/*
* This file is part of the TrinityCore 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, see .
*/
#ifndef TRINITYCORE_CREATURE_H
#define TRINITYCORE_CREATURE_H
#include "Unit.h"
#include "Common.h"
#include "CreatureData.h"
#include "DatabaseEnvFwd.h"
#include "Duration.h"
#include "Loot.h"
#include "MapObject.h"
#include
class CreatureAI;
class CreatureGroup;
class Group;
class Quest;
class Player;
class SpellInfo;
class WorldSession;
enum MovementGeneratorType : uint8;
struct VendorItemCount
{
VendorItemCount(uint32 _item, uint32 _count);
uint32 itemId;
uint32 count;
time_t lastIncrementTime;
};
typedef std::list VendorItemCounts;
// max different by z coordinate for creature aggro reaction
#define CREATURE_Z_ATTACK_RANGE 3
#define MAX_VENDOR_ITEMS 150 // Limitation in 4.x.x item count in SMSG_VENDOR_INVENTORY
static constexpr uint8 VENDOR_INVENTORY_REASON_INVENTORY_EMPTY = 1;
//used for handling non-repeatable random texts
typedef std::vector CreatureTextRepeatIds;
typedef std::unordered_map CreatureTextRepeatGroup;
class TC_GAME_API Creature : public Unit, public GridObject, public MapObject
{
public:
explicit Creature(bool isWorldObject = false);
~Creature();
void AddToWorld() override;
void RemoveFromWorld() override;
float GetNativeObjectScale() const override;
void SetObjectScale(float scale) override;
void SetDisplayId(uint32 modelId, bool setNative = false) override;
void SetDisplayFromModel(uint32 modelIdx);
void DisappearAndDie();
bool Create(ObjectGuid::LowType guidlow, Map* map, uint32 entry, Position const& pos, CreatureData const* data = nullptr, uint32 vehId = 0, bool dynamic = false);
bool LoadCreaturesAddon();
void SelectLevel();
void UpdateLevelDependantStats();
void LoadEquipment(int8 id = 1, bool force = false);
void SetSpawnHealth();
ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
void Update(uint32 time) override; // overwritten Unit::Update
void Heartbeat() override;
void GetRespawnPosition(float &x, float &y, float &z, float* ori = nullptr, float* dist = nullptr) const;
bool IsSpawnedOnTransport() const { return m_creatureData && m_creatureData->mapId != GetMapId(); }
void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
uint32 GetCorpseDelay() const { return m_corpseDelay; }
bool IsRacialLeader() const { return GetCreatureTemplate()->RacialLeader; }
bool IsCivilian() const { return (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN) != 0; }
bool IsTrigger() const { return (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER) != 0; }
bool IsGuard() const { return (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_GUARD) != 0; }
void InitializeMovementCapabilities();
void UpdateMovementCapabilities();
CreatureMovementData const& GetMovementTemplate() const;
// Returns true if CREATURE_STATIC_FLAG_AQUATIC is set which strictly binds the creature to liquids
bool IsAquatic() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_AQUATIC); }
// Returns true if CREATURE_STATIC_FLAG_AMPHIBIOUS is set which allows a creature to enter and leave liquids while sticking to the ocean floor. These creatures will become able to swim when engaged
bool IsAmphibious() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_AMPHIBIOUS); }
// Returns true if CREATURE_STATIC_FLAG_FLOATING is set which is disabling the gravity of the creature on spawn and reset
bool IsFloating() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_FLOATING); }
void SetFloating(bool floating) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_FLOATING, floating); SetDisableGravity(floating); }
// Returns true if CREATURE_STATIC_FLAG_SESSILE is set which permanently roots the creature in place
bool IsSessile() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_SESSILE); }
void SetSessile(bool sessile) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_SESSILE, sessile); SetControlled(sessile, UNIT_STATE_ROOT); }
// Returns true if CREATURE_STATIC_FLAG_3_CANNOT_PENETRATE_WATER is set which does not allow the creature to go below liquid surfaces
bool CannotPenetrateWater() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_3_CANNOT_PENETRATE_WATER); }
void SetCannotPenetrateWater(bool cannotPenetrateWater) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_3_CANNOT_PENETRATE_WATER, cannotPenetrateWater); }
// Returns true if CREATURE_STATIC_FLAG_3_CANNOT_SWIM is set which prevents 'Amphibious' creatures from swimming when engaged
bool IsSwimDisabled() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_3_CANNOT_SWIM); }
// Returns true if CREATURE_STATIC_FLAG_4_PREVENT_SWIM is set which prevents 'Amphibious' creatures from swimming when engaged until the victim is no longer on the ocean floor
bool IsSwimPrevented() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_4_PREVENT_SWIM); }
bool CanSwim() const override;
bool CanEnterWater() const override { return (CanSwim() || IsAmphibious()); };
bool CanFly() const override { return (IsFlying() || HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY)); }
bool SetDisableGravity(bool disable, bool updateAnimTier = true) override;
bool SetHover(bool enable, bool updateAnimTier = true) override;
bool SetCanFly(bool enable) override;
bool IsDungeonBoss() const { return (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_DUNGEON_BOSS) != 0; }
bool IsAffectedByDiminishingReturns() const override { return Unit::IsAffectedByDiminishingReturns() || (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_ALL_DIMINISH) != 0; }
Unit* SelectVictim();
void SetReactState(ReactStates st) { m_reactState = st; }
ReactStates GetReactState() const { return m_reactState; }
bool HasReactState(ReactStates state) const { return (m_reactState == state); }
void InitializeReactState();
using Unit::IsImmuneToAll;
using Unit::SetImmuneToAll;
void SetImmuneToAll(bool apply) override { Unit::SetImmuneToAll(apply, HasReactState(REACT_PASSIVE)); }
using Unit::IsImmuneToPC;
using Unit::SetImmuneToPC;
void SetImmuneToPC(bool apply) override { Unit::SetImmuneToPC(apply, HasReactState(REACT_PASSIVE)); }
using Unit::IsImmuneToNPC;
using Unit::SetImmuneToNPC;
void SetImmuneToNPC(bool apply) override { Unit::SetImmuneToNPC(apply, HasReactState(REACT_PASSIVE)); }
void SetUnkillable(bool unkillable) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_UNKILLABLE, unkillable);}
/// @todo Rename these properly
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
bool CanResetTalents(Player* player) const;
bool IsClassTrainerOf(Player const* player) const;
bool CanCreatureAttack(Unit const* victim, bool force = true) const;
void LoadTemplateImmunities();
bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, WorldObject const* caster, bool requireImmunityPurgesEffectAttribute = false) const override;
bool isElite() const;
bool isWorldBoss() const;
uint8 getLevelForTarget(WorldObject const* target) const override; // overwrite Unit::getLevelForTarget for boss level support
bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); }
bool IsEvadingAttacks() const { return IsInEvadeMode() || CanNotReachTarget(); }
bool IsStateRestoredOnEvade() const { return !_staticFlags.HasFlag(CREATURE_STATIC_FLAG_5_NO_LEAVECOMBAT_STATE_RESTORE); }
void SetRestoreStateOnEvade(bool restoreOnEvade) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_5_NO_LEAVECOMBAT_STATE_RESTORE, !restoreOnEvade); }
bool AIM_Destroy();
bool AIM_Create(CreatureAI* ai = nullptr);
bool AIM_Initialize(CreatureAI* ai = nullptr);
void Motion_Initialize();
CreatureAI* AI() const { return reinterpret_cast(GetAI()); }
SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType /*attackType*/ = BASE_ATTACK) const override { return m_meleeDamageSchoolMask; }
void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }
bool CanMelee() const { return !_staticFlags.HasFlag(CREATURE_STATIC_FLAG_NO_MELEE); }
void SetCanMelee(bool canMelee) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_NO_MELEE, !canMelee); }
bool CanIgnoreLineOfSightWhenCastingOnMe() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_4_IGNORE_LOS_WHEN_CASTING_ON_ME); }
void DisableLoot(bool disable) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_NO_LOOT, !disable); }
bool IsLootDisabled() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_NO_LOOT); }
bool HasSpell(uint32 spellID) const override;
bool UpdateEntry(uint32 entry, CreatureData const* data = nullptr, bool updateLevel = true);
bool UpdateStats(Stats stat) override;
bool UpdateAllStats() override;
void UpdateResistances(uint32 school) override;
void UpdateArmor() override;
void UpdateMaxHealth() override;
void UpdateMaxPower(PowerType power) override;
uint32 GetPowerIndex(PowerType power) const override;
void UpdateAttackPowerAndDamage(bool ranged = false) override;
void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) const override;
void SetCanDualWield(bool value) override;
int8 GetOriginalEquipmentId() const { return m_originalEquipmentId; }
uint8 GetCurrentEquipmentId() const { return m_equipmentId; }
void SetCurrentEquipmentId(uint8 id) { m_equipmentId = id; }
float GetSpellDamageMod(int32 Rank) const;
VendorItemData const* GetVendorItems() const;
uint32 GetVendorItemCurrentCount(VendorItem const* vItem);
uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count);
CreatureTemplate const* GetCreatureTemplate() const { return m_creatureInfo; }
CreatureData const* GetCreatureData() const { return m_creatureData; }
CreatureAddon const* GetCreatureAddon() const;
std::string const& GetAIName() const;
std::string GetScriptName() const;
uint32 GetScriptId() const;
// override WorldObject function for proper name localization
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
void setDeathState(DeathState s) override; // override virtual Unit::setDeathState
bool LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool allowDuplicate);
void SaveToDB();
// overriden in Pet
virtual void SaveToDB(uint32 mapid, uint8 spawnMask);
static bool DeleteFromDB(ObjectGuid::LowType spawnId);
Loot loot;
void StartPickPocketRefillTimer();
void ResetPickPocketRefillTimer() { _pickpocketLootRestore = 0; }
bool CanGeneratePickPocketLoot() const;
ObjectGuid GetLootRecipientGUID() const { return m_lootRecipient; }
Player* GetLootRecipient() const;
Group* GetLootRecipientGroup() const;
bool hasLootRecipient() const { return !m_lootRecipient.IsEmpty() || m_lootRecipientGroup; }
bool isTappedBy(Player const* player) const; // return true if the creature is tapped by the player or a member of his party.
void SetLootRecipient(Unit* unit, bool withGroup = true);
void AllLootRemovedFromCorpse();
uint16 GetLootMode() const { return m_LootMode; }
bool HasLootMode(uint16 lootMode) { return (m_LootMode & lootMode) != 0; }
void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
SpellInfo const* reachWithSpellAttack(Unit* victim);
SpellInfo const* reachWithSpellCure(Unit* victim);
std::array m_spells;
bool CanStartAttack(Unit const* u, bool force) const;
float GetAttackDistance(Unit const* player) const;
float GetAggroRange(Unit const* target) const;
void SendAIReaction(AiReaction reactionType);
Unit* SelectNearestTarget(float dist = 0, bool playerOnly = false) const;
Unit* SelectNearestTargetInAttackDistance(float dist = 0) const;
Unit* SelectNearestHostileUnitInAggroRange(bool useLOS = false, bool ignoreCivilians = false) const;
void DoFleeToGetAssistance();
void CallForHelp(float fRadius);
void CallAssistance();
void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
bool HasSearchedAssistance() const { return m_AlreadySearchedAssistance; }
bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
bool _IsTargetAcceptable(const Unit* target) const;
bool IsIgnoringFeignDeath() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_2_IGNORE_FEIGN_DEATH); }
void SetIgnoreFeignDeath(bool ignoreFeignDeath) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_2_IGNORE_FEIGN_DEATH, ignoreFeignDeath); }
bool IsIgnoringSanctuarySpellEffect() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_2_IGNORE_SANCTUARY); }
void SetIgnoreSanctuarySpellEffect(bool ignoreSanctuary) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_2_IGNORE_SANCTUARY, ignoreSanctuary); }
MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
void RemoveCorpse(bool setSpawnTime = true, bool destroyForNearbyPlayers = true);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0, Seconds forceRespawnTime = 0s);
void DespawnOrUnsummon(Milliseconds time, Seconds forceRespawnTime = 0s) { DespawnOrUnsummon(uint32(time.count()), forceRespawnTime); }
time_t const& GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const;
void SetRespawnTime(uint32 respawn);
void Respawn(bool force = false);
void SaveRespawnTime(uint32 forceDelay = 0);
uint32 GetRespawnDelay() const { return m_respawnDelay; }
void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }
float GetWanderDistance() const { return m_wanderDistance; }
void SetWanderDistance(float dist) { m_wanderDistance = dist; }
void DoImmediateBoundaryCheck() { m_boundaryCheckTime = 0; }
uint32 m_groupLootTimer; // (msecs)timer used for group loot
ObjectGuid::LowType lootingGroupLowGUID; // used to find group which is looting corpse
void SendZoneUnderAttackMessage(Player* attacker);
bool hasQuest(uint32 quest_id) const override;
bool hasInvolvedQuest(uint32 quest_id) const override;
bool isRegeneratingHealth() { return m_regenHealth; }
void setRegeneratingHealth(bool regenHealth) { m_regenHealth = regenHealth; }
virtual uint8 GetPetAutoSpellSize() const { return MAX_SPELL_CHARM; }
virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const;
float GetPetChaseDistance() const;
void SetCannotReachTarget(bool cannotReach) { if (cannotReach == m_cannotReachTarget) return; m_cannotReachTarget = cannotReach; m_cannotReachTimer = 0; }
bool CanNotReachTarget() const { return m_cannotReachTarget; }
void SetDefaultMount(Optional mountCreatureDisplayId);
void SetPosition(float x, float y, float z, float o);
void SetPosition(const Position &pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
void SetHomePosition(float x, float y, float z, float o) { m_homePosition.Relocate(x, y, z, o); }
void SetHomePosition(const Position &pos) { m_homePosition.Relocate(pos); }
void GetHomePosition(float& x, float& y, float& z, float& ori) const { m_homePosition.GetPosition(x, y, z, ori); }
Position const& GetHomePosition() const { return m_homePosition; }
void SetTransportHomePosition(float x, float y, float z, float o) { m_transportHomePosition.Relocate(x, y, z, o); }
void SetTransportHomePosition(const Position &pos) { m_transportHomePosition.Relocate(pos); }
void GetTransportHomePosition(float& x, float& y, float& z, float& ori) const { m_transportHomePosition.GetPosition(x, y, z, ori); }
Position const& GetTransportHomePosition() const { return m_transportHomePosition; }
uint32 GetWaypointPath() const { return _waypointPathId; }
void LoadPath(uint32 pathid) { _waypointPathId = pathid; }
uint32 GetCyclicSplinePathId() const { return _cyclicSplinePathId; }
// nodeId, pathId
std::pair GetCurrentWaypointInfo() const { return _currentWaypointNodeInfo; }
void UpdateCurrentWaypointInfo(uint32 nodeId, uint32 pathId) { _currentWaypointNodeInfo = { nodeId, pathId }; }
bool IsReturningHome() const;
void SearchFormation();
CreatureGroup* GetFormation() { return m_formation; }
void SetFormation(CreatureGroup* formation) { m_formation = formation; }
bool IsFormationLeader() const;
void SignalFormationMovement();
bool IsFormationLeaderMoveAllowed() const;
void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
bool IsReputationGainDisabled() const { return DisableReputationGain; }
bool IsDamageEnoughForLootingAndReward() const { return (m_creatureInfo->flags_extra & CREATURE_FLAG_EXTRA_NO_PLAYER_DAMAGE_REQ) || (m_PlayerDamageReq == 0); }
void LowerPlayerDamageReq(uint32 unDamage);
void ResetPlayerDamageReq() { m_PlayerDamageReq = GetHealth() / 2; }
uint32 m_PlayerDamageReq;
uint32 GetOriginalEntry() const { return m_originalEntry; }
void SetOriginalEntry(uint32 entry) { m_originalEntry = entry; }
// There's many places not ready for dynamic spawns. This allows them to live on for now.
void SetRespawnCompatibilityMode(bool mode = true) { m_respawnCompatibilityMode = mode; }
bool GetRespawnCompatibilityMode() { return m_respawnCompatibilityMode; }
static float _GetDamageMod(int32 Rank);
float m_SightDistance;
float m_CombatDistance;
bool m_isTempWorldObject; //true when possessed
// Handling caster facing during spellcast
void SetTarget(ObjectGuid guid) override;
void ReacquireSpellFocusTarget();
void SetSpellFocus(Spell const* focusSpell, WorldObject const* target);
bool HasSpellFocus(Spell const* focusSpell = nullptr) const override;
void ReleaseSpellFocus(Spell const* focusSpell = nullptr, bool withDelay = true);
void ResetSpellFocusInfo() { _spellFocusInfo.Reset(); }
bool IsMovementPreventedByCasting() const override;
// Part of Evade mechanics
time_t GetLastDamagedTime() const { return _lastDamagedTime; }
void SetLastDamagedTime(time_t val) { _lastDamagedTime = val; }
CreatureTextRepeatIds GetTextRepeatGroup(uint8 textGroup);
void SetTextRepeatId(uint8 textGroup, uint8 id);
void ClearTextRepeatGroup(uint8 textGroup);
bool IsEscorted() const;
bool CanGiveExperience() const;
void MakeInterruptable(bool apply);
bool IsEngaged() const override;
void AtEngage(Unit* target) override;
void AtDisengage() override;
bool IsThreatFeedbackDisabled() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_3_NO_THREAT_FEEDBACK); }
void SetNoThreatFeedback(bool noThreatFeedback) { _staticFlags.ApplyFlag(CREATURE_STATIC_FLAG_3_NO_THREAT_FEEDBACK, noThreatFeedback); }
void ForcePartyMembersIntoCombat();
bool HasStaticFlag(CreatureStaticFlags flag) const { return _staticFlags.HasFlag(flag); }
bool HasStaticFlag(CreatureStaticFlags2 flag) const { return _staticFlags.HasFlag(flag); }
bool HasStaticFlag(CreatureStaticFlags3 flag) const { return _staticFlags.HasFlag(flag); }
bool HasStaticFlag(CreatureStaticFlags4 flag) const { return _staticFlags.HasFlag(flag); }
bool HasStaticFlag(CreatureStaticFlags5 flag) const { return _staticFlags.HasFlag(flag); }
CreatureMovementInfo const& GetCreatureMovementInfo() const { return _creatureMovementInfo; }
// Sets the the max health percentage threshold at which uncontrolled/unowned creatures can no longer deal damage to the creature
void SetNoNpcDamageBelowPctHealthValue(float value) { _noNpcDamageBelowPctHealth = std::clamp(value, 0.f, 100.f); }
void ResetNoNpcDamageBelowPctHealthValue() { _noNpcDamageBelowPctHealth = 0.f; }
float GetNoNpcDamageBelowPctHealthValue() const { return _noNpcDamageBelowPctHealth; }
protected:
bool CreateFromProto(ObjectGuid::LowType guidlow, uint32 entry, CreatureData const* data = nullptr, uint32 vehId = 0);
bool InitEntry(uint32 entry, CreatureData const* data = nullptr);
// vendor items
VendorItemCounts m_vendorItemCounts;
static float _GetHealthMod(int32 Rank);
ObjectGuid m_lootRecipient;
uint32 m_lootRecipientGroup;
/// Timers
time_t _pickpocketLootRestore;
time_t m_corpseRemoveTime; // (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_wanderDistance;
uint32 m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
ReactStates m_reactState; // for AI, not charmInfo
void RegenerateHealth() override;
MovementGeneratorType m_defaultMovementType;
ObjectGuid::LowType m_spawnId; ///< For new or temporary creatures is 0 for saved it is lowguid
uint8 m_equipmentId;
int8 m_originalEquipmentId; // can be -1
bool m_AlreadyCallAssistance;
bool m_AlreadySearchedAssistance;
bool m_regenHealth;
bool m_cannotReachTarget;
uint32 m_cannotReachTimer;
SpellSchoolMask m_meleeDamageSchoolMask;
uint32 m_originalEntry;
Position m_homePosition;
Position m_transportHomePosition;
bool DisableReputationGain;
CreatureTemplate const* m_creatureInfo; // Can differ from sObjectMgr->GetCreatureTemplate(GetEntry()) in difficulty mode > 0
CreatureData const* m_creatureData;
uint16 m_LootMode; // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable
bool IsInvisibleDueToDespawn() const override;
bool CanAlwaysSee(WorldObject const* obj) const override;
// Initializes run and walk speed override data based on movementId override values stored in `creature_movement_info` table
void InitializeCreatureMovementInfo(uint32 movementId);
// Initializes move speed fields based on template and override data
void InitializeMovementSpeeds();
private:
void ForcedDespawn(uint32 timeMSToDespawn = 0, Seconds forceRespawnTimer = 0s);
bool CheckNoGrayAggroConfig(uint32 playerLevel, uint32 creatureLevel) const; // No aggro from gray creatures
// Waypoint path
uint32 _waypointPathId;
std::pair _currentWaypointNodeInfo;
// Cyclic spline path
uint32 _cyclicSplinePathId;
//Formation var
CreatureGroup* m_formation;
bool m_triggerJustAppeared;
bool m_respawnCompatibilityMode;
// Spell Focusing
CreatureSpellFocusData _spellFocusInfo;
time_t _lastDamagedTime; // Part of Evade mechanics
CreatureTextRepeatGroup m_textRepeat;
// Draws data from m_creatureDifficulty and spawn/difficulty based override data and returns a CreatureStaticFlagsHolder value which contains the data of both
CreatureStaticFlagsHolder GenerateStaticFlags(CreatureTemplate const* cInfo, ObjectGuid::LowType spawnId, Difficulty difficultyId) const;
void ApplyAllStaticFlags(CreatureStaticFlagsHolder const& flags);
CreatureStaticFlagsHolder _staticFlags;
bool _isMissingSwimmingFlagOutOfCombat;
CreatureMovementInfo _creatureMovementInfo;
Optional _defaultMountDisplayIdOverride;
float _noNpcDamageBelowPctHealth;
};
class TC_GAME_API AssistDelayEvent : public BasicEvent
{
public:
AssistDelayEvent(ObjectGuid victim, Unit& owner) : BasicEvent(), m_victim(victim), m_owner(owner) { }
bool Execute(uint64 e_time, uint32 p_time) override;
void AddAssistant(ObjectGuid guid) { m_assistants.push_back(guid); }
private:
AssistDelayEvent();
ObjectGuid m_victim;
GuidList m_assistants;
Unit& m_owner;
};
class TC_GAME_API ForcedDespawnDelayEvent : public BasicEvent
{
public:
ForcedDespawnDelayEvent(Creature& owner, Seconds respawnTimer) : BasicEvent(), m_owner(owner), m_respawnTimer(respawnTimer) { }
bool Execute(uint64 e_time, uint32 p_time) override;
private:
Creature& m_owner;
Seconds const m_respawnTimer;
};
#endif