIT];
uint32 DisplayID_A[2];
uint32 DisplayID_H[2];
char* Name;
char* SubName;
char* IconName;
uint32 GossipMenuId;
uint32 minlevel;
uint32 maxlevel;
uint32 minhealth;
uint32 maxhealth;
uint32 minmana;
uint32 maxmana;
uint32 armor;
uint32 faction_A;
uint32 faction_H;
uint32 npcflag;
float speed;
float scale;
uint32 rank;
float mindmg;
float maxdmg;
uint32 dmgschool;
uint32 attackpower;
float dmg_multiplier;
uint32 baseattacktime;
uint32 rangeattacktime;
uint32 unit_class; // enum Classes. Note only 4 classes are known for creatures.
uint32 unit_flags; // enum UnitFlags mask values
uint32 dynamicflags;
uint32 family; // enum CreatureFamily values (optional)
uint32 trainer_type;
uint32 trainer_spell;
uint32 trainer_class;
uint32 trainer_race;
float minrangedmg;
float maxrangedmg;
uint32 rangedattackpower;
uint32 type; // enum CreatureType values
uint32 type_flags; // enum CreatureTypeFlags mask values
uint32 lootid;
uint32 pickpocketLootId;
uint32 SkinLootId;
int32 resistance1;
int32 resistance2;
int32 resistance3;
int32 resistance4;
int32 resistance5;
int32 resistance6;
uint32 spells[CREATURE_MAX_SPELLS];
uint32 PetSpellDataId;
uint32 mingold;
uint32 maxgold;
char const* AIName;
uint32 MovementType;
uint32 InhabitType;
float unk16;
float unk17;
bool RacialLeader;
uint32 questItems[6];
uint32 movementId;
bool RegenHealth;
uint32 equipmentId;
uint32 MechanicImmuneMask;
uint32 flags_extra;
uint32 ScriptID;
// helpers
SkillType GetRequiredLootSkill() const
{
if(type_flags & CREATURE_TYPEFLAGS_HERBLOOT)
return SKILL_HERBALISM;
else if(type_flags & CREATURE_TYPEFLAGS_MININGLOOT)
return SKILL_MINING;
else if(type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
return SKILL_ENGINERING;
else
return SKILL_SKINNING; // normal case
}
bool IsExotic() const
{
return (type_flags & CREATURE_TYPEFLAGS_EXOTIC);
}
bool isTameable(bool exotic) const
{
if(type != CREATURE_TYPE_BEAST || family == 0 || (type_flags & CREATURE_TYPEFLAGS_TAMEABLE) == 0)
return false;
// if can tame exotic then can tame any temable
return exotic || !IsExotic();
}
};
struct CreatureLocale
{
std::vector<std::string> Name;
std::vector<std::string> SubName;
};
struct GossipMenuItemsLocale
{
std::vector<std::string> OptionText;
std::vector<std::string> BoxText;
};
struct PointOfInterestLocale
{
std::vector<std::string> IconName;
};
struct EquipmentInfo
{
uint32 entry;
uint32 equipentry[3];
};
// from `creature` table
struct CreatureData
{
uint32 id; // entry in creature_template
uint16 mapid;
uint16 phaseMask;
uint32 displayid;
int32 equipmentId;
float posX;
float posY;
float posZ;
float orientation;
uint32 spawntimesecs;
float spawndist;
uint32 currentwaypoint;
uint32 curhealth;
uint32 curmana;
bool is_dead;
uint8 movementType;
uint8 spawnMask;
};
struct CreatureDataAddonAura
{
uint32 spell_id;
SpellEffectIndex effect_idx;
};
// from `creature_addon` table
struct CreatureDataAddon
{
uint32 guidOrEntry;
uint32 mount;
uint32 bytes1;
uint32 bytes2;
uint32 emote;
uint32 splineFlags;
CreatureDataAddonAura const* auras; // loaded as char* "spell1 eff1 spell2 eff2 ... "
};
struct CreatureModelInfo
{
uint32 modelid;
float bounding_radius;
float combat_reach;
uint8 gender;
uint32 modelid_other_gender;
};
enum InhabitTypeValues
{
INHABIT_GROUND = 1,
INHABIT_WATER = 2,
INHABIT_AIR = 4,
INHABIT_ANYWHERE = INHABIT_GROUND | INHABIT_WATER | INHABIT_AIR
};
// Enums used by StringTextData::Type (CreatureEventAI)
enum ChatType
{
CHAT_TYPE_SAY = 0,
CHAT_TYPE_YELL = 1,
CHAT_TYPE_TEXT_EMOTE = 2,
CHAT_TYPE_BOSS_EMOTE = 3,
CHAT_TYPE_WHISPER = 4,
CHAT_TYPE_BOSS_WHISPER = 5,
CHAT_TYPE_ZONE_YELL = 6
};
//Selection method used by SelectTarget (CreatureEventAI)
enum AttackingTarget
{
ATTACKING_TARGET_RANDOM = 0, //Just selects a random target
ATTACKING_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
ATTACKING_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
/* not implemented
ATTACKING_TARGET_RANDOM_PLAYER, //Just selects a random target (player only)
ATTACKING_TARGET_TOPAGGRO_PLAYER, //Selects targes from top aggro to bottom (player only)
ATTACKING_TARGET_BOTTOMAGGRO_PLAYER, //Selects targets from bottom aggro to top (player only)
*/
};
// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack()
#else
#pragma pack(pop)
#endif
// Vendors
struct VendorItem
{
VendorItem(uint32 _item, uint32 _maxcount, uint32 _incrtime, uint32 _ExtendedCost)
: item(_item), maxcount(_maxcount), incrtime(_incrtime), ExtendedCost(_ExtendedCost) {}
uint32 item;
uint32 maxcount; // 0 for infinity item amount
uint32 incrtime; // time for restore items amount if maxcount != 0
uint32 ExtendedCost;
};
typedef std::vector<VendorItem*> VendorItemList;
struct VendorItemData
{
VendorItemList m_items;
VendorItem* GetItem(uint32 slot) const
{
if(slot>=m_items.size()) return NULL;
return m_items[slot];
}
bool Empty() const { return m_items.empty(); }
uint8 GetItemCount() const { return m_items.size(); }
void AddItem( uint32 item, uint32 maxcount, uint32 ptime, uint32 ExtendedCost)
{
m_items.push_back(new VendorItem(item, maxcount, ptime, ExtendedCost));
}
bool RemoveItem( uint32 item_id );
VendorItem const* FindItem(uint32 item_id) const;
size_t FindItemSlot(uint32 item_id) const;
void Clear()
{
for (VendorItemList::const_iterator itr = m_items.begin(); itr != m_items.end(); ++itr)
delete (*itr);
m_items.clear();
}
};
struct VendorItemCount
{
explicit VendorItemCount(uint32 _item, uint32 _count)
: itemId(_item), count(_count), lastIncrementTime(time(NULL)) {}
uint32 itemId;
uint32 count;
time_t lastIncrementTime;
};
typedef std::list<VendorItemCount> VendorItemCounts;
struct TrainerSpell
{
TrainerSpell() : spell(0), spellCost(0), reqSkill(0), reqSkillValue(0), reqLevel(0), learnedSpell(0) {}
TrainerSpell(uint32 _spell, uint32 _spellCost, uint32 _reqSkill, uint32 _reqSkillValue, uint32 _reqLevel, uint32 _learnedspell)
: spell(_spell), spellCost(_spellCost), reqSkill(_reqSkill), reqSkillValue(_reqSkillValue), reqLevel(_reqLevel), learnedSpell(_learnedspell)
{}
uint32 spell;
uint32 spellCost;
uint32 reqSkill;
uint32 reqSkillValue;
uint32 reqLevel;
uint32 learnedSpell;
// helpers
bool IsCastable() const { return learnedSpell != spell; }
};
typedef UNORDERED_MAP<uint32 /*spellid*/, TrainerSpell> TrainerSpellMap;
struct TrainerSpellData
{
TrainerSpellData() : trainerType(0) {}
TrainerSpellMap spellList;
uint32 trainerType; // trainer type based at trainer spells, can be different from creature_template value.
// req. for correct show non-prof. trainers like weaponmaster, allowed values 0 and 2.
TrainerSpell const* Find(uint32 spell_id) const;
void Clear() { spellList.clear(); }
};
typedef std::map<uint32,time_t> CreatureSpellCooldowns;
// max different by z coordinate for creature aggro reaction
#define CREATURE_Z_ATTACK_RANGE 3
#define MAX_VENDOR_ITEMS 150 // Limitation in 3.x.x item count in SMSG_LIST_INVENTORY
enum CreatureSubtype
{
CREATURE_SUBTYPE_GENERIC, // new Creature
CREATURE_SUBTYPE_PET, // new Pet
CREATURE_SUBTYPE_TOTEM, // new Totem
CREATURE_SUBTYPE_VEHICLE, // new Vehicle
CREATURE_SUBTYPE_TEMPORARY_SUMMON, // new TemporarySummon
};
class MANGOS_DLL_SPEC Creature : public Unit
{
CreatureAI *i_AI;
public:
explicit Creature(CreatureSubtype subtype = CREATURE_SUBTYPE_GENERIC);
virtual ~Creature();
void AddToWorld();
void RemoveFromWorld();
bool Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 team, const CreatureData *data = NULL);
bool LoadCreaturesAddon(bool reload = false);
void SelectLevel(const CreatureInfo *cinfo, float percentHealth = 100.0f, float percentMana = 100.0f);
void LoadEquipment(uint32 equip_entry, bool force=false);
uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
char const* GetSubName() const { return GetCreatureInfo()->SubName; }
void Update( uint32 time ); // overwrited Unit::Update
void GetRespawnCoord(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const;
uint32 GetEquipmentId() const { return m_equipmentId; }
CreatureSubtype GetSubtype() const { return m_subtype; }
bool isPet() const { return m_subtype == CREATURE_SUBTYPE_PET; }
bool isVehicle() const { return m_subtype == CREATURE_SUBTYPE_VEHICLE; }
bool isTotem() const { return m_subtype == CREATURE_SUBTYPE_TOTEM; }
bool isTemporarySummon() const { return m_subtype == CREATURE_SUBTYPE_TEMPORARY_SUMMON; }
void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
bool isRacialLeader() const { return GetCreatureInfo()->RacialLeader; }
bool isCivilian() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; }
bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; }
bool canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; }
bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; }
///// TODO RENAME THIS!!!!!
bool isCanTrainingOf(Player* player, bool msg) const;
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
bool isCanTrainingAndResetTalentsOf(Player* pPlayer) const;
bool IsOutOfThreatArea(Unit* pVictim) const;
bool IsImmunedToSpell(SpellEntry const* spellInfo);
// redefine Unit::IsImmunedToSpell
bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const;
// redefine Unit::IsImmunedToSpellEffect
bool isElite() const
{
if(isPet())
return false;
uint32 rank = GetCreatureInfo()->rank;
return rank != CREATURE_ELITE_NORMAL && rank != CREATURE_ELITE_RARE;
}
bool isWorldBoss() const
{
if(isPet())
return false;
return GetCreatureInfo()->rank == CREATURE_ELITE_WORLDBOSS;
}
uint32 getLevelForTarget(Unit const* target) const; // overwrite Unit::getLevelForTarget for boss level support
bool IsInEvadeMode() const;
bool AIM_Initialize();
void AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags MovementFlags, SplineType type);
CreatureAI* AI() { return i_AI; }
void AddSplineFlag(SplineFlags f)
{
bool need_walk_sync = (f & SPLINEFLAG_WALKMODE) != (m_splineFlags & SPLINEFLAG_WALKMODE);
m_splineFlags = SplineFlags(m_splineFlags | f);
if (need_walk_sync)
UpdateWalkMode(this, false);
}
void RemoveSplineFlag(SplineFlags f)
{
bool need_walk_sync = (f & SPLINEFLAG_WALKMODE) != (m_splineFlags & SPLINEFLAG_WALKMODE);
m_splineFlags = SplineFlags(m_splineFlags & ~f);
if (need_walk_sync)
UpdateWalkMode(this, false);
}
bool HasSplineFlag(SplineFlags f) const { return m_splineFlags & f; }
SplineFlags GetSplineFlags() const { return m_splineFlags; }
void SetSplineFlags(SplineFlags f)
{
bool need_walk_sync = (f & SPLINEFLAG_WALKMODE) != (m_splineFlags & SPLINEFLAG_WALKMODE);
m_splineFlags = f; // need set before
if (need_walk_sync)
UpdateWalkMode(this, false);
}
void SendMonsterMoveWithSpeedToCurrentDestination(Player* player = NULL);
uint32 GetShieldBlockValue() const //dunno mob block value
{
return (getLevel() / 2 + uint32(GetStat(STAT_STRENGTH) / 20));
}
SpellSchoolMask GetMeleeDamageSchoolMask() const { return m_meleeDamageSchoolMask; }
void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }
void _AddCreatureSpellCooldown(uint32 spell_id, time_t end_time);
void _AddCreatureCategoryCooldown(uint32 category, time_t apply_time);
void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
bool HasSpellCooldown(uint32 spell_id) const;
bool HasCategoryCooldown(uint32 spell_id) const;
bool HasSpell(uint32 spellID) const;
bool UpdateEntry(uint32 entry, uint32 team = ALLIANCE, const CreatureData* data = NULL, bool preserveHPAndPower = true);
bool UpdateStats(Stats stat);
bool UpdateAllStats();
void UpdateResistances(uint32 school);
void UpdateArmor();
void UpdateMaxHealth();
void UpdateMaxPower(Powers power);
void UpdateAttackPowerAndDamage(bool ranged = false);
void UpdateDamagePhysical(WeaponAttackType attType);
uint32 GetCurrentEquipmentId() { return m_equipmentId; }
float GetSpellDamageMod(int32 Rank);
VendorItemData const* GetVendorItems() const;
uint32 GetVendorItemCurrentCount(VendorItem const* vItem);
uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count);
TrainerSpellData const* GetTrainerSpells() const;
CreatureInfo const *GetCreatureInfo() const { return m_creatureInfo; }
CreatureDataAddon const* GetCreatureAddon() const;
std::string GetAIName() const;
std::string GetScriptName() const;
uint32 GetScriptId() const;
void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
void TextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false) { MonsterTextEmote(textId,TargetGuid,IsBossEmote); }
void Whisper(int32 textId, uint64 receiver, bool IsBossWhisper = false) { MonsterWhisper(textId,receiver,IsBossWhisper); }
void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); }
// overwrite WorldObject function for proper name localization
const char* GetNameForLocaleIdx(int32 locale_idx) const;
void setDeathState(DeathState s); // overwrite virtual Unit::setDeathState
bool FallGround();
bool LoadFromDB(uint32 guid, Map *map);
void SaveToDB();
// overwrited in Pet
virtual void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
virtual void DeleteFromDB(); // overwrited in Pet
Loot loot;
bool lootForPickPocketed;
bool lootForBody;
Player *GetLootRecipient() const;
bool hasLootRecipient() const { return m_lootRecipient!=0; }
void SetLootRecipient (Unit* unit);
void AllLootRemovedFromCorpse();
SpellEntry const *reachWithSpellAttack(Unit *pVictim);
SpellEntry const *reachWithSpellCure(Unit *pVictim);
uint32 m_spells[CREATURE_MAX_SPELLS];
CreatureSpellCooldowns m_CreatureSpellCooldowns;
CreatureSpellCooldowns m_CreatureCategoryCooldowns;
uint32 m_GlobalCooldown;
float GetAttackDistance(Unit const* pl) const;
void SendAIReaction(AiReaction reactionType);
void DoFleeToGetAssistance();
void CallForHelp(float fRadius);
void CallAssistance();
void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
// for use only in LoadHelper, Map::Add Map::CreatureCellRelocation
Cell const& GetCurrentCell() const { return m_currentCell; }
void SetCurrentCell(Cell const& cell) { m_currentCell = cell; }
bool IsVisibleInGridForPlayer(Player* pl) const;
void RemoveCorpse();
bool isDeadByDefault() const { return m_isDeadByDefault; };
void ForcedDespawn(uint32 timeMSToDespawn = 0);
time_t const& GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const;
void SetRespawnTime(uint32 respawn) { m_respawnTime = respawn ? time(NULL) + respawn : 0; }
void Respawn();
void SaveRespawnTime();
uint32 GetRespawnDelay() const { return m_respawnDelay; }
void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }
float GetRespawnRadius() const { return m_respawnradius; }
void SetRespawnRadius(float dist) { m_respawnradius = dist; }
uint32 m_groupLootTimer; // (msecs)timer used for group loot
uint32 m_groupLootId; // used to find group which is looting corpse
void SendZoneUnderAttackMessage(Player* attacker);
void SetInCombatWithZone();
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
GridReference<Creature> &GetGridRef() { return m_gridRef; }
bool isRegeneratingHealth() { return m_regenHealth; }
virtual uint8 GetPetAutoSpellSize() const { return CREATURE_MAX_SPELLS; }
virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const
{
if (pos >= CREATURE_MAX_SPELLS || m_charmInfo->GetCharmSpell(pos)->GetType() != ACT_ENABLED)
return 0;
else
return m_charmInfo->GetCharmSpell(pos)->GetAction();
}
void SetCombatStartPosition(float x, float y, float z) { CombatStartX = x; CombatStartY = y; CombatStartZ = z; }
void GetCombatStartPosition(float &x, float &y, float &z) { x = CombatStartX; y = CombatStartY; z = CombatStartZ; }
void SetSummonPoint(float fX, float fY, float fZ, float fOrient) { m_summonXpoint = fX; m_summonYpoint = fY; m_summonZpoint = fZ; m_summonOrientation = fOrient; }
void GetSummonPoint(float &fX, float &fY, float &fZ, float &fOrient) const { fX = m_summonXpoint; fY = m_summonYpoint; fZ = m_summonZpoint; fOrient = m_summonOrientation; }
uint32 GetGlobalCooldown() const { return m_GlobalCooldown; }
void SetGlobalCooldown(uint32 gcd){ m_GlobalCooldown = gcd; }
void SetDeadByDefault (bool death_state) { m_isDeadByDefault = death_state; }
bool isActiveObject() const { return m_isActiveObject || HasAuraType(SPELL_AURA_BIND_SIGHT) || HasAuraType(SPELL_AURA_FAR_SIGHT); }
void SetActiveObjectState(bool on);
void SetNeedNotify() { m_needNotify = true; }
void SendAreaSpiritHealerQueryOpcode(Player *pl);
protected:
bool CreateFromProto(uint32 guidlow,uint32 Entry,uint32 team, const CreatureData *data = NULL);
bool InitEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);
void RelocationNotify();
// vendor items
VendorItemCounts m_vendorItemCounts;
void _RealtimeSetCreatureInfo();
static float _GetHealthMod(int32 Rank);
static float _GetDamageMod(int32 Rank);
uint32 m_lootMoney;
uint64 m_lootRecipient;
/// Timers
uint32 m_deathTimer; // (msecs)timer for death or corpse disappearance
time_t m_respawnTime; // (secs) time of next respawn
uint32 m_respawnDelay; // (secs) delay between corpse disappearance and respawning
uint32 m_corpseDelay; // (secs) delay between death and corpse disappearance
float m_respawnradius;
CreatureSubtype m_subtype; // set in Creatures subclasses for fast it detect without dynamic_cast use
void RegenerateMana();
void RegenerateHealth();
MovementGeneratorType m_defaultMovementType;
Cell m_currentCell; // store current cell where creature listed
uint32 m_DBTableGuid; ///< For new or temporary creatures is 0 for saved it is lowguid
uint32 m_equipmentId;
bool m_AlreadyCallAssistance;
bool m_AlreadySearchedAssistance;
bool m_regenHealth;
bool m_AI_locked;
bool m_isDeadByDefault;
bool m_needNotify;
SpellSchoolMask m_meleeDamageSchoolMask;
uint32 m_originalEntry;
float CombatStartX;
float CombatStartY;
float CombatStartZ;
float m_summonXpoint;
float m_summonYpoint;
float m_summonZpoint;
float m_summonOrientation;
private:
GridReference<Creature> m_gridRef;
CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
bool m_isActiveObject;
SplineFlags m_splineFlags;
};
class AssistDelayEvent : public BasicEvent
{
public:
AssistDelayEvent(const uint64& victim, Unit& owner) : BasicEvent(), m_victim(victim), m_owner(owner) { }
bool Execute(uint64 e_time, uint32 p_time);
void AddAssistant(const uint64& guid) { m_assistants.push_back(guid); }
private:
AssistDelayEvent();
uint64 m_victim;
std::list<uint64> m_assistants;
Unit& m_owner;
};
class ForcedDespawnDelayEvent : public BasicEvent
{
public:
ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
bool Execute(uint64 e_time, uint32 p_time);
private:
Creature& m_owner;
};
#endif