// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using Game.Loots; using Game.Spells; using System.Collections.Generic; namespace Game.Entities { public partial class Creature { CreatureTemplate m_creatureInfo; CreatureData m_creatureData; CreatureDifficulty m_creatureDifficulty; string[] m_stringIds = new string[3]; string m_scriptStringId; SpellFocusInfo _spellFocusInfo; long _lastDamagedTime; // Part of Evade mechanics MultiMap m_textRepeat = new(); protected CreatureStaticFlagsHolder _staticFlags; // Regenerate health bool _regenerateHealth; // Set on creation uint? _defaultMountDisplayIdOverride; int _creatureImmunitiesId; uint _gossipMenuId; uint? _trainerId; float _sparringHealthPct; public ulong m_PlayerDamageReq; public float m_SightDistance; public float m_CombatDistance; public bool m_isTempWorldObject; //true when possessed ReactStates reactState; // for AI, not charmInfo public MovementGeneratorType DefaultMovementType { get; set; } public ulong m_spawnId; byte m_equipmentId; sbyte m_originalEquipmentId; // can be -1 bool m_AlreadyCallAssistance; bool m_AlreadySearchedAssistance; bool m_cannotReachTarget; uint m_cannotReachTimer; SpellSchoolMask m_meleeDamageSchoolMask; public uint m_originalEntry; Position m_homePosition; Position m_transportHomePosition = new(); bool DisableReputationGain; uint? _lootId; LootModes m_LootMode; // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable // Waypoint path uint _waypointPathId; (uint nodeId, uint pathId) _currentWaypointNodeInfo; //Formation var CreatureGroup m_formation; bool triggerJustAppeared; bool m_respawnCompatibilityMode; bool _aggroGracePeriodExpired; public uint[] m_spells = new uint[SharedConst.MaxCreatureSpells]; // Timers long _pickpocketLootRestore; public long m_corpseRemoveTime; // (msecs)timer for death or corpse disappearance long m_respawnTime; // (secs) time of next respawn uint m_respawnDelay; // (secs) delay between corpse disappearance and respawning uint m_corpseDelay; // (secs) delay between death and corpse disappearance bool m_ignoreCorpseDecayRatio; float m_wanderDistance; uint m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check // vendor items VendorData m_vendorData; List m_vendorItemCounts = new(); internal Dictionary m_personalLoot = new(); public Loot _loot; HashSet m_tapList = new(); bool m_dontClearTapListOnEvade; } public enum ObjectCellMoveState { None, // not in move list Active, // in move list Inactive // in move list but should not move } struct SpellFocusInfo { public Spell Spell; public uint Delay; // ms until the creature's target should snap back (0 = no snapback scheduled) public ObjectGuid Target; // the creature's "real" target while casting public float Orientation; // the creature's "real" orientation while casting } public struct CreatureStaticFlagsHolder { CreatureStaticFlags _flags; CreatureStaticFlags2 _flags2; CreatureStaticFlags3 _flags3; CreatureStaticFlags4 _flags4; CreatureStaticFlags5 _flags5; CreatureStaticFlags6 _flags6; CreatureStaticFlags7 _flags7; CreatureStaticFlags8 _flags8; public CreatureStaticFlagsHolder(uint flags, uint flags2, uint flags3, uint flags4, uint flags5, uint flags6, uint flags7, uint flags8) { _flags = (CreatureStaticFlags)flags; _flags2 = (CreatureStaticFlags2)flags2; _flags3 = (CreatureStaticFlags3)flags3; _flags4 = (CreatureStaticFlags4)flags4; _flags5 = (CreatureStaticFlags5)flags5; _flags6 = (CreatureStaticFlags6)flags6; _flags7 = (CreatureStaticFlags7)flags7; _flags8 = (CreatureStaticFlags8)flags8; } public CreatureStaticFlagsHolder(CreatureStaticFlags flags, CreatureStaticFlags2 flags2, CreatureStaticFlags3 flags3, CreatureStaticFlags4 flags4, CreatureStaticFlags5 flags5, CreatureStaticFlags6 flags6, CreatureStaticFlags7 flags7, CreatureStaticFlags8 flags8) { _flags = flags; _flags2 = flags2; _flags3 = flags3; _flags4 = flags4; _flags5 = flags5; _flags6 = flags6; _flags7 = flags7; _flags8 = flags8; } public bool HasFlag(CreatureStaticFlags flag) { return _flags.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags2 flag) { return _flags2.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags3 flag) { return _flags3.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags4 flag) { return _flags4.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags5 flag) { return _flags5.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags6 flag) { return _flags6.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags7 flag) { return _flags7.HasFlag(flag); } public bool HasFlag(CreatureStaticFlags8 flag) { return _flags8.HasFlag(flag); } public void ApplyFlag(CreatureStaticFlags flag, bool apply) { if (apply) _flags |= flag; else _flags &= ~flag; } public void ApplyFlag(CreatureStaticFlags2 flag, bool apply) { if (apply) _flags2 |= flag; else _flags2 &= ~flag; } public void ApplyFlag(CreatureStaticFlags3 flag, bool apply) { if (apply) _flags3 |= flag; else _flags3 &= ~flag; } public void ApplyFlag(CreatureStaticFlags4 flag, bool apply) { if (apply) _flags4 |= flag; else _flags4 &= ~flag; } public void ApplyFlag(CreatureStaticFlags5 flag, bool apply) { if (apply) _flags5 |= flag; else _flags5 &= ~flag; } public void ApplyFlag(CreatureStaticFlags6 flag, bool apply) { if (apply) _flags6 |= flag; else _flags6 &= ~flag; } public void ApplyFlag(CreatureStaticFlags7 flag, bool apply) { if (apply) _flags7 |= flag; else _flags7 &= ~flag; } public void ApplyFlag(CreatureStaticFlags8 flag, bool apply) { if (apply) _flags8 |= flag; else _flags8 &= ~flag; } public CreatureStaticFlags GetFlags() { return _flags; } public CreatureStaticFlags2 GetFlags2() { return _flags2; } public CreatureStaticFlags3 GetFlags3() { return _flags3; } public CreatureStaticFlags4 GetFlags4() { return _flags4; } public CreatureStaticFlags5 GetFlags5() { return _flags5; } public CreatureStaticFlags6 GetFlags6() { return _flags6; } public CreatureStaticFlags7 GetFlags7() { return _flags7; } public CreatureStaticFlags8 GetFlags8() { return _flags8; } } // `creature_static_flags_override` table public class CreatureStaticFlagsOverride { public CreatureStaticFlags? StaticFlags1; public CreatureStaticFlags2? StaticFlags2; public CreatureStaticFlags3? StaticFlags3; public CreatureStaticFlags4? StaticFlags4; public CreatureStaticFlags5? StaticFlags5; public CreatureStaticFlags6? StaticFlags6; public CreatureStaticFlags7? StaticFlags7; public CreatureStaticFlags8? StaticFlags8; } }