Files
Viano-Core/src/server/game/Entities/Creature/Creature.cpp
T
xinef1 f431459063 Core/Creatures: Various fixes for creatures, regarding combat conditions, despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags

(cherry picked from commit e1f14215d86fc9f0cd041f0e87bf0a689c086329)
2022-02-16 04:49:24 +01:00

3383 lines
113 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "Creature.h"
#include "BattlegroundMgr.h"
#include "CellImpl.h"
#include "Common.h"
#include "CreatureAI.h"
#include "CreatureAISelector.h"
#include "CreatureGroups.h"
#include "CombatPackets.h"
#include "DatabaseEnv.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GameTime.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "InstanceScript.h"
#include "Log.h"
#include "LootMgr.h"
#include "MapManager.h"
#include "MiscPackets.h"
#include "MotionMaster.h"
#include "MoveSpline.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "PhasingHandler.h"
#include "Player.h"
#include "PoolMgr.h"
#include "QueryPackets.h"
#include "QuestDef.h"
#include "ScriptedGossip.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "Transport.h"
#include "Util.h"
#include "Vehicle.h"
#include "World.h"
#include "WorldPacket.h"
#include <G3D/g3dmath.h>
VendorItemCount::VendorItemCount(uint32 _item, uint32 _count)
: itemId(_item), count(_count), lastIncrementTime(GameTime::GetGameTime()) { }
CreatureMovementData::CreatureMovementData() : Ground(CreatureGroundMovementType::Run), Flight(CreatureFlightMovementType::None),
Swim(true), Rooted(false), Random(CreatureRandomMovementType::Walk), InteractionPauseTimer(sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER)) { }
std::string CreatureMovementData::ToString() const
{
char const* const GroundStates[] = { "None", "Run", "Hover" };
char const* const FlightStates[] = { "None", "DisableGravity", "CanFly" };
char const* const RandomStates[] = { "Walk", "CanRun", "AlwaysRun" };
std::ostringstream str;
str << std::boolalpha
<< "Ground: " << GroundStates[AsUnderlyingType(Ground)]
<< ", Swim: " << Swim
<< ", Flight: " << FlightStates[AsUnderlyingType(Flight)]
<< ", Random: " << RandomStates[AsUnderlyingType(Random)];
if (Rooted)
str << ", Rooted";
str << ", InteractionPauseTimer: " << InteractionPauseTimer;
return str.str();
}
bool VendorItem::IsGoldRequired(ItemTemplate const* pProto) const
{
return (pProto->GetFlags2() & ITEM_FLAG2_DONT_IGNORE_BUY_PRICE) || !ExtendedCost;
}
bool VendorItemData::RemoveItem(uint32 item_id, uint8 type)
{
auto newEnd = std::remove_if(m_items.begin(), m_items.end(), [=](VendorItem const& vendorItem)
{
return vendorItem.item == item_id && vendorItem.Type == type;
});
bool found = (newEnd != m_items.end());
m_items.erase(newEnd, m_items.end());
return found;
}
VendorItem const* VendorItemData::FindItemCostPair(uint32 item_id, uint32 extendedCost, uint8 type) const
{
for (VendorItem const& vendorItem : m_items)
if (vendorItem.item == item_id && vendorItem.ExtendedCost == extendedCost && vendorItem.Type == type)
return &vendorItem;
return nullptr;
}
uint32 CreatureTemplate::GetRandomValidModelId() const
{
uint8 c = 0;
uint32 modelIDs[4];
if (Modelid1) modelIDs[c++] = Modelid1;
if (Modelid2) modelIDs[c++] = Modelid2;
if (Modelid3) modelIDs[c++] = Modelid3;
if (Modelid4) modelIDs[c++] = Modelid4;
return ((c>0) ? modelIDs[urand(0, c-1)] : 0);
}
uint32 CreatureTemplate::GetFirstValidModelId() const
{
if (Modelid1) return Modelid1;
if (Modelid2) return Modelid2;
if (Modelid3) return Modelid3;
if (Modelid4) return Modelid4;
return 0;
}
uint32 CreatureTemplate::GetFirstInvisibleModel() const
{
CreatureModelInfo const* modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid1);
if (modelInfo && modelInfo->is_trigger)
return Modelid1;
modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid2);
if (modelInfo && modelInfo->is_trigger)
return Modelid2;
modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid3);
if (modelInfo && modelInfo->is_trigger)
return Modelid3;
modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid4);
if (modelInfo && modelInfo->is_trigger)
return Modelid4;
return 11686;
}
uint32 CreatureTemplate::GetFirstVisibleModel() const
{
CreatureModelInfo const* modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid1);
if (modelInfo && !modelInfo->is_trigger)
return Modelid1;
modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid2);
if (modelInfo && !modelInfo->is_trigger)
return Modelid2;
modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid3);
if (modelInfo && !modelInfo->is_trigger)
return Modelid3;
modelInfo = sObjectMgr->GetCreatureModelInfo(Modelid4);
if (modelInfo && !modelInfo->is_trigger)
return Modelid4;
return 17519;
}
void CreatureTemplate::InitializeQueryData()
{
WorldPacket queryTemp;
for (uint8 loc = LOCALE_enUS; loc < TOTAL_LOCALES; ++loc)
{
queryTemp = BuildQueryData(static_cast<LocaleConstant>(loc));
QueryData[loc] = queryTemp;
}
}
WorldPacket CreatureTemplate::BuildQueryData(LocaleConstant loc) const
{
WorldPackets::Query::QueryCreatureResponse queryTemp;
std::string locName = Name;
std::string locNameAlt = FemaleName;
std::string locTitle = Title;
if (CreatureLocale const* cl = sObjectMgr->GetCreatureLocale(Entry))
{
ObjectMgr::GetLocaleString(cl->Name, loc, locName);
ObjectMgr::GetLocaleString(cl->FemaleName, loc, locNameAlt);
ObjectMgr::GetLocaleString(cl->Title, loc, locTitle);
}
queryTemp.CreatureID = Entry;
queryTemp.Allow = true;
queryTemp.Stats.Name[0] = locName;
queryTemp.Stats.NameAlt[0] = locNameAlt;
queryTemp.Stats.Title = locTitle;
queryTemp.Stats.CursorName = IconName;
queryTemp.Stats.Flags[0] = type_flags;
queryTemp.Stats.Flags[1] = type_flags2;
queryTemp.Stats.CreatureType = type;
queryTemp.Stats.CreatureFamily = family;
queryTemp.Stats.Classification = rank;
for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
queryTemp.Stats.ProxyCreatureID[i] = KillCredit[i];
queryTemp.Stats.CreatureDisplayID[0] = Modelid1;
queryTemp.Stats.CreatureDisplayID[1] = Modelid2;
queryTemp.Stats.CreatureDisplayID[2] = Modelid3;
queryTemp.Stats.CreatureDisplayID[3] = Modelid4;
queryTemp.Stats.HpMulti = ModHealth;
queryTemp.Stats.EnergyMulti = ModMana;
queryTemp.Stats.Leader = RacialLeader;
for (uint32 i = 0; i < MAX_CREATURE_QUEST_ITEMS; ++i)
queryTemp.Stats.QuestItems[i] = 0;
if (std::vector<uint32> const* items = sObjectMgr->GetCreatureQuestItemList(Entry))
for (uint32 i = 0; i < MAX_CREATURE_QUEST_ITEMS; ++i)
if (i < items->size())
queryTemp.Stats.QuestItems[i] = (*items)[i];
queryTemp.Stats.CreatureMovementInfoID = movementId;
queryTemp.Stats.RequiredExpansion = expansionUnknown;
queryTemp.Write();
queryTemp.ShrinkToFit();
return queryTemp.Move();
}
bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
if (Unit* victim = ObjectAccessor::GetUnit(m_owner, m_victim))
{
while (!m_assistants.empty())
{
Creature* assistant = ObjectAccessor::GetCreature(m_owner, *m_assistants.begin());
m_assistants.pop_front();
if (assistant && assistant->CanAssistTo(&m_owner, victim))
{
assistant->SetNoCallAssistance(true);
assistant->EngageWithTarget(victim);
}
}
}
return true;
}
CreatureBaseStats const* CreatureBaseStats::GetBaseStats(uint8 level, uint8 unitClass)
{
return sObjectMgr->GetCreatureBaseStats(level, unitClass);
}
bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
m_owner.DespawnOrUnsummon(0, m_respawnTimer); // since we are here, we are not TempSummon as object type cannot change during runtime
return true;
}
Creature::Creature(bool isWorldObject): Unit(isWorldObject), MapObject(),
m_groupLootTimer(0), lootingGroupLowGUID(0), m_PlayerDamageReq(0),
m_lootRecipient(), m_lootRecipientGroup(0), _skinner(), _pickpocketLootRestore(0), m_corpseRemoveTime(0), m_respawnTime(0),
m_respawnDelay(300), m_corpseDelay(60), m_respawnradius(0.0f), m_boundaryCheckTime(2500), m_combatPulseTime(0), m_combatPulseDelay(0), m_reactState(REACT_AGGRESSIVE),
m_defaultMovementType(IDLE_MOTION_TYPE), m_spawnId(0), m_equipmentId(0), m_originalEquipmentId(0), m_AlreadyCallAssistance(false),
m_AlreadySearchedAssistance(false), m_regenHealth(true), m_cannotReachTarget(false), m_cannotReachTimer(0), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo(nullptr), m_creatureData(nullptr), _waypointPathId(0), _currentWaypointNodeInfo(0, 0), _cyclicSplinePathId(0),
m_formation(nullptr), m_triggerJustAppeared(true), m_respawnCompatibilityMode(false), _lastDamagedTime(0), _isMissingSwimmingFlagOutOfCombat(false), _noNpcDamageBelowPctHealth(0.f)
{
m_valuesCount = UNIT_END;
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
m_spells[i] = 0;
DisableReputationGain = false;
m_SightDistance = sWorld->getFloatConfig(CONFIG_SIGHT_MONSTER);
m_CombatDistance = 0;//MELEE_RANGE;
ResetLootMode(); // restore default loot mode
m_isTempWorldObject = false;
}
void Creature::AddToWorld()
{
///- Register the creature for guid lookup
if (!IsInWorld())
{
GetMap()->GetObjectsStore().Insert<Creature>(GetGUID(), this);
if (m_spawnId)
GetMap()->GetCreatureBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
TC_LOG_DEBUG("entities.unit", "Adding creature %u with entry %u and DBGUID %u to world in map %u", GetGUID().GetCounter(), GetEntry(), m_spawnId, GetMap()->GetId());
UpdatePowerRegeneration(GetPowerType());
Unit::AddToWorld();
SearchFormation();
AIM_Initialize();
if (IsVehicle())
GetVehicleKit()->Install();
if (GetZoneScript())
GetZoneScript()->OnCreatureCreate(this);
}
}
void Creature::RemoveFromWorld()
{
if (IsInWorld())
{
if (GetZoneScript())
GetZoneScript()->OnCreatureRemove(this);
if (m_formation)
sFormationMgr->RemoveCreatureFromGroup(m_formation, this);
Unit::RemoveFromWorld();
if (m_spawnId)
Trinity::Containers::MultimapErasePair(GetMap()->GetCreatureBySpawnIdStore(), m_spawnId, this);
TC_LOG_DEBUG("entities.unit", "Removing creature %u with entry %u and DBGUID %u to world in map %u", GetGUID().GetCounter(), GetEntry(), m_spawnId, GetMap()->GetId());
GetMap()->GetObjectsStore().Remove<Creature>(GetGUID());
}
}
void Creature::DisappearAndDie()
{
ForcedDespawn(0);
}
bool Creature::IsReturningHome() const
{
if (GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == HOME_MOTION_TYPE)
return true;
return false;
}
void Creature::SearchFormation()
{
if (IsSummon())
return;
ObjectGuid::LowType lowguid = GetSpawnId();
if (!lowguid)
return;
CreatureGroupInfoType::iterator frmdata = sFormationMgr->CreatureGroupMap.find(lowguid);
if (frmdata != sFormationMgr->CreatureGroupMap.end())
sFormationMgr->AddCreatureToGroup(frmdata->second.LeaderGUID, this);
}
bool Creature::IsFormationLeader() const
{
if (!m_formation)
return false;
return m_formation->IsLeader(this);
}
void Creature::SignalFormationMovement()
{
if (!m_formation)
return;
if (!m_formation->IsLeader(this))
return;
m_formation->LeaderStartedMoving();
}
bool Creature::IsFormationLeaderMoveAllowed() const
{
if (!m_formation)
return false;
return m_formation->CanLeaderStartMoving();
}
void Creature::RemoveCorpse(bool setSpawnTime, bool destroyForNearbyPlayers)
{
if (getDeathState() != CORPSE)
return;
if (m_respawnCompatibilityMode)
{
m_corpseRemoveTime = GameTime::GetGameTime();
setDeathState(DEAD);
RemoveAllAuras();
loot.clear();
uint32 respawnDelay = m_respawnDelay;
if (CreatureAI* ai = AI())
ai->CorpseRemoved(respawnDelay);
if (destroyForNearbyPlayers)
DestroyForNearbyPlayers();
// Should get removed later, just keep "compatibility" with scripts
if (setSpawnTime)
m_respawnTime = std::max<time_t>(GameTime::GetGameTime() + respawnDelay, m_respawnTime);
// if corpse was removed during falling, the falling will continue and override relocation to respawn position
if (IsFalling())
StopMoving();
float x, y, z, o;
GetRespawnPosition(x, y, z, &o);
// We were spawned on transport, calculate real position
if (IsSpawnedOnTransport())
{
Position& pos = m_movementInfo.transport.pos;
pos.m_positionX = x;
pos.m_positionY = y;
pos.m_positionZ = z;
pos.SetOrientation(o);
if (TransportBase* transport = GetDirectTransport())
transport->CalculatePassengerPosition(x, y, z, &o);
}
UpdateAllowedPositionZ(x, y, z);
SetHomePosition(x, y, z, o);
GetMap()->CreatureRelocation(this, x, y, z, o);
}
else
{
// In case this is called directly and normal respawn timer not set
// Since this timer will be longer than the already present time it
// will be ignored if the correct place added a respawn timer
if (setSpawnTime)
{
uint32 respawnDelay = m_respawnDelay;
m_respawnTime = std::max<time_t>(GameTime::GetGameTime() + respawnDelay, m_respawnTime);
SaveRespawnTime();
}
if (TempSummon* summon = ToTempSummon())
summon->UnSummon();
else
AddObjectToRemoveList();
}
}
/**
* change the entry of creature until respawn
*/
bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
{
CreatureTemplate const* normalInfo = sObjectMgr->GetCreatureTemplate(entry);
if (!normalInfo)
{
TC_LOG_ERROR("sql.sql", "Creature::InitEntry creature entry %u does not exist.", entry);
return false;
}
// get difficulty 1 mode entry, skip for pets
CreatureTemplate const* cinfo = normalInfo;
for (uint8 diff = uint8(GetMap()->GetSpawnMode()); diff > 0 && !IsPet();)
{
// we already have valid Map pointer for current creature!
if (normalInfo->DifficultyEntry[diff - 1])
{
cinfo = sObjectMgr->GetCreatureTemplate(normalInfo->DifficultyEntry[diff - 1]);
if (cinfo)
break; // template found
// check and reported at startup, so just ignore (restore normalInfo)
cinfo = normalInfo;
}
// for instances heroic to normal, other cases attempt to retrieve previous difficulty
if (diff >= RAID_DIFFICULTY_10MAN_HEROIC && GetMap()->IsRaid())
diff -= 2; // to normal raid difficulty cases
else
--diff;
}
// Initialize loot duplicate count depending on raid difficulty
if (GetMap()->Is25ManRaid())
loot.maxDuplicates = 3;
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, UNIT_BYTES_0_OFFSET_RACE, 0);
// known valid are: CLASS_WARRIOR, CLASS_PALADIN, CLASS_ROGUE, CLASS_MAGE
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS, uint8(cinfo->unit_class));
// Cancel load if no model defined
if (!(cinfo->GetFirstValidModelId()))
{
TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) has no model defined in table `creature_template`, can't load. ", entry);
return false;
}
uint32 displayID = ObjectMgr::ChooseDisplayId(normalInfo, data);
CreatureModelInfo const* minfo = nullptr;
if (!data || !data->displayid)
minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID);
else
minfo = sObjectMgr->GetCreatureModelInfo(displayID);
if (!minfo) // Cancel load if no model defined
{
TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) has invalid model %u defined in table `creature_template`, can't load.", entry, displayID);
return false;
}
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
// Load creature equipment
if (!data || data->equipmentId == 0)
LoadEquipment(); // use default equipment (if available)
else // override, 0 means no equipment
{
m_originalEquipmentId = data->equipmentId;
LoadEquipment(data->equipmentId);
}
SetName(normalInfo->Name); // at normal entry always
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
SetFloatValue(UNIT_MOD_CAST_HASTE, 1.0f);
InitializeCreatureMovementInfo(cinfo->movementId);
InitializeMovementSpeeds();
// Will set UNIT_FIELD_BOUNDINGRADIUS and UNIT_FIELD_COMBATREACH
SetObjectScale(GetNativeObjectScale());
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, cinfo->HoverHeight);
SetCanDualWield(cinfo->flags_extra & CREATURE_FLAG_EXTRA_USE_OFFHAND_ATTACK);
// checked at loading
m_defaultMovementType = MovementGeneratorType(data ? data->movementType : cinfo->MovementType);
if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
m_defaultMovementType = IDLE_MOTION_TYPE;
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
m_spells[i] = GetCreatureTemplate()->spells[i];
SetNoNpcDamageBelowPctHealthValue(sObjectMgr->GetSparringHealthLimitFor(GetEntry()));
return true;
}
bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/, bool updateLevel /* = true */)
{
if (!InitEntry(entry, data))
return false;
CreatureTemplate const* cInfo = GetCreatureTemplate();
m_regenHealth = cInfo->RegenHealth;
// creatures always have melee weapon ready if any unless specified otherwise
if (!GetCreatureAddon())
SetSheath(SHEATH_STATE_MELEE);
SetFaction(cInfo->faction);
uint32 npcflag, unit_flags, dynamicflags;
ObjectMgr::ChooseCreatureFlags(cInfo, npcflag, unit_flags, dynamicflags, data);
if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
SetUInt32Value(UNIT_NPC_FLAGS, npcflag | sGameEventMgr->GetNPCFlag(this));
else
SetUInt32Value(UNIT_NPC_FLAGS, npcflag);
// if unit is in combat, keep this flag
unit_flags &= ~UNIT_FLAG_IN_COMBAT;
if (IsInCombat())
unit_flags |= UNIT_FLAG_IN_COMBAT;
SetUInt32Value(UNIT_FIELD_FLAGS, unit_flags);
SetUInt32Value(UNIT_FIELD_FLAGS_2, cInfo->unit_flags2);
SetUInt32Value(UNIT_DYNAMIC_FLAGS, dynamicflags);
SetCanDualWield(cInfo->flags_extra & CREATURE_FLAG_EXTRA_USE_OFFHAND_ATTACK);
SetAttackTime(BASE_ATTACK, cInfo->BaseAttackTime);
SetAttackTime(OFF_ATTACK, cInfo->BaseAttackTime);
SetAttackTime(RANGED_ATTACK, cInfo->RangeAttackTime);
if (updateLevel)
SelectLevel();
// Do not update guardian stats here - they are handled in Guardian::InitStatsForLevel()
if (!IsGuardian())
{
uint32 previousHealth = GetHealth();
UpdateLevelDependantStats();
if (previousHealth > 0)
SetHealth(previousHealth);
SetMeleeDamageSchool(SpellSchools(cInfo->dmgschool));
SetStatFlatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_HOLY]));
SetStatFlatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FIRE]));
SetStatFlatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_NATURE]));
SetStatFlatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_FROST]));
SetStatFlatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_SHADOW]));
SetStatFlatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(cInfo->resistance[SPELL_SCHOOL_ARCANE]));
SetCanModifyStats(true);
UpdateAllStats();
}
// checked and error show at loading templates
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction))
SetPvP((factionTemplate->Flags & FACTION_TEMPLATE_FLAG_PVP) != 0);
// updates spell bars for vehicles and set player's faction - should be called here, to overwrite faction that is set from the new template
if (IsVehicle())
{
if (Player* owner = Creature::GetCharmerOrOwnerPlayerOrPlayerItself()) // this check comes in case we don't have a player
{
SetFaction(owner->GetFaction()); // vehicles should have same as owner faction
owner->VehicleSpellInitialize();
}
}
// trigger creature is always not selectable and can not be attacked
if (IsTrigger())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
InitializeReactState();
if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_NO_TAUNT)
{
ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);
}
if (GetMovementTemplate().IsRooted())
SetControlled(true, UNIT_STATE_ROOT);
if (cInfo->flags_extra & CREATURE_FLAG_EXTRA_NO_COMBAT)
SetIgnoringCombat(true);
UpdateMovementFlags(true);
LoadCreaturesAddon();
LoadTemplateImmunities();
GetThreatManager().EvaluateSuppressed();
return true;
}
void Creature::Update(uint32 diff)
{
if (IsAIEnabled() && m_triggerJustAppeared && m_deathState != DEAD)
{
if (m_respawnCompatibilityMode && m_vehicleKit)
m_vehicleKit->Reset();
m_triggerJustAppeared = false;
AI()->JustAppeared();
}
UpdateMovementFlags(false);
switch (m_deathState)
{
case JUST_RESPAWNED:
// Must not be called, see Creature::setDeathState JUST_RESPAWNED -> ALIVE promoting.
TC_LOG_ERROR("entities.unit", "Creature (GUID: %u Entry: %u) in wrong state: JUST_RESPAWNED (4)", GetGUID().GetCounter(), GetEntry());
break;
case JUST_DIED:
// Must not be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
TC_LOG_ERROR("entities.unit", "Creature (GUID: %u Entry: %u) in wrong state: JUST_DIED (1)", GetGUID().GetCounter(), GetEntry());
break;
case DEAD:
{
if (!m_respawnCompatibilityMode)
{
TC_LOG_ERROR("entities.unit", "Creature (GUID: %u Entry: %u) in wrong state: DEAD (3)", GetGUID().GetCounter(), GetEntry());
break;
}
time_t now = GameTime::GetGameTime();
if (m_respawnTime <= now)
{
// Delay respawn if spawn group is not active
if (m_creatureData && !GetMap()->IsSpawnGroupActive(m_creatureData->spawnGroupData->groupId))
{
m_respawnTime = now + urand(4, 7);
break; // Will be rechecked on next Update call after delay expires
}
ObjectGuid dbtableHighGuid(HighGuid::Unit, GetEntry(), m_spawnId);
time_t linkedRespawnTime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
if (!linkedRespawnTime) // Can respawn // Can respawn
Respawn();
else // the master is dead
{
ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
SetRespawnTime(WEEK);
else
{
// else copy time from master and add a little
time_t baseRespawnTime = std::max(linkedRespawnTime, now);
time_t const offset = urand(5, MINUTE);
// linked guid can be a boss, uses std::numeric_limits<time_t>::max to never respawn in that instance
// we shall inherit it instead of adding and causing an overflow
if (baseRespawnTime <= std::numeric_limits<time_t>::max() - offset)
m_respawnTime = baseRespawnTime + offset;
else
m_respawnTime = std::numeric_limits<time_t>::max();
}
SaveRespawnTime(); // also save to DB immediately
}
}
break;
}
case CORPSE:
{
Unit::Update(diff);
// deathstate changed on spells update, prevent problems
if (m_deathState != CORPSE)
break;
if (IsEngaged())
Unit::AIUpdateTick(diff);
if (m_groupLootTimer && lootingGroupLowGUID)
{
if (m_groupLootTimer <= diff)
{
Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
if (group)
group->EndRoll(&loot, GetMap());
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
}
else m_groupLootTimer -= diff;
}
else if (m_corpseRemoveTime <= GameTime::GetGameTime())
{
RemoveCorpse(false);
TC_LOG_DEBUG("entities.unit", "Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
}
break;
}
case ALIVE:
{
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;
GetThreatManager().Update(diff);
if (_spellFocusInfo.ReacquiringTargetDelay)
{
if (_spellFocusInfo.ReacquiringTargetDelay <= diff)
ReacquireSpellFocusTarget();
else
_spellFocusInfo.ReacquiringTargetDelay -= diff;
}
// periodic check to see if the creature has passed an evade boundary
if (IsAIEnabled() && !IsInEvadeMode() && IsEngaged())
{
if (diff >= m_boundaryCheckTime)
{
AI()->CheckInRoom();
m_boundaryCheckTime = 2500;
} else
m_boundaryCheckTime -= diff;
}
// if periodic combat pulse is enabled and we are both in combat and in a dungeon, do this now
if (m_combatPulseDelay > 0 && IsEngaged() && GetMap()->IsDungeon())
{
if (diff > m_combatPulseTime)
m_combatPulseTime = 0;
else
m_combatPulseTime -= diff;
if (m_combatPulseTime == 0)
{
Map::PlayerList const& players = GetMap()->GetPlayers();
if (!players.isEmpty())
for (Map::PlayerList::const_iterator it = players.begin(); it != players.end(); ++it)
{
if (Player* player = it->GetSource())
{
if (player->IsGameMaster())
continue;
if (player->IsAlive() && IsHostileTo(player))
EngageWithTarget(player);
}
}
m_combatPulseTime = m_combatPulseDelay * IN_MILLISECONDS;
}
}
// do not allow the AI to be changed during update
Unit::AIUpdateTick(diff);
// 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;
_powerUpdateTimer -= diff;
Regenerate(GetPowerType(), diff);
// Reset the power update timer after regeneration happened
if (_powerUpdateTimer <= 0)
_powerUpdateTimer = GetPowerUpdateInterval();
if (CanNotReachTarget() && !IsInEvadeMode() && !GetMap()->IsRaid())
{
m_cannotReachTimer += diff;
if (m_cannotReachTimer >= CREATURE_NOPATH_EVADE_TIME)
if (CreatureAI* ai = AI())
ai->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_PATH);
}
break;
}
default:
break;
}
}
void Creature::RegenerateHealth()
{
if (!isRegeneratingHealth())
return;
if (IsInEvadeMode() || (IsEngaged() && !IsPolymorphed() && !CanNotReachTarget())) // regenerate health if not in combat or if polymorphed
return;
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue)
return;
uint32 addvalue = 0;
// Not only pet, but any controlled creature
if (!GetCharmerOrOwnerGUID().IsEmpty())
{
float healthIncreaseRate = sWorld->getRate(RATE_HEALTH);
addvalue = 0.015f * ((float)GetMaxHealth()) * healthIncreaseRate;
}
else
addvalue = maxValue / 3;
// Apply modifiers (if any).
addvalue *= GetTotalAuraMultiplier(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * UNIT_HEALTH_REGENERATION_INTERVAL / (5 * IN_MILLISECONDS);
ModifyHealth(addvalue);
}
void Creature::DoFleeToGetAssistance()
{
if (!GetVictim())
return;
if (HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
return;
float radius = sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS);
if (radius >0)
{
Creature* creature = nullptr;
Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this, GetVictim(), radius);
Trinity::CreatureLastSearcher<Trinity::NearestAssistCreatureInCreatureRangeCheck> searcher(this, creature, u_check);
Cell::VisitGridObjects(this, searcher, radius);
SetNoSearchAssistance(true);
if (!creature)
//SetFeared(true, EnsureVictim()->GetGUID(), 0, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY));
/// @todo use 31365
SetControlled(true, UNIT_STATE_FLEEING);
else
GetMotionMaster()->MoveSeekAssistance(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ());
}
}
bool Creature::AIM_Destroy()
{
PopAI();
RefreshAI();
return true;
}
bool Creature::AIM_Create(CreatureAI* ai /*= nullptr*/)
{
Motion_Initialize();
SetAI(ai ? ai : FactorySelector::SelectAI(this));
return true;
}
bool Creature::AIM_Initialize(CreatureAI* ai)
{
if (!AIM_Create(ai))
return false;
AI()->InitializeAI();
if (GetVehicleKit())
GetVehicleKit()->Reset();
return true;
}
void Creature::Motion_Initialize()
{
if (!m_formation)
GetMotionMaster()->Initialize();
else if (m_formation->getLeader() == this)
{
m_formation->FormationReset(false);
GetMotionMaster()->Initialize();
}
else if (m_formation->isFormed())
GetMotionMaster()->MoveIdle(); //wait the order of leader
else
GetMotionMaster()->Initialize();
}
bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 entry, Position const& pos, CreatureData const* data /*= nullptr*/, uint32 vehId /*= 0*/, bool dynamic)
{
ASSERT(map);
SetMap(map);
if (data)
{
PhasingHandler::InitDbPhaseShift(GetPhaseShift(), data->phaseUseFlags, data->phaseId, data->phaseGroup);
PhasingHandler::InitDbVisibleMapId(GetPhaseShift(), data->terrainSwapMap);
}
// Set if this creature can handle dynamic spawns
if (!dynamic)
SetRespawnCompatibilityMode();
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
if (!cinfo)
{
TC_LOG_ERROR("sql.sql", "Creature::Create(): creature template (guidlow: %u, entry: %u) does not exist.", guidlow, entry);
return false;
}
//! Relocate before CreateFromProto, to initialize coords and allow
//! returning correct zone id for selecting OutdoorPvP/Battlefield script
Relocate(pos);
// Check if the position is valid before calling CreateFromProto(), otherwise we might add Auras to Creatures at
// invalid position, triggering a crash about Auras not removed in the destructor
if (!IsPositionValid())
{
TC_LOG_ERROR("entities.unit", "Creature::Create(): given coordinates for creature (guidlow %d, entry %d) are not valid (X: %f, Y: %f, Z: %f, O: %f)", guidlow, entry, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation());
return false;
}
{
// area/zone id is needed immediately for ZoneScript::GetCreatureEntry hook before it is known which creature template to load (no model/scale available yet)
PositionFullTerrainStatus data;
GetMap()->GetFullTerrainStatusForPosition(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS, DEFAULT_COLLISION_HEIGHT);
ProcessPositionDataChanged(data);
}
// Allow players to see those units while dead, do it here (mayby altered by addon auras)
if (cinfo->type_flags & CREATURE_TYPE_FLAG_GHOST_VISIBLE)
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
if (!CreateFromProto(guidlow, entry, data, vehId))
return false;
if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_DUNGEON_BOSS && map->IsDungeon())
m_respawnDelay = 0; // special value, prevents respawn for dungeon bosses unless overridden
switch (GetCreatureTemplate()->rank)
{
case CREATURE_ELITE_RARE:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_RARE);
break;
case CREATURE_ELITE_ELITE:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_ELITE);
break;
case CREATURE_ELITE_RAREELITE:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_RAREELITE);
break;
case CREATURE_ELITE_WORLDBOSS:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_WORLDBOSS);
break;
default:
m_corpseDelay = sWorld->getIntConfig(CONFIG_CORPSE_DECAY_NORMAL);
break;
}
LoadCreaturesAddon();
//! Need to be called after LoadCreaturesAddon - MOVEMENTFLAG_HOVER is set there
m_positionZ += GetHoverOffset();
LastUsedScriptID = GetScriptId();
if (IsSpiritHealer() || IsSpiritGuide() || (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_GHOST_VISIBILITY))
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_GHOST);
}
if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_IGNORE_PATHFINDING)
AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);
if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_IMMUNITY_KNOCKBACK)
{
ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
}
GetThreatManager().Initialize();
return true;
}
Unit* Creature::SelectVictim()
{
Unit* target = nullptr;
if (CanHaveThreatList())
target = GetThreatManager().GetCurrentVictim();
else if (!HasReactState(REACT_PASSIVE))
{
// We're a player pet, probably
target = getAttackerForHelper();
if (!target && IsSummon())
{
if (Unit* owner = ToTempSummon()->GetOwner())
{
if (owner->IsInCombat())
target = owner->getAttackerForHelper();
if (!target)
{
for (ControlList::const_iterator itr = owner->m_Controlled.begin(); itr != owner->m_Controlled.end(); ++itr)
{
if ((*itr)->IsInCombat())
{
target = (*itr)->getAttackerForHelper();
if (target)
break;
}
}
}
}
}
}
else
return nullptr;
if (target && _IsTargetAcceptable(target) && CanCreatureAttack(target))
return target;
/// @todo a vehicle may eat some mob, so mob should not evade
if (GetVehicle())
return nullptr;
Unit::AuraEffectList const& iAuras = GetAuraEffectsByType(SPELL_AURA_MOD_INVISIBILITY);
if (!iAuras.empty())
{
for (Unit::AuraEffectList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr)
{
if ((*itr)->GetBase()->IsPermanent())
{
AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_OTHER);
break;
}
}
return nullptr;
}
// enter in evade mode in other case
AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_HOSTILES);
return nullptr;
}
bool Creature::SetDisableGravity(bool disable, bool packetOnly /*= false*/, bool updateAnimationTier /*= true*/)
{
if (!Unit::SetDisableGravity(disable, packetOnly, updateAnimationTier))
return false;
if (updateAnimationTier && IsAlive() && !HasUnitState(UNIT_STATE_ROOT) && !GetMovementTemplate().IsRooted())
{
if (IsGravityDisabled())
SetAnimationTier(AnimationTier::Fly);
else if (IsHovering())
SetAnimationTier(AnimationTier::Hover);
else
SetAnimationTier(AnimationTier::Ground);
}
WorldPacket data(disable ? SMSG_SPLINE_MOVE_GRAVITY_DISABLE : SMSG_SPLINE_MOVE_GRAVITY_ENABLE);
WriteMovementInfo(data);
SendMessageToSet(&data, false);
return true;
}
bool Creature::SetHover(bool enable, bool packetOnly /*= false*/, bool updateAnimationTier /*= true*/)
{
if (!Unit::SetHover(enable, packetOnly, updateAnimationTier))
return false;
if (updateAnimationTier && IsAlive() && !HasUnitState(UNIT_STATE_ROOT) && !GetMovementTemplate().IsRooted())
{
if (IsGravityDisabled())
SetAnimationTier(AnimationTier::Fly);
else if (IsHovering())
SetAnimationTier(AnimationTier::Hover);
else
SetAnimationTier(AnimationTier::Ground);
}
return true;
}
bool Creature::SetCanFly(bool enable, bool packetOnly /*= false*/)
{
if (!Unit::SetCanFly(enable, packetOnly))
return false;
WorldPacket data(enable ? SMSG_SPLINE_MOVE_SET_FLYING : SMSG_SPLINE_MOVE_UNSET_FLYING);
WriteMovementInfo(data);
SendMessageToSet(&data, false);
return true;
}
void Creature::InitializeReactState()
{
if (IsTotem() || IsTrigger() || IsCritter() || IsSpiritService())
SetReactState(REACT_PASSIVE);
/*
else if (IsCivilian())
SetReactState(REACT_DEFENSIVE);
*/
else
SetReactState(REACT_AGGRESSIVE);
}
bool Creature::isCanInteractWithBattleMaster(Player* player, bool msg) const
{
if (!IsBattleMaster())
return false;
BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(GetEntry());
if (!msg)
return player->GetBGAccessByLevel(bgTypeId);
if (!player->GetBGAccessByLevel(bgTypeId))
{
ClearGossipMenuFor(player);
switch (bgTypeId)
{
case BATTLEGROUND_AV: SendGossipMenuFor(player, 7616, this); break;
case BATTLEGROUND_WS: SendGossipMenuFor(player, 7599, this); break;
case BATTLEGROUND_AB: SendGossipMenuFor(player, 7642, this); 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: SendGossipMenuFor(player, 10024, this); break;
default: break;
}
return false;
}
return true;
}
bool Creature::CanResetTalents(Player* player) const
{
return player->getLevel() >= 10
&& player->getClass() == GetCreatureTemplate()->trainer_class;
}
bool Creature::IsClassTrainerOf(Player const* player) const
{
return player->getClass() == GetCreatureTemplate()->trainer_class;
}
Player* Creature::GetLootRecipient() const
{
if (!m_lootRecipient)
return nullptr;
return ObjectAccessor::FindConnectedPlayer(m_lootRecipient);
}
Group* Creature::GetLootRecipientGroup() const
{
if (!m_lootRecipientGroup)
return nullptr;
return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
}
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 nullptr after the loot disappears
if (!unit)
{
m_lootRecipient.Clear();
m_lootRecipientGroup = 0;
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE|UNIT_DYNFLAG_TAPPED);
return;
}
if (unit->GetTypeId() != TYPEID_PLAYER && !unit->IsVehicle())
return;
Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player) // normal creature, no player involved
return;
m_lootRecipient = player->GetGUID();
if (Group* group = player->GetGroup())
m_lootRecipientGroup = group->GetLowGUID();
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED);
}
// return true if this creature is tapped by the player or by a member of his group.
bool Creature::isTappedBy(Player const* player) const
{
if (player->GetGUID() == m_lootRecipient)
return true;
Group const* playerGroup = player->GetGroup();
if (!playerGroup || playerGroup != GetLootRecipientGroup()) // if we dont have a group we arent the recipient
return false; // if creature doesnt have group bound it means it was solo killed by someone else
return true;
}
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_spawnId);
if (!data)
{
TC_LOG_ERROR("entities.unit", "Creature::SaveToDB failed, cannot get creature data!");
return;
}
uint32 mapId = GetTransport() ? GetTransport()->GetGOInfo()->moTransport.mapID : GetMapId();
SaveToDB(mapId, data->spawnMask);
}
void Creature::SaveToDB(uint32 mapid, uint8 spawnMask)
{
// update in loaded data
if (!m_spawnId)
m_spawnId = sObjectMgr->GenerateCreatureSpawnId();
CreatureData& data = sObjectMgr->NewOrExistCreatureData(m_spawnId);
uint32 displayId = GetNativeDisplayId();
uint32 npcflag = GetUInt32Value(UNIT_NPC_FLAGS);
uint32 unit_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
uint32 dynamicflags = GetUInt32Value(UNIT_DYNAMIC_FLAGS);
// check if it's a custom model and if not, use 0 for displayId
CreatureTemplate const* cinfo = GetCreatureTemplate();
if (cinfo)
{
if (displayId == cinfo->Modelid1 || displayId == cinfo->Modelid2 ||
displayId == cinfo->Modelid3 || displayId == cinfo->Modelid4)
displayId = 0;
if (npcflag == cinfo->npcflag)
npcflag = 0;
if (unit_flags == cinfo->unit_flags)
unit_flags = 0;
if (dynamicflags == cinfo->dynamicflags)
dynamicflags = 0;
}
if (!data.spawnId)
data.spawnId = m_spawnId;
ASSERT(data.spawnId == m_spawnId);
data.id = GetEntry();
data.displayid = displayId;
data.equipmentId = GetCurrentEquipmentId();
if (!GetTransport())
{
data.mapId = GetMapId();
data.spawnPoint.Relocate(this);
}
else
{
data.mapId = mapid;
data.spawnPoint.Relocate(GetTransOffsetX(), GetTransOffsetY(), GetTransOffsetZ(), GetTransOffsetO());
}
data.spawntimesecs = m_respawnDelay;
// prevent add data integrity problems
data.spawndist = GetDefaultMovementType() == IDLE_MOTION_TYPE ? 0.0f : m_respawnradius;
data.currentwaypoint = 0;
data.curhealth = GetHealth();
data.curmana = GetPower(POWER_MANA);
// prevent add data integrity problems
data.movementType = !m_respawnradius && GetDefaultMovementType() == RANDOM_MOTION_TYPE
? IDLE_MOTION_TYPE : GetDefaultMovementType();
data.spawnMask = spawnMask;
data.npcflag = npcflag;
data.unit_flags = unit_flags;
data.dynamicflags = dynamicflags;
if (!data.spawnGroupData)
data.spawnGroupData = sObjectMgr->GetDefaultSpawnGroup();
data.phaseId = GetDBPhase() > 0 ? GetDBPhase() : data.phaseId;
data.phaseGroup = GetDBPhase() < 0 ? -GetDBPhase() : data.phaseGroup;
// update in DB
WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE);
stmt->setUInt32(0, m_spawnId);
trans->Append(stmt);
uint8 index = 0;
stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE);
stmt->setUInt32(index++, m_spawnId);
stmt->setUInt32(index++, GetEntry());
stmt->setUInt16(index++, uint16(mapid));
stmt->setUInt8(index++, spawnMask);
stmt->setUInt32(index++, data.phaseId);
stmt->setUInt32(index++, data.phaseGroup);
stmt->setUInt32(index++, displayId);
stmt->setInt32(index++, int32(GetCurrentEquipmentId()));
stmt->setFloat(index++, GetPositionX());
stmt->setFloat(index++, GetPositionY());
stmt->setFloat(index++, GetPositionZ());
stmt->setFloat(index++, GetOrientation());
stmt->setUInt32(index++, m_respawnDelay);
stmt->setFloat(index++, m_respawnradius);
stmt->setUInt32(index++, 0);
stmt->setUInt32(index++, GetHealth());
stmt->setUInt32(index++, GetPower(POWER_MANA));
stmt->setUInt8(index++, uint8(GetDefaultMovementType()));
stmt->setUInt32(index++, npcflag);
stmt->setUInt32(index++, unit_flags);
stmt->setUInt32(index++, dynamicflags);
trans->Append(stmt);
WorldDatabase.CommitTransaction(trans);
}
void Creature::SelectLevel()
{
CreatureTemplate const* cInfo = GetCreatureTemplate();
// level
uint8 minlevel = std::min(cInfo->maxlevel, cInfo->minlevel);
uint8 maxlevel = std::max(cInfo->maxlevel, cInfo->minlevel);
uint8 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel);
SetLevel(level);
}
void Creature::UpdateLevelDependantStats()
{
CreatureTemplate const* cInfo = GetCreatureTemplate();
uint32 rank = IsPet() ? 0 : cInfo->rank;
CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(getLevel(), cInfo->unit_class);
// health
float healthmod = _GetHealthMod(rank);
uint32 basehp = stats->GenerateHealth(cInfo);
uint32 health = uint32(basehp * healthmod);
SetCreateHealth(health);
SetMaxHealth(health);
SetHealth(health);
ResetPlayerDamageReq();
// mana
uint32 mana = stats->GenerateMana(cInfo);
SetCreateMana(mana);
switch (getClass())
{
case UNIT_CLASS_PALADIN:
case UNIT_CLASS_MAGE:
SetMaxPower(POWER_MANA, mana);
SetFullPower(POWER_MANA);
break;
default: // We don't set max power here, 0 makes power bar hidden
break;
}
SetStatFlatModifier(UNIT_MOD_HEALTH, BASE_VALUE, (float)health);
// damage
float basedamage = stats->GenerateBaseDamage(cInfo);
float weaponBaseMinDamage = basedamage;
float weaponBaseMaxDamage = basedamage * 1.5f;
SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, weaponBaseMinDamage);
SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, weaponBaseMaxDamage);
SetStatFlatModifier(UNIT_MOD_ATTACK_POWER, BASE_VALUE, stats->AttackPower);
SetStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, stats->RangedAttackPower);
float armor = (float)stats->GenerateArmor(cInfo); /// @todo Why is this treated as uint32 when it's a float?
SetStatFlatModifier(UNIT_MOD_ARMOR, BASE_VALUE, armor);
}
float Creature::_GetHealthMod(int32 Rank)
{
switch (Rank) // define rates for each elite rank
{
case CREATURE_ELITE_NORMAL:
return sWorld->getRate(RATE_CREATURE_NORMAL_HP);
case CREATURE_ELITE_ELITE:
return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_HP);
case CREATURE_ELITE_RAREELITE:
return sWorld->getRate(RATE_CREATURE_ELITE_RAREELITE_HP);
case CREATURE_ELITE_WORLDBOSS:
return sWorld->getRate(RATE_CREATURE_ELITE_WORLDBOSS_HP);
case CREATURE_ELITE_RARE:
return sWorld->getRate(RATE_CREATURE_ELITE_RARE_HP);
default:
return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_HP);
}
}
void Creature::LowerPlayerDamageReq(uint32 unDamage)
{
if (m_PlayerDamageReq)
m_PlayerDamageReq > unDamage ? m_PlayerDamageReq -= unDamage : m_PlayerDamageReq = 0;
}
float Creature::_GetDamageMod(int32 Rank)
{
switch (Rank) // define rates for each elite rank
{
case CREATURE_ELITE_NORMAL:
return sWorld->getRate(RATE_CREATURE_NORMAL_DAMAGE);
case CREATURE_ELITE_ELITE:
return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE);
case CREATURE_ELITE_RAREELITE:
return sWorld->getRate(RATE_CREATURE_ELITE_RAREELITE_DAMAGE);
case CREATURE_ELITE_WORLDBOSS:
return sWorld->getRate(RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE);
case CREATURE_ELITE_RARE:
return sWorld->getRate(RATE_CREATURE_ELITE_RARE_DAMAGE);
default:
return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE);
}
}
float Creature::GetSpellDamageMod(int32 Rank) const
{
switch (Rank) // define rates for each elite rank
{
case CREATURE_ELITE_NORMAL:
return sWorld->getRate(RATE_CREATURE_NORMAL_SPELLDAMAGE);
case CREATURE_ELITE_ELITE:
return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
case CREATURE_ELITE_RAREELITE:
return sWorld->getRate(RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE);
case CREATURE_ELITE_WORLDBOSS:
return sWorld->getRate(RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE);
case CREATURE_ELITE_RARE:
return sWorld->getRate(RATE_CREATURE_ELITE_RARE_SPELLDAMAGE);
default:
return sWorld->getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
}
}
bool Creature::CreateFromProto(ObjectGuid::LowType guidlow, uint32 entry, CreatureData const* data /*= nullptr*/, uint32 vehId /*= 0*/)
{
SetZoneScript();
if (GetZoneScript() && data)
{
entry = GetZoneScript()->GetCreatureEntry(guidlow, data);
if (!entry)
return false;
}
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
if (!cinfo)
{
TC_LOG_ERROR("sql.sql", "Creature::CreateFromProto(): creature template (guidlow: %u, entry: %u) does not exist.", guidlow, entry);
return false;
}
SetOriginalEntry(entry);
Object::_Create(guidlow, entry, (vehId || cinfo->VehicleId) ? HighGuid::Vehicle : HighGuid::Unit);
if (!UpdateEntry(entry, data))
return false;
if (!vehId)
{
if (GetCreatureTemplate()->VehicleId)
{
vehId = GetCreatureTemplate()->VehicleId;
entry = GetCreatureTemplate()->Entry;
}
else
vehId = cinfo->VehicleId;
}
if (vehId)
if (CreateVehicleKit(vehId, entry, true))
UpdateDisplayPower();
return true;
}
bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool allowDuplicate)
{
if (!allowDuplicate)
{
// If an alive instance of this spawnId is already found, skip creation
// If only dead instance(s) exist, despawn them and spawn a new (maybe also dead) version
const auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(spawnId);
std::vector <Creature*> despawnList;
if (creatureBounds.first != creatureBounds.second)
{
for (auto itr = creatureBounds.first; itr != creatureBounds.second; ++itr)
{
if (itr->second->IsAlive())
{
TC_LOG_DEBUG("maps", "Would have spawned %u but %s already exists", spawnId, creatureBounds.first->second->GetGUID().ToString().c_str());
return false;
}
else
{
despawnList.push_back(itr->second);
TC_LOG_DEBUG("maps", "Despawned dead instance of spawn %u (%s)", spawnId, itr->second->GetGUID().ToString().c_str());
}
}
for (Creature* despawnCreature : despawnList)
{
despawnCreature->AddObjectToRemoveList();
}
}
}
CreatureData const* data = sObjectMgr->GetCreatureData(spawnId);
if (!data)
{
TC_LOG_ERROR("sql.sql", "Creature (SpawnID %u) not found in table `creature`, can't load. ", spawnId);
return false;
}
m_spawnId = spawnId;
m_respawnCompatibilityMode = ((data->spawnGroupData->flags & SPAWNGROUP_FLAG_COMPATIBILITY_MODE) != 0);
m_creatureData = data;
m_respawnradius = data->spawndist;
m_respawnDelay = data->spawntimesecs;
if (!Create(map->GenerateLowGuid<HighGuid::Unit>(), map, data->id, data->spawnPoint, data, 0U, !m_respawnCompatibilityMode))
return false;
//We should set first home position, because then AI calls home movement
SetHomePosition(*this);
m_deathState = ALIVE;
m_respawnTime = GetMap()->GetCreatureRespawnTime(m_spawnId);
if (!m_respawnTime && !map->IsSpawnGroupActive(data->spawnGroupData->groupId))
{
if (!m_respawnCompatibilityMode)
{
// @todo pools need fixing! this is just a temporary thing, but they violate dynspawn principles
if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
{
TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load in inactive spawn group '%s':\n", spawnId, data->spawnGroupData->name.c_str());
return false;
}
}
m_respawnTime = GameTime::GetGameTime() + urand(4, 7);
}
if (m_respawnTime)
{
if (!m_respawnCompatibilityMode)
{
// @todo same as above
if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
{
TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load despite a respawn timer in progress:\n", spawnId);
return false;
}
}
else
{
// compatibility mode creatures will be respawned in ::Update()
m_deathState = DEAD;
}
if (CanFly())
{
float tz = map->GetHeight(GetPhaseShift(), data->spawnPoint, true, MAX_FALL_DISTANCE);
if (data->spawnPoint.GetPositionZ() - tz > 0.1f && Trinity::IsValidMapCoord(tz))
Relocate(data->spawnPoint.GetPositionX(), data->spawnPoint.GetPositionY(), tz);
}
}
SetSpawnHealth();
// checked at creature_template loading
m_defaultMovementType = MovementGeneratorType(data->movementType);
if (addToMap && !GetMap()->AddToMap(this))
return false;
return true;
}
void Creature::SetCanDualWield(bool value)
{
Unit::SetCanDualWield(value);
UpdateDamagePhysical(OFF_ATTACK);
}
void Creature::LoadEquipment(int8 id, bool force /*= true*/)
{
if (id == 0)
{
if (force)
{
for (uint8 i = 0; i < MAX_EQUIPMENT_ITEMS; ++i)
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, 0);
m_equipmentId = 0;
}
return;
}
EquipmentInfo const* einfo = sObjectMgr->GetEquipmentInfo(GetEntry(), id);
if (!einfo)
return;
m_equipmentId = id;
for (uint8 i = 0; i < MAX_EQUIPMENT_ITEMS; ++i)
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i, einfo->ItemEntry[i]);
}
void Creature::SetSpawnHealth()
{
uint32 curhealth;
if (m_creatureData && !m_regenHealth)
{
curhealth = m_creatureData->curhealth;
if (curhealth)
{
curhealth = uint32(curhealth*_GetHealthMod(GetCreatureTemplate()->rank));
if (curhealth < 1)
curhealth = 1;
}
SetPower(POWER_MANA, m_creatureData->curmana);
}
else
{
curhealth = GetMaxHealth();
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
SetHealth((m_deathState == ALIVE || m_deathState == JUST_RESPAWNED) ? curhealth : 0);
}
bool Creature::hasQuest(uint32 quest_id) const
{
return sObjectMgr->GetCreatureQuestRelations(GetEntry()).HasQuest(quest_id);
}
bool Creature::hasInvolvedQuest(uint32 quest_id) const
{
return sObjectMgr->GetCreatureQuestInvolvedRelations(GetEntry()).HasQuest(quest_id);
}
/*static*/ bool Creature::DeleteFromDB(ObjectGuid::LowType spawnId)
{
CreatureData const* data = sObjectMgr->GetCreatureData(spawnId);
if (!data)
return false;
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
sMapMgr->DoForAllMapsWithMapId(data->mapId,
[spawnId, trans](Map* map) -> void
{
// despawn all active creatures, and remove their respawns
std::vector<Creature*> toUnload;
for (auto const& pair : Trinity::Containers::MapEqualRange(map->GetCreatureBySpawnIdStore(), spawnId))
toUnload.push_back(pair.second);
for (Creature* creature : toUnload)
map->AddObjectToRemoveList(creature);
map->RemoveRespawnTime(SPAWN_TYPE_CREATURE, spawnId, trans);
}
);
// delete data from memory ...
sObjectMgr->DeleteCreatureData(spawnId);
WorldDatabaseTransaction trans2 = WorldDatabase.BeginTransaction();
// ... and the database
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE);
stmt->setUInt32(0, spawnId);
trans2->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_SPAWNGROUP_MEMBER);
stmt->setUInt8(0, uint8(SPAWN_TYPE_CREATURE));
stmt->setUInt32(1, spawnId);
trans2->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE_ADDON);
stmt->setUInt32(0, spawnId);
trans2->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_CREATURE);
stmt->setUInt32(0, spawnId);
trans2->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_MODEL_EQUIP);
stmt->setUInt32(0, spawnId);
trans2->Append(stmt);
WorldDatabase.CommitTransaction(trans2);
return true;
}
bool Creature::IsInvisibleDueToDespawn() const
{
if (Unit::IsInvisibleDueToDespawn())
return true;
if (IsAlive() || isDying() || m_corpseRemoveTime > GameTime::GetGameTime())
return false;
return true;
}
bool Creature::CanAlwaysSee(WorldObject const* obj) const
{
if (IsAIEnabled() && AI()->CanSeeAlways(obj))
return true;
return false;
}
bool Creature::CanStartAttack(Unit const* who, bool force) const
{
if (IsCivilian())
return false;
// This set of checks is should be done only for creatures
if ((IsImmuneToNPC() && !who->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
|| (IsImmuneToPC() && who->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)))
return false;
// Do not attack non-combat pets
if (who->GetTypeId() == TYPEID_UNIT && who->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET)
return false;
if (!CanFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance))
//|| who->IsControlledByPlayer() && who->IsFlying()))
// we cannot check flying for other creatures, too much map/vmap calculation
/// @todo should switch to range attack
return false;
if (!force)
{
if (!_IsTargetAcceptable(who))
return false;
if (!force && (IsNeutralToAll() || !IsWithinDistInMap(who, GetAttackDistance(who) + m_CombatDistance)))
return false;
}
if (!CanCreatureAttack(who, force))
return false;
// No aggro from gray creatures
if (CheckNoGrayAggroConfig(who->getLevelForTarget(this), getLevelForTarget(who)))
return false;
return IsWithinLOSInMap(who);
}
bool Creature::CheckNoGrayAggroConfig(uint32 playerLevel, uint32 creatureLevel) const
{
if (Trinity::XP::GetColorCode(playerLevel, creatureLevel) != XP_GRAY)
return false;
uint32 notAbove = sWorld->getIntConfig(CONFIG_NO_GRAY_AGGRO_ABOVE);
uint32 notBelow = sWorld->getIntConfig(CONFIG_NO_GRAY_AGGRO_BELOW);
if (notAbove == 0 && notBelow == 0)
return false;
if (playerLevel <= notBelow || (playerLevel >= notAbove && notAbove > 0))
return true;
return false;
}
float Creature::GetAttackDistance(Unit const* player) const
{
// WoW Wiki: the minimum radius seems to be 5 yards, while the maximum range is 45 yards
float maxRadius = (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO));
float minRadius = (5.0f * sWorld->getRate(RATE_CREATURE_AGGRO));
float aggroRate = sWorld->getRate(RATE_CREATURE_AGGRO);
uint8 expansionMaxLevel = uint8(DBCManager::GetMaxLevelForExpansion(GetCreatureTemplate()->expansion));
uint32 playerLevel = player->getLevel();
uint32 creatureLevel = getLevel();
if (aggroRate == 0.0f)
return 0.0f;
// The aggro radius for creatures with equal level as the player is 15 yards.
// The combatreach should not get taken into account for the distance so we drop it from the range (see Supremus as expample)
float baseAggroDistance = 15.0f - GetCombatReach();
float aggroRadius = baseAggroDistance;
// detect range auras
if ((creatureLevel + 5) <= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
aggroRadius += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
aggroRadius += player->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
}
// The aggro range of creatures with higher levels than the total player level for the expansion should get the maxlevel treatment
// This makes sure that creatures such as bosses wont have a bigger aggro range than the rest of the npc's
// The following code is used for blizzlike behavior such as skipable bosses (e.g. Commander Springvale at level 85)
if (creatureLevel > expansionMaxLevel)
aggroRadius += float(expansionMaxLevel) - float(playerLevel);
// + - 1 yard for each level difference between player and creature
else
aggroRadius += float(creatureLevel) - float(playerLevel);
// Make sure that we wont go over the total range limits
if (aggroRadius > maxRadius)
aggroRadius = maxRadius;
else if (aggroRadius < minRadius)
aggroRadius = minRadius;
return (aggroRadius * aggroRate);
}
void Creature::setDeathState(DeathState s)
{
Unit::setDeathState(s);
if (s == JUST_DIED)
{
m_corpseRemoveTime = GameTime::GetGameTime() + m_corpseDelay;
uint32 respawnDelay = m_respawnDelay;
if (uint32 scalingMode = sWorld->getIntConfig(CONFIG_RESPAWN_DYNAMICMODE))
GetMap()->ApplyDynamicModeRespawnScaling(this, m_spawnId, respawnDelay, scalingMode);
// @todo remove the boss respawn time hack in a dynspawn follow-up once we have creature groups in instances
if (m_respawnCompatibilityMode)
{
if (IsDungeonBoss() && !m_respawnDelay)
m_respawnTime = std::numeric_limits<time_t>::max(); // never respawn in this instance
else
m_respawnTime = GameTime::GetGameTime() + respawnDelay + m_corpseDelay;
}
else
{
if (IsDungeonBoss() && !m_respawnDelay)
m_respawnTime = std::numeric_limits<time_t>::max(); // never respawn in this instance
else
m_respawnTime = GameTime::GetGameTime() + respawnDelay;
}
SaveRespawnTime();
ReleaseSpellFocus(nullptr, false); // remove spellcast focus
_spellFocusInfo.Reset(); // cancel pending reacquisition of targets post spell focusing.
SetTarget(ObjectGuid::Empty); // drop target - dead mobs shouldn't ever target things
SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); // if creature is mounted on a virtual mount, remove it at death
setActive(false);
SetNoSearchAssistance(false);
//Dismiss group if is leader
if (m_formation && m_formation->getLeader() == this)
m_formation->FormationReset(true);
bool needsFalling = (IsFlying() || IsHovering()) && !IsUnderWater();
SetHover(false, false);
SetDisableGravity(false, false);
if (needsFalling)
GetMotionMaster()->MoveFall();
Unit::setDeathState(CORPSE);
}
else if (s == JUST_RESPAWNED)
{
if (IsPet())
SetFullHealth();
else
SetSpawnHealth();
SetLootRecipient(nullptr);
ResetPlayerDamageReq();
SetCannotReachTarget(false);
UpdateMovementFlags(true);
ClearUnitState(UNIT_STATE_ALL_ERASABLE);
if (!IsPet())
{
CreatureData const* creatureData = GetCreatureData();
CreatureTemplate const* cinfo = GetCreatureTemplate();
uint32 npcflag, unit_flags, dynamicflags;
ObjectMgr::ChooseCreatureFlags(cinfo, npcflag, unit_flags, dynamicflags, creatureData);
SetUInt32Value(UNIT_NPC_FLAGS, npcflag);
SetUInt32Value(UNIT_FIELD_FLAGS, unit_flags);
SetUInt32Value(UNIT_DYNAMIC_FLAGS, dynamicflags);
SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
}
Motion_Initialize();
Unit::setDeathState(ALIVE);
LoadCreaturesAddon();
}
}
void Creature::Respawn(bool force)
{
if (force)
{
if (IsAlive())
setDeathState(JUST_DIED);
else if (getDeathState() != CORPSE)
setDeathState(CORPSE);
}
if (m_respawnCompatibilityMode)
{
UpdateObjectVisibilityOnDestroy();
RemoveCorpse(false);
if (getDeathState() == DEAD)
{
TC_LOG_DEBUG("entities.unit", "Respawning creature %s (%s)", GetName().c_str(), GetGUID().ToString().c_str());
m_respawnTime = 0;
ResetPickPocketRefillTimer();
loot.clear();
if (m_originalEntry != GetEntry())
UpdateEntry(m_originalEntry);
SelectLevel();
setDeathState(JUST_RESPAWNED);
uint32 displayID = GetNativeDisplayId();
if (sObjectMgr->GetCreatureModelRandomGender(&displayID))
{
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
}
GetMotionMaster()->InitDefault();
//Re-initialize reactstate that could be altered by movementgenerators
InitializeReactState();
if (UnitAI* ai = AI()) // reset the AI to be sure no dirty or uninitialized values will be used till next tick
ai->Reset();
m_triggerJustAppeared = true;
uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<Creature>(GetSpawnId()) : 0;
if (poolid)
sPoolMgr->UpdatePool<Creature>(poolid, GetSpawnId());
}
UpdateObjectVisibility();
}
else
{
if (m_spawnId)
GetMap()->Respawn(SPAWN_TYPE_CREATURE, m_spawnId);
}
TC_LOG_DEBUG("entities.unit", "Respawning creature %s (%s)",
GetName().c_str(), GetGUID().ToString().c_str());
}
void Creature::ForcedDespawn(uint32 timeMSToDespawn, Seconds forceRespawnTimer)
{
if (timeMSToDespawn)
{
m_Events.AddEvent(new ForcedDespawnDelayEvent(*this, forceRespawnTimer), m_Events.CalculateTime(timeMSToDespawn));
return;
}
if (m_respawnCompatibilityMode)
{
uint32 corpseDelay = GetCorpseDelay();
uint32 respawnDelay = GetRespawnDelay();
// do it before killing creature
UpdateObjectVisibilityOnDestroy();
bool overrideRespawnTime = false;
if (IsAlive())
{
if (forceRespawnTimer > Seconds::zero())
{
SetCorpseDelay(0);
SetRespawnDelay(forceRespawnTimer.count());
overrideRespawnTime = true;
}
setDeathState(JUST_DIED);
}
// Skip corpse decay time
RemoveCorpse(!overrideRespawnTime, false);
SetCorpseDelay(corpseDelay);
SetRespawnDelay(respawnDelay);
}
else
{
if (forceRespawnTimer > Seconds::zero())
SaveRespawnTime(forceRespawnTimer.count());
else
{
uint32 respawnDelay = m_respawnDelay;
if (uint32 scalingMode = sWorld->getIntConfig(CONFIG_RESPAWN_DYNAMICMODE))
GetMap()->ApplyDynamicModeRespawnScaling(this, m_spawnId, respawnDelay, scalingMode);
m_respawnTime = GameTime::GetGameTime() + respawnDelay;
SaveRespawnTime();
}
AddObjectToRemoveList();
}
}
void Creature::DespawnOrUnsummon(uint32 msTimeToDespawn /*= 0*/, Seconds forceRespawnTimer /*= 0*/)
{
if (TempSummon* summon = ToTempSummon())
summon->UnSummon(msTimeToDespawn);
else
ForcedDespawn(msTimeToDespawn, forceRespawnTimer);
}
void Creature::LoadTemplateImmunities()
{
// uint32 max used for "spell id", the immunity system will not perform SpellInfo checks against invalid spells
// used so we know which immunities were loaded from template
static uint32 const placeholderSpellId = std::numeric_limits<uint32>::max();
// unapply template immunities (in case we're updating entry)
for (uint32 i = MECHANIC_NONE + 1; i < MAX_MECHANIC; ++i)
ApplySpellImmune(placeholderSpellId, IMMUNITY_MECHANIC, i, false);
for (uint32 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
ApplySpellImmune(placeholderSpellId, IMMUNITY_SCHOOL, 1 << i, false);
// don't inherit immunities for hunter pets
if (GetOwnerOrCreatorGUID().IsPlayer() && IsHunterPet())
return;
if (uint32 mask = GetCreatureTemplate()->MechanicImmuneMask)
{
for (uint32 i = MECHANIC_NONE + 1; i < MAX_MECHANIC; ++i)
{
if (mask & (1 << (i - 1)))
ApplySpellImmune(placeholderSpellId, IMMUNITY_MECHANIC, i, true);
}
}
if (uint32 mask = GetCreatureTemplate()->SpellSchoolImmuneMask)
{
for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
if (mask & (1 << i))
ApplySpellImmune(placeholderSpellId, IMMUNITY_SCHOOL, 1 << i, true);
}
}
}
bool Creature::IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster, Optional<uint8> effectMask /*= {}*/) const
{
if (!spellInfo)
return false;
bool immunedToAllEffects = true;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!spellInfo->Effects[i].IsEffect())
continue;
if (effectMask && !(*effectMask & (1 << i)))
continue;
if (!IsImmunedToSpellEffect(spellInfo, i, caster))
{
immunedToAllEffects = false;
break;
}
}
if (immunedToAllEffects)
return true;
return Unit::IsImmunedToSpell(spellInfo, caster);
}
bool Creature::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const
{
if (GetCreatureTemplate()->type == CREATURE_TYPE_MECHANICAL && spellInfo->Effects[index].Effect == SPELL_EFFECT_HEAL)
return true;
return Unit::IsImmunedToSpellEffect(spellInfo, index, caster);
}
bool Creature::isElite() const
{
if (IsPet())
return false;
uint32 rank = GetCreatureTemplate()->rank;
return rank != CREATURE_ELITE_NORMAL && rank != CREATURE_ELITE_RARE;
}
bool Creature::isWorldBoss() const
{
if (IsPet())
return false;
return (GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_BOSS_MOB) != 0;
}
SpellInfo const* Creature::reachWithSpellAttack(Unit* victim)
{
if (!victim)
return nullptr;
for (uint32 i=0; i < MAX_CREATURE_SPELLS; ++i)
{
if (!m_spells[i])
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]);
if (!spellInfo)
{
TC_LOG_ERROR("entities.unit", "WORLD: unknown spell id %i", m_spells[i]);
continue;
}
bool bcontinue = true;
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; j++)
{
if ((spellInfo->Effects[j].Effect == SPELL_EFFECT_SCHOOL_DAMAGE) ||
(spellInfo->Effects[j].Effect == SPELL_EFFECT_INSTAKILL) ||
(spellInfo->Effects[j].Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) ||
(spellInfo->Effects[j].Effect == SPELL_EFFECT_HEALTH_LEECH)
)
{
bcontinue = false;
break;
}
}
if (bcontinue)
continue;
if (spellInfo->ManaCost > (uint32)GetPower(POWER_MANA))
continue;
float range = spellInfo->GetMaxRange(false);
float minrange = spellInfo->GetMinRange(false);
float dist = GetDistance(victim);
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 nullptr;
}
SpellInfo const* Creature::reachWithSpellCure(Unit* victim)
{
if (!victim)
return nullptr;
for (uint32 i=0; i < MAX_CREATURE_SPELLS; ++i)
{
if (!m_spells[i])
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spells[i]);
if (!spellInfo)
{
TC_LOG_ERROR("entities.unit", "WORLD: unknown spell id %i", m_spells[i]);
continue;
}
bool bcontinue = true;
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; j++)
{
if ((spellInfo->Effects[j].Effect == SPELL_EFFECT_HEAL))
{
bcontinue = false;
break;
}
}
if (bcontinue)
continue;
if (spellInfo->ManaCost > (uint32)GetPower(POWER_MANA))
continue;
float range = spellInfo->GetMaxRange(true);
float minrange = spellInfo->GetMinRange(true);
float dist = GetDistance(victim);
//if (!isInFront(victim, 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 nullptr;
}
// select nearest hostile unit within the given distance (regardless of threat list).
Unit* Creature::SelectNearestTarget(float dist, bool playerOnly /* = false */) const
{
if (dist == 0.0f)
dist = MAX_VISIBILITY_DISTANCE;
Unit* target = nullptr;
Trinity::NearestHostileUnitCheck u_check(this, dist, playerOnly);
Trinity::UnitLastSearcher<Trinity::NearestHostileUnitCheck> searcher(this, target, u_check);
Cell::VisitAllObjects(this, searcher, dist);
return target;
}
// select nearest hostile unit within the given attack distance (i.e. distance is ignored if > than ATTACK_DISTANCE), regardless of threat list.
Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const
{
if (dist > MAX_VISIBILITY_DISTANCE)
{
TC_LOG_ERROR("entities.unit", "Creature (GUID: %u Entry: %u) SelectNearestTargetInAttackDistance called with dist > MAX_VISIBILITY_DISTANCE. Distance set to ATTACK_DISTANCE.", GetGUID().GetCounter(), GetEntry());
dist = ATTACK_DISTANCE;
}
Unit* target = nullptr;
Trinity::NearestHostileUnitInAttackDistanceCheck u_check(this, dist);
Trinity::UnitLastSearcher<Trinity::NearestHostileUnitInAttackDistanceCheck> searcher(this, target, u_check);
Cell::VisitAllObjects(this, searcher, std::max(dist, ATTACK_DISTANCE));
return target;
}
void Creature::SendAIReaction(AiReaction reactionType)
{
WorldPackets::Combat::AIReaction packet;
packet.UnitGUID = GetGUID();
packet.Reaction = reactionType;
SendMessageToSet(packet.Write(), false);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_AI_REACTION, type %u.", reactionType);
}
void Creature::CallAssistance()
{
if (!m_AlreadyCallAssistance && GetVictim() && !IsPet() && !IsCharmed())
{
SetNoCallAssistance(true);
float radius = sWorld->getFloatConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
if (radius > 0)
{
std::list<Creature*> assistList;
Trinity::AnyAssistCreatureInRangeCheck u_check(this, GetVictim(), radius);
Trinity::CreatureListSearcher<Trinity::AnyAssistCreatureInRangeCheck> searcher(this, assistList, u_check);
Cell::VisitGridObjects(this, searcher, radius);
if (!assistList.empty())
{
AssistDelayEvent* e = new AssistDelayEvent(EnsureVictim()->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->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)));
}
}
}
}
void Creature::CallForHelp(float radius)
{
if (radius <= 0.0f || !IsEngaged() || !IsAlive() || IsPet() || IsCharmed())
return;
Unit* target = GetThreatManager().GetCurrentVictim();
if (!target)
target = GetThreatManager().GetAnyTarget();
if (!target)
target = GetCombatManager().GetAnyTarget();
if (!target)
{
TC_LOG_ERROR("entities.unit", "Creature %u (%s) trying to call for help without being in combat.", GetEntry(), GetName().c_str());
return;
}
Trinity::CallOfHelpCreatureInRangeDo u_do(this, target, radius);
Trinity::CreatureWorker<Trinity::CallOfHelpCreatureInRangeDo> worker(this, u_do);
Cell::VisitGridObjects(this, worker, radius);
}
bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /*= true*/) const
{
// is it true?
if (!HasReactState(REACT_AGGRESSIVE))
return false;
// we don't need help from zombies :)
if (!IsAlive())
return false;
// we cannot assist in evade mode
if (IsInEvadeMode())
return false;
// or if enemy is in evade mode
if (enemy->GetTypeId() == TYPEID_UNIT && enemy->ToCreature()->IsInEvadeMode())
return false;
// we don't need help from non-combatant ;)
if (IsCivilian())
return false;
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE) || IsImmuneToNPC())
return false;
// skip fighting creature
if (IsEngaged())
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;
}
// use this function to avoid having hostile creatures attack
// friendlies and other mobs they shouldn't attack
bool Creature::_IsTargetAcceptable(Unit const* target) const
{
ASSERT(target);
// if the target cannot be attacked, the target is not acceptable
if (IsFriendlyTo(target)
|| !target->isTargetableForAttack(false)
|| (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))))
return false;
if (target->HasUnitState(UNIT_STATE_DIED))
{
// guards can detect fake death
if (IsGuard() && target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH))
return true;
else
return false;
}
// if I'm already fighting target, or I'm hostile towards the target, the target is acceptable
if (IsEngagedBy(target) || IsHostileTo(target))
return true;
// if the target's victim is not friendly, or the target is friendly, the target is not acceptable
return false;
}
void Creature::SaveRespawnTime(uint32 forceDelay)
{
if (IsSummon() || !m_spawnId || (m_creatureData && !m_creatureData->dbData))
return;
if (m_respawnCompatibilityMode)
{
RespawnInfo ri;
ri.type = SPAWN_TYPE_CREATURE;
ri.spawnId = m_spawnId;
ri.respawnTime = m_respawnTime;
GetMap()->SaveRespawnInfoDB(ri);
return;
}
time_t thisRespawnTime = forceDelay ? GameTime::GetGameTime() + forceDelay : m_respawnTime;
GetMap()->SaveRespawnTime(SPAWN_TYPE_CREATURE, m_spawnId, GetOriginalEntry(), thisRespawnTime, Trinity::ComputeGridCoord(GetHomePosition().GetPositionX(), GetHomePosition().GetPositionY()).GetId());
}
// this should not be called by petAI or
bool Creature::CanCreatureAttack(Unit const* victim, bool /*force*/) const
{
if (!victim->IsInMap(this))
return false;
if (!IsValidAttackTarget(victim))
return false;
if (!victim->isInAccessiblePlaceFor(this))
return false;
if (CreatureAI* ai = AI())
if (!ai->CanAIAttack(victim))
return false;
// we cannot attack in evade mode
if (IsInEvadeMode())
return false;
// or if enemy is in evade mode
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())
return false;
if (!GetCharmerOrOwnerGUID().IsPlayer())
{
if (GetMap()->IsDungeon())
return true;
// don't check distance to home position if recently damaged, this should include taunt auras
if (!isWorldBoss() && (GetLastDamagedTime() > GameTime::GetGameTime() || HasAuraType(SPELL_AURA_MOD_TAUNT)))
return true;
}
// Map visibility range, but no more than 2*cell size
float dist = std::min<float>(GetMap()->GetVisibilityRange(), SIZE_OF_GRID_CELL * 2);
if (Unit* unit = GetCharmerOrOwner())
return victim->IsWithinDist(unit, dist);
else
{
// include sizes for huge npcs
dist += GetCombatReach() + victim->GetCombatReach();
// to prevent creatures in air ignore attacks because distance is already too high...
if (GetMovementTemplate().IsFlightAllowed())
return victim->IsInDist2d(&m_homePosition, dist);
else
return victim->IsInDist(&m_homePosition, dist);
}
}
CreatureAddon const* Creature::GetCreatureAddon() const
{
if (m_spawnId)
{
if (CreatureAddon const* addon = sObjectMgr->GetCreatureAddon(m_spawnId))
return addon;
}
// dependent from difficulty mode entry
return sObjectMgr->GetCreatureTemplateAddon(GetCreatureTemplate()->Entry);
}
//creature_addon table
bool Creature::LoadCreaturesAddon()
{
CreatureAddon 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, UNIT_BYTES_1_OFFSET_STAND_STATE, uint8(cainfo->bytes1 & 0xFF));
//SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_PET_TALENTS, uint8((cainfo->bytes1 >> 8) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_PET_TALENTS, 0);
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, uint8((cainfo->bytes1 >> 16) & 0xFF));
SetAnimationTier(static_cast<AnimationTier>((cainfo->bytes1 >> 24) & 0xFF));
//! Suspected correlation between UNIT_FIELD_BYTES_1, offset 3, value 0x2:
//! If no inhabittype_fly (if no MovementFlag_DisableGravity or MovementFlag_CanFly flag found in sniffs)
//! Check using InhabitType as movement flags are assigned dynamically
//! basing on whether the creature is in air or not
//! Set MovementFlag_Hover. Otherwise do nothing.
if (CanHover())
AddUnitMovementFlag(MOVEMENTFLAG_HOVER);
}
if (cainfo->bytes2 != 0)
{
// 0 SheathState
// 1 PvpFlags
// 2 PetFlags Pet only, so always 0 for default creature
// 3 ShapeshiftForm Must be determined/set by shapeshift spell/aura
SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE, uint8(cainfo->bytes2 & 0xFF));
//SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, uint8((cainfo->bytes2 >> 8) & 0xFF));
//SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PET_FLAGS, uint8((cainfo->bytes2 >> 16) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PET_FLAGS, 0);
//SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM, uint8((cainfo->bytes2 >> 24) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM, 0);
}
if (cainfo->emote != 0)
SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);
SetAIAnimKitId(cainfo->aiAnimKit);
SetMovementAnimKitId(cainfo->movementAnimKit);
SetMeleeAnimKitId(cainfo->meleeAnimKit);
// Check if visibility distance different
if (cainfo->visibilityDistanceType != VisibilityDistanceType::Normal)
SetVisibilityDistanceOverride(cainfo->visibilityDistanceType);
// Load pathing data
if (cainfo->waypointPathId)
_waypointPathId = cainfo->waypointPathId;
if (cainfo->cyclicSplinePathId)
_cyclicSplinePathId = cainfo->cyclicSplinePathId;
if (!cainfo->auras.empty())
{
for (std::vector<uint32>::const_iterator itr = cainfo->auras.begin(); itr != cainfo->auras.end(); ++itr)
{
SpellInfo const* AdditionalSpellInfo = sSpellMgr->GetSpellInfo(*itr);
if (!AdditionalSpellInfo)
{
TC_LOG_ERROR("sql.sql", "Creature (GUID: %u Entry: %u) has wrong spell %u defined in `auras` field.", GetGUID().GetCounter(), GetEntry(), *itr);
continue;
}
// skip already applied aura
if (HasAura(*itr))
continue;
AddAura(*itr, this);
TC_LOG_DEBUG("entities.unit", "Spell: %u added to creature (GUID: %u Entry: %u)", *itr, GetGUID().GetCounter(), 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();
WorldPackets::Misc::ZoneUnderAttack packet;
packet.AreaID = GetAreaId();
sWorld->SendGlobalMessage(packet.Write(), nullptr, (enemy_team == ALLIANCE ? HORDE : ALLIANCE));
}
void Creature::SetInCombatWithZone()
{
if (!CanHaveThreatList())
{
TC_LOG_ERROR("entities.unit", "Creature entry %u call SetInCombatWithZone but creature cannot have threat list.", GetEntry());
return;
}
Map* map = GetMap();
if (!map->IsDungeon())
{
TC_LOG_ERROR("entities.unit", "Creature entry %u call SetInCombatWithZone for map (id: %u) that isn't an instance.", GetEntry(), map->GetId());
return;
}
Map::PlayerList const& PlList = map->GetPlayers();
if (PlList.isEmpty())
return;
for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
if (Player* player = i->GetSource())
{
if (player->IsGameMaster())
continue;
if (player->IsAlive())
EngageWithTarget(player);
}
}
}
bool Creature::HasSpell(uint32 spellID) const
{
return std::find(std::begin(m_spells), std::end(m_spells), spellID) != std::end(m_spells);
}
time_t Creature::GetRespawnTimeEx() const
{
time_t now = GameTime::GetGameTime();
if (m_respawnTime > now)
return m_respawnTime;
else
return now;
}
void Creature::SetRespawnTime(uint32 respawn)
{
m_respawnTime = respawn ? GameTime::GetGameTime() + respawn : 0;
}
void Creature::GetRespawnPosition(float &x, float &y, float &z, float* ori, float* dist) const
{
if (m_creatureData)
{
if (ori)
m_creatureData->spawnPoint.GetPosition(x, y, z, *ori);
else
m_creatureData->spawnPoint.GetPosition(x, y, z);
if (dist)
*dist = m_creatureData->spawndist;
}
else
{
Position const& homePos = GetHomePosition();
if (ori)
homePos.GetPosition(x, y, z, *ori);
else
homePos.GetPosition(x, y, z);
if (dist)
*dist = 0;
}
}
CreatureMovementData const& Creature::GetMovementTemplate() const
{
if (CreatureMovementData const* movementOverride = sObjectMgr->GetCreatureMovementOverride(m_spawnId))
return *movementOverride;
return GetCreatureTemplate()->Movement;
}
bool Creature::CanSwim() const
{
if (Unit::CanSwim())
return true;
if (IsPet())
return true;
return false;
}
bool Creature::CanEnterWater() const
{
if (CanSwim())
return true;
return GetMovementTemplate().IsSwimAllowed();
}
void Creature::RefreshSwimmingFlag(bool recheck)
{
if (!_isMissingSwimmingFlagOutOfCombat || recheck)
_isMissingSwimmingFlagOutOfCombat = !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SWIMMING);
// Check if the creature has UNIT_FLAG_SWIMMING and add it if it's missing
// Creatures must be able to chase a target in water if they can enter water
if (_isMissingSwimmingFlagOutOfCombat && CanEnterWater())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SWIMMING);
}
void Creature::InitializeCreatureMovementInfo(uint32 movementId)
{
if (CreatureMovementInfoOverride const* movementInfoOverride = sObjectMgr->GetCreatureMovementInfoOverride(movementId))
{
if (movementInfoOverride->RunSpeed > 0.f)
{
_creatureMovementInfo.RunSpeed = movementInfoOverride->RunSpeed;
_creatureMovementInfo.HasRunSpeedOverriden = true;
}
if (movementInfoOverride->WalkSpeed > 0.f)
{
_creatureMovementInfo.WalkSpeed = movementInfoOverride->WalkSpeed;
_creatureMovementInfo.HasWalkSpeedOverriden = true;
}
}
}
void Creature::InitializeMovementSpeeds()
{
// This segment needs to be removed once model based speeds are implemented and movementIds fully added.
SetSpeedRate(MOVE_WALK, m_creatureInfo->speed_walk);
SetSpeedRate(MOVE_RUN, m_creatureInfo->speed_run);
SetSpeedRate(MOVE_SWIM, 1.0f); // using 1.0 rate
SetSpeedRate(MOVE_FLIGHT, 1.0f); // using 1.0 rate
// Todo: movement speeds by model
// Overridden movement speed values by movementId data
if (_creatureMovementInfo.HasRunSpeedOverriden)
SetSpeed(MOVE_RUN, _creatureMovementInfo.RunSpeed);
if (_creatureMovementInfo.HasWalkSpeedOverriden)
SetSpeed(MOVE_WALK, _creatureMovementInfo.WalkSpeed);
}
void Creature::AllLootRemovedFromCorpse()
{
if (loot.loot_type != LOOT_SKINNING && !IsPet() && GetCreatureTemplate()->SkinLootId && hasLootRecipient())
if (LootTemplates_Skinning.HaveLootFor(GetCreatureTemplate()->SkinLootId))
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
time_t now = GameTime::GetGameTime();
// Do not reset corpse remove time if corpse is already removed
if (m_corpseRemoveTime <= now)
return;
float decayRate = sWorld->getRate(RATE_CORPSE_DECAY_LOOTED);
// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
if (loot.loot_type == LOOT_SKINNING)
m_corpseRemoveTime = now;
else
m_corpseRemoveTime = now + uint32(m_corpseDelay * decayRate);
m_respawnTime = std::max<time_t>(m_corpseRemoveTime + m_respawnDelay, m_respawnTime);
}
uint8 Creature::getLevelForTarget(WorldObject const* target) const
{
if (!isWorldBoss() || !target->ToUnit())
return Unit::getLevelForTarget(target);
uint16 level = target->ToUnit()->getLevel() + sWorld->getIntConfig(CONFIG_WORLD_BOSS_LEVEL_DIFF);
if (level < 1)
return 1;
if (level > 255)
return 255;
return uint8(level);
}
std::string const& Creature::GetAIName() const
{
return sObjectMgr->GetCreatureTemplate(GetEntry())->AIName;
}
std::string Creature::GetScriptName() const
{
return sObjectMgr->GetScriptName(GetScriptId());
}
uint32 Creature::GetScriptId() const
{
if (CreatureData const* creatureData = GetCreatureData())
if (uint32 scriptId = creatureData->scriptId)
return scriptId;
return sObjectMgr->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 = GameTime::GetGameTime();
if (time_t(vCount->lastIncrementTime + vItem->incrtime) <= ptime)
if (ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(vItem->item))
{
uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime);
if ((vCount->count + diff * pProto->GetBuyCount()) >= vItem->maxcount)
{
m_vendorItemCounts.erase(itr);
return vItem->maxcount;
}
vCount->count += diff * pProto->GetBuyCount();
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.emplace_back(VendorItemCount(vItem->item, new_count));
return new_count;
}
VendorItemCount* vCount = &*itr;
time_t ptime = GameTime::GetGameTime();
if (time_t(vCount->lastIncrementTime + vItem->incrtime) <= ptime)
if (ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(vItem->item))
{
uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime);
if ((vCount->count + diff * pProto->GetBuyCount()) < vItem->maxcount)
vCount->count += diff * pProto->GetBuyCount();
else
vCount->count = vItem->maxcount;
}
vCount->count = vCount->count > used_count ? vCount->count-used_count : 0;
vCount->lastIncrementTime = ptime;
return vCount->count;
}
// overwrite WorldObject function for proper name localization
std::string const & Creature::GetNameForLocaleIdx(LocaleConstant loc_idx) const
{
if (loc_idx != DEFAULT_LOCALE)
{
uint8 uloc_idx = uint8(loc_idx);
CreatureLocale const* cl = sObjectMgr->GetCreatureLocale(GetEntry());
if (cl)
{
if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
return cl->Name[uloc_idx];
}
}
return GetName();
}
uint32 Creature::GetPetAutoSpellOnPos(uint8 pos) const
{
if (pos >= MAX_SPELL_CHARM || !m_charmInfo || m_charmInfo->GetCharmSpell(pos)->GetType() != ACT_ENABLED)
return 0;
else
return m_charmInfo->GetCharmSpell(pos)->GetAction();
}
float Creature::GetPetChaseDistance() const
{
float range = 0.f;
for (uint8 i = 0; i < GetPetAutoSpellSize(); ++i)
{
uint32 spellID = GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID))
if (spellInfo->GetRecoveryTime() == 0 && spellInfo->RangeEntry->ID != 1 /*Self*/ && spellInfo->RangeEntry->ID != 2 /*Combat Range*/ && spellInfo->GetMaxRange() > range)
range = spellInfo->GetMaxRange();
}
return range;
}
void Creature::SetPosition(float x, float y, float z, float o)
{
// prevent crash when a bad coord is sent by the client
if (!Trinity::IsValidMapCoord(x, y, z, o))
{
TC_LOG_DEBUG("entities.unit", "Creature::SetPosition(%f, %f, %f) .. bad coordinates!", x, y, z);
return;
}
GetMap()->CreatureRelocation(this, x, y, z, o);
if (IsVehicle())
GetVehicleKit()->RelocatePassengers();
}
float Creature::GetAggroRange(Unit const* target) const
{
// Determines the aggro range for creatures (usually pets), used mainly for aggressive pet target selection.
// Based on data from wowwiki due to lack of 3.3.5a data
if (target && this->IsPet())
{
uint32 targetLevel = 0;
if (target->GetTypeId() == TYPEID_PLAYER)
targetLevel = target->getLevelForTarget(this);
else if (target->GetTypeId() == TYPEID_UNIT)
targetLevel = target->ToCreature()->getLevelForTarget(this);
uint32 myLevel = getLevelForTarget(target);
int32 levelDiff = int32(targetLevel) - int32(myLevel);
// The maximum Aggro Radius is capped at 45 yards (25 level difference)
if (levelDiff < -25)
levelDiff = -25;
// The base aggro radius for mob of same level
float aggroRadius = 20;
// Aggro Radius varies with level difference at a rate of roughly 1 yard/level
aggroRadius -= (float)levelDiff;
// detect range auras
aggroRadius += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
// detected range auras
aggroRadius += target->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
// Just in case, we don't want pets running all over the map
if (aggroRadius > MAX_AGGRO_RADIUS)
aggroRadius = MAX_AGGRO_RADIUS;
// Minimum Aggro Radius for a mob seems to be combat range (5 yards)
// hunter pets seem to ignore minimum aggro radius so we'll default it a little higher
if (aggroRadius < 10)
aggroRadius = 10;
return (aggroRadius);
}
// Default
return 0.0f;
}
Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS) const
{
// Selects nearest hostile target within creature's aggro range. Used primarily by
// pets set to aggressive. Will not return neutral or friendly targets.
Unit* target = nullptr;
Trinity::NearestHostileUnitInAggroRangeCheck u_check(this, useLOS);
Trinity::UnitSearcher<Trinity::NearestHostileUnitInAggroRangeCheck> searcher(this, target, u_check);
Cell::VisitGridObjects(this, searcher, MAX_AGGRO_RADIUS);
return target;
}
float Creature::GetNativeObjectScale() const
{
return GetCreatureTemplate()->scale;
}
void Creature::UpdateMovementFlags(bool initializeDBStates)
{
// Do not update movement flags if creature is controlled by a player (charm/vehicle)
if (IsMovedByClient())
return;
// Creatures with CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE should control MovementFlags in your own scripts
if (GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE)
return;
// These movement states are static and should only get applied when initializing a creature's entry (when spawning or transforming)
if (initializeDBStates)
{
if (GetMovementTemplate().IsFlightAllowed())
{
if (GetMovementTemplate().IsGravityDisabled())
SetDisableGravity(true);
if (GetMovementTemplate().CanFly())
SetCanFly(true);
}
if (GetMovementTemplate().IsGroundAllowed())
{
// Hovering always requires the creature to be alive to avoid visual issues. The IsAlive() check can be removed when respawn compatability has been removed.
// @todo: sniffed spawn locations have applied hover offsets to the position z value so either substract them when parsing sniffs or skip the initial relocation from Unit::SetHover
if (IsAlive() && GetMovementTemplate().IsHoverEnabled())
SetHover(true);
}
}
else
{
// These are realtime movement flag updates which are being updated per tick
// Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
float ground = GetFloorZ();
bool isInAir = (G3D::fuzzyGt(GetPositionZ(), ground + (IsHovering() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f) + GROUND_HEIGHT_TOLERANCE) || G3D::fuzzyLt(GetPositionZ(), ground - GROUND_HEIGHT_TOLERANCE)); // Can be underground too, prevent the falling
if (!isInAir)
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
SetSwim(CanSwim() && IsInWater());
}
void Creature::SetObjectScale(float scale)
{
Unit::SetObjectScale(scale);
if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(GetDisplayId()))
{
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (IsPet() ? 1.0f : minfo->bounding_radius) * scale);
SetFloatValue(UNIT_FIELD_COMBATREACH, (IsPet() ? DEFAULT_COMBAT_REACH : minfo->combat_reach) * scale);
}
}
void Creature::SetDisplayId(uint32 modelId)
{
Unit::SetDisplayId(modelId);
if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(modelId))
{
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (IsPet() ? 1.0f : minfo->bounding_radius) * GetObjectScale());
SetFloatValue(UNIT_FIELD_COMBATREACH, (IsPet() ? DEFAULT_COMBAT_REACH : minfo->combat_reach) * GetObjectScale());
}
}
void Creature::SetTarget(ObjectGuid guid)
{
if (HasSpellFocus())
_spellFocusInfo.OriginalUnitTarget = guid;
else
SetGuidValue(UNIT_FIELD_TARGET, guid);
}
void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target)
{
// Pointer validation
if (!focusSpell || !target)
return;
// Creature already has a spell focus
if (_spellFocusInfo.FocusSpell)
return;
// Prevent dead / feign death creatures from setting a focus target
if (!IsAlive() || HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH) || HasAuraType(SPELL_AURA_FEIGN_DEATH))
return;
// Don't allow stunned creatures to set a focus target
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED))
return;
// some spells shouldn't track targets
if (focusSpell->IsFocusDisabled())
return;
SpellInfo const* spellInfo = focusSpell->GetSpellInfo();
// don't use spell focus for vehicle spells
if (spellInfo->HasAura(SPELL_AURA_CONTROL_VEHICLE))
return;
// Instant casts and non-channeled spells do not need a spell focus
if (!focusSpell->GetCastTime() && !spellInfo->IsChanneled())
return;
// Store original orientation and target values to restore them when releasing the spell focus
if (!_spellFocusInfo.ReacquiringTargetDelay)
{ // only overwrite these fields if we aren't transitioning from one spell focus to another
_spellFocusInfo.OriginalUnitTarget = GetGuidValue(UNIT_FIELD_TARGET);
_spellFocusInfo.OriginalOrientation = GetOrientation();
}
else // don't automatically reacquire target for the previous spellcast
_spellFocusInfo.ReacquiringTargetDelay = 0;
_spellFocusInfo.FocusSpell = focusSpell;
// Focusing behaves different based on the given spell attributes. Tracking channel spells only face the target's direction and stay there. Normal spell casts fixate on their target instead
bool const noTurnDuringCast = spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST);
bool const turnDisabled = HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN);
ObjectGuid newTarget = [&]()
{
// Spells that do not allow turning or channeled spells that will track their channel target do not set a unit field target
if (turnDisabled || noTurnDuringCast || spellInfo->HasAttribute(SPELL_ATTR1_CHANNEL_TRACK_TARGET) || target == this)
return ObjectGuid::Empty;
return target->GetGUID();
}();
if (GetTarget() != newTarget)
{
SetGuidValue(UNIT_FIELD_TARGET, newTarget);
// Sniffs indicate that UNIT_FIELD_TARGET is being updated outside of the regular update object interval so we squeeze the packet out as well
std::vector<Player*> playersNearby;
GetPlayerListInGrid(playersNearby, GetVisibilityRange());
for (Player* player : playersNearby)
{
// only update players that are known to the client (have already been created)
if (player->HaveAtClient(this))
SendUpdateToPlayer(player);
}
}
// Spells that do not face via UNIT_FIELD_TARGET and can turn, will face their target one last time
if (newTarget.IsEmpty() && !turnDisabled && target != this)
{
SetFacingTo(GetAngle(target));
// We to manually update the orientation as the spline does so on the next update tick while we need a updated position now for further spell target selection
SetOrientationTowards(target);
}
if (noTurnDuringCast || (!turnDisabled && newTarget.IsEmpty()))
AddUnitState(UNIT_STATE_FOCUSING);
}
bool Creature::HasSpellFocus(Spell const* focusSpell) const
{
if (isDead()) // dead creatures cannot focus
{
if (_spellFocusInfo.FocusSpell || _spellFocusInfo.ReacquiringTargetDelay)
{
TC_LOG_WARN("entities.unit", "Creature '%s' (entry %u) has spell focus (spell id %u, delay %ums) despite being dead.",
GetName().c_str(), GetEntry(), _spellFocusInfo.FocusSpell ? _spellFocusInfo.FocusSpell->GetSpellInfo()->Id : 0, _spellFocusInfo.ReacquiringTargetDelay);
}
return false;
}
if (focusSpell)
return (focusSpell == _spellFocusInfo.FocusSpell);
else
return (_spellFocusInfo.FocusSpell || _spellFocusInfo.ReacquiringTargetDelay);
}
void Creature::ReleaseSpellFocus(Spell const* focusSpell, bool withDelay)
{
if (!_spellFocusInfo.FocusSpell)
return;
// focused to something else
if (focusSpell && focusSpell != _spellFocusInfo.FocusSpell)
return;
if (_spellFocusInfo.FocusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
ClearUnitState(UNIT_STATE_FOCUSING);
if (IsPet()) // player pets do not use delay system
{
if (!HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
ReacquireSpellFocusTarget();
}
else // don't allow re-target right away to prevent visual bugs
_spellFocusInfo.ReacquiringTargetDelay = withDelay ? 1000 : 1;
_spellFocusInfo.FocusSpell = nullptr;
}
void Creature::ReacquireSpellFocusTarget()
{
if (!HasSpellFocus())
{
TC_LOG_ERROR("entities.unit", "Creature::ReacquireSpellFocusTarget() being alled with HasSpellFocus() return false.");
return;
}
SetGuidValue(UNIT_FIELD_TARGET, _spellFocusInfo.OriginalUnitTarget);
if (!HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
{
if (_spellFocusInfo.OriginalUnitTarget)
{
if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, _spellFocusInfo.OriginalUnitTarget))
SetFacingToObject(objTarget, false);
}
else
SetFacingTo(_spellFocusInfo.OriginalOrientation, false);
}
_spellFocusInfo.ReacquiringTargetDelay = 0;
}
bool Creature::IsMovementPreventedByCasting() const
{
// first check if currently a movement allowed channel is active and we're not casting
if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
{
if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
if (spell->GetSpellInfo()->IsMoveAllowedChannel())
return false;
}
if (HasSpellFocus())
return true;
if (HasUnitState(UNIT_STATE_CASTING))
return true;
return false;
}
void Creature::StartPickPocketRefillTimer()
{
_pickpocketLootRestore = GameTime::GetGameTime() + sWorld->getIntConfig(CONFIG_CREATURE_PICKPOCKET_REFILL);
}
bool Creature::CanGeneratePickPocketLoot() const
{
return _pickpocketLootRestore <= GameTime::GetGameTime();
}
void Creature::SetTextRepeatId(uint8 textGroup, uint8 id)
{
CreatureTextRepeatIds& repeats = m_textRepeat[textGroup];
if (std::find(repeats.begin(), repeats.end(), id) == repeats.end())
repeats.push_back(id);
else
TC_LOG_ERROR("sql.sql", "CreatureTextMgr: TextGroup %u for Creature(%s) GuidLow %u Entry %u, id %u already added", uint32(textGroup), GetName().c_str(), GetGUID().GetCounter(), GetEntry(), uint32(id));
}
CreatureTextRepeatIds Creature::GetTextRepeatGroup(uint8 textGroup)
{
CreatureTextRepeatIds ids;
CreatureTextRepeatGroup::const_iterator groupItr = m_textRepeat.find(textGroup);
if (groupItr != m_textRepeat.end())
ids = groupItr->second;
return ids;
}
void Creature::ClearTextRepeatGroup(uint8 textGroup)
{
CreatureTextRepeatGroup::iterator groupItr = m_textRepeat.find(textGroup);
if (groupItr != m_textRepeat.end())
groupItr->second.clear();
}
bool Creature::CanGiveExperience() const
{
return !IsCritter()
&& !IsPet()
&& !IsTotem()
&& !(GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL);
}
bool Creature::IsEngaged() const
{
if (CreatureAI const* ai = AI())
return ai->IsEngaged();
return false;
}
void Creature::AtEngage(Unit* target)
{
Unit::AtEngage(target);
if (!(GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_MOUNTED_COMBAT_ALLOWED))
Dismount();
RefreshSwimmingFlag();
MovementGeneratorType const movetype = GetMotionMaster()->GetCurrentMovementGeneratorType();
if (movetype == WAYPOINT_MOTION_TYPE || movetype == CYCLIC_SPLINE_MOTION_TYPE || movetype == POINT_MOTION_TYPE || (IsAIEnabled() && AI()->IsEscorted()))
SetHomePosition(GetPosition());
if (CreatureAI* ai = AI())
ai->JustEngagedWith(target);
if (CreatureGroup* formation = GetFormation())
formation->MemberEngagingTarget(this, target);
if (GetAI() && !IsControlledByPlayer())
SendAIReaction(AI_REACTION_HOSTILE);
}
void Creature::AtDisengage()
{
Unit::AtDisengage();
ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
if (IsAlive() && HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
SetUInt32Value(UNIT_DYNAMIC_FLAGS, GetCreatureTemplate()->dynamicflags);
}
bool Creature::IsEscorted() const
{
if (CreatureAI* ai = AI())
return ai->IsEscorted();
return false;
}
void Creature::MakeInterruptable(bool apply)
{
ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_INTERRUPT, !apply);
ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_INTERRUPT_CAST, !apply);
}