Beispiel #1
0
bool PlayerbotMageAI::BuffPlayer(Player* target)
{
    PlayerbotAI * ai = GetAI();
    Pet * pet = target->GetPet();

    if (pet && pet->GetPowerType() == POWER_MANA && ai->Buff(ARCANE_INTELLECT, pet))
        return true;

    if (ARCANE_INTELLECT)
        return ai->Buff(ARCANE_INTELLECT, target);
    else
        return false;
}
Beispiel #2
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

    Player* player = ObjectAccessor::FindPlayer(guid, false);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3 + 4 + 2);
        data << guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet* pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4 + 2 + 2 + 2 + 1 + 2 * 6 + 8 + 1 + 8);
    data << player->GetPackGUID();

    uint32 mask1 = 0x00040BFF;                              // common mask, real flags used 0x000040BFF
    if (pet)
        mask1 = 0x7FFFFFFF;                                 // for hunters and other classes with pets

    Powers powerType = player->GetPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(MEMBER_STATUS_ONLINE);                   // member's online status
    data << uint16(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint16(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL

    // verify player coordinates and zoneid to send to teammates
    uint16 iZoneId = 0;
    uint16 iCoordX = 0;
    uint16 iCoordY = 0;

    if (player->IsInWorld())
    {
        iZoneId = player->GetZoneId();
        iCoordX = player->GetPositionX();
        iCoordY = player->GetPositionY();
    }
    else if (player->IsBeingTeleported())               // Player is in teleportation
    {
        WorldLocation& loc = player->GetTeleportDest(); // So take teleportation destination
        iZoneId = sTerrainMgr.GetZoneId(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        iCoordX = loc.coord_x;
        iCoordY = loc.coord_y;
    }
    else
    {
        // unknown player status.
    }

    data << uint16(iZoneId);                              // GROUP_UPDATE_FLAG_ZONE
    data << uint16(iCoordX);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordY);                              // GROUP_UPDATE_FLAG_POSITION

    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                               // placeholder
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (uint32 aura = player->GetUInt32Value(UNIT_FIELD_AURA + i))
        {
            auramask |= (uint64(1) << i);
            data << uint16(aura);
            data << uint8(1);
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->GetPowerType();
        data << pet->GetObjectGuid();                       // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint16(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint16(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                        // placeholder
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (uint32 petaura = pet->GetUInt32Value(UNIT_FIELD_AURA + i))
            {
                petauramask |= (uint64(1) << i);
                data << uint16(petaura);
                data << uint8(1);
            }
        }
        data.put<uint64>(petMaskPos, petauramask);          // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint64(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    SendPacket(&data);
}
Beispiel #3
0
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data)
{
    uint32 mask = player->GetGroupUpdateFlag();

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)                // if update power type, update current/max power also
        mask |= (GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER);

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)            // same for pets
        mask |= (GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER);

    uint32 byteCount = 0;
    for (int i = 1; i < GROUP_UPDATE_FLAGS_COUNT; ++i)
        if (mask & (1 << i))
            byteCount += GroupUpdateLength[i];

    data->Initialize(SMSG_PARTY_MEMBER_STATS, 8 + 4 + byteCount);
    *data << player->GetPackGUID();
    *data << uint32(mask);

    if (mask & GROUP_UPDATE_FLAG_STATUS)
    {
        if (player->IsPvP())
            *data << uint16(MEMBER_STATUS_ONLINE | MEMBER_STATUS_PVP);
        else
            *data << uint16(MEMBER_STATUS_ONLINE);
    }

    if (mask & GROUP_UPDATE_FLAG_CUR_HP)
        *data << (uint16) player->GetHealth();

    if (mask & GROUP_UPDATE_FLAG_MAX_HP)
        *data << (uint16) player->GetMaxHealth();

    Powers powerType = player->GetPowerType();
    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        *data << uint8(powerType);

    if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
        *data << uint16(player->GetPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_MAX_POWER)
        *data << uint16(player->GetMaxPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_LEVEL)
        *data << uint16(player->getLevel());

    if (mask & GROUP_UPDATE_FLAG_ZONE)
        *data << uint16(player->GetZoneId());

    if (mask & GROUP_UPDATE_FLAG_POSITION)
        *data << uint16(player->GetPositionX()) << uint16(player->GetPositionY());

    if (mask & GROUP_UPDATE_FLAG_AURAS)
    {
        const uint64& auramask = player->GetAuraUpdateMask();
        *data << uint64(auramask);
        for (uint32 i = 0; i < MAX_AURAS; ++i)
        {
            if (auramask & (uint64(1) << i))
            {
                *data << uint16(player->GetUInt32Value(UNIT_FIELD_AURA + i));
                *data << uint8(1);
            }
        }
    }

    Pet* pet = player->GetPet();
    if (mask & GROUP_UPDATE_FLAG_PET_GUID)
        *data << (pet ? pet->GetObjectGuid() : ObjectGuid());

    if (mask & GROUP_UPDATE_FLAG_PET_NAME)
    {
        if (pet)
            *data << pet->GetName();
        else
            *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
    {
        if (pet)
            *data << uint16(pet->GetDisplayId());
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
    {
        if (pet)
            *data << uint16(pet->GetHealth());
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
    {
        if (pet)
            *data << uint16(pet->GetMaxHealth());
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
    {
        if (pet)
            *data << uint8(pet->GetPowerType());
        else
            *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
    {
        if (pet)
            *data << uint16(pet->GetPower(pet->GetPowerType()));
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
    {
        if (pet)
            *data << uint16(pet->GetMaxPower(pet->GetPowerType()));
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
    {
        if (pet)
        {
            const uint64& auramask = pet->GetAuraUpdateMask();
            *data << uint64(auramask);
            for (uint32 i = 0; i < MAX_AURAS; ++i)
            {
                if (auramask & (uint64(1) << i))
                {
                    *data << uint16(pet->GetUInt32Value(UNIT_FIELD_AURA + i));
                    *data << uint8(1);
                }
            }
        }
        else
            *data << uint64(0);
    }
}
/**
 * BuffHelper
 * BuffHelper is a static function, takes an AI, spellId (ignored for paladin) and a target and attempts to buff them as well as their pets as
 * best as possible.
 *
 * Return bool - returns true if a buff took place.
 */
bool PlayerbotPaladinAI::BuffHelper(PlayerbotAI* ai, uint32 spellId, Unit* target)
{
    if (!ai)          return false;
    if (spellId == 0) return false;
    if (!target)      return false;

    PlayerbotPaladinAI* c = (PlayerbotPaladinAI*) ai->GetClassAI();
    uint32 bigSpellId = 0;

    Pet* pet = target->GetPet();
    uint32 petSpellId = 0, petBigSpellId = 0;

    // See which buff is appropriate according to class
    // TODO: take into account other paladins in the group
    switch (target->getClass())
    {
        case CLASS_DRUID:
        case CLASS_SHAMAN:
        case CLASS_PALADIN:
            spellId = c->BLESSING_OF_MIGHT;
            if (!spellId)
            {
                spellId = c->BLESSING_OF_KINGS;
                if (!spellId)
                {
                    spellId = c->BLESSING_OF_WISDOM;
                    if (!spellId)
                    {
                        spellId = c->BLESSING_OF_SANCTUARY;
                        if (!spellId)
                            return false;
                    }
                }
            }
            break;
        case CLASS_HUNTER:
            if (pet && ai->CanReceiveSpecificSpell(SPELL_BLESSING, pet) && !pet->HasAuraType(SPELL_AURA_MOD_UNATTACKABLE))
            {
                petSpellId = c->BLESSING_OF_MIGHT;
                if (!petSpellId)
                {
                    petSpellId = c->BLESSING_OF_KINGS;
                    if (!petSpellId)
                        petSpellId = c->BLESSING_OF_SANCTUARY;
                }
            }
        case CLASS_ROGUE:
        case CLASS_WARRIOR:
            spellId = c->BLESSING_OF_MIGHT;
            if (!spellId)
            {
                spellId = c->BLESSING_OF_KINGS;
                if (!spellId)
                {
                    spellId = c->BLESSING_OF_SANCTUARY;
                    if (!spellId)
                        return false;
                }
            }
            break;
        case CLASS_WARLOCK:
            if (pet && ai->CanReceiveSpecificSpell(SPELL_BLESSING, pet) && !pet->HasAuraType(SPELL_AURA_MOD_UNATTACKABLE))
            {
                if (pet->GetPowerType() == POWER_MANA)
                    petSpellId = c->BLESSING_OF_WISDOM;
                else
                    petSpellId = c->BLESSING_OF_MIGHT;

                if (!petSpellId)
                {
                    petSpellId = c->BLESSING_OF_KINGS;
                    if (!petSpellId)
                        petSpellId = c->BLESSING_OF_SANCTUARY;
                }
            }
        case CLASS_PRIEST:
        case CLASS_MAGE:
            spellId = c->BLESSING_OF_WISDOM;
            if (!spellId)
            {
                spellId = c->BLESSING_OF_KINGS;
                if (!spellId)
                {
                    spellId = c->BLESSING_OF_SANCTUARY;
                    if (!spellId)
                        return false;
                }
            }
            break;
    }

    if (petSpellId == c->BLESSING_OF_MIGHT)
        petBigSpellId = c->GREATER_BLESSING_OF_MIGHT;
    else if (petSpellId == c->BLESSING_OF_WISDOM)
        petBigSpellId = c->GREATER_BLESSING_OF_WISDOM;
    else if (petSpellId == c->BLESSING_OF_KINGS)
        petBigSpellId = c->GREATER_BLESSING_OF_KINGS;
    else if (petSpellId == c->BLESSING_OF_SANCTUARY)
        petBigSpellId = c->GREATER_BLESSING_OF_SANCTUARY;

    if (spellId == c->BLESSING_OF_MIGHT)
        bigSpellId = c->GREATER_BLESSING_OF_MIGHT;
    else if (spellId == c->BLESSING_OF_WISDOM)
        bigSpellId = c->GREATER_BLESSING_OF_WISDOM;
    else if (spellId == c->BLESSING_OF_KINGS)
        bigSpellId = c->GREATER_BLESSING_OF_KINGS;
    else if (spellId == c->BLESSING_OF_SANCTUARY)
        bigSpellId = c->GREATER_BLESSING_OF_SANCTUARY;

    if (pet && !pet->HasAuraType(SPELL_AURA_MOD_UNATTACKABLE) && ai->HasSpellReagents(petBigSpellId) && ai->Buff(petBigSpellId, pet) == SPELL_CAST_OK)
        return true;
    if (ai->HasSpellReagents(bigSpellId) && ai->Buff(bigSpellId, target) == SPELL_CAST_OK)
        return true;
    if ((pet && !pet->HasAuraType(SPELL_AURA_MOD_UNATTACKABLE) && ai->Buff(petSpellId, pet) == SPELL_CAST_OK) || ai->Buff(spellId, target) == SPELL_CAST_OK)
        return true;
    return false;
}
Beispiel #5
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

    Player* player = ObjectAccessor::FindPlayer(guid, false);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3 + 4 + 2);
        data << uint8(0);                                   // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
        data << guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet* pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4 + 2 + 2 + 2 + 1 + 2 * 6 + 8 + 1 + 8);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data << player->GetPackGUID();

    uint32 mask1 = GROUP_UPDATE_FLAG_STATUS | GROUP_UPDATE_FLAG_CUR_HP | GROUP_UPDATE_FLAG_MAX_HP |
        GROUP_UPDATE_FLAG_POWER_TYPE | GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER |
        GROUP_UPDATE_FLAG_LEVEL | GROUP_UPDATE_FLAG_ZONE | GROUP_UPDATE_FLAG_POSITION |
        GROUP_UPDATE_FLAG_AURAS | GROUP_UPDATE_FLAG_PET_NAME | GROUP_UPDATE_FLAG_PET_AURAS |
        GROUP_UPDATE_FLAG_PHASE;

    if (pet)
        mask1 = 0x7FEFFEFF; // full mask & ~(GROUP_UPDATE_FLAG_VEHICLE_SEAT | GROUP_UPDATE_FLAG_UNK)

    Powers powerType = player->GetPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(MEMBER_STATUS_ONLINE);                   // member's online status
    data << uint32(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint32(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL

    // verify player coordinates and zoneid to send to teammates
    uint16 iZoneId = 0;
    uint16 iCoordX = 0;
    uint16 iCoordY = 0;
    uint16 iCoordZ = 0;

    if (player->IsInWorld())
    {
        iZoneId = player->GetZoneId();
        iCoordX = player->GetPositionX();
        iCoordY = player->GetPositionY();
        iCoordZ = player->GetPositionZ();
    }
    else if (player->IsBeingTeleported())               // Player is in teleportation
    {
        WorldLocation& loc = player->GetTeleportDest(); // So take teleportation destination
        iZoneId = sTerrainMgr.GetZoneId(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        iCoordX = loc.coord_x;
        iCoordY = loc.coord_y;
        iCoordZ = loc.coord_z;
    }
    else
    {
        // unknown player status.
    }

    data << uint16(iZoneId);                              // GROUP_UPDATE_FLAG_ZONE
    data << uint16(iCoordX);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordY);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordZ);                              // GROUP_UPDATE_FLAG_POSITION

    data << uint8(1);                                     // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                             // placeholder, server sends 0xFFFFFFFFFFFFFFFF here, but with 1 above it seems no difference
    data << uint32(MAX_AURAS);                            // server sends here number of visible auras, but client checks
                                                          // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (SpellAuraHolder* holder = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);
            data << uint32(holder->GetId());
            data << uint16(holder->GetAuraFlags());
            if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                    if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                        data << int32(aura->GetModifier()->m_amount);
                    else
                        data << int32(0);
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->GetPowerType();
        data << pet->GetObjectGuid();                       // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint32(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint32(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        data << uint8(1);                                   // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                        // placeholder, server sends 0xFFFFFFFFFFFFFFFF here, but with 1 above it seems no difference
        data << uint32(MAX_AURAS);                          // server sends here number of visible auras, but client checks
                                                            // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (SpellAuraHolder* holder = pet->GetVisibleAura(i))
            {
                petauramask |= (uint64(1) << i);
                data << uint32(holder->GetId());
                data << uint16(holder->GetAuraFlags());
                if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                    if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                        data << int32(aura->GetModifier()->m_amount);
                    else
                        data << int32(0);
            }
        }
        data.put<uint64>(petMaskPos, petauramask);          // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint8(1);                                   // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint64(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint32(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    if (player->GetTransportInfo())                         // GROUP_UPDATE_FLAG_VEHICLE_SEAT
        data << uint32(((Unit*)player->GetTransportInfo()->GetTransport())->GetVehicleInfo()->GetVehicleEntry()->m_seatID[player->GetTransportInfo()->GetTransportSeat()]);

    data << uint32(8);                                      // GROUP_UPDATE_FLAG_PHASE
    data << uint32(0);                                      // GROUP_UPDATE_FLAG_PHASE
    data << uint8(0);                                       // GROUP_UPDATE_FLAG_PHASE

    SendPacket(&data);
}
Beispiel #6
0
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data)
{
    uint32 mask = player->GetGroupUpdateFlag();

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)                // if update power type, update current/max power also
        mask |= (GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER);

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)            // same for pets
        mask |= (GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER);

    uint32 byteCount = 0;
    for (int i = 1; i < GROUP_UPDATE_FLAGS_COUNT; ++i)
        if (mask & (1 << i))
            byteCount += GroupUpdateLength[i];

    data->Initialize(SMSG_PARTY_MEMBER_STATS, 8 + 4 + byteCount);
    *data << player->GetPackGUID();
    *data << uint32(mask);

    if (mask & GROUP_UPDATE_FLAG_STATUS)
    {
        if (player->IsPvP())
            *data << uint16(MEMBER_STATUS_ONLINE | MEMBER_STATUS_PVP);
        else
            *data << uint16(MEMBER_STATUS_ONLINE);
    }

    if (mask & GROUP_UPDATE_FLAG_CUR_HP)
        *data << uint32(player->GetHealth());

    if (mask & GROUP_UPDATE_FLAG_MAX_HP)
        *data << uint32(player->GetMaxHealth());

    Powers powerType = player->GetPowerType();
    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        *data << uint8(powerType);

    if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
        *data << uint16(player->GetPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_MAX_POWER)
        *data << uint16(player->GetMaxPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_LEVEL)
        *data << uint16(player->getLevel());

    if (mask & GROUP_UPDATE_FLAG_ZONE)
        *data << uint16(player->GetZoneId());

    if (mask & GROUP_UPDATE_FLAG_UNK)
        *data << uint16(0);

    if (mask & GROUP_UPDATE_FLAG_POSITION)
        *data << uint16(player->GetPositionX()) << uint16(player->GetPositionY()) << uint16(player->GetPositionZ());

    if (mask & GROUP_UPDATE_FLAG_AURAS)
    {
        *data << uint8(0);                  // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
        const uint64& auramask = player->GetAuraUpdateMask();
        *data << uint64(auramask);
        *data << uint32(MAX_AURAS);         // server sends here number of visible auras, but client checks
                                            // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
        for (uint32 i = 0; i < MAX_AURAS; ++i)
        {
            if (auramask & (uint64(1) << i))
            {
                if (SpellAuraHolder* holder = player->GetVisibleAura(i))
                {
                    *data << uint32(holder->GetId());
                    *data << uint16(holder->GetAuraFlags());
                    if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                        for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                            if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                                *data << int32(aura->GetModifier()->m_amount);
                            else
                                *data << int32(0);
                }
                else
                {
                    *data << uint32(0);
                    *data << uint16(0);
                }
            }
        }
    }

    Pet* pet = player->GetPet();
    if (mask & GROUP_UPDATE_FLAG_PET_GUID)
        *data << (pet ? pet->GetObjectGuid() : ObjectGuid());

    if (mask & GROUP_UPDATE_FLAG_PET_NAME)
    {
        if (pet)
            *data << pet->GetName();
        else
            *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
    {
        if (pet)
            *data << uint16(pet->GetDisplayId());
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
    {
        if (pet)
            *data << uint32(pet->GetHealth());
        else
            *data << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
    {
        if (pet)
            *data << uint32(pet->GetMaxHealth());
        else
            *data << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
    {
        if (pet)
            *data << uint8(pet->GetPowerType());
        else
            *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
    {
        if (pet)
            *data << uint16(pet->GetPower(pet->GetPowerType()));
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
    {
        if (pet)
            *data << uint16(pet->GetMaxPower(pet->GetPowerType()));
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
    {
        if (pet)
        {
            *data << uint8(0);              // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
            const uint64& auramask = pet->GetAuraUpdateMask();
            *data << uint64(auramask);
            *data << uint32(MAX_AURAS);     // server sends here number of visible auras, but client checks
                                            // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
            for (uint32 i = 0; i < MAX_AURAS; ++i)
            {
                if (auramask & (uint64(1) << i))
                {
                    if (SpellAuraHolder* holder = pet->GetVisibleAura(i))
                    {
                        *data << uint32(holder->GetId());
                        *data << uint16(holder->GetAuraFlags());
                        if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                            for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                                if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                                    *data << int32(aura->GetModifier()->m_amount);
                                else
                                    *data << int32(0);
                    }
                    else
                    {
                        *data << uint32(0);
                        *data << uint16(0);
                    }
                }
            }
        }
        else
        {
            *data << uint8(0);
            *data << uint64(0);
            *data << uint32(0);
        }
    }

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
        *data << int32(0);

    if (mask & GROUP_UPDATE_FLAG_PHASE)
    {
        *data << uint32(8);
        *data << uint32(0);
        *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
    {
        if (player->GetTransportInfo())
            *data << uint32(((Unit*)player->GetTransportInfo()->GetTransport())->GetVehicleInfo()->GetVehicleEntry()->m_seatID[player->GetTransportInfo()->GetTransportSeat()]);
        else
            *data << uint32(0);
    }
}
Beispiel #7
0
bool PlayerbotPaladinAI::BuffPlayer(Player* target)
{
    PlayerbotAI * ai = GetAI();
    uint8 SPELL_BLESSING = 2; // See SpellSpecific enum in SpellMgr.h

    Pet * pet = target->GetPet();
    bool petCanBeBlessed = false;
    if (pet)
        petCanBeBlessed = ai->CanReceiveSpecificSpell(SPELL_BLESSING, pet);

    if (!ai->CanReceiveSpecificSpell(SPELL_BLESSING, target) && !petCanBeBlessed)
        return false;

    switch (target->getClass())
    {
        case CLASS_DRUID:
        case CLASS_SHAMAN:
        case CLASS_PALADIN:
            if (Bless(BLESSING_OF_MIGHT, target))
                return true;
            if (Bless(BLESSING_OF_KINGS, target))
                return true;
            if (Bless(BLESSING_OF_WISDOM, target))
                return true;
            if (Bless(BLESSING_OF_SANCTUARY, target))
                return true;
            else
                return false;
        case CLASS_DEATH_KNIGHT:
        case CLASS_HUNTER:
            if (petCanBeBlessed)
            {
                if (Bless(BLESSING_OF_MIGHT, pet))
                    return true;
                if (Bless(BLESSING_OF_KINGS, pet))
                    return true;
                if (Bless(BLESSING_OF_SANCTUARY, pet))
                    return true;
            }
            break;
        case CLASS_ROGUE:
        case CLASS_WARRIOR:
            if (Bless(BLESSING_OF_MIGHT, target))
                return true;
            if (Bless(BLESSING_OF_KINGS, target))
                return true;
            if (Bless(BLESSING_OF_SANCTUARY, target))
                return true;
            else
                return false;
        case CLASS_WARLOCK:
            if (petCanBeBlessed)
            {
                if (pet->GetPowerType() == POWER_MANA)
                {
                    if (Bless(BLESSING_OF_WISDOM, pet))
                        return true;
                }
                else if (Bless(BLESSING_OF_MIGHT, pet))
                    return true;
                if (Bless(BLESSING_OF_KINGS, pet))
                    return true;
                if (Bless(BLESSING_OF_SANCTUARY, pet))
                    return true;
            }
            break;
        case CLASS_PRIEST:
        case CLASS_MAGE:
            if (Bless(BLESSING_OF_WISDOM, target))
                return true;
            if (Bless(BLESSING_OF_KINGS, target))
                return true;
            if (Bless(BLESSING_OF_SANCTUARY, target))
                return true;
            else
                return false;
    }
    return false;
}
Beispiel #8
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket &recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid Guid;
    recvData >> Guid;

    Player* player = ObjectAccessor::FindConnectedPlayer(Guid);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
        data << uint8(0);                                   // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
        data << Guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet* pet = player->GetPet();
    Powers powerType = player->GetPowerType();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4+2+2+2+1+2*6+8+1+8);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data << player->GetPackGUID();

    uint32 updateFlags = GROUP_UPDATE_FLAG_STATUS | GROUP_UPDATE_FLAG_CUR_HP | GROUP_UPDATE_FLAG_MAX_HP
                      | GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER | GROUP_UPDATE_FLAG_LEVEL
                      | GROUP_UPDATE_FLAG_ZONE | GROUP_UPDATE_FLAG_POSITION | GROUP_UPDATE_FLAG_AURAS
                      | GROUP_UPDATE_FLAG_PET_NAME | GROUP_UPDATE_FLAG_PET_MODEL_ID | GROUP_UPDATE_FLAG_PET_AURAS;

    if (powerType != POWER_MANA)
        updateFlags |= GROUP_UPDATE_FLAG_POWER_TYPE;

    if (pet)
        updateFlags |= GROUP_UPDATE_FLAG_PET_GUID | GROUP_UPDATE_FLAG_PET_CUR_HP | GROUP_UPDATE_FLAG_PET_MAX_HP
                    | GROUP_UPDATE_FLAG_PET_POWER_TYPE | GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER;

    if (player->GetVehicle())
        updateFlags |= GROUP_UPDATE_FLAG_VEHICLE_SEAT;

    uint16 playerStatus = MEMBER_STATUS_ONLINE;
    if (player->IsPvP())
        playerStatus |= MEMBER_STATUS_PVP;

    if (!player->IsAlive())
    {
        if (player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
            playerStatus |= MEMBER_STATUS_GHOST;
        else
            playerStatus |= MEMBER_STATUS_DEAD;
    }

    if (player->IsFFAPvP())
        playerStatus |= MEMBER_STATUS_PVP_FFA;

    if (player->isAFK())
        playerStatus |= MEMBER_STATUS_AFK;

    if (player->isDND())
        playerStatus |= MEMBER_STATUS_DND;

    data << uint32(updateFlags);
    data << uint16(playerStatus);                           // GROUP_UPDATE_FLAG_STATUS
    data << uint32(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint32(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    if (updateFlags & GROUP_UPDATE_FLAG_POWER_TYPE)
        data << uint8(powerType);

    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL
    data << uint16(player->GetZoneId());                    // GROUP_UPDATE_FLAG_ZONE
    data << uint16(player->GetPositionX());                 // GROUP_UPDATE_FLAG_POSITION
    data << uint16(player->GetPositionY());                 // GROUP_UPDATE_FLAG_POSITION

    uint64 auraMask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auraMask);                               // placeholder
    for (uint8 i = 0; i < MAX_AURAS_GROUP_UPDATE; ++i)
    {
        if (AuraApplication const* aurApp = player->GetVisibleAura(i))
        {
            auraMask |= uint64(1) << i;
            data << uint32(aurApp->GetBase()->GetId());
            data << uint8(aurApp->GetFlags());
        }
    }

    data.put<uint64>(maskPos, auraMask);                    // GROUP_UPDATE_FLAG_AURAS

    if (updateFlags & GROUP_UPDATE_FLAG_PET_GUID)
        data << uint64(ASSERT_NOTNULL(pet)->GetGUID());

    data << std::string(pet ? pet->GetName() : "");         // GROUP_UPDATE_FLAG_PET_NAME
    data << uint16(pet ? pet->GetDisplayId() : 0);          // GROUP_UPDATE_FLAG_PET_MODEL_ID

    if (updateFlags & GROUP_UPDATE_FLAG_PET_CUR_HP)
        data << uint32(pet->GetHealth());

    if (updateFlags & GROUP_UPDATE_FLAG_PET_MAX_HP)
        data << uint32(pet->GetMaxHealth());

    if (updateFlags & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
        data << (uint8)pet->GetPowerType();

    if (updateFlags & GROUP_UPDATE_FLAG_PET_CUR_POWER)
        data << uint16(pet->GetPower(pet->GetPowerType()));

    if (updateFlags & GROUP_UPDATE_FLAG_PET_MAX_POWER)
        data << uint16(pet->GetMaxPower(pet->GetPowerType()));

    uint64 petAuraMask = 0;
    maskPos = data.wpos();
    data << uint64(petAuraMask);                            // placeholder
    if (pet)
    {
        for (uint8 i = 0; i < MAX_AURAS_GROUP_UPDATE; ++i)
        {
            if (AuraApplication const* aurApp = pet->GetVisibleAura(i))
            {
                petAuraMask |= uint64(1) << i;
                data << uint32(aurApp->GetBase()->GetId());
                data << uint8(aurApp->GetFlags());
            }
        }
    }

    data.put<uint64>(maskPos, petAuraMask);                 // GROUP_UPDATE_FLAG_PET_AURAS

    if (updateFlags & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
        data << uint32(player->GetVehicle()->GetVehicleInfo()->m_seatID[player->m_movementInfo.transport.seat]);

    SendPacket(&data);
}
Beispiel #9
0
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data)
{
    uint32 mask = player->GetGroupUpdateFlag();

    if (mask == GROUP_UPDATE_FLAG_NONE)
        return;

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)                // if update power type, update current/max power also
        mask |= (GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER);

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)            // same for pets
        mask |= (GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER);

    uint32 byteCount = 0;
    for (int i = 1; i < GROUP_UPDATE_FLAGS_COUNT; ++i)
        if (mask & (1 << i))
            byteCount += GroupUpdateLength[i];

    data->Initialize(SMSG_PARTY_MEMBER_STATS, 8 + 4 + byteCount);
    *data << player->GetPackGUID();
    *data << uint32(mask);

    if (mask & GROUP_UPDATE_FLAG_STATUS)
    {
        uint16 playerStatus = MEMBER_STATUS_ONLINE;
        if (player->IsPvP())
            playerStatus |= MEMBER_STATUS_PVP;

        if (!player->IsAlive())
        {
            if (player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
                playerStatus |= MEMBER_STATUS_GHOST;
            else
                playerStatus |= MEMBER_STATUS_DEAD;
        }

        if (player->IsFFAPvP())
            playerStatus |= MEMBER_STATUS_PVP_FFA;

        if (player->isAFK())
            playerStatus |= MEMBER_STATUS_AFK;

        if (player->isDND())
            playerStatus |= MEMBER_STATUS_DND;

        *data << uint16(playerStatus);
    }

    if (mask & GROUP_UPDATE_FLAG_CUR_HP)
        *data << uint32(player->GetHealth());

    if (mask & GROUP_UPDATE_FLAG_MAX_HP)
        *data << uint32(player->GetMaxHealth());

    Powers powerType = player->GetPowerType();
    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        *data << uint8(powerType);

    if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
        *data << uint16(player->GetPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_MAX_POWER)
        *data << uint16(player->GetMaxPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_LEVEL)
        *data << uint16(player->getLevel());

    if (mask & GROUP_UPDATE_FLAG_ZONE)
        *data << uint16(player->GetZoneId());

    if (mask & GROUP_UPDATE_FLAG_POSITION)
    {
        *data << uint16(player->GetPositionX());
        *data << uint16(player->GetPositionY());
    }

    if (mask & GROUP_UPDATE_FLAG_AURAS)
    {
        uint64 auramask = player->GetAuraUpdateMaskForRaid();
        *data << uint64(auramask);
        for (uint32 i = 0; i < MAX_AURAS_GROUP_UPDATE; ++i)
        {
            if (auramask & (uint64(1) << i))
            {
                AuraApplication const* aurApp = player->GetVisibleAura(i);
                *data << uint32(aurApp ? aurApp->GetBase()->GetId() : 0);
                *data << uint8(1);
            }
        }
    }

    Pet* pet = player->GetPet();
    if (mask & GROUP_UPDATE_FLAG_PET_GUID)
    {
        if (pet)
            *data << (uint64) pet->GetGUID();
        else
            *data << (uint64) 0;
    }

    if (mask & GROUP_UPDATE_FLAG_PET_NAME)
    {
        if (pet)
            *data << pet->GetName();
        else
            *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
    {
        if (pet)
            *data << uint16(pet->GetDisplayId());
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
    {
        if (pet)
            *data << uint32(pet->GetHealth());
        else
            *data << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
    {
        if (pet)
            *data << uint32(pet->GetMaxHealth());
        else
            *data << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
    {
        if (pet)
            *data << uint8(pet->GetPowerType());
        else
            *data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
    {
        if (pet)
            *data << uint16(pet->GetPower(pet->GetPowerType()));
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
    {
        if (pet)
            *data << uint16(pet->GetMaxPower(pet->GetPowerType()));
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
    {
        if (pet)
        {
            uint64 auramask = pet->GetAuraUpdateMaskForRaid();
            *data << uint64(auramask);
            for (uint32 i = 0; i < MAX_AURAS_GROUP_UPDATE; ++i)
            {
                if (auramask & (uint64(1) << i))
                {
                    AuraApplication const* aurApp = pet->GetVisibleAura(i);
                    *data << uint32(aurApp ? aurApp->GetBase()->GetId() : 0);
                    *data << uint8(aurApp ? aurApp->GetFlags() : 0);
                }
            }
        }
        else
            *data << uint64(0);
    }

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
    {
        if (Vehicle* veh = player->GetVehicle())
            *data << uint32(veh->GetVehicleInfo()->m_seatID[player->m_movementInfo.transport.seat]);
        else
            *data << uint32(0);
    }
}
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket& data)
{
    uint32 mask = player->GetGroupUpdateFlag();

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)                // if update power type, update current/max power also
        mask |= (GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER);

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)            // same for pets
        mask |= (GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER);

    uint32 byteCount = 0;
    for (int i = 1; i < GROUP_UPDATE_FLAGS_COUNT; ++i)
        if (mask & (1 << i))
            byteCount += GroupUpdateLength[i];

    data.Initialize(SMSG_PARTY_MEMBER_STATS, 8 + 4 + byteCount);
    data << player->GetPackGUID();
    data << uint32(mask);

    if (mask & GROUP_UPDATE_FLAG_STATUS)
        data << uint16(GetGroupMemberStatus(player));

    if (mask & GROUP_UPDATE_FLAG_CUR_HP)
        data << uint32(player->GetHealth());

    if (mask & GROUP_UPDATE_FLAG_MAX_HP)
        data << uint32(player->GetMaxHealth());

    Powers powerType = player->GetPowerType();
    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        data << uint8(powerType);

    if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
        data << uint16(player->GetPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_MAX_POWER)
        data << uint16(player->GetMaxPower(powerType));

    if (mask & GROUP_UPDATE_FLAG_LEVEL)
        data << uint16(player->getLevel());

    if (mask & GROUP_UPDATE_FLAG_ZONE)
        data << uint16(player->GetZoneId());

    if (mask & GROUP_UPDATE_FLAG_POSITION)
        data << uint16(player->GetPositionX()) << uint16(player->GetPositionY());

    if (mask & GROUP_UPDATE_FLAG_AURAS)
    {
        const uint64& auramask = player->GetAuraUpdateMask();
        data << uint64(auramask);
        for (uint32 i = 0; i < MAX_AURAS; ++i)
        {
            if (auramask & (uint64(1) << i))
            {
                data << uint32(player->GetVisibleAura(i));
                data << uint8(1);
            }
        }
    }

    Pet* pet = player->GetPet();
    if (mask & GROUP_UPDATE_FLAG_PET_GUID)
        data << (pet ? pet->GetObjectGuid() : ObjectGuid());

    if (mask & GROUP_UPDATE_FLAG_PET_NAME)
    {
        if (pet)
            data << pet->GetName();
        else
            data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
    {
        if (pet)
            data << uint16(pet->GetDisplayId());
        else
            data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
    {
        if (pet)
            data << uint32(pet->GetHealth());
        else
            data << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
    {
        if (pet)
            data << uint32(pet->GetMaxHealth());
        else
            data << uint32(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
    {
        if (pet)
            data << uint8(pet->GetPowerType());
        else
            data << uint8(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
    {
        if (pet)
            data << uint16(pet->GetPower(pet->GetPowerType()));
        else
            data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
    {
        if (pet)
            data << uint16(pet->GetMaxPower(pet->GetPowerType()));
        else
            data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
    {
        if (pet)
        {
            const uint64& auramask = pet->GetAuraUpdateMask();
            data << uint64(auramask);
            for (uint32 i = 0; i < MAX_AURAS; ++i)
            {
                if (auramask & (uint64(1) << i))
                {
                    data << uint32(pet->GetVisibleAura(i));
                    data << uint8(1);
                }
            }
        }
        else
            data << uint64(0);
    }

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
    {
        if (player->GetTransportInfo())
            data << uint32(((Unit*)player->GetTransportInfo()->GetTransport())->GetVehicleInfo()->GetVehicleEntry()->m_seatID[player->GetTransportInfo()->GetTransportSeat()]);
        else
            data << uint32(0);
    }
}