void Unit::DoPetCastSpell(Player* owner, uint8 cast_count, SpellCastTargets targets, const SpellEntry* spellInfo) { // chained if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->isPet()) if (Pet *chainedPet = GetPet()) if (((Creature*)this)->GetEntry() == chainedPet->GetEntry()) chainedPet->DoPetCastSpell(owner, cast_count, targets, spellInfo); if(GetTypeId() != TYPEID_UNIT) return; Creature* pet = dynamic_cast<Creature*>(this); uint32 spellid = spellInfo->Id; clearUnitState(UNIT_STAT_MOVING); Spell *spell = new Spell(pet, spellInfo, false); spell->m_cast_count = cast_count; // probably pending spell cast spell->m_targets = targets; SpellCastResult result = spell->CheckPetCast(NULL); if (result == SPELL_CAST_OK) { pet->AddCreatureSpellCooldown(spellid); if (pet->isPet()) { //10% chance to play special pet attack talk, else growl //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if(((Pet*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else pet->SendPetAIReaction(pet->GetGUID()); } spell->prepare(&(spell->m_targets)); } else { pet->SendPetCastFail(spellid, result); if (!pet->HasSpellCooldown(spellid)) owner->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }
void Creature::Update(uint32 diff) { switch( m_deathState ) { case JUST_DIED: // Dont must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting. sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry()); break; case DEAD: { if( m_respawnTime <= time(NULL) ) { DEBUG_LOG("Respawning..."); m_respawnTime = 0; CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(this->GetEntry()); SelectLevel(cinfo); SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0); RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag); SetHealth(GetMaxHealth()); setDeathState( ALIVE ); clearUnitState(UNIT_STAT_ALL_STATE); i_motionMaster.Clear(); MapManager::Instance().GetMap(GetMapId(), this)->Add(this); } break; } case CORPSE: { if( m_deathTimer <= diff ) { m_deathTimer = 0; DEBUG_LOG("Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY)); ObjectAccessor::Instance().RemoveCreatureCorpseFromPlayerView(this); lootForPickPocketed = false; lootForBody = false; loot.clear(); setDeathState(DEAD); m_respawnTime = time(NULL) + m_respawnDelay; float x,y,z; GetRespawnCoord(x, y, z); MapManager::Instance().GetMap(GetMapId(), this)->CreatureRelocation(this,x,y,z,GetOrientation()); } else { m_deathTimer -= diff; if (m_groupLootTimer && lootingGroupLeaderGUID) { if(diff <= m_groupLootTimer) { m_groupLootTimer -= diff; } else { Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID); if (group) group->EndRoll(); m_groupLootTimer = 0; lootingGroupLeaderGUID = 0; } } } break; } case ALIVE: { Unit::Update( diff ); i_motionMaster.UpdateMotion(diff); i_AI->UpdateAI(diff); if(m_regenTimer > 0) { if(diff >= m_regenTimer) m_regenTimer = 0; else m_regenTimer -= diff; } if (m_regenTimer != 0) break; if (!isInCombat()) { RegenerateHealth(); RegenerateMana(); } m_regenTimer = 2000; break; } default: break; } }