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Creature.h
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Creature.h
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/*
* This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
*
* 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 "SharedDefines.h"
#include "DBCEnums.h"
#include "Cell.h"
#include <list>
struct SpellEntry;
class CreatureAI;
class Group;
class Quest;
class Player;
class WorldSession;
struct GameEventCreatureData;
enum CreatureFlagsExtra
{
CREATURE_EXTRA_FLAG_INSTANCE_BIND = 0x00000001, // creature kill bind instance with killer and killer's group
CREATURE_EXTRA_FLAG_CIVILIAN = 0x00000002, // not aggro (ignore faction/reputation hostility)
CREATURE_EXTRA_FLAG_NO_PARRY = 0x00000004, // creature can't parry
CREATURE_EXTRA_FLAG_NO_PARRY_HASTEN = 0x00000008, // creature can't counter-attack at parry
CREATURE_EXTRA_FLAG_NO_BLOCK = 0x00000010, // creature can't block
CREATURE_EXTRA_FLAG_NO_CRUSH = 0x00000020, // creature can't do crush attacks
CREATURE_EXTRA_FLAG_NO_XP_AT_KILL = 0x00000040, // creature kill not provide XP
CREATURE_EXTRA_FLAG_INVISIBLE = 0x00000080, // creature is always invisible for player (mostly trigger creatures)
CREATURE_EXTRA_FLAG_NOT_TAUNTABLE = 0x00000100, // creature is immune to taunt auras and effect attack me
CREATURE_EXTRA_FLAG_AGGRO_ZONE = 0x00000200, // creature sets itself in combat with zone on aggro
CREATURE_EXTRA_FLAG_GUARD = 0x00000400, // creature is a guard
CREATURE_EXTRA_FLAG_NO_CALL_ASSIST = 0x00000800, // creature shouldn't call for assistance on aggro
CREATURE_EXTRA_FLAG_ACTIVE = 0x00001000, // creature is active object. Grid of this creature will be loaded and creature set as active
CREATURE_EXTRA_FLAG_MMAP_FORCE_ENABLE = 0x00002000, // creature is forced to use MMaps
CREATURE_EXTRA_FLAG_MMAP_FORCE_DISABLE = 0x00004000, // creature is forced to NOT use MMaps
CREATURE_EXTRA_FLAG_WALK_IN_WATER = 0x00008000, // creature is forced to walk in water even it can swim
CREATURE_EXTRA_FLAG_HAVE_NO_SWIM_ANIMATION = 0x00010000, // we have to not set "swim" animation or creature will have "no animation"
CREATURE_EXTRA_FLAG_NO_MELEE = 0x00020000, // creature can't melee
};
// 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
#define MAX_CREATURE_MODEL 4
#define USE_DEFAULT_DATABASE_LEVEL 0 // just used to show we don't want to force the new creature level and use the level stored in db
// from `creature_template` table
struct CreatureInfo
{
uint32 Entry;
char* Name;
char* SubName;
char* IconName;
uint32 MinLevel;
uint32 MaxLevel;
uint32 DifficultyEntry[MAX_DIFFICULTY - 1];
uint32 ModelId[MAX_CREATURE_MODEL];
uint32 FactionAlliance;
uint32 FactionHorde;
float Scale;
uint32 Family; // enum CreatureFamily values (optional)
uint32 CreatureType; // enum CreatureType values
uint32 InhabitType;
uint32 RegenerateStats;
bool RacialLeader;
uint32 NpcFlags;
uint32 UnitFlags; // enum UnitFlags mask values
uint32 DynamicFlags;
uint32 ExtraFlags;
uint32 CreatureTypeFlags; // enum CreatureTypeFlags mask values
float SpeedWalk;
float SpeedRun;
uint32 UnitClass; // enum Classes. Note only 4 classes are known for creatures.
uint32 Rank;
int32 Expansion; // creature expansion, important for stats, CAN BE -1 as marker for some invalid cases.
float HealthMultiplier;
float PowerMultiplier;
float DamageMultiplier;
float DamageVariance;
float ArmorMultiplier;
float ExperienceMultiplier;
uint32 MinLevelHealth;
uint32 MaxLevelHealth;
uint32 MinLevelMana;
uint32 MaxLevelMana;
float MinMeleeDmg;
float MaxMeleeDmg;
float MinRangedDmg;
float MaxRangedDmg;
uint32 Armor;
uint32 MeleeAttackPower;
uint32 RangedAttackPower;
uint32 MeleeBaseAttackTime;
uint32 RangedBaseAttackTime;
uint32 DamageSchool;
uint32 MinLootGold;
uint32 MaxLootGold;
uint32 LootId;
uint32 PickpocketLootId;
uint32 SkinningLootId;
uint32 KillCredit[MAX_KILL_CREDIT];
uint32 QuestItems[6];
uint32 MechanicImmuneMask;
uint32 SchoolImmuneMask;
int32 ResistanceHoly;
int32 ResistanceFire;
int32 ResistanceNature;
int32 ResistanceFrost;
int32 ResistanceShadow;
int32 ResistanceArcane;
uint32 PetSpellDataId;
uint32 MovementType;
uint32 MovementTemplateId;
uint32 TrainerType;
uint32 TrainerSpell;
uint32 TrainerClass;
uint32 TrainerRace;
uint32 TrainerTemplateId;
uint32 VendorTemplateId;
uint32 EquipmentTemplateId;
uint32 VehicleTemplateId;
uint32 GossipMenuId;
char const* AIName;
uint32 ScriptID;
// helpers
HighGuid GetHighGuid() const
{
return VehicleTemplateId ? HIGHGUID_VEHICLE : HIGHGUID_UNIT;
}
ObjectGuid GetObjectGuid(uint32 lowguid) const { return ObjectGuid(GetHighGuid(), Entry, lowguid); }
SkillType GetRequiredLootSkill() const
{
if (CreatureTypeFlags & CREATURE_TYPEFLAGS_HERBLOOT)
return SKILL_HERBALISM;
else if (CreatureTypeFlags & CREATURE_TYPEFLAGS_MININGLOOT)
return SKILL_MINING;
else if (CreatureTypeFlags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
return SKILL_ENGINEERING;
else
return SKILL_SKINNING; // normal case
}
bool IsExotic() const
{
return !!(CreatureTypeFlags & CREATURE_TYPEFLAGS_EXOTIC);
}
bool isTameable(bool exotic) const
{
if (CreatureType != CREATURE_TYPE_BEAST || Family == 0 || (CreatureTypeFlags & CREATURE_TYPEFLAGS_TAMEABLE) == 0)
return false;
// if can tame exotic then can tame any tameable
return exotic || !IsExotic();
}
};
struct CreatureTemplateSpells
{
uint32 entry;
uint32 spells[CREATURE_MAX_SPELLS];
};
struct EquipmentInfo
{
uint32 entry;
uint32 equipentry[3];
};
// from `creature` table
struct CreatureData
{
uint32 id; // entry in creature_template
uint16 mapid;
uint16 phaseMask;
uint32 modelid_override; // overrides any model defined in creature_template
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;
// helper function
ObjectGuid GetObjectGuid(uint32 lowguid) const;
};
enum SplineFlags
{
SPLINEFLAG_WALKMODE = 0x00001000,
SPLINEFLAG_FLYING = 0x00002000,
};
// from `creature_addon` and `creature_template_addon`tables
struct CreatureDataAddon
{
uint32 guidOrEntry;
uint32 mount;
uint32 bytes1;
uint8 sheath_state; // SheathState
uint8 pvp_state; // UnitPVPStateFlags
uint32 emote;
uint32 splineFlags;
uint32 const* auras; // loaded as char* "spell1 spell2 ... "
};
// Bases values for given Level and UnitClass
struct CreatureClassLvlStats
{
uint32 BaseHealth;
uint32 BaseMana;
float BaseDamage;
float BaseMeleeAttackPower;
float BaseRangedAttackPower;
uint32 BaseArmor;
};
struct CreatureModelInfo
{
uint32 modelid;
float bounding_radius;
float combat_reach;
uint8 gender;
uint32 modelid_other_gender; // The oposite gender for this modelid (male/female)
uint32 modelid_alternative; // An alternative model. Generally same gender(2)
};
struct CreatureModelRace
{
uint32 modelid; // Native model/base model the selection is for
uint32 racemask; // Races it applies to (and then a player source must exist for selection)
uint32 creature_entry; // Modelid from creature_template.entry will be selected
uint32 modelid_racial; // Explicit modelid. Used if creature_template entry is not defined
};
// 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
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;
};
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 SelectAttackingTarget
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
ATTACKING_TARGET_NEAREST_BY, // Selects the nearest by target
ATTACKING_TARGET_FARTHEST_AWAY // Selects the farthest away target
};
enum SelectFlags
{
SELECT_FLAG_IN_LOS = 0x001, // Default Selection Requirement for Spell-targets
SELECT_FLAG_PLAYER = 0x002,
SELECT_FLAG_POWER_MANA = 0x004, // For Energy based spells, like manaburn
SELECT_FLAG_POWER_RAGE = 0x008,
SELECT_FLAG_POWER_ENERGY = 0x010,
SELECT_FLAG_POWER_RUNIC = 0x020,
SELECT_FLAG_IN_MELEE_RANGE = 0x040,
SELECT_FLAG_NOT_IN_MELEE_RANGE = 0x080,
};
enum RegenStatsFlags
{
REGEN_FLAG_HEALTH = 0x001,
REGEN_FLAG_POWER = 0x002,
};
// Vendors
struct VendorItem
{
VendorItem(uint32 _item, uint32 _maxcount, uint32 _incrtime, uint32 _ExtendedCost, uint16 _conditionId)
: item(_item), maxcount(_maxcount), incrtime(_incrtime), ExtendedCost(_ExtendedCost), conditionId(_conditionId) {}
uint32 item;
uint32 maxcount; // 0 for infinity item amount
uint32 incrtime; // time for restore items amount if maxcount != 0
uint32 ExtendedCost; // index in ItemExtendedCost.dbc
uint16 conditionId; // condition to check for this item
};
typedef std::vector<VendorItem*> VendorItemList;
struct VendorItemData
{
VendorItemList m_items;
VendorItem* GetItem(uint32 slot) const
{
if (slot >= m_items.size()) return nullptr;
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, uint16 conditonId)
{
m_items.push_back(new VendorItem(item, maxcount, ptime, ExtendedCost, conditonId));
}
bool RemoveItem(uint32 item_id);
VendorItem const* FindItemCostPair(uint32 item_id, uint32 extendedCost) const;
void Clear()
{
for (VendorItemList::const_iterator itr = m_items.begin(); itr != m_items.end(); ++itr)
delete(*itr);
m_items.clear();
}
};
struct VendorItemCount
{
explicit VendorItemCount(uint32 _item, uint32 _count)
: itemId(_item), count(_count), lastIncrementTime(time(nullptr)) {}
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), isProvidedReqLevel(false) {}
TrainerSpell(uint32 _spell, uint32 _spellCost, uint32 _reqSkill, uint32 _reqSkillValue, uint32 _reqLevel, uint32 _learnedspell, bool _isProvidedReqLevel)
: spell(_spell), spellCost(_spellCost), reqSkill(_reqSkill), reqSkillValue(_reqSkillValue), reqLevel(_reqLevel), learnedSpell(_learnedspell), isProvidedReqLevel(_isProvidedReqLevel)
{}
uint32 spell;
uint32 spellCost;
uint32 reqSkill;
uint32 reqSkillValue;
uint32 reqLevel;
uint32 learnedSpell;
bool isProvidedReqLevel;
// helpers
bool IsCastable() const { return learnedSpell != spell; }
};
typedef std::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 VirtualItemSlot
{
VIRTUAL_ITEM_SLOT_0 = 0,
VIRTUAL_ITEM_SLOT_1 = 1,
VIRTUAL_ITEM_SLOT_2 = 2,
};
#define MAX_VIRTUAL_ITEM_SLOT 3
struct CreatureCreatePos
{
public:
// exactly coordinates used
CreatureCreatePos(Map* map, float x, float y, float z, float o, uint32 phaseMask)
: m_map(map), m_phaseMask(phaseMask), m_closeObject(nullptr), m_angle(0.0f), m_dist(0.0f) { m_pos.x = x; m_pos.y = y; m_pos.z = z; m_pos.o = o; }
// if dist == 0.0f -> exactly object coordinates used, in other case close point to object (CONTACT_DIST can be used as minimal distances)
CreatureCreatePos(WorldObject* closeObject, float ori, float dist = 0.0f, float angle = 0.0f)
: m_map(closeObject->GetMap()), m_phaseMask(closeObject->GetPhaseMask()),
m_closeObject(closeObject), m_angle(angle), m_dist(dist) { m_pos.o = ori; }
public:
Map* GetMap() const { return m_map; }
uint32 GetPhaseMask() const { return m_phaseMask; }
void SelectFinalPoint(Creature* cr);
bool Relocate(Creature* cr) const;
// read only after SelectFinalPoint
Position m_pos;
private:
Map* m_map;
uint32 m_phaseMask;
WorldObject* m_closeObject;
float m_angle;
float m_dist;
};
enum CreatureSubtype
{
CREATURE_SUBTYPE_GENERIC, // new Creature
CREATURE_SUBTYPE_PET, // new Pet
CREATURE_SUBTYPE_TOTEM, // new Totem
CREATURE_SUBTYPE_TEMPORARY_SUMMON, // new TemporarySummon
};
enum TemporaryFactionFlags // Used at real faction changes
{
TEMPFACTION_NONE = 0x00, // When no flag is used in temporary faction change, faction will be persistent. It will then require manual change back to default/another faction when changed once
TEMPFACTION_RESTORE_RESPAWN = 0x01, // Default faction will be restored at respawn
TEMPFACTION_RESTORE_COMBAT_STOP = 0x02, // ... at CombatStop() (happens at creature death, at evade or custom scripte among others)
TEMPFACTION_RESTORE_REACH_HOME = 0x04, // ... at reaching home in home movement (evade), if not already done at CombatStop()
TEMPFACTION_TOGGLE_NON_ATTACKABLE = 0x08, // Remove UNIT_FLAG_NON_ATTACKABLE(0x02) when faction is changed (reapply when temp-faction is removed)
TEMPFACTION_TOGGLE_OOC_NOT_ATTACK = 0x10, // Remove UNIT_FLAG_OOC_NOT_ATTACKABLE(0x100) when faction is changed (reapply when temp-faction is removed)
TEMPFACTION_TOGGLE_PASSIVE = 0x20, // Remove UNIT_FLAG_PASSIVE(0x200) when faction is changed (reapply when temp-faction is removed)
TEMPFACTION_TOGGLE_PACIFIED = 0x40, // Remove UNIT_FLAG_PACIFIED(0x20000) when faction is changed (reapply when temp-faction is removed)
TEMPFACTION_TOGGLE_NOT_SELECTABLE = 0x80, // Remove UNIT_FLAG_NOT_SELECTABLE(0x2000000) when faction is changed (reapply when temp-faction is removed)
TEMPFACTION_ALL,
};
class MANGOS_DLL_SPEC Creature : public Unit
{
CreatureAI* i_AI;
CreatureAI* m_pausedAI; // Main AI will be stored here during the possessing
CombatData* m_pausedCombatData; // Main Combat data will be stored here during possessing
public:
explicit Creature(CreatureSubtype subtype = CREATURE_SUBTYPE_GENERIC);
virtual ~Creature();
void AddToWorld() override;
void RemoveFromWorld() override;
virtual void CleanupsBeforeDelete() override;
bool Create(uint32 guidlow, CreatureCreatePos& cPos, CreatureInfo const* cinfo, Team team = TEAM_NONE, const CreatureData* data = nullptr, GameEventCreatureData const* eventData = nullptr);
bool LoadCreatureAddon(bool reload);
// SelectLevel set creature bases stats for given level or for default levels stored in db
void SelectLevel(uint32 forcedLevel = USE_DEFAULT_DATABASE_LEVEL);
void LoadEquipment(uint32 equip_entry, bool force = false);
bool HasStaticDBSpawnData() const; // listed in `creature` table and have fixed in DB guid
char const* GetSubName() const { return GetCreatureInfo()->SubName; }
void Update(uint32 update_diff, uint32 time) override; // overwrite Unit::Update
virtual void RegenerateAll(uint32 update_diff);
uint32 GetEquipmentId() const { return m_equipmentId; }
CreatureSubtype GetSubtype() const { return m_subtype; }
bool IsPet() const { return m_subtype == CREATURE_SUBTYPE_PET; }
bool IsTotem() const { return m_subtype == CREATURE_SUBTYPE_TOTEM; }
bool IsTemporarySummon() const { return m_subtype == CREATURE_SUBTYPE_TEMPORARY_SUMMON; }
bool IsCorpse() const { return getDeathState() == CORPSE; }
bool IsDespawned() const { return getDeathState() == DEAD; }
void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
bool IsRacialLeader() const { return GetCreatureInfo()->RacialLeader; }
bool IsCivilian() const { return !!(GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_CIVILIAN); }
bool IsGuard() const { return !!(GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_GUARD); }
bool CanWalk() const { return !!(GetCreatureInfo()->InhabitType & INHABIT_GROUND); }
bool CanSwim() const { return !!(GetCreatureInfo()->InhabitType & INHABIT_WATER); }
bool IsSwimming() const { return (m_movementInfo.HasMovementFlag((MovementFlags)(MOVEFLAG_SWIMMING))); }
bool CanFly() const { return (GetCreatureInfo()->InhabitType & INHABIT_AIR) || (GetByteValue(UNIT_FIELD_BYTES_1, 3) & UNIT_BYTE1_FLAG_FLY_ANIM) || m_movementInfo.HasMovementFlag((MovementFlags)(MOVEFLAG_LEVITATING | MOVEFLAG_CAN_FLY)); }
bool IsFlying() const { return (m_movementInfo.HasMovementFlag((MovementFlags)(MOVEFLAG_FLYING | MOVEFLAG_LEVITATING))); }
bool IsTrainerOf(Player* player, bool msg) const;
bool CanInteractWithBattleMaster(Player* player, bool msg) const;
bool CanTrainAndResetTalentsOf(Player* pPlayer) const;
bool IsOutOfThreatArea(Unit* pVictim) const;
void FillGuidsListFromThreatList(GuidVector& guids, uint32 maxamount = 0);
bool IsImmuneToSpell(SpellEntry const* spellInfo, bool castOnSelf) override;
bool IsImmuneToDamage(SpellSchoolMask meleeSchoolMask) override;
bool IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const override;
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 override; // overwrite Unit::GetLevelForTarget for boss level support
uint8 getRace() const override;
bool IsInEvadeMode() const;
bool AIM_Initialize();
CreatureAI* AI() { return i_AI; }
void SetPossessed(bool isPossessed = true, Unit* owner = nullptr);
void SetWalk(bool enable, bool asDefault = true);
void SetLevitate(bool enable) override;
void SetSwim(bool enable) override;
void SetCanFly(bool enable) override;
void SetFeatherFall(bool enable) override;
void SetHover(bool enable) override;
void SetRoot(bool enable) override;
void SetWaterWalk(bool enable) override;
uint32 GetShieldBlockValue() const override // dunno mob block value
{
return (getLevel() / 2 + uint32(GetStat(STAT_STRENGTH) / 20));
}
SpellSchoolMask GetMeleeDamageSchoolMask() const override { 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 AddCreatureSpellCooldown(uint32 spellid);
bool HasSpellCooldown(uint32 spell_id) const;
bool HasCategoryCooldown(uint32 spell_id) const;
bool HasSpell(uint32 spellID) const override;
bool UpdateEntry(uint32 entry, Team team = ALLIANCE, const CreatureData* data = nullptr, GameEventCreatureData const* eventData = nullptr, bool preserveHPAndPower = true);
void ApplyGameEventSpells(GameEventCreatureData const* eventData, bool activated);
bool UpdateStats(Stats stat) override;
bool UpdateAllStats() override;
void UpdateResistances(uint32 school) override;
void UpdateArmor() override;
void UpdateMaxHealth() override;
void UpdateMaxPower(Powers power) override;
void UpdateAttackPowerAndDamage(bool ranged = false) override;
void UpdateDamagePhysical(WeaponAttackType attType) override;
uint32 GetCurrentEquipmentId() const { return m_equipmentId; }
static float _GetHealthMod(int32 Rank); ///< Get custom factor to scale health (default 1, CONFIG_FLOAT_RATE_CREATURE_*_HP)
static float _GetDamageMod(int32 Rank); ///< Get custom factor to scale damage (default 1, CONFIG_FLOAT_RATE_*_DAMAGE)
static float _GetSpellDamageMod(int32 Rank); ///< Get custom factor to scale spell damage (default 1, CONFIG_FLOAT_RATE_*_SPELLDAMAGE)
VendorItemData const* GetVendorItems() const;
VendorItemData const* GetVendorTemplateItems() const;
uint32 GetVendorItemCurrentCount(VendorItem const* vItem);
uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count);
TrainerSpellData const* GetTrainerTemplateSpells() const;
TrainerSpellData const* GetTrainerSpells() const;
CreatureInfo const* GetCreatureInfo() const { return m_creatureInfo; }
CreatureDataAddon const* GetCreatureAddon() const;
static uint32 ChooseDisplayId(const CreatureInfo* cinfo, const CreatureData* data = nullptr, GameEventCreatureData const* eventData = nullptr);
std::string GetAIName() const;
std::string GetScriptName() const;
uint32 GetScriptId() const;
// overwrite WorldObject function for proper name localization
const char* GetNameForLocaleIdx(int32 locale_idx) const override;
void SetDeathState(DeathState s) override; // overwrite virtual Unit::SetDeathState
bool LoadFromDB(uint32 guid, Map* map);
virtual void SaveToDB();
// overwrited in Pet
virtual void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
virtual void DeleteFromDB(); // overwrited in Pet
static void DeleteFromDB(uint32 lowguid, CreatureData const* data);
void PrepareBodyLootState();
CreatureLootStatus GetLootStatus() const { return m_lootStatus; }
void SetLootStatus(CreatureLootStatus status);
bool IsTappedBy(Player* plr) const;
ObjectGuid GetLootRecipientGuid() const { return m_lootRecipientGuid; }
uint32 GetLootGroupRecipientId() const { return m_lootGroupRecipientId; }
Player* GetLootRecipient() const; // use group cases as prefered
Group* GetGroupLootRecipient() const;
bool HasLootRecipient() const { return m_lootGroupRecipientId || m_lootRecipientGuid; }
bool IsGroupLootRecipient() const { return!! m_lootGroupRecipientId; }
void SetLootRecipient(Unit* unit);
Player* GetOriginalLootRecipient() const; // ignore group changes/etc, not for looting
SpellEntry const* ReachWithSpellAttack(Unit* pVictim);
SpellEntry const* ReachWithSpellCure(Unit* pVictim);
uint32 m_spells[CREATURE_MAX_SPELLS];
CreatureSpellCooldowns m_CreatureSpellCooldowns;
CreatureSpellCooldowns m_CreatureCategoryCooldowns;
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;
bool CanInitiateAttack();
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 override;
void RemoveCorpse(bool inPlace = false);
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(nullptr) + respawn : 0; }
void Respawn();
void SaveRespawnTime() override;
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; }
// Functions spawn/remove creature with DB guid in all loaded map copies (if point grid loaded in map)
static void AddToRemoveListInMaps(uint32 db_guid, CreatureData const* data);
static void SpawnInMaps(uint32 db_guid, CreatureData const* data);
void SendZoneUnderAttackMessage(Player* attacker);
void SetInCombatWithZone();
Unit* SelectAttackingTarget(AttackingTarget target, uint32 position, uint32 uiSpellEntry, uint32 selectFlags = 0) const;
Unit* SelectAttackingTarget(AttackingTarget target, uint32 position, SpellEntry const* pSpellInfo = nullptr, uint32 selectFlags = 0) const;
bool HasQuest(uint32 quest_id) const override;
bool HasInvolvedQuest(uint32 quest_id) const override;
GridReference<Creature>& GetGridRef() { return m_gridRef; }
bool IsRegeneratingHealth() const { return !!(GetCreatureInfo()->RegenerateStats & REGEN_FLAG_HEALTH); }
bool IsRegeneratingPower() const { return !!(GetCreatureInfo()->RegenerateStats & REGEN_FLAG_POWER); }
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) { m_combatStartX = x; m_combatStartY = y; m_combatStartZ = z; }
void GetCombatStartPosition(float& x, float& y, float& z) { x = m_combatStartX; y = m_combatStartY; z = m_combatStartZ; }
void SetRespawnCoord(CreatureCreatePos const& pos) { m_respawnPos = pos.m_pos; }
void SetRespawnCoord(float x, float y, float z, float ori) { m_respawnPos.x = x; m_respawnPos.y = y; m_respawnPos.z = z; m_respawnPos.o = ori; }
void GetRespawnCoord(float& x, float& y, float& z, float* ori = nullptr, float* dist = nullptr) const;
void ResetRespawnCoord();
void SetDeadByDefault(bool death_state) { m_isDeadByDefault = death_state; }
void SetFactionTemporary(uint32 factionId, uint32 tempFactionFlags = TEMPFACTION_ALL);
void ClearTemporaryFaction();
uint32 GetTemporaryFactionFlags() { return m_temporaryFactionFlags; }
void SendAreaSpiritHealerQueryOpcode(Player* pl);
void SetVirtualItem(VirtualItemSlot slot, uint32 item_id) { SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + slot, item_id); }
protected:
bool MeetsSelectAttackingRequirement(Unit* pTarget, SpellEntry const* pSpellInfo, uint32 selectFlags) const;
bool CreateFromProto(uint32 guidlow, CreatureInfo const* cinfo, Team team, const CreatureData* data = nullptr, GameEventCreatureData const* eventData = nullptr);
bool InitEntry(uint32 entry, const CreatureData* data = nullptr, GameEventCreatureData const* eventData = nullptr);
// vendor items
VendorItemCounts m_vendorItemCounts;
uint32 m_lootMoney;
ObjectGuid m_lootRecipientGuid; // player who will have rights for looting if m_lootGroupRecipient==0 or group disbanded
uint32 m_lootGroupRecipientId; // group who will have rights for looting if set and exist
CreatureLootStatus m_lootStatus; // loot status (used to know when we could loot, pickpocket or skin)
/// Timers
uint32 m_corpseDecayTimer; // (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
uint32 m_aggroDelay; // (msecs)delay between respawn and aggro due to movement
float m_respawnradius;
CreatureSubtype m_subtype; // set in Creatures subclasses for fast it detect without dynamic_cast use
void RegeneratePower();
void RegenerateHealth();
MovementGeneratorType m_defaultMovementType;
Cell m_currentCell; // store current cell where creature listed
uint32 m_equipmentId;
// below fields has potential for optimization
bool m_AlreadyCallAssistance;
bool m_AlreadySearchedAssistance;
bool m_AI_locked;
bool m_isDeadByDefault;
uint32 m_temporaryFactionFlags; // used for real faction changes (not auras etc)
SpellSchoolMask m_meleeDamageSchoolMask;
uint32 m_originalEntry;
float m_combatStartX;
float m_combatStartY;
float m_combatStartZ;
Position m_respawnPos;
private:
GridReference<Creature> m_gridRef;
CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
};
class ForcedDespawnDelayEvent : public BasicEvent
{
public:
ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
bool Execute(uint64 e_time, uint32 p_time) override;
private:
Creature& m_owner;
};
#endif