/* * Copyright (C) 2005-2010 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "Database/DatabaseEnv.h" #include "WorldPacket.h" #include "World.h" #include "ObjectMgr.h" #include "ObjectDefines.h" #include "SpellMgr.h" #include "Creature.h" #include "QuestDef.h" #include "GossipDef.h" #include "Player.h" #include "PoolManager.h" #include "Opcodes.h" #include "Log.h" #include "LootMgr.h" #include "MapManager.h" #include "CreatureAI.h" #include "CreatureAISelector.h" #include "Formulas.h" #include "WaypointMovementGenerator.h" #include "InstanceData.h" #include "BattleGroundMgr.h" #include "Spell.h" #include "Util.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" // apply implementation of the singletons #include "Policies/SingletonImp.h" TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const { TrainerSpellMap::const_iterator itr = spellList.find(spell_id); if (itr != spellList.end()) return &itr->second; return NULL; } bool VendorItemData::RemoveItem( uint32 item_id ) { for(VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ++i ) { if((*i)->item == item_id) { m_items.erase(i); return true; } } return false; } size_t VendorItemData::FindItemSlot(uint32 item_id) const { for(size_t i = 0; i < m_items.size(); ++i ) if(m_items[i]->item == item_id) return i; return m_items.size(); } VendorItem const* VendorItemData::FindItem(uint32 item_id) const { for(VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i ) if((*i)->item == item_id) return *i; return NULL; } bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { if(Unit* victim = Unit::GetUnit(m_owner, m_victim)) { while (!m_assistants.empty()) { Creature* assistant = (Creature*)Unit::GetUnit(m_owner, *m_assistants.begin()); m_assistants.pop_front(); if (assistant && assistant->CanAssistTo(&m_owner, victim)) { assistant->SetNoCallAssistance(true); if(assistant->AI()) assistant->AI()->AttackStart(victim); } } } return true; } bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { m_owner.ForcedDespawn(); return true; } Creature::Creature(CreatureSubtype subtype) : Unit(), i_AI(NULL), lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), m_groupLootId(0), m_lootMoney(0), m_lootRecipient(0), m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f), m_subtype(subtype), m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0), m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false), m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL), m_creatureInfo(NULL), m_isActiveObject(false), m_splineFlags(SPLINEFLAG_WALKMODE) { m_regenTimer = 200; m_valuesCount = UNIT_END; for(int i = 0; i < 4; ++i) m_spells[i] = 0; m_CreatureSpellCooldowns.clear(); m_CreatureCategoryCooldowns.clear(); m_GlobalCooldown = 0; m_splineFlags = SPLINEFLAG_WALKMODE; } Creature::~Creature() { CleanupsBeforeDelete(); m_vendorItemCounts.clear(); delete i_AI; i_AI = NULL; } void Creature::AddToWorld() { ///- Register the creature for guid lookup if(!IsInWorld() && GetGUIDHigh() == HIGHGUID_UNIT) GetMap()->GetObjectsStore().insert(GetGUID(), (Creature*)this); Unit::AddToWorld(); } void Creature::RemoveFromWorld() { ///- Remove the creature from the accessor if(IsInWorld() && GetGUIDHigh() == HIGHGUID_UNIT) GetMap()->GetObjectsStore().erase(GetGUID(), (Creature*)NULL); Unit::RemoveFromWorld(); } void Creature::RemoveCorpse() { if ((getDeathState() != CORPSE && !m_isDeadByDefault) || (getDeathState() != ALIVE && m_isDeadByDefault)) return; m_deathTimer = 0; setDeathState(DEAD); UpdateObjectVisibility(); loot.clear(); uint32 respawnDelay = m_respawnDelay; if (AI()) AI()->CorpseRemoved(respawnDelay); m_respawnTime = time(NULL) + respawnDelay; float x, y, z, o; GetRespawnCoord(x, y, z, &o); GetMap()->CreatureRelocation(this, x, y, z, o); } /** * change the entry of creature until respawn */ bool Creature::InitEntry(uint32 Entry, uint32 team, const CreatureData *data ) { CreatureInfo const *normalInfo = ObjectMgr::GetCreatureTemplate(Entry); if(!normalInfo) { sLog.outErrorDb("Creature::UpdateEntry creature entry %u does not exist.", Entry); return false; } // get difficulty 1 mode entry uint32 actualEntry = Entry; CreatureInfo const *cinfo = normalInfo; // TODO correctly implement spawnmodes for non-bg maps for (uint32 diff = 0; diff < MAX_DIFFICULTY - 1; ++diff) { if (normalInfo->DifficultyEntry[diff]) { // we already have valid Map pointer for current creature! if (GetMap()->GetSpawnMode() > diff) { cinfo = ObjectMgr::GetCreatureTemplate(normalInfo->DifficultyEntry[diff]); if (!cinfo) { // maybe check such things already at startup sLog.outErrorDb("Creature::UpdateEntry creature difficulty %u entry %u does not exist.", diff + 1, actualEntry); return false; } } } } SetEntry(Entry); // normal entry always m_creatureInfo = cinfo; // map mode related always // equal to player Race field, but creature does not have race SetByteValue(UNIT_FIELD_BYTES_0, 0, 0); // known valid are: CLASS_WARRIOR,CLASS_PALADIN,CLASS_ROGUE,CLASS_MAGE SetByteValue(UNIT_FIELD_BYTES_0, 1, uint8(cinfo->unit_class)); uint32 display_id = sObjectMgr.ChooseDisplayId(team, GetCreatureInfo(), data); if (!display_id) // Cancel load if no display id { sLog.outErrorDb("Creature (Entry: %u) has no model defined in table `creature_template`, can't load.", Entry); return false; } CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelRandomGender(display_id); if (!minfo) // Cancel load if no model defined { sLog.outErrorDb("Creature (Entry: %u) has no model info defined in table `creature_model_info`, can't load.", Entry); return false; } display_id = minfo->modelid; // it can be different (for another gender) SetDisplayId(display_id); SetNativeDisplayId(display_id); SetByteValue(UNIT_FIELD_BYTES_0, 2, minfo->gender); // Load creature equipment if(!data || data->equipmentId == 0) { // use default from the template LoadEquipment(cinfo->equipmentId); } else if(data && data->equipmentId != -1) { // override, -1 means no equipment LoadEquipment(data->equipmentId); } SetName(normalInfo->Name); // at normal entry always SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius); SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach); SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); SetSpeedRate(MOVE_WALK, cinfo->speed); SetSpeedRate(MOVE_RUN, cinfo->speed); SetSpeedRate(MOVE_SWIM, cinfo->speed); SetFloatValue(OBJECT_FIELD_SCALE_X, cinfo->scale); // checked at loading m_defaultMovementType = MovementGeneratorType(cinfo->MovementType); if(!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE) m_defaultMovementType = IDLE_MOTION_TYPE; return true; } bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data ) { if(!InitEntry(Entry, team, data)) return false; m_regenHealth = GetCreatureInfo()->RegenHealth; // creatures always have melee weapon ready if any SetSheath(SHEATH_STATE_MELEE); SelectLevel(GetCreatureInfo()); if (team == HORDE) setFaction(GetCreatureInfo()->faction_H); else setFaction(GetCreatureInfo()->faction_A); SetUInt32Value(UNIT_NPC_FLAGS,GetCreatureInfo()->npcflag); SetAttackTime(BASE_ATTACK, GetCreatureInfo()->baseattacktime); SetAttackTime(OFF_ATTACK, GetCreatureInfo()->baseattacktime); SetAttackTime(RANGED_ATTACK,GetCreatureInfo()->rangeattacktime); SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags); SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags); SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->armor)); SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->resistance1)); SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(GetCreatureInfo()->resistance2)); SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(GetCreatureInfo()->resistance3)); SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(GetCreatureInfo()->resistance4)); SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(GetCreatureInfo()->resistance5)); SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(GetCreatureInfo()->resistance6)); SetCanModifyStats(true); UpdateAllStats(); // checked and error show at loading templates if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(GetCreatureInfo()->faction_A)) { if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP) SetPvP(true); else SetPvP(false); } for(int i = 0; i < CREATURE_MAX_SPELLS; ++i) m_spells[i] = GetCreatureInfo()->spells[i]; return true; } void Creature::Update(uint32 diff) { if(m_GlobalCooldown <= diff) m_GlobalCooldown = 0; else m_GlobalCooldown -= diff; switch( m_deathState ) { case JUST_ALIVED: // Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting. sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry()); break; case JUST_DIED: // Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting. sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry()); break; case DEAD: { if( m_respawnTime <= time(NULL) ) { DEBUG_LOG("Respawning..."); m_respawnTime = 0; lootForPickPocketed = false; lootForBody = false; if(m_originalEntry != GetEntry()) UpdateEntry(m_originalEntry); CreatureInfo const *cinfo = GetCreatureInfo(); SelectLevel(cinfo); SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0); if (m_isDeadByDefault) { setDeathState(JUST_DIED); SetHealth(0); i_motionMaster.Clear(); clearUnitState(UNIT_STAT_ALL_STATE); LoadCreaturesAddon(true); } else setDeathState( JUST_ALIVED ); //Call AI respawn virtual function i_AI->JustRespawned(); GetMap()->Add(this); } break; } case CORPSE: { if (m_isDeadByDefault) break; if( m_deathTimer <= diff ) { // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool(GetDBTableGUIDLow()) : 0; if (poolid) sPoolMgr.UpdatePool(poolid, GetDBTableGUIDLow()); if (IsInWorld()) // can be despawned by update pool { RemoveCorpse(); DEBUG_LOG("Removing corpse... %u ", GetEntry()); } } else { m_deathTimer -= diff; if (m_groupLootTimer && m_groupLootId) { if(diff <= m_groupLootTimer) { m_groupLootTimer -= diff; } else { if (Group* group = sObjectMgr.GetGroupById(m_groupLootId)) group->EndRoll(); m_groupLootTimer = 0; m_groupLootId = 0; } } } break; } case ALIVE: { if (m_isDeadByDefault) { if( m_deathTimer <= diff ) { // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool(GetDBTableGUIDLow()) : 0; if (poolid) sPoolMgr.UpdatePool(poolid, GetDBTableGUIDLow()); if (IsInWorld()) // can be despawned by update pool { RemoveCorpse(); DEBUG_LOG("Removing alive corpse... %u ", GetEntry()); } else return; } else { m_deathTimer -= diff; } } 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(!IsInEvadeMode()) { // 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) break; if (!isInCombat() || IsPolymorphed()) RegenerateHealth(); RegenerateMana(); m_regenTimer = REGEN_TIME_FULL; break; } case DEAD_FALLING: { if (!FallGround()) setDeathState(JUST_DIED); } default: break; } } void Creature::RegenerateMana() { uint32 curValue = GetPower(POWER_MANA); uint32 maxValue = GetMaxPower(POWER_MANA); if (curValue >= maxValue) return; uint32 addvalue = 0; // Combat and any controlled creature if (isInCombat() || GetCharmerOrOwnerGUID()) { if(!IsUnderLastManaUseEffect()) { float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA); float Spirit = GetStat(STAT_SPIRIT); addvalue = uint32((Spirit / 5.0f + 17.0f) * ManaIncreaseRate); } } else addvalue = maxValue / 3; ModifyPower(POWER_MANA, addvalue); } void Creature::RegenerateHealth() { if (!isRegeneratingHealth()) return; uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); if (curValue >= maxValue) return; uint32 addvalue = 0; // Not only pet, but any controlled creature if(GetCharmerOrOwnerGUID()) { float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH); float Spirit = GetStat(STAT_SPIRIT); if( GetPower(POWER_MANA) > 0 ) addvalue = uint32(Spirit * 0.25 * HealthIncreaseRate); else addvalue = uint32(Spirit * 0.80 * HealthIncreaseRate); } else addvalue = maxValue/3; ModifyHealth(addvalue); } void Creature::DoFleeToGetAssistance() { if (!getVictim()) return; float radius = sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS); if (radius >0) { Creature* pCreature = NULL; CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); MaNGOS::NearestAssistCreatureInCreatureRangeCheck u_check(this, getVictim(), radius); MaNGOS::CreatureLastSearcher searcher(this, pCreature, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher); cell.Visit(p, grid_creature_searcher, *GetMap(), *this, radius); SetNoSearchAssistance(true); UpdateSpeed(MOVE_RUN, false); if(!pCreature) SetFeared(true, getVictim()->GetGUID(), 0 ,sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_FLEE_DELAY)); else GetMotionMaster()->MoveSeekAssistance(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ()); } } bool Creature::AIM_Initialize() { // make sure nothing can change the AI during AI update if(m_AI_locked) { sLog.outDebug("AIM_Initialize: failed to init, locked."); return false; } CreatureAI * oldAI = i_AI; i_motionMaster.Initialize(); i_AI = FactorySelector::selectAI(this); if (oldAI) delete oldAI; return true; } bool Creature::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 team, const CreatureData *data) { ASSERT(map); SetMap(map); SetPhaseMask(phaseMask,false); //oX = x; oY = y; dX = x; dY = y; m_moveTime = 0; m_startMove = 0; const bool bResult = CreateFromProto(guidlow, Entry, team, data); if (bResult) { //Notify the map's instance data. //Only works if you create the object in it, not if it is moves to that map. //Normally non-players do not teleport to other maps. if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData()) ((InstanceMap*)map)->GetInstanceData()->OnCreatureCreate(this); switch (GetCreatureInfo()->rank) { case CREATURE_ELITE_RARE: m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_RARE); break; case CREATURE_ELITE_ELITE: m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_ELITE); break; case CREATURE_ELITE_RAREELITE: m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_RAREELITE); break; case CREATURE_ELITE_WORLDBOSS: m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_WORLDBOSS); break; default: m_corpseDelay = sWorld.getConfig(CONFIG_UINT32_CORPSE_DECAY_NORMAL); break; } LoadCreaturesAddon(); } return bResult; } bool Creature::isCanTrainingOf(Player* pPlayer, bool msg) const { if(!isTrainer()) return false; TrainerSpellData const* trainer_spells = GetTrainerSpells(); if(!trainer_spells || trainer_spells->spellList.empty()) { sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_TRAINER but have empty trainer spell list.", GetGUIDLow(),GetEntry()); return false; } switch(GetCreatureInfo()->trainer_type) { case TRAINER_TYPE_CLASS: if(pPlayer->getClass() != GetCreatureInfo()->trainer_class) { if(msg) { pPlayer->PlayerTalkClass->ClearMenus(); switch(GetCreatureInfo()->trainer_class) { case CLASS_DRUID: pPlayer->PlayerTalkClass->SendGossipMenu( 4913,GetGUID()); break; case CLASS_HUNTER: pPlayer->PlayerTalkClass->SendGossipMenu(10090,GetGUID()); break; case CLASS_MAGE: pPlayer->PlayerTalkClass->SendGossipMenu( 328,GetGUID()); break; case CLASS_PALADIN:pPlayer->PlayerTalkClass->SendGossipMenu( 1635,GetGUID()); break; case CLASS_PRIEST: pPlayer->PlayerTalkClass->SendGossipMenu( 4436,GetGUID()); break; case CLASS_ROGUE: pPlayer->PlayerTalkClass->SendGossipMenu( 4797,GetGUID()); break; case CLASS_SHAMAN: pPlayer->PlayerTalkClass->SendGossipMenu( 5003,GetGUID()); break; case CLASS_WARLOCK:pPlayer->PlayerTalkClass->SendGossipMenu( 5836,GetGUID()); break; case CLASS_WARRIOR:pPlayer->PlayerTalkClass->SendGossipMenu( 4985,GetGUID()); break; } } return false; } break; case TRAINER_TYPE_PETS: if(pPlayer->getClass() != CLASS_HUNTER) { pPlayer->PlayerTalkClass->ClearMenus(); pPlayer->PlayerTalkClass->SendGossipMenu(3620, GetGUID()); return false; } break; case TRAINER_TYPE_MOUNTS: if(GetCreatureInfo()->trainer_race && pPlayer->getRace() != GetCreatureInfo()->trainer_race) { if(msg) { pPlayer->PlayerTalkClass->ClearMenus(); switch(GetCreatureInfo()->trainer_class) { case RACE_DWARF: pPlayer->PlayerTalkClass->SendGossipMenu(5865,GetGUID()); break; case RACE_GNOME: pPlayer->PlayerTalkClass->SendGossipMenu(4881,GetGUID()); break; case RACE_HUMAN: pPlayer->PlayerTalkClass->SendGossipMenu(5861,GetGUID()); break; case RACE_NIGHTELF: pPlayer->PlayerTalkClass->SendGossipMenu(5862,GetGUID()); break; case RACE_ORC: pPlayer->PlayerTalkClass->SendGossipMenu(5863,GetGUID()); break; case RACE_TAUREN: pPlayer->PlayerTalkClass->SendGossipMenu(5864,GetGUID()); break; case RACE_TROLL: pPlayer->PlayerTalkClass->SendGossipMenu(5816,GetGUID()); break; case RACE_UNDEAD_PLAYER:pPlayer->PlayerTalkClass->SendGossipMenu( 624,GetGUID()); break; case RACE_BLOODELF: pPlayer->PlayerTalkClass->SendGossipMenu(5862,GetGUID()); break; case RACE_DRAENEI: pPlayer->PlayerTalkClass->SendGossipMenu(5864,GetGUID()); break; } } return false; } break; case TRAINER_TYPE_TRADESKILLS: if(GetCreatureInfo()->trainer_spell && !pPlayer->HasSpell(GetCreatureInfo()->trainer_spell)) { if(msg) { pPlayer->PlayerTalkClass->ClearMenus(); pPlayer->PlayerTalkClass->SendGossipMenu(11031, GetGUID()); } return false; } break; default: return false; // checked and error output at creature_template loading } return true; } bool Creature::isCanInteractWithBattleMaster(Player* pPlayer, bool msg) const { if(!isBattleMaster()) return false; BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry()); if (bgTypeId == BATTLEGROUND_TYPE_NONE) return false; if(!msg) return pPlayer->GetBGAccessByLevel(bgTypeId); if(!pPlayer->GetBGAccessByLevel(bgTypeId)) { pPlayer->PlayerTalkClass->ClearMenus(); switch(bgTypeId) { case BATTLEGROUND_AV: pPlayer->PlayerTalkClass->SendGossipMenu(7616, GetGUID()); break; case BATTLEGROUND_WS: pPlayer->PlayerTalkClass->SendGossipMenu(7599, GetGUID()); break; case BATTLEGROUND_AB: pPlayer->PlayerTalkClass->SendGossipMenu(7642, GetGUID()); 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: pPlayer->PlayerTalkClass->SendGossipMenu(10024, GetGUID()); break; default: break; } return false; } return true; } bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const { return pPlayer->getLevel() >= 10 && GetCreatureInfo()->trainer_type == TRAINER_TYPE_CLASS && pPlayer->getClass() == GetCreatureInfo()->trainer_class; } void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags flags, SplineType type) { /* uint32 timeElap = getMSTime(); if ((timeElap - m_startMove) < m_moveTime) { oX = (dX - oX) * ( (timeElap - m_startMove) / m_moveTime ); oY = (dY - oY) * ( (timeElap - m_startMove) / m_moveTime ); } else { oX = dX; oY = dY; } dX = x; dY = y; m_orientation = atan2((oY - dY), (oX - dX)); m_startMove = getMSTime(); m_moveTime = time;*/ SendMonsterMove(x, y, z, type, flags, time); } Player *Creature::GetLootRecipient() const { if (!m_lootRecipient) return NULL; else return ObjectAccessor::FindPlayer(m_lootRecipient); } void Creature::SetLootRecipient(Unit *unit) { // set the player whose group should receive the right // to loot the creature after it dies // should be set to NULL after the loot disappears if (!unit) { m_lootRecipient = 0; RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED); return; } Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself(); if(!player) // normal creature, no player involved return; m_lootRecipient = player->GetGUID(); SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED); } void Creature::SaveToDB() { // this should only be used when the creature has already been loaded // preferably after adding to map, because mapid may not be valid otherwise CreatureData const *data = sObjectMgr.GetCreatureData(m_DBTableGuid); if(!data) { sLog.outError("Creature::SaveToDB failed, cannot get creature data!"); return; } SaveToDB(GetMapId(), data->spawnMask,GetPhaseMask()); } void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask) { // update in loaded data if (!m_DBTableGuid) m_DBTableGuid = GetGUIDLow(); CreatureData& data = sObjectMgr.NewOrExistCreatureData(m_DBTableGuid); uint32 displayId = GetNativeDisplayId(); // check if it's a custom model and if not, use 0 for displayId CreatureInfo const *cinfo = GetCreatureInfo(); if (cinfo) { if (displayId != cinfo->DisplayID_A[0] && displayId != cinfo->DisplayID_A[1] && displayId != cinfo->DisplayID_H[0] && displayId != cinfo->DisplayID_H[1]) { if (cinfo->DisplayID_A[0]) if (CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(cinfo->DisplayID_A[0])) if(displayId == minfo->modelid_other_gender) displayId = 0; if (displayId && cinfo->DisplayID_A[1]) if (CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(cinfo->DisplayID_A[1])) if(displayId == minfo->modelid_other_gender) displayId = 0; if (displayId && cinfo->DisplayID_H[0]) if (CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(cinfo->DisplayID_H[0])) if(displayId == minfo->modelid_other_gender) displayId = 0; if (displayId && cinfo->DisplayID_H[1]) if (CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(cinfo->DisplayID_H[1])) if(displayId == minfo->modelid_other_gender) displayId = 0; } else displayId = 0; } // data->guid = guid don't must be update at save data.id = GetEntry(); data.mapid = mapid; data.phaseMask = phaseMask; data.displayid = displayId; data.equipmentId = GetEquipmentId(); data.posX = GetPositionX(); data.posY = GetPositionY(); data.posZ = GetPositionZ(); data.orientation = GetOrientation(); data.spawntimesecs = m_respawnDelay; // prevent add data integrity problems data.spawndist = GetDefaultMovementType()==IDLE_MOTION_TYPE ? 0 : m_respawnradius; data.currentwaypoint = 0; data.curhealth = GetHealth(); data.curmana = GetPower(POWER_MANA); data.is_dead = m_isDeadByDefault; // prevent add data integrity problems data.movementType = !m_respawnradius && GetDefaultMovementType()==RANDOM_MOTION_TYPE ? IDLE_MOTION_TYPE : GetDefaultMovementType(); data.spawnMask = spawnMask; // updated in DB WorldDatabase.BeginTransaction(); WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid = '%u'", m_DBTableGuid); std::ostringstream ss; ss << "INSERT INTO creature VALUES (" << m_DBTableGuid << "," << GetEntry() << "," << mapid <<"," << uint32(spawnMask) << "," // cast to prevent save as symbol << uint16(GetPhaseMask()) << "," // prevent out of range error << displayId <<"," << GetEquipmentId() <<"," << GetPositionX() << "," << GetPositionY() << "," << GetPositionZ() << "," << GetOrientation() << "," << m_respawnDelay << "," //respawn time << (float) m_respawnradius << "," //spawn distance (float) << (uint32) (0) << "," //currentwaypoint << GetHealth() << "," //curhealth << GetPower(POWER_MANA) << "," //curmana << (m_isDeadByDefault ? 1 : 0) << "," //is_dead << GetDefaultMovementType() << ")"; //default movement generator type WorldDatabase.PExecuteLog("%s", ss.str().c_str()); WorldDatabase.CommitTransaction(); } void Creature::SelectLevel(const CreatureInfo *cinfo) { uint32 rank = isPet()? 0 : cinfo->rank; // level uint32 minlevel = std::min(cinfo->maxlevel, cinfo->minlevel); uint32 maxlevel = std::max(cinfo->maxlevel, cinfo->minlevel); uint32 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel); SetLevel(level); float rellevel = maxlevel == minlevel ? 0 : (float(level - minlevel))/(maxlevel - minlevel); // health float healthmod = _GetHealthMod(rank); uint32 minhealth = std::min(cinfo->maxhealth, cinfo->minhealth); uint32 maxhealth = std::max(cinfo->maxhealth, cinfo->minhealth); uint32 health = uint32(healthmod * (minhealth + uint32(rellevel*(maxhealth - minhealth)))); SetCreateHealth(health); SetMaxHealth(health); SetHealth(health); // mana uint32 minmana = std::min(cinfo->maxmana, cinfo->minmana); uint32 maxmana = std::max(cinfo->maxmana, cinfo->minmana); uint32 mana = minmana + uint32(rellevel * (maxmana - minmana)); SetCreateMana(mana); SetMaxPower(POWER_MANA, mana); //MAX Mana SetPower(POWER_MANA, mana); // TODO: set UNIT_FIELD_POWER*, for some creature class case (energy, etc) SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, float(health)); SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, float(mana)); // damage float damagemod = _GetDamageMod(rank); SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, cinfo->mindmg * damagemod); SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, cinfo->maxdmg * damagemod); SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,cinfo->minrangedmg * damagemod); SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,cinfo->maxrangedmg * damagemod); SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, cinfo->attackpower * damagemod); } float Creature::_GetHealthMod(int32 Rank) { switch (Rank) // define rates for each elite rank { case CREATURE_ELITE_NORMAL: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_NORMAL_HP); case CREATURE_ELITE_ELITE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_HP); case CREATURE_ELITE_RAREELITE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RAREELITE_HP); case CREATURE_ELITE_WORLDBOSS: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_WORLDBOSS_HP); case CREATURE_ELITE_RARE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RARE_HP); default: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_HP); } } float Creature::_GetDamageMod(int32 Rank) { switch (Rank) // define rates for each elite rank { case CREATURE_ELITE_NORMAL: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_NORMAL_DAMAGE); case CREATURE_ELITE_ELITE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_DAMAGE); case CREATURE_ELITE_RAREELITE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RAREELITE_DAMAGE); case CREATURE_ELITE_WORLDBOSS: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE); case CREATURE_ELITE_RARE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RARE_DAMAGE); default: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_DAMAGE); } } float Creature::GetSpellDamageMod(int32 Rank) { switch (Rank) // define rates for each elite rank { case CREATURE_ELITE_NORMAL: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_NORMAL_SPELLDAMAGE); case CREATURE_ELITE_ELITE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE); case CREATURE_ELITE_RAREELITE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE); case CREATURE_ELITE_WORLDBOSS: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE); case CREATURE_ELITE_RARE: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_RARE_SPELLDAMAGE); default: return sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE); } } bool Creature::CreateFromProto(uint32 guidlow, uint32 Entry, uint32 team, const CreatureData *data) { CreatureInfo const *cinfo = ObjectMgr::GetCreatureTemplate(Entry); if(!cinfo) { sLog.outErrorDb("Creature entry %u does not exist.", Entry); return false; } m_originalEntry = Entry; Object::_Create(guidlow, Entry, HIGHGUID_UNIT); if(!UpdateEntry(Entry, team, data)) return false; return true; } bool Creature::LoadFromDB(uint32 guid, Map *map) { CreatureData const* data = sObjectMgr.GetCreatureData(guid); if(!data) { sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid); return false; } m_DBTableGuid = guid; if (map->GetInstanceId() == 0) { // Creature can be loaded already in map if grid has been unloaded while creature walk to another grid // FIXME: until creature guids is global and for instances used dynamic generated guids // in instance possible load creature duplicates with same DB guid but different in game guids // This will be until implementing per-map creature guids if (map->GetCreature(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT))) return false; } else guid = sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT); uint16 team = 0; if(!Create(guid, map, data->phaseMask, data->id, team, data)) return false; Relocate(data->posX, data->posY, data->posZ, data->orientation); if(!IsPositionValid()) { sLog.outError("Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)", GetGUIDLow(), GetEntry(), GetPositionX(), GetPositionY()); return false; } m_respawnradius = data->spawndist; m_respawnDelay = data->spawntimesecs; m_isDeadByDefault = data->is_dead; m_deathState = m_isDeadByDefault ? DEAD : ALIVE; m_respawnTime = sObjectMgr.GetCreatureRespawnTime(m_DBTableGuid, GetInstanceId()); if(m_respawnTime > time(NULL)) // not ready to respawn { m_deathState = DEAD; if(canFly()) { float tz = GetMap()->GetHeight(data->posX, data->posY, data->posZ, false); if(data->posZ - tz > 0.1) Relocate(data->posX, data->posY, tz); } } else if(m_respawnTime) // respawn time set but expired { m_respawnTime = 0; sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0); } uint32 curhealth = data->curhealth; if(curhealth) { curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank)); if(curhealth < 1) curhealth = 1; } SetHealth(m_deathState == ALIVE ? curhealth : 0); SetPower(POWER_MANA, data->curmana); SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool)); // checked at creature_template loading m_defaultMovementType = MovementGeneratorType(data->movementType); AIM_Initialize(); return true; } void Creature::LoadEquipment(uint32 equip_entry, bool force) { if(equip_entry == 0) { if (force) { for (uint8 i = 0; i < 3; ++i) SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, 0); m_equipmentId = 0; } return; } EquipmentInfo const *einfo = sObjectMgr.GetEquipmentInfo(equip_entry); if (!einfo) return; m_equipmentId = equip_entry; for (uint8 i = 0; i < 3; ++i) SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, einfo->equipentry[i]); } bool Creature::hasQuest(uint32 quest_id) const { QuestRelations const& qr = sObjectMgr.mCreatureQuestRelations; for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr) { if(itr->second==quest_id) return true; } return false; } bool Creature::hasInvolvedQuest(uint32 quest_id) const { QuestRelations const& qr = sObjectMgr.mCreatureQuestInvolvedRelations; for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr) { if(itr->second == quest_id) return true; } return false; } void Creature::DeleteFromDB() { if (!m_DBTableGuid) { sLog.outDebug("Trying to delete not saved creature!"); return; } sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0); sObjectMgr.DeleteCreatureData(m_DBTableGuid); WorldDatabase.BeginTransaction(); WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM creature_addon WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM creature_movement WHERE id = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM game_event_creature WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM game_event_model_equip WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM creature_battleground WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.CommitTransaction(); } float Creature::GetAttackDistance(Unit const* pl) const { float aggroRate = sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO); if(aggroRate == 0) return 0.0f; uint32 playerlevel = pl->getLevelForTarget(this); uint32 creaturelevel = getLevelForTarget(pl); int32 leveldif = int32(playerlevel) - int32(creaturelevel); // "The maximum Aggro Radius has a cap of 25 levels under. Example: A level 30 char has the same Aggro Radius of a level 5 char on a level 60 mob." if ( leveldif < - 25) leveldif = -25; // "The aggro radius of a mob having the same level as the player is roughly 20 yards" float RetDistance = 20; // "Aggro Radius varies with level difference at a rate of roughly 1 yard/level" // radius grow if playlevel < creaturelevel RetDistance -= (float)leveldif; if(creaturelevel+5 <= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { // detect range auras RetDistance += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE); // detected range auras RetDistance += pl->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE); } // "Minimum Aggro Radius for a mob seems to be combat range (5 yards)" if(RetDistance < 5) RetDistance = 5; return (RetDistance*aggroRate); } void Creature::setDeathState(DeathState s) { if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault)) { m_deathTimer = m_corpseDelay*IN_MILISECONDS; // always save boss respawn time at death to prevent crash cheating if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss()) SaveRespawnTime(); if (canFly() && FallGround()) return; if (!IsStopped()) StopMoving(); } Unit::setDeathState(s); if (s == JUST_DIED) { SetTargetGUID(0); // remove target selection in any cases (can be set at aura remove in Unit::setDeathState) SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE); if (!isPet() && GetCreatureInfo()->SkinLootId) if (LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->SkinLootId)) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); if (canFly() && FallGround()) return; if (HasSearchedAssistance()) { SetNoSearchAssistance(false); UpdateSpeed(MOVE_RUN, false); } Unit::setDeathState(CORPSE); } if (s == JUST_ALIVED) { SetHealth(GetMaxHealth()); SetLootRecipient(NULL); CreatureInfo const *cinfo = GetCreatureInfo(); SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0); RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); AddSplineFlag(SPLINEFLAG_WALKMODE); SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag); Unit::setDeathState(ALIVE); clearUnitState(UNIT_STAT_ALL_STATE); i_motionMaster.Clear(); SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool)); LoadCreaturesAddon(true); } } bool Creature::FallGround() { // Let's abort after we called this function one time if (getDeathState() == DEAD_FALLING) return false; // Let's do with no vmap because no way to get far distance with vmap high call float tz = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), false); // Abort too if the ground is very near if (fabs(GetPositionZ() - tz) < 0.1f) return false; Unit::setDeathState(DEAD_FALLING); GetMotionMaster()->MovePoint(0, GetPositionX(), GetPositionY(), tz); Relocate(GetPositionX(), GetPositionY(), tz); return true; } void Creature::Respawn() { RemoveCorpse(); // forced recreate creature object at clients UnitVisibility currentVis = GetVisibility(); SetVisibility(VISIBILITY_RESPAWN); UpdateObjectVisibility(); SetVisibility(currentVis); // restore visibility state UpdateObjectVisibility(); if(getDeathState() == DEAD) { if (m_DBTableGuid) sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(), 0); m_respawnTime = time(NULL); // respawn at next tick } } void Creature::ForcedDespawn(uint32 timeMSToDespawn) { if (timeMSToDespawn) { ForcedDespawnDelayEvent *pEvent = new ForcedDespawnDelayEvent(*this); m_Events.AddEvent(pEvent, m_Events.CalculateTime(timeMSToDespawn)); return; } if (isAlive()) setDeathState(JUST_DIED); RemoveCorpse(); SetHealth(0); // just for nice GM-mode view } bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo) { if (!spellInfo) return false; if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1))) return true; return Unit::IsImmunedToSpell(spellInfo); } bool Creature::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const { if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->EffectMechanic[index] - 1))) return true; // Taunt immunity special flag check if (GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NOT_TAUNTABLE) { // Taunt aura apply check if (spellInfo->Effect[index] == SPELL_EFFECT_APPLY_AURA) { if (spellInfo->EffectApplyAuraName[index] == SPELL_AURA_MOD_TAUNT) return true; } // Spell effect taunt check else if (spellInfo->Effect[index] == SPELL_EFFECT_ATTACK_ME) return true; } return Unit::IsImmunedToSpellEffect(spellInfo, index); } SpellEntry const *Creature::reachWithSpellAttack(Unit *pVictim) { if(!pVictim) return NULL; for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { if(!m_spells[i]) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i] ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %i", m_spells[i]); continue; } bool bcontinue = true; for(uint32 j = 0; j < 3; ++j) { if( (spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ) || (spellInfo->Effect[j] == SPELL_EFFECT_INSTAKILL) || (spellInfo->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) || (spellInfo->Effect[j] == SPELL_EFFECT_HEALTH_LEECH ) ) { bcontinue = false; break; } } if(bcontinue) continue; if(spellInfo->manaCost > GetPower(POWER_MANA)) continue; SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); float range = GetSpellMaxRange(srange); float minrange = GetSpellMinRange(srange); float dist = GetCombatDistance(pVictim); //if(!isInFront( pVictim, range ) && spellInfo->AttributesEx ) // continue; if( dist > range || dist < minrange ) continue; if(spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) continue; if(spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) continue; return spellInfo; } return NULL; } SpellEntry const *Creature::reachWithSpellCure(Unit *pVictim) { if(!pVictim) return NULL; for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { if(!m_spells[i]) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i] ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %i", m_spells[i]); continue; } bool bcontinue = true; for(uint32 j = 0; j < 3; ++j) { if( (spellInfo->Effect[j] == SPELL_EFFECT_HEAL ) ) { bcontinue = false; break; } } if(bcontinue) continue; if(spellInfo->manaCost > GetPower(POWER_MANA)) continue; SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); float range = GetSpellMaxRange(srange); float minrange = GetSpellMinRange(srange); float dist = GetCombatDistance(pVictim); //if(!isInFront( pVictim, range ) && spellInfo->AttributesEx ) // continue; if( dist > range || dist < minrange ) continue; if(spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) continue; if(spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) continue; return spellInfo; } return NULL; } bool Creature::IsVisibleInGridForPlayer(Player* pl) const { // gamemaster in GM mode see all, including ghosts if(pl->isGameMaster()) return true; if (GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INVISIBLE) return false; // Live player (or with not release body see live creatures or death creatures with corpse disappearing time > 0 if(pl->isAlive() || pl->GetDeathTimer() > 0) { return (isAlive() || m_deathTimer > 0 || (m_isDeadByDefault && m_deathState == CORPSE)); } // Dead player see live creatures near own corpse if(isAlive()) { Corpse *corpse = pl->GetCorpse(); if(corpse) { // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO))) return true; } } // Dead player can see ghosts if (GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_GHOST_VISIBLE) return true; // and not see any other return false; } void Creature::SendAIReaction(AiReaction reactionType) { WorldPacket data(SMSG_AI_REACTION, 12); data << uint64(GetGUID()); data << uint32(reactionType); ((WorldObject*)this)->SendMessageToSet(&data, true); sLog.outDebug("WORLD: Sent SMSG_AI_REACTION, type %u.", reactionType); } void Creature::CallAssistance() { if( !m_AlreadyCallAssistance && getVictim() && !isPet() && !isCharmed()) { SetNoCallAssistance(true); float radius = sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_ASSISTANCE_RADIUS); if(radius > 0) { std::list assistList; { CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); MaNGOS::AnyAssistCreatureInRangeCheck u_check(this, getVictim(), radius); MaNGOS::CreatureListSearcher searcher(this, assistList, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher); cell.Visit(p, grid_creature_searcher, *GetMap(), *this, radius); } if (!assistList.empty()) { AssistDelayEvent *e = new AssistDelayEvent(getVictim()->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.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY))); } } } } void Creature::CallForHelp(float fRadius) { if (fRadius <= 0.0f || !getVictim() || isPet() || isCharmed()) return; CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius); MaNGOS::CreatureWorker worker(this, u_do); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(worker); cell.Visit(p, grid_creature_searcher, *GetMap(), *this, fRadius); } bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const { // we don't need help from zombies :) if (!isAlive()) return false; // we don't need help from non-combatant ;) if (isCivilian()) return false; // skip fighting creature if (isInCombat()) return false; // only free creature if (GetCharmerOrOwnerGUID()) return false; // only from same creature faction if (checkfaction) { if (getFaction() != u->getFaction()) return false; } else { if (!IsFriendlyTo(u)) return false; } // skip non hostile to caster enemy creatures if (!IsHostileTo(enemy)) return false; return true; } void Creature::SaveRespawnTime() { if(isPet() || !m_DBTableGuid) return; if(m_respawnTime > time(NULL)) // dead (no corpse) sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid, GetInstanceId(), m_respawnTime); else if(m_deathTimer > 0) // dead (corpse) sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid, GetInstanceId(), time(NULL) + m_respawnDelay + m_deathTimer / IN_MILISECONDS); } bool Creature::IsOutOfThreatArea(Unit* pVictim) const { if (!pVictim) return true; if (!pVictim->IsInMap(this)) return true; if (!pVictim->isTargetableForAttack()) return true; if (!pVictim->isInAccessablePlaceFor(this)) return true; if (!pVictim->isVisibleForOrDetect(this,this,false)) return true; if(sMapStore.LookupEntry(GetMapId())->IsDungeon()) return false; float AttackDist = GetAttackDistance(pVictim); float ThreatRadius = sWorld.getConfig(CONFIG_FLOAT_THREAT_RADIUS); //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick. return !pVictim->IsWithinDist3d(CombatStartX, CombatStartY, CombatStartZ, ThreatRadius > AttackDist ? ThreatRadius : AttackDist); } CreatureDataAddon const* Creature::GetCreatureAddon() const { if (m_DBTableGuid) { if(CreatureDataAddon const* addon = ObjectMgr::GetCreatureAddon(m_DBTableGuid)) return addon; } // dependent from difficulty mode entry return ObjectMgr::GetCreatureTemplateAddon(GetCreatureInfo()->Entry); } //creature_addon table bool Creature::LoadCreaturesAddon(bool reload) { CreatureDataAddon const *cainfo = GetCreatureAddon(); if(!cainfo) return false; if (cainfo->mount != 0) Mount(cainfo->mount); if (cainfo->bytes1 != 0) { // 0 StandState // 1 FreeTalentPoints Pet only, so always 0 for default creature // 2 StandFlags // 3 StandMiscFlags SetByteValue(UNIT_FIELD_BYTES_1, 0, uint8(cainfo->bytes1 & 0xFF)); //SetByteValue(UNIT_FIELD_BYTES_1, 1, uint8((cainfo->bytes1 >> 8) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_1, 1, 0); SetByteValue(UNIT_FIELD_BYTES_1, 2, uint8((cainfo->bytes1 >> 16) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_1, 3, uint8((cainfo->bytes1 >> 24) & 0xFF)); } if (cainfo->bytes2 != 0) { // 0 SheathState // 1 UnitPVPStateFlags Set at Creature::UpdateEntry (SetPvp()) // 2 UnitRename Pet only, so always 0 for default creature // 3 ShapeshiftForm Must be determined/set by shapeshift spell/aura SetByteValue(UNIT_FIELD_BYTES_2, 0, uint8(cainfo->bytes2 & 0xFF)); //SetByteValue(UNIT_FIELD_BYTES_2, 1, uint8((cainfo->bytes2 >> 8) & 0xFF)); //SetByteValue(UNIT_FIELD_BYTES_2, 2, uint8((cainfo->bytes2 >> 16) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_2, 2, 0); //SetByteValue(UNIT_FIELD_BYTES_2, 3, uint8((cainfo->bytes2 >> 24) & 0xFF)); SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); } if (cainfo->emote != 0) SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote); if (cainfo->splineFlags != 0) SetSplineFlags(SplineFlags(cainfo->splineFlags)); if(cainfo->auras) { for (CreatureDataAddonAura const* cAura = cainfo->auras; cAura->spell_id; ++cAura) { SpellEntry const *AdditionalSpellInfo = sSpellStore.LookupEntry(cAura->spell_id); if (!AdditionalSpellInfo) { sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) has wrong spell %u defined in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id); continue; } // skip already applied aura if(HasAura(cAura->spell_id,cAura->effect_idx)) { if(!reload) sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) has duplicate aura (spell %u effect %u) in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id,cAura->effect_idx); continue; } Aura* AdditionalAura = CreateAura(AdditionalSpellInfo, cAura->effect_idx, NULL, this, this, 0); AddAura(AdditionalAura); sLog.outDebug("Spell: %u with Aura %u added to creature (GUIDLow: %u Entry: %u )", cAura->spell_id, AdditionalSpellInfo->EffectApplyAuraName[EFFECT_INDEX_0],GetGUIDLow(),GetEntry()); } } 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(); WorldPacket data(SMSG_ZONE_UNDER_ATTACK, 4); data << uint32(GetZoneId()); sWorld.SendGlobalMessage(&data, NULL, (enemy_team == ALLIANCE ? HORDE : ALLIANCE)); } void Creature::SetInCombatWithZone() { if (!CanHaveThreatList()) { sLog.outError("Creature entry %u call SetInCombatWithZone but creature cannot have threat list.", GetEntry()); return; } Map* pMap = GetMap(); if (!pMap->IsDungeon()) { sLog.outError("Creature entry %u call SetInCombatWithZone for map (id: %u) that isn't an instance.", GetEntry(), pMap->GetId()); return; } Map::PlayerList const &PlList = pMap->GetPlayers(); if (PlList.isEmpty()) return; for(Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i) { if (Player* pPlayer = i->getSource()) { if (pPlayer->isGameMaster()) continue; if (pPlayer->isAlive()) { pPlayer->SetInCombatWith(this); AddThreat(pPlayer); } } } } void Creature::_AddCreatureSpellCooldown(uint32 spell_id, time_t end_time) { m_CreatureSpellCooldowns[spell_id] = end_time; } void Creature::_AddCreatureCategoryCooldown(uint32 category, time_t apply_time) { m_CreatureCategoryCooldowns[category] = apply_time; } void Creature::AddCreatureSpellCooldown(uint32 spellid) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid); if(!spellInfo) return; uint32 cooldown = GetSpellRecoveryTime(spellInfo); if(cooldown) _AddCreatureSpellCooldown(spellid, time(NULL) + cooldown/IN_MILISECONDS); if(spellInfo->Category) _AddCreatureCategoryCooldown(spellInfo->Category, time(NULL)); m_GlobalCooldown = spellInfo->StartRecoveryTime; } bool Creature::HasCategoryCooldown(uint32 spell_id) const { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if(!spellInfo) return false; // check global cooldown if spell affected by it if (spellInfo->StartRecoveryCategory > 0 && m_GlobalCooldown > 0) return true; CreatureSpellCooldowns::const_iterator itr = m_CreatureCategoryCooldowns.find(spellInfo->Category); return (itr != m_CreatureCategoryCooldowns.end() && time_t(itr->second + (spellInfo->CategoryRecoveryTime / IN_MILISECONDS)) > time(NULL)); } bool Creature::HasSpellCooldown(uint32 spell_id) const { CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spell_id); return (itr != m_CreatureSpellCooldowns.end() && itr->second > time(NULL)) || HasCategoryCooldown(spell_id); } bool Creature::IsInEvadeMode() const { return !i_motionMaster.empty() && i_motionMaster.GetCurrentMovementGeneratorType() == HOME_MOTION_TYPE; } bool Creature::HasSpell(uint32 spellID) const { uint8 i; for(i = 0; i < CREATURE_MAX_SPELLS; ++i) if(spellID == m_spells[i]) break; return i < CREATURE_MAX_SPELLS; // break before end of iteration of known spells } time_t Creature::GetRespawnTimeEx() const { time_t now = time(NULL); if(m_respawnTime > now) // dead (no corpse) return m_respawnTime; else if(m_deathTimer > 0) // dead (corpse) return now + m_respawnDelay + m_deathTimer / IN_MILISECONDS; else return now; } void Creature::GetRespawnCoord( float &x, float &y, float &z, float* ori, float* dist ) const { if (m_DBTableGuid) { if (CreatureData const* data = sObjectMgr.GetCreatureData(GetDBTableGUIDLow())) { x = data->posX; y = data->posY; z = data->posZ; if (ori) *ori = data->orientation; if (dist) *dist = data->spawndist; return; } } float orient; GetSummonPoint(x, y, z, orient); if (ori) *ori = orient; if (dist) *dist = GetRespawnRadius(); } void Creature::AllLootRemovedFromCorpse() { if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE)) { uint32 nDeathTimer; CreatureInfo const *cinfo = GetCreatureInfo(); // corpse was not skinnable -> apply corpse looted timer if (!cinfo || !cinfo->SkinLootId) nDeathTimer = (uint32)((m_corpseDelay * IN_MILISECONDS) * sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED)); // corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update else nDeathTimer = 0; // update death timer only if looted timer is shorter if (m_deathTimer > nDeathTimer) m_deathTimer = nDeathTimer; } } uint32 Creature::getLevelForTarget( Unit const* target ) const { if(!isWorldBoss()) return Unit::getLevelForTarget(target); uint32 level = target->getLevel()+sWorld.getConfig(CONFIG_UINT32_WORLD_BOSS_LEVEL_DIFF); if(level < 1) return 1; if(level > 255) return 255; return level; } std::string Creature::GetAIName() const { return ObjectMgr::GetCreatureTemplate(GetEntry())->AIName; } std::string Creature::GetScriptName() const { return sObjectMgr.GetScriptName(GetScriptId()); } uint32 Creature::GetScriptId() const { return ObjectMgr::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( vCount->lastIncrementTime + vItem->incrtime <= ptime ) { ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(vItem->item); uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime); if((vCount->count + diff * pProto->BuyCount) >= vItem->maxcount ) { m_vendorItemCounts.erase(itr); return vItem->maxcount; } vCount->count += diff * pProto->BuyCount; vCount->lastIncrementTime = ptime; } return vCount->count; } uint32 Creature::UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count) { if(!vItem->maxcount) return 0; VendorItemCounts::iterator itr = m_vendorItemCounts.begin(); for(; itr != m_vendorItemCounts.end(); ++itr) if(itr->itemId==vItem->item) break; if(itr == m_vendorItemCounts.end()) { uint32 new_count = vItem->maxcount > used_count ? vItem->maxcount-used_count : 0; m_vendorItemCounts.push_back(VendorItemCount(vItem->item,new_count)); return new_count; } VendorItemCount* vCount = &*itr; time_t ptime = time(NULL); if( vCount->lastIncrementTime + vItem->incrtime <= ptime ) { ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(vItem->item); uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime); if((vCount->count + diff * pProto->BuyCount) < vItem->maxcount ) vCount->count += diff * pProto->BuyCount; else vCount->count = vItem->maxcount; } vCount->count = vCount->count > used_count ? vCount->count-used_count : 0; vCount->lastIncrementTime = ptime; return vCount->count; } TrainerSpellData const* Creature::GetTrainerSpells() const { return sObjectMgr.GetNpcTrainerSpells(GetEntry()); } // overwrite WorldObject function for proper name localization const char* Creature::GetNameForLocaleIdx(int32 loc_idx) const { if (loc_idx >= 0) { CreatureLocale const *cl = sObjectMgr.GetCreatureLocale(GetEntry()); if (cl) { if (cl->Name.size() > (size_t)loc_idx && !cl->Name[loc_idx].empty()) return cl->Name[loc_idx].c_str(); } } return GetName(); } void Creature::SetActiveObjectState( bool on ) { if(m_isActiveObject==on) return; bool world = IsInWorld(); Map* map; if(world) { map = GetMap(); map->Remove(this,false); } m_isActiveObject = on; if(world) map->Add(this); } void Creature::SendMonsterMoveWithSpeedToCurrentDestination(Player* player) { float x, y, z; if(GetMotionMaster()->GetDestination(x, y, z)) SendMonsterMoveWithSpeed(x, y, z, 0, player); } void Creature::SendAreaSpiritHealerQueryOpcode(Player *pl) { uint32 next_resurrect = 0; if (Spell* pcurSpell = GetCurrentSpell(CURRENT_CHANNELED_SPELL)) next_resurrect = pcurSpell->GetCastedTime(); WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 8 + 4); data << GetGUID() << next_resurrect; pl->SendDirectMessage(&data); }