453 lines
21 KiB
C++
453 lines
21 KiB
C++
/*
|
|
* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
|
|
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify it
|
|
* under the terms of the GNU General Public License as published by the
|
|
* Free Software Foundation; either version 2 of the License, or (at your
|
|
* option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
|
* more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along
|
|
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#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 <list>
|
|
|
|
class CreatureAI;
|
|
class CreatureGroup;
|
|
class Group;
|
|
class Quest;
|
|
class Player;
|
|
class SpellInfo;
|
|
class WorldSession;
|
|
|
|
enum MovementGeneratorType : uint8;
|
|
|
|
struct VendorItemCount
|
|
{
|
|
VendorItemCount(uint32 _item, uint32 _count)
|
|
: itemId(_item), count(_count), lastIncrementTime(time(nullptr)) { }
|
|
|
|
uint32 itemId;
|
|
uint32 count;
|
|
time_t lastIncrementTime;
|
|
};
|
|
|
|
typedef std::list<VendorItemCount> 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_LIST_INVENTORY
|
|
|
|
//used for handling non-repeatable random texts
|
|
typedef std::vector<uint8> CreatureTextRepeatIds;
|
|
typedef std::unordered_map<uint8, CreatureTextRepeatIds> CreatureTextRepeatGroup;
|
|
|
|
class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public MapObject
|
|
{
|
|
public:
|
|
explicit Creature(bool isWorldObject = false);
|
|
virtual ~Creature();
|
|
|
|
void AddToWorld() override;
|
|
void RemoveFromWorld() override;
|
|
|
|
void SetObjectScale(float scale) override;
|
|
void SetDisplayId(uint32 modelId) override;
|
|
|
|
void DisappearAndDie();
|
|
|
|
bool Create(ObjectGuid::LowType guidlow, Map* map, uint32 phaseMask, 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; // overwrited Unit::Update
|
|
void GetRespawnPosition(float &x, float &y, float &z, float* ori = nullptr, float* dist =nullptr) const;
|
|
bool IsSpawnedOnTransport() const { return m_creatureData && m_creatureData->spawnPoint.GetMapId() != 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; }
|
|
bool CanWalk() const { return (GetCreatureTemplate()->InhabitType & INHABIT_GROUND) != 0; }
|
|
bool CanSwim() const { return (GetCreatureTemplate()->InhabitType & INHABIT_WATER) != 0 || IsPet(); }
|
|
bool CanFly() const override { return (GetCreatureTemplate()->InhabitType & INHABIT_AIR) != 0; }
|
|
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; }
|
|
|
|
void SetReactState(ReactStates st) { m_reactState = st; }
|
|
ReactStates GetReactState() const { return m_reactState; }
|
|
bool HasReactState(ReactStates state) const { return (m_reactState == state); }
|
|
void InitializeReactState();
|
|
|
|
/// @todo Rename these properly
|
|
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
|
|
bool isCanTrainingAndResetTalentsOf(Player* player) const;
|
|
bool CanCreatureAttack(Unit const* victim, bool force = true) const;
|
|
void LoadTemplateImmunities();
|
|
bool IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const override;
|
|
bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) 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 AIM_Destroy();
|
|
bool AIM_Create(CreatureAI* ai = nullptr);
|
|
void AI_InitializeAndEnable();
|
|
bool AIM_Initialize(CreatureAI* ai = nullptr);
|
|
void Motion_Initialize();
|
|
|
|
CreatureAI* AI() const { return reinterpret_cast<CreatureAI*>(i_AI); }
|
|
|
|
SpellSchoolMask GetMeleeDamageSchoolMask() const override { return m_meleeDamageSchoolMask; }
|
|
void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }
|
|
|
|
bool HasSpell(uint32 spellID) const override;
|
|
|
|
bool UpdateEntry(uint32 entry, CreatureData const* data = nullptr, bool updateLevel = true);
|
|
|
|
void UpdateMovementFlags();
|
|
|
|
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 CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) 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);
|
|
|
|
TrainerSpellData const* GetTrainerSpells() const;
|
|
|
|
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, uint32 phaseMask);
|
|
virtual void DeleteFromDB(); // overriden in Pet
|
|
|
|
Loot loot;
|
|
void StartPickPocketRefillTimer();
|
|
void ResetPickPocketRefillTimer() { _pickpocketLootRestore = 0; }
|
|
bool CanGeneratePickPocketLoot() const { return _pickpocketLootRestore <= time(nullptr); }
|
|
void SetSkinner(ObjectGuid guid) { _skinner = guid; }
|
|
ObjectGuid GetSkinner() const { return _skinner; } // Returns the player who skinned this creature
|
|
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);
|
|
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);
|
|
|
|
uint32 m_spells[MAX_CREATURE_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) const;
|
|
|
|
CreatureSparring const* GetSparringData(uint32 attackerEntry, uint32 victimEntry) const;
|
|
bool CanSparrWith(Creature* victim) const;
|
|
float GetSparringHealthLimitPctFor(Creature* victim) 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;
|
|
|
|
MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
|
|
void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }
|
|
|
|
void RemoveCorpse(bool setSpawnTime = 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) { m_respawnTime = respawn ? time(nullptr) + respawn : 0; }
|
|
void Respawn(bool force = false);
|
|
void SaveRespawnTime(uint32 forceDelay = 0, bool savetodb = true) 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; }
|
|
|
|
void DoImmediateBoundaryCheck() { m_boundaryCheckTime = 0; }
|
|
uint32 GetCombatPulseDelay() const { return m_combatPulseDelay; }
|
|
void SetCombatPulseDelay(uint32 delay) // (secs) interval at which the creature pulses the entire zone into combat (only works in dungeons)
|
|
{
|
|
m_combatPulseDelay = delay;
|
|
if (m_combatPulseTime == 0 || m_combatPulseTime > delay)
|
|
m_combatPulseTime = delay;
|
|
}
|
|
|
|
uint32 m_groupLootTimer; // (msecs)timer used for group loot
|
|
ObjectGuid::LowType lootingGroupLowGUID; // used to find group which is looting corpse
|
|
|
|
void SendZoneUnderAttackMessage(Player* attacker);
|
|
|
|
void SetInCombatWithZone();
|
|
|
|
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 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 m_path_id; }
|
|
void LoadPath(uint32 pathid) { m_path_id = pathid; }
|
|
|
|
uint32 GetCurrentWaypointID() const { return m_waypointID; }
|
|
void UpdateWaypointID(uint32 wpID) { m_waypointID = wpID; }
|
|
|
|
void PauseMovement(uint32 timer = 0, uint8 slot = 0) override; // timer in ms
|
|
bool IsReturningHome() const;
|
|
|
|
void SearchFormation();
|
|
CreatureGroup* GetFormation() { return m_formation; }
|
|
void SetFormation(CreatureGroup* formation) { m_formation = formation; }
|
|
bool IsFormationLeader() const;
|
|
void SignalFormationMovement(Position const& destination, uint32 id = 0, uint32 moveType = 0, bool orientation = false);
|
|
bool IsFormationLeaderMoveAllowed() const;
|
|
|
|
Unit* SelectVictim();
|
|
|
|
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, m_CombatDistance;
|
|
|
|
bool m_isTempWorldObject; //true when possessed
|
|
|
|
// Handling caster facing during spellcast
|
|
void SetTarget(ObjectGuid guid) override;
|
|
void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next ::Update call
|
|
void DoNotReacquireTarget() { m_shouldReacquireTarget = false; m_suppressedTarget = ObjectGuid::Empty; m_suppressedOrientation = 0.0f; }
|
|
void FocusTarget(Spell const* focusSpell, WorldObject const* target);
|
|
bool IsFocusing(Spell const* focusSpell = nullptr, bool withDelay = false) override;
|
|
void ReleaseFocus(Spell const* focusSpell = nullptr, bool withDelay = true);
|
|
|
|
bool IsMovementPreventedByCasting() const override;
|
|
|
|
CreatureTextRepeatIds GetTextRepeatGroup(uint8 textGroup);
|
|
void SetTextRepeatId(uint8 textGroup, uint8 id);
|
|
void ClearTextRepeatGroup(uint8 textGroup);
|
|
bool IsEscortNPC(bool onlyIfActive = true);
|
|
|
|
bool CanGiveExperience() const;
|
|
bool IsAllowedToRepostionAgainst(Unit* target) const;
|
|
|
|
void MakeInterruptable(bool apply);
|
|
|
|
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;
|
|
ObjectGuid _skinner;
|
|
|
|
/// 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_respawnradius;
|
|
uint32 m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
|
|
uint32 m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
|
|
uint32 m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
|
|
|
|
ReactStates m_reactState; // for AI, not charmInfo
|
|
void RegenerateMana();
|
|
void RegenerateHealth();
|
|
void Regenerate(Powers power);
|
|
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;
|
|
bool m_AI_locked;
|
|
|
|
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;
|
|
|
|
private:
|
|
void ForcedDespawn(uint32 timeMSToDespawn = 0, Seconds forceRespawnTimer = 0s);
|
|
bool CheckNoGrayAggroConfig(uint32 playerLevel, uint32 creatureLevel) const; // No aggro from gray creatures
|
|
|
|
//WaypointMovementGenerator vars
|
|
uint32 m_waypointID;
|
|
uint32 m_path_id;
|
|
|
|
//Formation var
|
|
CreatureGroup* m_formation;
|
|
bool m_triggerJustAppeared;
|
|
bool m_respawnCompatibilityMode;
|
|
|
|
/* Spell focus system */
|
|
Spell const* m_focusSpell; // Locks the target during spell cast for proper facing
|
|
uint32 m_focusDelay;
|
|
bool m_shouldReacquireTarget;
|
|
ObjectGuid m_suppressedTarget; // Stores the creature's "real" target while casting
|
|
float m_suppressedOrientation; // Stores the creature's "real" orientation while casting
|
|
|
|
CreatureTextRepeatGroup m_textRepeat;
|
|
};
|
|
|
|
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
|