Ejemplo n.º 1
0
Item::~Item()
{
    // WARNING : THAT CHECK MAY CAUSE LAGS !
    if (Player * plr = GetOwner())
        if (plr->RemoveItemByDelete(this))
            sLog->OutPandashan("Item %u on player guid %u is in destructor, and pointer is still referenced in player's data ...", GetEntry(), plr->GetGUIDLow());
}
Ejemplo n.º 2
0
void Item::SaveToDB(int8 containerslot, int8 slot, bool firstsave, QueryBuffer* buf)
{
    if(GetOwner() && GetOwner()->IsSaveBlocked())
        return;
    if(!m_isDirty && !firstsave)
        return;

    uint64 GiftCreatorGUID = GetGiftCreatorGUID();
    uint64 CreatorGUID = GetCreatorGUID();

    std::stringstream ss;

    ss << "DELETE FROM playeritems WHERE guid = " << GetLowGUID() << ";";

    if(firstsave)
        CharacterDatabase.WaitExecute(ss.str().c_str());
    else
    {
        if(buf == NULL)
            CharacterDatabase.Execute(ss.str().c_str());
        else
            buf->AddQueryNA(ss.str().c_str());
    }


    ss.rdbuf()->str("");

    uint64 ownerGUID = GetOwnerGUID();

    ss << "INSERT INTO playeritems VALUES(";

    ss << (Arcemu::Util::GUID_LOPART(ownerGUID)) << ",";
    ss << GetLowGUID() << ",";
    ss << GetEntry() << ",";
    ss << wrapped_item_id << ",";
    ss << (Arcemu::Util::GUID_LOPART(GiftCreatorGUID)) << ",";
    ss << (Arcemu::Util::GUID_LOPART(CreatorGUID)) << ",";

    ss << GetStackCount() << ",";
    ss << int32(GetChargesLeft()) << ",";
    ss << uint32(m_uint32Values[ ITEM_FIELD_FLAGS ]) << ",";
    ss << random_prop << ", " << random_suffix << ", ";
    ss << 0 << ",";
    ss << GetDurability() << ",";
    ss << static_cast<int>(containerslot) << ",";
    ss << static_cast<int>(slot) << ",'";

    // Pack together enchantment fields
    if(Enchantments.size() > 0)
    {
        EnchantmentMap::iterator itr = Enchantments.begin();
        for(; itr != Enchantments.end(); ++itr)
        {
            if(itr->second.RemoveAtLogout)
                continue;

            uint32 elapsed_duration = uint32(UNIXTIME - itr->second.ApplyTime);
            int32 remaining_duration = itr->second.Duration - elapsed_duration;
            if(remaining_duration < 0)
                remaining_duration = 0;

            try
            {
                if(itr->second.Enchantment && (remaining_duration > 5 || itr->second.Duration == 0))
                {
                    ss << itr->second.Enchantment->Id << ",";
                    ss << remaining_duration << ",";
                    ss << itr->second.Slot << ";";
                }
            }
            catch (...)
            {
                printf("Caught fatal exception: Item.cpp < void Item::SaveToDB(...)\n");
            }
        }
    }
    ss << "','";
    ss << ItemExpiresOn << "','";

////////////////////////////////////////////////// Refund stuff /////////////////////////////////

    // Check if the owner is instantiated. When sending mail he/she obviously will not be :P
    if(this->GetOwner() != NULL)
    {
        std::pair< time_t, uint32 > refundentry;

        refundentry.first = 0;
        refundentry.second = 0;

        refundentry = this->GetOwner()->GetItemInterface()->LookupRefundable(this->GetGUID());

        ss << uint32(refundentry.first) << "','";
        ss << uint32(refundentry.second);

    }
    else
    {
        ss << uint32(0) << "','";
        ss << uint32(0);
    }

/////////////////////////////////////////////////////////////////////////////////////////////////
    ss << "','";
    ss << text;
    ss << "')";

    if(firstsave)
        CharacterDatabase.WaitExecute(ss.str().c_str());
    else
    {
        if(buf == NULL)
            CharacterDatabase.Execute(ss.str().c_str());
        else
            buf->AddQueryNA(ss.str().c_str());
    }

    m_isDirty = false;
}
Ejemplo n.º 3
0
void Creature::_LoadQuests()
{
    mQuests.clear();
    mInvolvedQuests.clear();

    Field *fields;

    QueryResult *result = sDatabase.PQuery("SELECT `quest` FROM `creature_questrelation` WHERE `id` = '%u'", GetEntry());

    if(result)
    {
        do
        {
            fields = result->Fetch();
            Quest* qInfo = objmgr.QuestTemplates[fields[0].GetUInt32()];
            if (!qInfo) continue;

            addQuest(qInfo->GetQuestId());
        }
        while( result->NextRow() );

        delete result;
    }

    QueryResult *result1 = sDatabase.PQuery("SELECT `quest` FROM `creature_involvedrelation` WHERE `id` = '%u'", GetEntry());

    if(!result1) return;

    do
    {
        fields = result1->Fetch();
        Quest* qInfo = objmgr.QuestTemplates[fields[0].GetUInt32()];
        if (!qInfo) continue;

        addInvolvedQuest(qInfo->GetQuestId());
    }
    while( result1->NextRow() );

    delete result1;
}
Ejemplo n.º 4
0
ItemTemplate const* Item::GetTemplate() const
{
    return sObjectMgr->GetItemTemplate(GetEntry());
}
Ejemplo n.º 5
0
void Vehicle::AddPassenger(Unit *unit, int8 seatId, bool force)
{
    SeatMap::iterator seat;
    seat = m_Seats.find(seatId);

    // this should never happen
    if(seat == m_Seats.end())
        return;

    unit->SetVehicleGUID(GetGUID());
    unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ONTRANSPORT);
    unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ROOT);

    seat->second.passenger = unit;
    if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->isVehicle())
    {
        if(((Vehicle*)unit)->GetEmptySeatsCount(true) == 0)
            seat->second.flags = SEAT_VEHICLE_FULL;
        else
            seat->second.flags = SEAT_VEHICLE_FREE;
    }
    else
    {
        seat->second.flags = SEAT_FULL;
    }

    if(unit->GetTypeId() == TYPEID_PLAYER)
    {
        WorldPacket data0(SMSG_FORCE_MOVE_ROOT, 10);
        data0 << unit->GetPackGUID();
        data0 << (uint32)((seat->second.vs_flags & SF_CAN_CAST) ? 2 : 0);
        unit->SendMessageToSet(&data0,true);
    }

    if(seat->second.vs_flags & SF_MAIN_RIDER)
    {
        if(!(GetVehicleFlags() & VF_MOVEMENT))
        {
            GetMotionMaster()->Clear(false);
            GetMotionMaster()->MoveIdle();
            SetCharmerGUID(unit->GetGUID());
            unit->SetUInt64Value(UNIT_FIELD_CHARM, GetGUID());
            if(unit->GetTypeId() == TYPEID_PLAYER)
            {
                ((Player*)unit)->SetMover(this);
                ((Player*)unit)->SetClientControl(this, 1);
                ((Player*)unit)->GetCamera().SetView(this);
            }
            if(canFly() || HasAuraType(SPELL_AURA_FLY) || HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED))
            {
                WorldPacket data3(SMSG_MOVE_SET_CAN_FLY, 12);
                data3<< GetPackGUID();
                data3 << (uint32)(0);
                SendMessageToSet(&data3,false);
            }
        }

        SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(GetEntry());
        for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
        {
            if (unit->GetTypeId() == TYPEID_UNIT || itr->second.IsFitToRequirements((Player*)unit))
            {
                Unit *caster = (itr->second.castFlags & 0x1) ? unit : this;
                Unit *target = (itr->second.castFlags & 0x2) ? unit : this;

                caster->CastSpell(target, itr->second.spellId, true);
            }
        }
        if(unit->GetTypeId() == TYPEID_PLAYER)
        {
            // it should be added only on rider enter?
            if(((Player*)unit)->GetGroup())
                ((Player*)unit)->SetGroupUpdateFlag(GROUP_UPDATE_VEHICLE);

            BuildVehicleActionBar((Player*)unit);
        }

        if(!(GetVehicleFlags() & VF_FACTION))
            setFaction(unit->getFaction());

        if(GetVehicleFlags() & VF_CANT_MOVE)
        {
            WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
            data2<< GetPackGUID();
            data2 << (uint32)(2);
            SendMessageToSet(&data2,false);
        }

        if(GetVehicleFlags() & VF_NON_SELECTABLE)
            SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    }
    if(seat->second.vs_flags & SF_UNATTACKABLE)
        unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

    EmptySeatsCountChanged();
}
Ejemplo n.º 6
0
void GameObject::Use(Unit* user)
{
    // by default spell caster is user
    Unit* spellCaster = user;
    uint32 spellId = 0;

    switch(GetGoType())
    {
        case GAMEOBJECT_TYPE_DOOR:                          //0
        case GAMEOBJECT_TYPE_BUTTON:                        //1
            //doors/buttons never really despawn, only reset to default state/flags
            if(user->GetTypeId()==TYPEID_PLAYER)
                {
                ((Player*)user)->setFaction(((Player*)user)->getFactionForRace(((Player*)user)->getRace()));
                //return;
                }
            UseDoorOrButton();

            // activate script
            sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
            return;

        case GAMEOBJECT_TYPE_QUESTGIVER:                    //2
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            player->PrepareQuestMenu( GetGUID() );
            player->SendPreparedQuest( GetGUID() );
            return;
        }
        //Sitting: Wooden bench, chairs enzz
        case GAMEOBJECT_TYPE_CHAIR:                         //7
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one

            // check if the db is sane
            if(info->chair.slots > 0)
            {
                float lowestDist = DEFAULT_VISIBILITY_DISTANCE;

                float x_lowest = GetPositionX();
                float y_lowest = GetPositionY();

                // the object orientation + 1/2 pi
                // every slot will be on that straight line
                float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
                // find nearest slot
                for(uint32 i=0; i<info->chair.slots; ++i)
                {
                    // the distance between this slot and the center of the go - imagine a 1D space
                    float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);

                    float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
                    float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);

                    // calculate the distance between the player and this slot
                    float thisDistance = player->GetDistance2d(x_i, y_i);

                    /* debug code. It will spawn a npc on each slot to visualize them.
                    Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
                    std::ostringstream output;
                    output << i << ": thisDist: " << thisDistance;
                    helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
                    */

                    if(thisDistance <= lowestDist)
                    {
                        lowestDist = thisDistance;
                        x_lowest = x_i;
                        y_lowest = y_i;
                    }
                }
                player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            else
            {
                // fallback, will always work
                player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
            return;
        }
        //big gun, its a spell/aura
        case GAMEOBJECT_TYPE_GOOBER:                        //10
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()==TYPEID_PLAYER)
            {
                Player* player = (Player*)user;

                // show page
                if(info->goober.pageId)
                {
                    WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
                    data << GetGUID();
                    player->GetSession()->SendPacket(&data);
                }

                // possible quest objective for active quests
                player->CastedCreatureOrGO(info->id, GetGUID(), 0);

                if (info->goober.eventId)
                    sWorld.ScriptsStart(sEventScripts, info->goober.eventId, player, this);
            }

            // cast this spell later if provided
            spellId = info->goober.spellId;

            break;
        }
        case GAMEOBJECT_TYPE_CAMERA:                        //13
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if (info->camera.cinematicId)
                player->SendCinematicStart(info->camera.cinematicId);

            if (info->camera.eventID)
                sWorld.ScriptsStart(sEventScripts, info->camera.eventID, player, this);

            return;
        }
        //fishing bobber
        case GAMEOBJECT_TYPE_FISHINGNODE:                   //17
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if(player->GetGUID() != GetOwnerGUID())
                return;

            switch(getLootState())
            {
                case GO_READY:                              // ready for loot
                {
                    // 1) skill must be >= base_zone_skill
                    // 2) if skill == base_zone_skill => 5% chance
                    // 3) chance is linear dependence from (base_zone_skill-skill)

                    uint32 zone, subzone;
                    GetZoneAndAreaId(zone,subzone);

                    int32 zone_skill = sObjectMgr.GetFishingBaseSkillLevel( subzone );
                    if(!zone_skill)
                        zone_skill = sObjectMgr.GetFishingBaseSkillLevel( zone );

                    //provide error, no fishable zone or area should be 0
                    if(!zone_skill)
                        sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);

                    int32 skill = player->GetSkillValue(SKILL_FISHING);
                    int32 chance = skill - zone_skill + 5;
                    int32 roll = irand(1,100);

                    DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);

                    if(skill >= zone_skill && chance >= roll)
                    {
                        // prevent removing GO at spell cancel
                        player->RemoveGameObject(this,false);
                        SetOwnerGUID(player->GetGUID());

                        //fish catched
                        player->UpdateFishingSkill();

                        //TODO: find reasonable value for fishing hole search
                        GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
                        if (ok)
                        {
                            player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
                            SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else
                            player->SendLoot(GetGUID(),LOOT_FISHING);
                    }
                    else
                    {
                        // fish escaped, can be deleted now
                        SetLootState(GO_JUST_DEACTIVATED);

                        WorldPacket data(SMSG_FISH_ESCAPED, 0);
                        player->GetSession()->SendPacket(&data);
                    }
                    break;
                }
                case GO_JUST_DEACTIVATED:                   // nothing to do, will be deleted at next update
                    break;
                default:
                {
                    SetLootState(GO_JUST_DEACTIVATED);

                    WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
                    player->GetSession()->SendPacket(&data);
                    break;
                }
            }

            player->FinishSpell(CURRENT_CHANNELED_SPELL);
            return;
        }

        case GAMEOBJECT_TYPE_SUMMONING_RITUAL:              //18
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Unit* caster = GetOwner();

            GameObjectInfo const* info = GetGOInfo();

            if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
                return;

            // accept only use by player from same group for caster except caster itself
            if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player))
                return;

            AddUniqueUse(player);

            // full amount unique participants including original summoner
            if(GetUniqueUseCount() < info->summoningRitual.reqParticipants)
                return;

            // in case summoning ritual caster is GO creator
            spellCaster = caster;

            if(!caster->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
                return;

            spellId = info->summoningRitual.spellId;

            // finish spell
            player->FinishSpell(CURRENT_CHANNELED_SPELL);

            // can be deleted now
            SetLootState(GO_JUST_DEACTIVATED);

            // go to end function to spell casting
            break;
        }
        case GAMEOBJECT_TYPE_SPELLCASTER:                   //22
        {
            SetUInt32Value(GAMEOBJECT_FLAGS,2);

            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(info->spellcaster.partyOnly)
            {
                Unit* caster = GetOwner();
                if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
                    return;

                if(user->GetTypeId()!=TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster))
                    return;
            }

            spellId = info->spellcaster.spellId;

            AddUse();
            break;
        }
        case GAMEOBJECT_TYPE_MEETINGSTONE:                  //23
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection());

            // accept only use by player from same group for caster except caster itself
            if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
                return;

            //required lvl checks!
            uint8 level = player->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;
            level = targetPlayer->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;

            spellId = 23598;

            break;
        }

        case GAMEOBJECT_TYPE_FLAGSTAND:                     // 24
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->CanUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag click
                // AB:
                // 15001
                // 15002
                // 15003
                // 15004
                // 15005
                bg->EventPlayerClickedOnFlag(player, this);
                return;                                     //we don;t need to delete flag ... it is despawned!
            }
            break;
        }
        case GAMEOBJECT_TYPE_FLAGDROP:                      // 26
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->CanUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag dropped
                // WS:
                // 179785 - Silverwing Flag
                // 179786 - Warsong Flag
                // EotS:
                // 184142 - Netherstorm Flag
                GameObjectInfo const* info = GetGOInfo();
                if(info)
                {
                    switch(info->id)
                    {
                        case 179785:                        // Silverwing Flag
                            // check if it's correct bg
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 179786:                        // Warsong Flag
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 184142:                        // Netherstorm Flag
                            if(bg->GetTypeID() == BATTLEGROUND_EY)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                    }
                }
                //this cause to call return, all flags must be deleted here!!
                spellId = 0;
                Delete();
            }
            break;
        }
        default:
            sLog.outDebug("Unknown Object Type %u", GetGoType());
            break;
    }

    if(!spellId)
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId );
    if(!spellInfo)
    {
        if(user->GetTypeId()!=TYPEID_PLAYER || !sOutdoorPvPMgr.HandleCustomSpell((Player*)user,spellId,this))
            sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
        else
            sLog.outDebug("WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
        return;
    }

    Spell *spell = new Spell(spellCaster, spellInfo, false, GetGUID());

    // spell target is user of GO
    SpellCastTargets targets;
    targets.setUnitTarget( user );

    spell->prepare(&targets);
}
Ejemplo n.º 7
0
void Item::UpdateDuration(Player* owner, uint32 diff)
{
    if (!GetUInt32Value(ITEM_FIELD_DURATION))
        return;

    TC_LOG_DEBUG(LOG_FILTER_PLAYER_ITEMS, "Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)", GetEntry(), GetUInt32Value(ITEM_FIELD_DURATION), diff);

    if (GetUInt32Value(ITEM_FIELD_DURATION) <= diff)
    {
        sScriptMgr->OnItemExpire(owner, GetTemplate());
        owner->DestroyItem(GetBagSlot(), GetSlot(), true);
        return;
    }

    SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
    SetState(ITEM_CHANGED, owner);                          // save new time in database
}
Ejemplo n.º 8
0
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
    if(ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if(GetEntry() == 416)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if( owner && owner->GetTypeId()==TYPEID_PLAYER)
    {
        if(getPetType() == HUNTER_PET)                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
        //ghouls benefit from deathknight's attack power
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_DEATH_KNIGHT)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.82f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.8287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if(maximum < 0)
                maximum = 0;
            SetBonusDamage( int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if(frost < 0)
                frost = 0;
            SetBonusDamage( int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
	bool SortFilterProxyModel::filterAcceptsRow (int row, const QModelIndex& parent) const
	{
		if (MUCMode_)
		{
			if (!MUCEntry_)
				return false;

			const QModelIndex& idx = sourceModel ()->index (row, 0, parent);
			switch (GetType (idx))
			{
			case Core::CLETAccount:
			{
				QObject *acc = qobject_cast<ICLEntry*> (MUCEntry_)->GetParentAccount ();
				return acc == idx.data (Core::CLRAccountObject).value<QObject*> ();
			}
			case Core::CLETCategory:
			{
				const QString& gName = idx.data ().toString ();
				return gName == qobject_cast<IMUCEntry*> (MUCEntry_)->GetGroupName () ||
						qobject_cast<ICLEntry*> (MUCEntry_)->Groups ().contains (gName);
			}
			default:
				break;
			}
		}
		else
		{
			const QModelIndex& idx = sourceModel ()->index (row, 0, parent);
			if (!filterRegExp ().isEmpty ())
				return GetType (idx) == Core::CLETContact ?
						idx.data ().toString ().contains (filterRegExp ()) :
						true;

			if (idx.data (Core::CLRUnreadMsgCount).toInt ())
				return true;

			const auto type = GetType (idx);

			if (type == Core::CLETContact)
			{
				ICLEntry *entry = GetEntry (idx);
				const State state = entry->GetStatus ().State_;

				if (!ShowOffline_ &&
						state == SOffline &&
						!idx.data (Core::CLRUnreadMsgCount).toInt ())
					return false;

				if (HideMUCParts_ &&
						entry->GetEntryType () == ICLEntry::ETPrivateChat)
					return false;

				if (!ShowSelfContacts_ &&
						entry->GetEntryFeatures () & ICLEntry::FSelfContact)
					return false;
			}
			else if (type == Core::CLETCategory)
			{
				if (!ShowOffline_ &&
						!idx.data (Core::CLRNumOnline).toInt ())
					return false;

				for (int subRow = 0; subRow < sourceModel ()->rowCount (idx); ++subRow)
					if (filterAcceptsRow (subRow, idx))
						return true;

				return false;
			}
			else if (type == Core::CLETAccount)
			{
				const auto& accObj = idx.data (Core::CLRAccountObject).value<QObject*> ();
				auto acc = qobject_cast<IAccount*> (accObj);
				return acc->IsShownInRoster ();
			}
		}

		return QSortFilterProxyModel::filterAcceptsRow (row, parent);
	}
Ejemplo n.º 10
0
void Transporter::TransportPassengers(uint32 mapid, uint32 oldmap, float x, float y, float z)
{
	sEventMgr.RemoveEvents(this, EVENT_TRANSPORTER_NEXT_WAYPOINT);

	if(mPassengers.size() > 0)
	{
		PassengerIterator itr = mPassengers.begin();
		PassengerIterator it2;

		WorldPacket Pending(SMSG_TRANSFER_PENDING, 12);
		Pending << mapid << GetEntry() << oldmap;

		WorldPacket NewWorld;
		LocationVector v;

		for(; itr != mPassengers.end();)
		{
			it2 = itr;
			++itr;

			Player *plr = objmgr.GetPlayer(it2->first);
			if(!plr)
			{
				// remove from map
				mPassengers.erase(it2);
				continue;
			}
			if(!plr->GetSession() || !plr->IsInWorld()) 
				continue;

			plr->m_lockTransportVariables = true;

			v.x = x + plr->m_TransporterX;
			v.y = y + plr->m_TransporterY;
			v.z = z + plr->m_TransporterZ;
			v.o = plr->GetOrientation();

			if(mapid == 530 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_01))
			{
				// player is not flagged to access bc content, repop at graveyard
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			plr->GetSession()->SendPacket(&Pending);
			plr->_Relocate(mapid, v, false, true, 0);

			// Lucky bitch. Do it like on official.
			if(plr->isDead())
			{
				plr->ResurrectPlayer();
				plr->SetUInt32Value(UNIT_FIELD_HEALTH, plr->GetUInt32Value(UNIT_FIELD_MAXHEALTH));
				plr->SetUInt32Value(UNIT_FIELD_POWER1, plr->GetUInt32Value(UNIT_FIELD_MAXPOWER1));
			}
		}
	}

	// Set our position
	RemoveFromWorld(false);
	SetMapId(mapid);
	SetPosition(x,y,z,m_position.o,false);
	AddToWorld();
}
Ejemplo n.º 11
0
void Creature::generateLoot()
{
	if (!loot.items.empty()) return;
	lootmgr.FillCreatureLoot(&loot,GetEntry(), m_mapMgr ? (m_mapMgr->iInstanceMode > 0 ? true : false) : false);

	loot.gold = proto ? proto->money : 0;

	// Master Looting Ninja Checker
	if(sWorld.antiMasterLootNinja && this->m_lootMethod == PARTY_LOOT_MASTER)
	{
		Player *looter = objmgr.GetPlayer((uint32)this->TaggerGuid);
		if(looter && looter->GetGroup())
		{
			uint16 lootThreshold = looter->GetGroup()->GetThreshold();

			for(vector<__LootItem>::iterator itr = loot.items.begin(); itr != loot.items.end(); itr++)
			{
				if(itr->item.itemproto->Quality < lootThreshold)
					continue;

				// Master Loot Stuff - Let the rest of the raid know what dropped..
				//TODO: Shouldn't we move this array to a global position? Or maybe it allready exists^^ (VirtualAngel) --- I can see (dead) talking pigs...^^
				char* itemColours[7] = { "9d9d9d", "ffffff", "1eff00", "0070dd", "a335ee", "ff8000", "e6cc80" };
				char buffer[256];
				sprintf(buffer, "\174cff%s\174Hitem:%u:0:0:0:0:0:0:0\174h[%s]\174h\174r", itemColours[itr->item.itemproto->Quality], itr->item.itemproto->ItemId, itr->item.itemproto->Name1);
				this->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, buffer);
			}
		}
	}

	/*
	 * If there's an amount given, take it as an expected value and
	 * generated a corresponding random value. The random value is
	 * something similar to a normal distribution.
	 *
	 * You'd get a ``better'' distribution if you called `rand()' for each
	 * copper individually. However, if the loot was 1G we'd call `rand()'
	 * 15000 times, which is not ideal. So we use one call to `rand()' to
	 * (hopefully) get 24 random bits, which is then used to create a
	 * normal distribution over 1/24th of the difference.
	 */
	if ((loot.gold > 0) && (loot.gold < 12))
	{
		/* Don't use the below formula for very small cash - rouding
		 * errors will be too bad.. */
	}
	else if (loot.gold >= 12)
	{
		uint32 random_bits;
		double chunk_size;
		double gold_fp;

		/* Split up the difference into 12 chunks.. */
		chunk_size = ((double) loot.gold) / 12.0;

		/* Get 24 random bits. We use the low order bits, because we're
		 * too lazy to check how many random bits the system actually
		 * returned. */
		random_bits = rand () & 0x00ffffff;

		gold_fp = 0.0;
		while (random_bits != 0)
		{
			/* If last bit is one .. */
			if ((random_bits & 0x01) == 1)
				/* .. increase loot by 1/12th of expected value */
				gold_fp += chunk_size;

			/* Shift away the LSB */
			random_bits >>= 1;
		}

		/* To hide your discrete values a bit, add another random
		 * amount between -(chunk_size/2) and +(chunk_size/2). */
		gold_fp += chunk_size
			* ((((double) rand ()) / (((double) RAND_MAX) + 1.0)) - .5);

		/*
		 * In theory we can end up with a negative amount. Give at
		 * least one chunk_size here to prevent this from happening. In
		 * case you're interested, the probability is around 2.98e-8.
		 */
		if (gold_fp < chunk_size)
			gold_fp = chunk_size;

		/* Convert the floating point gold value to an integer again
		 * and we're done. */
		loot.gold = (uint32) (.5 + gold_fp);
	}
Ejemplo n.º 12
0
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        //force of nature
        if (GetEntry() == ENTRY_TREANT)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.4f;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch(ToPet()->GetHappinessState())
        {
        case HAPPY:
            // 125% of normal damage
            mindamage = mindamage * 1.25f;
            maxdamage = maxdamage * 1.25f;
            break;
        case CONTENT:
            // 100% of normal damage, nothing to modify
            break;
        case UNHAPPY:
            // 75% of normal damage
            mindamage = mindamage * 0.75f;
            maxdamage = maxdamage * 0.75f;
            break;
        }
    }

    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
    {
        switch ((*itr)->GetSpellProto()->Id)
        {
        case 61682:
        case 61683:
            AddPctN(mindamage, -(*itr)->GetAmount());
            AddPctN(maxdamage, -(*itr)->GetAmount());
            break;
        default:
            break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
Ejemplo n.º 13
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            float mod = 1.0f;                                                 //Hunter contribution modifier
            if (isPet())
            {
                PetSpellMap::const_iterator itr = ToPet()->m_spells.find(62758);    //Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            //Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellEntry const* sProto = sSpellStore.LookupEntry(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += CalculatePctN(1.0f, SpellMgr::CalculateSpellEffectAmount(sProto, 1));
                }
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f * mod));
        }
        else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
Ejemplo n.º 14
0
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (Unit* owner = GetOwner())
    {
        //force of nature
        if (GetEntry() == 1964)
        {
            int32 spellDmg = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == 15438)
        {
            if (Unit* shaman = owner->GetOwner())
            {
                int32 spellDmg = int32(shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.4f;
            }
        }
        // shadowfiend 65.7% per 10 hits so 6.57 per hit
        else if (GetEntry() == 19668)
        {
            if (Unit* owner = GetOwner())
            {
                int32 spellDmg = int32(owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW));
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.0657f;
            }
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

    int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);
    base_pct *= 100.0f/(100.0f+float(speed_mod/2));

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch (ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
Ejemplo n.º 15
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit* owner = GetOwner();
    
    float mod = 0.75f;

    switch (stat)
    {
        case STAT_STRENGTH:
        {
            if (IsPetGhoul())
            {
                mod = 0.7f;
                
                // Glyph of the Ghoul
                if (AuraEffect const* aurEff = owner->GetAuraEffect(58686, 0))
                    mod += CalculatePct(1.0f, aurEff->GetAmount());

                ownersBonus = owner->GetStat(stat) * mod;
                value += ownersBonus;
            }
            break;
        }
        case STAT_STAMINA:
        {
            mod = 0.0f;
            if (IsPetGhoul() || IsPetGargoyle())
            {
                // Glyph of the Ghoul
                if (AuraEffect const* aurEff = owner->GetAuraEffect(58686, 0))
                    mod += CalculatePct(1.0f, aurEff->GetAmount()); 
            }

            ownersBonus = owner->GetStat(stat) * mod;
            ownersBonus *= GetModifierValue(UNIT_MOD_STAT_STAMINA, TOTAL_PCT);
            value += ownersBonus;
            break;
        }
        case STAT_INTELLECT:
        {
            if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
            {
                mod = 0.3f;
                ownersBonus = owner->GetStat(stat) * mod;
            }
            else if (owner->getClass() == CLASS_DEATH_KNIGHT && GetEntry() == 31216)
            {
                mod = 0.3f;
                if (owner->getSimulacrumTarget())
                    ownersBonus = owner->getSimulacrumTarget()->GetStat(stat) * mod;
                else
                    ownersBonus = owner->GetStat(stat) * mod;
            }
            value += ownersBonus;
            break;
        }
    }

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            if (isPet() && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
                UpdateAttackPowerAndDamage(); 
            break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
Ejemplo n.º 16
0
ItemPrototype const* Item::GetProto() const
{
    return ObjectMgr::GetItemPrototype(GetEntry());
}
Ejemplo n.º 17
0
void TempSummon::Update(uint32 diff)
{
    Creature::Update(diff);

    if (m_deathState == DEAD)
    {
        UnSummon();
        return;
    }
    switch (m_type)
    {
        case TEMPSUMMON_MANUAL_DESPAWN:
            break;
        case TEMPSUMMON_TIMED_DESPAWN:
        {
            if (m_timer <= diff)
            {
                UnSummon();
                return;
            }

            m_timer -= diff;
            break;
        }
        case TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT:
        {
            if (!isInCombat())
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }

                m_timer -= diff;
            }
            else if (m_timer != m_lifetime)
                m_timer = m_lifetime;

            break;
        }

        case TEMPSUMMON_CORPSE_TIMED_DESPAWN:
        {
            if (m_deathState == CORPSE)
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }

                m_timer -= diff;
            }
            break;
        }
        case TEMPSUMMON_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (m_deathState == CORPSE || m_deathState == DEAD)
            {
                UnSummon();
                return;
            }

            break;
        }
        case TEMPSUMMON_DEAD_DESPAWN:
        {
            if (m_deathState == DEAD)
            {
                UnSummon();
                return;
            }
            break;
        }
        case TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (m_deathState == CORPSE || m_deathState == DEAD)
            {
                UnSummon();
                return;
            }

            if (!isInCombat())
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }
                else
                    m_timer -= diff;
            }
            else if (m_timer != m_lifetime)
                m_timer = m_lifetime;
            break;
        }
        case TEMPSUMMON_TIMED_OR_DEAD_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (m_deathState == DEAD)
            {
                UnSummon();
                return;
            }

            if (!isInCombat() && isAlive())
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }
                else
                    m_timer -= diff;
            }
            else if (m_timer != m_lifetime)
                m_timer = m_lifetime;
            break;
        }
        default:
            UnSummon();
            sLog->outError("Temporary summoned creature (entry: %u) have unknown type %u of ", GetEntry(), m_type);
            break;
    }
}
Ejemplo n.º 18
0
void TemporarySummon::Update(uint32 update_diff,  uint32 diff)
{
    switch (m_type)
    {
        case TEMPSUMMON_MANUAL_DESPAWN:
            break;
        case TEMPSUMMON_TIMED_DESPAWN:
        {
            if (m_timer <= update_diff)
            {
                UnSummon();
                return;
            }

            m_timer -= update_diff;
            break;
        }
        case TEMPSUMMON_TIMED_OOC_DESPAWN:
        {
            if (!IsInCombat())
            {
                if (m_timer <= update_diff)
                {
                    UnSummon();
                    return;
                }

                m_timer -= update_diff;
            }
            else if (m_timer != m_lifetime)
                { m_timer = m_lifetime; }

            break;
        }

        case TEMPSUMMON_CORPSE_TIMED_DESPAWN:
        {
            if (IsCorpse())
            {
                if (m_timer <= update_diff)
                {
                    UnSummon();
                    return;
                }

                m_timer -= update_diff;
            }
            if (IsDespawned())
            {
                UnSummon();
                return;
            }
            break;
        }
        case TEMPSUMMON_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDead())
            {
                UnSummon();
                return;
            }

            break;
        }
        case TEMPSUMMON_DEAD_DESPAWN:
        {
            if (IsDespawned())
            {
                UnSummon();
                return;
            }
            break;
        }
        case TEMPSUMMON_TIMED_OOC_OR_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDead())
            {
                UnSummon();
                return;
            }

            if (!IsInCombat())
            {
                if (m_timer <= update_diff)
                {
                    UnSummon();
                    return;
                }
                else
                    { m_timer -= update_diff; }
            }
            else if (m_timer != m_lifetime)
                { m_timer = m_lifetime; }
            break;
        }
        case TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDespawned())
            {
                UnSummon();
                return;
            }

            if (!IsInCombat() && IsAlive())
            {
                if (m_timer <= update_diff)
                {
                    UnSummon();
                    return;
                }
                else
                    { m_timer -= update_diff; }
            }
            else if (m_timer != m_lifetime)
                { m_timer = m_lifetime; }
            break;
        }
        case TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDead())
            {
                UnSummon();
                return;
            }
            if (m_timer <= update_diff)
            {
                UnSummon();
                return;
            }
            m_timer -= update_diff;
            break;
        }
        case TEMPSUMMON_TIMED_OR_DEAD_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDespawned())
            {
                UnSummon();
                return;
            }
            if (m_timer <= update_diff)
            {
                UnSummon();
                return;
            }
            m_timer -= update_diff;
            break;
        }
        default:
            UnSummon();
            sLog.outError("Temporary summoned creature (entry: %u) have unknown type %u of ", GetEntry(), m_type);
            break;
    }

    Creature::Update(update_diff, diff);
}
Ejemplo n.º 19
0
bool Item::ItemContainerLoadLootFromDB()
{
    // Loads the money and item loot associated with an openable item from the DB
    // Default. If there are no records for this item then it will be rolled for in Player::SendLoot()
    m_lootGenerated = false;

    uint32 container_id = GetGUIDLow();

    // Save this for later use
    loot.containerID = container_id;

    // First, see if there was any money loot. This gets added directly to the container.
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_MONEY);
    stmt->setUInt32(0, container_id);
    PreparedQueryResult money_result = CharacterDatabase.Query(stmt);

    if (money_result)
    {
        Field* fields = money_result->Fetch();
        loot.gold = fields[0].GetUInt32();
    }

    // Next, load any items that were saved
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_ITEMS);
    stmt->setUInt32(0, container_id);
    PreparedQueryResult item_result = CharacterDatabase.Query(stmt);

    if (item_result)
    {
        // Get a LootTemplate for the container item. This is where
        //  the saved loot was originally rolled from, we will copy conditions from it
        LootTemplate const* lt = LootTemplates_Item.GetLootFor(GetEntry());
        if (lt)
        {
            do
            {
                // Create an empty LootItem
                LootItem loot_item = LootItem();

                // Fill in the rest of the LootItem from the DB
                Field* fields = item_result->Fetch();

                // item_id, itm_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix
                loot_item.itemid = fields[0].GetUInt32();
                loot_item.count = fields[1].GetUInt32();
                loot_item.follow_loot_rules = fields[2].GetBool();
                loot_item.freeforall = fields[3].GetBool();
                loot_item.is_blocked = fields[4].GetBool();
                loot_item.is_counted = fields[5].GetBool();
                loot_item.canSave = true;
                loot_item.is_underthreshold = fields[6].GetBool();
                loot_item.needs_quest = fields[7].GetBool();
                loot_item.randomPropertyId = fields[8].GetInt32();
                loot_item.randomSuffix = fields[9].GetUInt32();

                // Copy the extra loot conditions from the item in the loot template
                lt->CopyConditions(&loot_item);

                // If container item is in a bag, add that player as an allowed looter
                if (GetBagSlot())
                    loot_item.allowedGUIDs.insert(GetOwner()->GetGUIDLow());

                // Finally add the LootItem to the container
                loot.items.push_back(loot_item);

                // Increment unlooted count
                loot.unlootedCount++;

            }
            while (item_result->NextRow());
        }
    }

    // Mark the item if it has loot so it won't be generated again on open
    m_lootGenerated = !loot.isLooted();

    return m_lootGenerated;
}
Ejemplo n.º 20
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (IsHunterPet())                      //hunter pets benefit from owner's attack power
        {
            float mod = 1.0f;                                                 //Hunter contribution modifier
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f * mod));
        }
        else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        else if (IsSpiritWolf()) //wolf benefit from shaman's attack power
        {
            float dmg_multiplier = 0.31f;
            if (m_owner->GetAuraEffect(63271, 0)) // Glyph of Feral Spirit
                dmg_multiplier = 0.61f;
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (IsPet())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
Ejemplo n.º 21
0
void Item::SaveToDB(SQLTransaction& trans)
{
    bool isInTransaction = !(trans.null());
    if (!isInTransaction)
        trans = CharacterDatabase.BeginTransaction();

    uint32 guid = GetGUIDLow();
    switch (uState)
    {
        case ITEM_NEW:
        case ITEM_CHANGED:
        {
            uint8 index = 0;
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_REP_ITEM_INSTANCE : CHAR_UPD_ITEM_INSTANCE);
            stmt->setUInt32(  index, GetEntry());
            stmt->setUInt32(++index, GUID_LOPART(GetOwnerGUID()));
            stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_CREATOR)));
            stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_GIFTCREATOR)));
            stmt->setUInt32(++index, GetCount());
            stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION));

            std::ostringstream ssSpells;
            for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
                ssSpells << GetSpellCharges(i) << ' ';
            stmt->setString(++index, ssSpells.str());

            stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS));

            std::ostringstream ssEnchants;
            for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i)
            {
                ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << ' ';
                ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << ' ';
                ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << ' ';
            }
            stmt->setString(++index, ssEnchants.str());

            stmt->setInt16 (++index, GetItemRandomPropertyId());
            stmt->setUInt16(++index, GetUInt32Value(ITEM_FIELD_DURABILITY));
            stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME));
            stmt->setString(++index, m_text);
            stmt->setUInt32(++index, guid);

            trans->Append(stmt);

            if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
            {
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GIFT_OWNER);
                stmt->setUInt32(0, GUID_LOPART(GetOwnerGUID()));
                stmt->setUInt32(1, guid);
                trans->Append(stmt);
            }
            break;
        }
        case ITEM_REMOVED:
        {
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
            {
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
                stmt->setUInt32(0, guid);
                trans->Append(stmt);
            }

            if (!isInTransaction)
                CharacterDatabase.CommitTransaction(trans);

            // Delete the items if this is a container
            if (!loot.isLooted())
                ItemContainerDeleteLootMoneyAndLootItemsFromDB();

            delete this;
            return;
        }
        case ITEM_UNCHANGED:
            break;
    }

    SetState(ITEM_UNCHANGED);

    if (!isInTransaction)
        CharacterDatabase.CommitTransaction(trans);
}
Ejemplo n.º 22
0
ItemPrototype const *Item::GetProto() const
{
    return objmgr.GetItemPrototype(GetEntry());
}
Ejemplo n.º 23
0
void Transport::Update(uint32 diff)
{
    uint32 const positionUpdateDelay = 200;

    if (AI())
        AI()->UpdateAI(diff);
    else if (!AIM_Initialize())
        TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");

    if (GetKeyFrames().size() <= 1)
        return;

    if (IsMoving() || !_pendingStop)
        m_goValue.Transport.PathProgress += diff;

    uint32 timer = m_goValue.Transport.PathProgress % GetTransportPeriod();

    // Set current waypoint
    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
    // ... arrive | ... delay ... | departure
    //      event /         event /
    for (;;)
    {
        if (timer >= _currentFrame->ArriveTime)
        {
            if (!_triggeredArrivalEvent)
            {
                DoEventIfAny(*_currentFrame, false);
                _triggeredArrivalEvent = true;
            }

            if (timer < _currentFrame->DepartureTime)
            {
                SetMoving(false);
                if (_pendingStop && GetGoState() != GO_STATE_READY)
                {
                    SetGoState(GO_STATE_READY);
                    m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod());
                    m_goValue.Transport.PathProgress *= GetTransportPeriod();
                    m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
                }
                break;  // its a stop frame and we are waiting
            }
        }

        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
        {
            DoEventIfAny(*_currentFrame, true); // departure event
            _triggeredDepartureEvent = true;
        }

        // not waiting anymore
        SetMoving(true);

        // Enable movement
        if (GetGOInfo()->moTransport.canBeStopped)
            SetGoState(GO_STATE_ACTIVE);

        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
            break;  // found current waypoint

        MoveToNextWaypoint();

        sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->MapID, _currentFrame->Node->LocX, _currentFrame->Node->LocY, _currentFrame->Node->LocZ);

        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->MapID, _currentFrame->Node->LocX, _currentFrame->Node->LocY, _currentFrame->Node->LocZ);

        // Departure event
        if (_currentFrame->IsTeleportFrame())
            if (TeleportTransport(_nextFrame->Node->MapID, _nextFrame->Node->LocX, _nextFrame->Node->LocY, _nextFrame->Node->LocZ, _nextFrame->InitialOrientation))
                return; // Update more in new map thread
    }

    // Add model to map after we are fully done with moving maps
    if (_delayedAddModel)
    {
        _delayedAddModel = false;
        if (m_model)
            GetMap()->InsertGameObjectModel(*m_model);
    }

    // Set position
    _positionChangeTimer.Update(diff);
    if (_positionChangeTimer.Passed())
    {
        _positionChangeTimer.Reset(positionUpdateDelay);
        if (IsMoving())
        {
            float t = CalculateSegmentPos(float(timer) * 0.001f);
            G3D::Vector3 pos, dir;
            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
            UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
        }
        else
        {
            /* There are four possible scenarios that trigger loading/unloading passengers:
              1. transport moves from inactive to active grid
              2. the grid that transport is currently in becomes active
              3. transport moves from active to inactive grid
              4. the grid that transport is currently in unloads
            */
            bool gridActive = GetMap()->IsGridLoaded(GetPositionX(), GetPositionY());

            if (_staticPassengers.empty() && gridActive) // 2.
                LoadStaticPassengers();
            else if (!_staticPassengers.empty() && !gridActive)
                // 4. - if transports stopped on grid edge, some passengers can remain in active grids
                //      unload all static passengers otherwise passengers won't load correctly when the grid that transport is currently in becomes active
                UnloadStaticPassengers();
        }
    }

    sScriptMgr->OnTransportUpdate(this, diff);
}
Ejemplo n.º 24
0
bool Vehicle::AddPassenger(Unit *unit, int8 seatId)
{
    if(unit->m_Vehicle != this)
        return false;

    SeatMap::iterator seat;
    if(seatId < 0) // no specific seat requirement
    {
        for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
            if(!seat->second.passenger && seat->second.seatInfo->IsUsable())
                break;

        if(seat == m_Seats.end()) // no available seat
            return false;
    }
    else
    {
        seat = m_Seats.find(seatId);
        if(seat == m_Seats.end())
            return false;

        if(seat->second.passenger)
            seat->second.passenger->ExitVehicle();

        assert(!seat->second.passenger);
    }

    sLog.outDebug("Unit %s enter vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());

    seat->second.passenger = unit;
    if(seat->second.seatInfo->IsUsable())
    {
        assert(m_usableSeatNum);
        --m_usableSeatNum;
        if(!m_usableSeatNum)
            RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
    }

    if(!(seat->second.seatInfo->m_flags & 0x4000))
        unit->addUnitState(UNIT_STAT_ONVEHICLE);

    //SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);

    unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    VehicleSeatEntry const *veSeat = seat->second.seatInfo;
    unit->m_movementInfo.t_x = veSeat->m_attachmentOffsetX;
    unit->m_movementInfo.t_y = veSeat->m_attachmentOffsetY;
    unit->m_movementInfo.t_z = veSeat->m_attachmentOffsetZ;
    unit->m_movementInfo.t_o = 0;
    unit->m_movementInfo.t_time = 0; // 1 for player
    unit->m_movementInfo.t_seat = seat->first;

    if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->m_flags & 0x800) // not right
        if (!SetCharmedBy(unit, CHARM_TYPE_VEHICLE))
            assert(false);

    if(IsInWorld())
    {
        unit->SendMonsterMoveTransport(this);
        GetMap()->CreatureRelocation(this, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
    }

    //if(unit->GetTypeId() == TYPEID_PLAYER)
    //    ((Player*)unit)->SendTeleportAckMsg();
    //unit->SendMovementFlagUpdate();

    return true;
}
Ejemplo n.º 25
0
void Item::LoadFromDB(Field* fields, Player* plr, bool light)
{
    uint32 itemid = fields[2].GetUInt32();
    uint32 random_prop, random_suffix;
    uint32 count;

    m_itemProto = ItemPrototypeStorage.LookupEntry(itemid);

    ARCEMU_ASSERT(m_itemProto != NULL);

    if(m_itemProto->LockId > 1)
        locked = true;
    else
        locked = false;

    SetEntry(itemid);
    m_owner = plr;

    wrapped_item_id = fields[3].GetUInt32();
    SetGiftCreatorGUID(fields[4].GetUInt32());
    SetCreatorGUID(fields[5].GetUInt32());

    count = fields[6].GetUInt32();
    if(count > m_itemProto->MaxCount && (m_owner && !m_owner->ItemStackCheat))
        count = m_itemProto->MaxCount;
    SetStackCount(count);

    SetChargesLeft(fields[ 7 ].GetUInt32());

    SetUInt32Value(ITEM_FIELD_FLAGS, fields[8].GetUInt32());
    random_prop = fields[9].GetUInt32();
    random_suffix = fields[10].GetUInt32();

    SetItemRandomPropertyId(random_prop);

    int32 rprop = int32(random_prop);
    // If random properties point is negative that means the item uses random suffix as random enchantment
    if(rprop < 0)
        SetItemRandomSuffixFactor(random_suffix);
    else
        SetItemRandomSuffixFactor(0);

    //SetTextId( fields[11].GetUInt32() );

    SetDurabilityMax(m_itemProto->MaxDurability);
    SetDurability(fields[12].GetUInt32());

    if(light)
        return;

    string enchant_field = fields[15].GetString();
    vector< string > enchants = StrSplit(enchant_field, ";");
    uint32 enchant_id;
    EnchantEntry* entry;
    uint32 time_left;
    uint32 enchslot;

    for(vector<string>::iterator itr = enchants.begin(); itr != enchants.end(); ++itr)
    {
        if(sscanf((*itr).c_str(), "%u,%u,%u", (unsigned int*)&enchant_id, (unsigned int*)&time_left, (unsigned int*)&enchslot) == 3)
        {
            entry = dbcEnchant.LookupEntryForced(enchant_id);
            if(entry && entry->Id == enchant_id && m_itemProto->SubClass != ITEM_SUBCLASS_WEAPON_THROWN)
            {
                AddEnchantment(entry, time_left, (time_left == 0), false, false, enchslot);
                //(enchslot != 2) ? false : true, false);
            }
            else
            {
                /*
                EnchantEntry *pEnchant = new EnchantEntry;
                memset(pEnchant,0,sizeof(EnchantEntry));

                pEnchant->Id = enchant_id;
                if(enchslot != 2)
                	AddEnchantment(pEnchant,0,true, false);
                else
                	AddEnchantment(pEnchant,0,false,false);
                */
            }
        }
    }

    ItemExpiresOn = fields[16].GetUInt32();

///////////////////////////////////////////////////// Refund stuff ////////////////////////
    std::pair< time_t, uint32 > refundentry;

    refundentry.first = fields[17].GetUInt32();
    refundentry.second = fields[18].GetUInt32();

    if(refundentry.first != 0 && refundentry.second != 0 && GetOwner() != NULL)
    {
        uint32* played = GetOwner()->GetPlayedtime();
        if(played[1] < (refundentry.first + 60 * 60 * 2))
            m_owner->GetItemInterface()->AddRefundable(this, refundentry.second, refundentry.first);
    }

///////////////////////////////////////////////////////////////////////////////////////////

    text = fields[19].GetString();

    ApplyRandomProperties(false);

    // Charter stuff
    if(GetEntry() == ITEM_ENTRY_GUILD_CHARTER)
    {
        SoulBind();
        SetStackCount(1);
        SetItemRandomSuffixFactor(57813883);
        if(plr != NULL && plr->m_charters[CHARTER_TYPE_GUILD])
            SetEnchantmentId(0, plr->m_charters[CHARTER_TYPE_GUILD]->GetID());
    }

    if(GetEntry() == ARENA_TEAM_CHARTER_2v2)
    {
        SoulBind();
        SetStackCount(1);
        SetItemRandomSuffixFactor(57813883);
        if(plr != NULL && plr->m_charters[CHARTER_TYPE_ARENA_2V2])
            SetEnchantmentId(0, plr->m_charters[CHARTER_TYPE_ARENA_2V2]->GetID());
    }

    if(GetEntry() == ARENA_TEAM_CHARTER_3v3)
    {
        SoulBind();
        SetStackCount(1);
        SetItemRandomSuffixFactor(57813883);
        if(plr != NULL && plr->m_charters[CHARTER_TYPE_ARENA_3V3])
            SetEnchantmentId(0,  plr->m_charters[CHARTER_TYPE_ARENA_3V3]->GetID());
    }

    if(GetEntry() == ARENA_TEAM_CHARTER_5v5)
    {
        SoulBind();
        SetStackCount(1);
        SetItemRandomSuffixFactor(57813883);
        if(plr != NULL && plr->m_charters[CHARTER_TYPE_ARENA_5V5])
            SetEnchantmentId(0,  plr->m_charters[CHARTER_TYPE_ARENA_5V5]->GetID());
    }
}
Ejemplo n.º 26
0
void Vehicle::RemovePassenger(Unit *unit)
{
    if(unit->m_Vehicle != this)
        return;

    SeatMap::iterator seat;
    for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
        if(seat->second.passenger == unit)
            break;

    assert(seat != m_Seats.end());

    sLog.outDebug("Unit %s exit vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow(), (int32)seat->first);

    seat->second.passenger = NULL;
    if(seat->second.seatInfo->IsUsable())
    {
        if(!m_usableSeatNum)
            SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
        ++m_usableSeatNum;
    }

    if(!(seat->second.seatInfo->m_flags & 0x4000))
        unit->clearUnitState(UNIT_STAT_ONVEHICLE);

    //SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);

    if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->m_flags & 0x800)
        RemoveCharmedBy(unit);

    // only for flyable vehicles?
    //CastSpell(this, 45472, true);                           // Parachute
}
Ejemplo n.º 27
0
bool Creature::LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId)
{
    bool external = (result != NULL);
    if (!external)
        //                                0    1     2            3            4            5             6               7           8                  9                  10                 11          12        13            14           15             16
        result = sDatabase.PQuery("SELECT `id`,`map`,`position_x`,`position_y`,`position_z`,`orientation`,`spawntimesecs`,`spawndist`,`spawn_position_x`,`spawn_position_y`,`spawn_position_z`,`curhealth`,`curmana`,`respawntime`,`DeathState`,`MovementType`,`auras` "
            "FROM `creature` LEFT JOIN `creature_respawn` ON ((`creature`.`guid`=`creature_respawn`.`guid`) AND (`creature_respawn`.`instance` = '%u')) WHERE `creature`.`guid` = '%u'", InstanceId, guid);

    if(!result)
    {
        sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
        return false;
    }

    Field *fields = result->Fetch();

    uint32 stored_guid = guid;
    if (InstanceId != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
    SetInstanceId(InstanceId);

    if(!Create(guid,fields[1].GetUInt32(),fields[2].GetFloat(),fields[3].GetFloat(),
        fields[4].GetFloat(),fields[5].GetFloat(),fields[0].GetUInt32()))
    {
        if (!external) delete result;
        return false;
    }

    m_DBTableGuid = stored_guid;

    if(GetCreatureInfo()->rank > 0)
        this->m_corpseDelay *= 3;                           //if creature is elite, then remove corpse later

    SetHealth(fields[11].GetUInt32());
    SetPower(POWER_MANA,fields[12].GetUInt32());

    m_respawnradius = fields[7].GetFloat();
    respawn_cord[0] = fields[8].GetFloat();
    respawn_cord[1] = fields[9].GetFloat();
    respawn_cord[2] = fields[10].GetFloat();

    m_respawnDelay = fields[6].GetUInt32();
    m_deathState = (DeathState)fields[14].GetUInt32();
    if(m_deathState == JUST_DIED)                           // Dont must be set to JUST_DEAD, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
    {
        sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1). State set to ALIVE.",GetGUIDLow(),GetEntry());
        m_deathState = ALIVE;
    }
    else
    if(m_deathState < ALIVE || m_deathState > DEAD)
    {
        sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) in wrong state: %d. State set to ALIVE.",GetGUIDLow(),GetEntry(),m_deathState);
        m_deathState = ALIVE;
    }

    m_respawnTime  = (time_t)fields[13].GetUInt64();
    if(m_respawnTime > time(NULL))                          // not ready to respawn
        m_deathState = DEAD;
    else                                                    // ready to respawn
    {
        m_respawnTime = 0;
        sDatabase.PExecute("DELETE FROM `creature_respawn` WHERE `guid` = '%u' AND `instance` = '%u'", m_DBTableGuid, GetInstanceId());
    }

    {
        uint32 mtg = fields[15].GetUInt32();
        if(mtg < MAX_DB_MOTION_TYPE)
            m_defaultMovementType = MovementGeneratorType(mtg);
        else
        {
            m_defaultMovementType = IDLE_MOTION_TYPE;
            sLog.outErrorDb("Creature (GUID: %u ID: %u) have wrong movement generator type value %u, ignore and set to IDLE.",guid,GetEntry(),mtg);
        }
    }

    if(!external) delete result;

    LoadFlagRelatedData();
    
    AIM_Initialize();
    return true;
}
Ejemplo n.º 28
0
ItemTemplate const* Item::GetTemplate() const
{
    if (GetOwner() && GetOwner()->InArena())
        return sObjectMgr->GetItemTemplate(GetPermittedItemInArena());
    return sObjectMgr->GetItemTemplate(GetEntry());
}
Ejemplo n.º 29
0
CreatureInfo const *Creature::GetCreatureInfo() const
{
    return objmgr.GetCreatureTemplate(GetEntry());
}
Ejemplo n.º 30
0
void CStudentInfoView::OnUpdate(CView* /*pSender*/, LPARAM /*lHint*/, CObject* /*pHint*/)
{
    MYTRACE("Enter");
    m_StudentListPos = m_StudentList->GetHeadPosition();
    GetEntry(m_StudentListPos); // Doc -> View
}