bool Creature::UpdateAllStats() { UpdateMaxHealth(); UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); UpdateAllResistances(); return true; }
bool Pet::UpdateAllStats() { for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) { UpdateStats(Stats(i)); } for (int i = POWER_MANA; i < MAX_POWERS; ++i) { UpdateMaxPower(Powers(i)); } for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { UpdateResistances(i); } return true; }
bool Creature::UpdateAllStats() { UpdateMaxHealth(); UpdateAttackPowerAndDamage(); for(int i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); for(int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }
bool Guardian::UpdateAllStats() { for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) UpdateStats(Stats(i)); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }
void VehicleInfo::Initialize() { if (!m_overwriteNpcEntry) m_overwriteNpcEntry = m_owner->GetEntry(); // Loading passengers (rough version only!) SQLMultiStorage::SQLMSIteratorBounds<VehicleAccessory> bounds = sVehicleAccessoryStorage.getBounds<VehicleAccessory>(m_overwriteNpcEntry); for (SQLMultiStorage::SQLMultiSIterator<VehicleAccessory> itr = bounds.first; itr != bounds.second; ++itr) { if (Creature* summoned = m_owner->SummonCreature(itr->passengerEntry, m_owner->GetPositionX(), m_owner->GetPositionY(), m_owner->GetPositionZ(), 2 * m_owner->GetOrientation(), TEMPSPAWN_DEAD_DESPAWN, 0)) { DEBUG_LOG("VehicleInfo(of %s)::Initialize: Load vehicle accessory %s onto seat %u", m_owner->GetGuidStr().c_str(), summoned->GetGuidStr().c_str(), itr->seatId); m_accessoryGuids.insert(summoned->GetObjectGuid()); int32 basepoint0 = itr->seatId + 1; summoned->CastCustomSpell((Unit*)m_owner, SPELL_RIDE_VEHICLE_HARDCODED, &basepoint0, nullptr, nullptr, TRIGGERED_OLD_TRIGGERED); } } // Initialize movement limitations uint32 vehicleFlags = GetVehicleEntry()->m_flags; Unit* pVehicle = (Unit*)m_owner; if (vehicleFlags & VEHICLE_FLAG_NO_STRAFE) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_NO_STRAFE); if (vehicleFlags & VEHICLE_FLAG_NO_JUMPING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_NO_JUMPING); if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDTURNING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_FULLSPEEDTURNING); if (vehicleFlags & VEHICLE_FLAG_ALLOW_PITCHING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_ALLOW_PITCHING); if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDPITCHING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_FULLSPEEDPITCHING); // NOTE: this is the best possible combination to root a vehicle; However, there are still exceptions, such as creature 27292 if (vehicleFlags & VEHICLE_FLAG_FIXED_POSITION || (!(vehicleFlags & VEHICLE_FLAG_UNK7) && vehicleFlags & VEHICLE_FLAG_UNK15)) pVehicle->SetRoot(true); // TODO: Guesswork, but it looks correct if (vehicleFlags & VEHICLE_FLAG_PASSIVE) pVehicle->AI()->SetReactState(REACT_PASSIVE); // Initialize power type based on DBC values (creatures only) if (pVehicle->GetTypeId() == TYPEID_UNIT) { if (PowerDisplayEntry const* powerEntry = sPowerDisplayStore.LookupEntry(GetVehicleEntry()->m_powerDisplayID)) pVehicle->SetPowerType(Powers(powerEntry->power)); } m_isInitialized = true; }
void Vehicle::Install() { if (_me->GetTypeId() == TYPEID_UNIT) { if (PowerDisplayEntry const* powerDisplay = sPowerDisplayStore.LookupEntry(_vehicleInfo->m_powerDisplayId)) _me->setPowerType(Powers(powerDisplay->PowerType)); else if (_me->getClass() == CLASS_ROGUE) _me->setPowerType(POWER_ENERGY); } _status = STATUS_INSTALLED; if (GetBase()->GetTypeId() == TYPEID_UNIT) sScriptMgr->OnInstall(this); }
void decompile_powers(dbref player, dbref thing, char *thingname) { POWER f1, f2; POWERENT *fp; char *buf; /* * Report generic powers */ f1 = Powers(thing); f2 = Powers2(thing); for (fp = gen_powers; fp->powername; fp++) { /* * Skip if we shouldn't decompile this power */ if (fp->listperm & CA_NO_DECOMP) { continue; } /* * Skip if this power is not set */ if (fp->powerpower & POWER_EXT) { if (!(f2 & fp->powervalue)) { continue; } } else { if (!(f1 & fp->powervalue)) { continue; } } /* * Skip if we can't see this power */ if (!check_access(player, fp->listperm)) { continue; } /* * We made it this far, report this power */ buf = strip_ansi(thingname); notify_check(player, player, MSG_PUP_ALWAYS | MSG_ME_ALL | MSG_F_DOWN, "@power %s=%s", buf, fp->powername); free_lbuf(buf); } }
bool Pet::UpdateAllStats() { for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) UpdateStats(Stats(i)); for(int i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); UpdateManaRegen(); UpdateSpellPower(); return true; }
char *power_description(dbref player, dbref target) { char *buff, *bp; POWERENT *fp; int otype; POWER fv; /* * Allocate the return buffer */ otype = Typeof(target); bp = buff = alloc_mbuf("power_description"); /* * Store the header strings and object type */ safe_mb_str((char *) "Powers:", buff, &bp); for (fp = gen_powers; fp->powername; fp++) { if (fp->powerpower & POWER_EXT) { fv = Powers2(target); } else { fv = Powers(target); } if (fv & fp->powervalue) { if ((fp->listperm & CA_WIZARD) && !Wizard(player)) { continue; } if ((fp->listperm & CA_GOD) && !God(player)) { continue; } safe_mb_chr(' ', buff, &bp); safe_mb_str((char *) fp->powername, buff, &bp); } } /* * Terminate the string, and return the buffer to the caller */ *bp = '\0'; return buff; }
void VehicleInfo::Initialize() { if (!m_overwriteNpcEntry) m_overwriteNpcEntry = m_owner->GetEntry(); // Loading passengers (rough version only!) SQLMultiStorage::SQLMSIteratorBounds<VehicleAccessory> bounds = sVehicleAccessoryStorage.getBounds<VehicleAccessory>(m_overwriteNpcEntry); for (SQLMultiStorage::SQLMultiSIterator<VehicleAccessory> itr = bounds.first; itr != bounds.second; ++itr) { if (Creature* summoned = m_owner->SummonCreature(itr->passengerEntry, m_owner->GetPositionX(), m_owner->GetPositionY(), m_owner->GetPositionZ(), 2 * m_owner->GetOrientation(), TEMPSUMMON_DEAD_DESPAWN, 0)) { DEBUG_LOG("VehicleInfo(of %s)::Initialize: Load vehicle accessory %s onto seat %u", m_owner->GetGuidStr().c_str(), summoned->GetGuidStr().c_str(), itr->seatId); m_accessoryGuids.insert(summoned->GetObjectGuid()); int32 basepoint0 = itr->seatId + 1; summoned->CastCustomSpell((Unit*)m_owner, SPELL_RIDE_VEHICLE_HARDCODED, &basepoint0, NULL, NULL, true); } } // Initialize movement limitations uint32 vehicleFlags = GetVehicleEntry()->m_flags; Unit* pVehicle = (Unit*)m_owner; if (vehicleFlags & VEHICLE_FLAG_NO_STRAFE) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_NO_STRAFE); if (vehicleFlags & VEHICLE_FLAG_NO_JUMPING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_NO_JUMPING); if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDTURNING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_FULLSPEEDTURNING); if (vehicleFlags & VEHICLE_FLAG_ALLOW_PITCHING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_ALLOW_PITCHING); if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDPITCHING) pVehicle->m_movementInfo.AddMovementFlags2(MOVEFLAG2_FULLSPEEDPITCHING); // Initialize power type based on DBC values (creatures only) if (pVehicle->GetTypeId() == TYPEID_UNIT) { if (PowerDisplayEntry const* powerEntry = sPowerDisplayStore.LookupEntry(GetVehicleEntry()->m_powerDisplayID)) pVehicle->SetPowerType(Powers(powerEntry->power)); } m_isInitialized = true; }
bool ScriptedAI::CanCast(Unit* target, SpellInfo const* spell, bool triggered /*= false*/) { //No target so we can't cast if (!target || !spell) return false; //Silenced so we can't cast if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; //Check for power if (!triggered && me->GetPower(Powers(spell->PowerType)) < spell->ManaCost) return false; //Unit is out of range of this spell if (me->IsInRange(target, float(me->GetSpellMinRangeForTarget(target, spell)), float(me->GetSpellMaxRangeForTarget(target, spell)))) return false; return true; }
int ph_privileged(dbref target, dbref player, POWER power, int fpowers, int reset) { if (!God(player)) { if (!isPlayer(player) || (player != Owner(player))) { return 0; } if (isPlayer(target)) { return 0; } if (Powers(player) & power) { return (ph_any(target, player, power, fpowers, reset)); } else { return 0; } } return (ph_any(target, player, power, fpowers, reset)); }
void Creature::Regenerate(Powers power) { uint32 curValue = GetPower(power); uint32 maxValue = GetMaxPower(power); if (curValue >= maxValue) return; float addvalue = 0.0f; switch (power) { case POWER_FOCUS: { // For hunter pets. addvalue = 24 * sWorld->getRate(RATE_POWER_FOCUS); break; } case POWER_ENERGY: { // For deathknight's ghoul. addvalue = 20; break; } default: return; } // Apply modifiers (if any). AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) if (Powers((*i)->GetMiscValue()) == power) AddPctN(addvalue, (*i)->GetAmount()); addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * (isHunterPet()? PET_FOCUS_REGEN_INTERVAL : CREATURE_REGEN_INTERVAL) / (5 * IN_MILLISECONDS); ModifyPower(power, int32(addvalue)); }
bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateBlockPercentage(); UpdateShieldBlockValue(); UpdateParryPercentage(); UpdateDodgePercentage(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateFocusRegen(); UpdateEnergyRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); UpdateMastery(); RecalculateRating(CR_ARMOR_PENETRATION); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); if (getClass() == CLASS_DEATH_KNIGHT) UpdateAllRunesRegen(); return true; }
/** Clone an object. * \verbatim * This is the top-level function for @clone, which creates a duplicate * of a (non-player) object. * \endverbatim * \param player the enactor. * \param name the name of the object to clone. * \param newname the name to give the duplicate. * \param preserve if 1, preserve ownership and privileges on duplicate. * \paran newdbref the (unparsed) dbref to give the object, or NULL to use the next free * \return dbref of the duplicate, or NOTHING. */ dbref do_clone(dbref player, char *name, char *newname, int preserve, char *newdbref) { dbref clone, thing; char dbnum[BUFFER_LEN]; thing = noisy_match_result(player, name, NOTYPE, MAT_EVERYTHING); if ((thing == NOTHING)) return NOTHING; if (newname && *newname && !ok_name(newname, IsExit(thing))) { notify(player, T("That is not a reasonable name.")); return NOTHING; } if (!controls(player, thing) || IsPlayer(thing) || (IsRoom(thing) && !command_check_byname(player, "@dig")) || (IsExit(thing) && !command_check_byname(player, "@open")) || (IsThing(thing) && !command_check_byname(player, "@create"))) { notify(player, T("Permission denied.")); return NOTHING; } /* don't allow cloning of destructed things */ if (IsGarbage(thing)) { notify(player, T("There's nothing left of it to clone!")); return NOTHING; } if (preserve && !Wizard(player)) { notify(player, T("You cannot @CLONE/PRESERVE. Use normal @CLONE instead.")); return NOTHING; } if (!make_first_free_wrapper(player, newdbref)) { return NOTHING; } /* make sure owner can afford it */ switch (Typeof(thing)) { case TYPE_THING: if (can_pay_fees(player, Pennies(thing))) { clone = clone_object(player, thing, newname, preserve); notify_format(player, T("Cloned: Object %s."), unparse_dbref(clone)); if (IsRoom(player)) moveto(clone, player, player, "cloned"); else moveto(clone, Location(player), player, "cloned"); current_state.things++; local_data_clone(clone, thing); real_did_it(player, clone, NULL, NULL, NULL, NULL, "ACLONE", NOTHING, global_eval_context.wenv, 0); return clone; } return NOTHING; break; case TYPE_ROOM: if (can_pay_fees(player, ROOM_COST)) { clone = clone_object(player, thing, newname, preserve); Exits(clone) = NOTHING; notify_format(player, T("Cloned: Room #%d."), clone); current_state.rooms++; local_data_clone(clone, thing); real_did_it(player, clone, NULL, NULL, NULL, NULL, "ACLONE", NOTHING, global_eval_context.wenv, 0); return clone; } return NOTHING; break; case TYPE_EXIT: /* For exits, we don't want people to be able to link it to a location they can't with @open. So, all this stuff. */ switch (Location(thing)) { case NOTHING: strcpy(dbnum, "#-1"); break; case HOME: strcpy(dbnum, "home"); break; case AMBIGUOUS: strcpy(dbnum, "variable"); break; default: strcpy(dbnum, unparse_dbref(Location(thing))); } if (newname && *newname) clone = do_real_open(player, newname, dbnum, NOTHING); else clone = do_real_open(player, Name(thing), dbnum, NOTHING); if (!GoodObject(clone)) { return NOTHING; } else { atr_cpy(clone, thing); clone_locks(player, thing, clone); Zone(clone) = Zone(thing); Parent(clone) = Parent(thing); Flags(clone) = clone_flag_bitmask("FLAG", Flags(thing)); if (!preserve) { clear_flag_internal(clone, "WIZARD"); clear_flag_internal(clone, "ROYALTY"); Warnings(clone) = 0; /* zap warnings */ Powers(clone) = new_flag_bitmask("POWER"); /* zap powers */ } else { Warnings(clone) = Warnings(thing); Powers(clone) = clone_flag_bitmask("POWER", Powers(thing)); } if (Wizard(clone) || Royalty(clone) || Warnings(clone) || !null_flagmask("POWER", Powers(clone))) notify(player, T ("Warning: @CLONE/PRESERVE on an object with WIZ, ROY, @powers, or @warnings.")); notify_format(player, T("Cloned: Exit #%d."), clone); local_data_clone(clone, thing); return clone; } } return NOTHING; }
/** Change an object's zone. * \verbatim * This implements @chzone. * \endverbatim * \param player the enactor. * \param name name of the object to change zone of. * \param newobj name of new ZMO. * \param noisy if 1, notify player about success and failure. * \param preserve was the /preserve switch given? * \param pe_info the pe_info for lock and permission checks * \retval 0 failed to change zone. * \retval 1 successfully changed zone. */ int do_chzone(dbref player, char const *name, char const *newobj, bool noisy, bool preserve, NEW_PE_INFO *pe_info) { dbref thing; dbref zone; int has_lock; if ((thing = noisy_match_result(player, name, NOTYPE, MAT_NEARBY)) == NOTHING) return 0; if (!newobj || !*newobj || !strcasecmp(newobj, "none")) zone = NOTHING; else { if ((zone = noisy_match_result(player, newobj, NOTYPE, MAT_EVERYTHING)) == NOTHING) return 0; } if (Zone(thing) == zone) { if (noisy) notify(player, T("That object is already in that zone.")); return 0; } if (!controls(player, thing)) { if (noisy) notify(player, T("You don't have the power to shift reality.")); return 0; } /* a player may change an object's zone to: * 1. NOTHING * 2. an object he controls * 3. an object with a chzone-lock that the player passes. * Note that an object with no chzone-lock isn't valid */ has_lock = (getlock(zone, Chzone_Lock) != TRUE_BOOLEXP); if (!(Wizard(player) || (zone == NOTHING) || controls(player, zone) || (has_lock && eval_lock_with(player, zone, Chzone_Lock, pe_info)))) { if (noisy) { if (has_lock) { fail_lock(player, zone, Chzone_Lock, T("You cannot move that object to that zone."), NOTHING); } else { notify(player, T("You cannot move that object to that zone.")); } } return 0; } /* Don't chzone object to itself for mortals! */ if ((zone == thing) && !Hasprivs(player)) { if (noisy) notify(player, T("You shouldn't zone objects to themselves!")); return 0; } /* Don't allow circular zones */ if (GoodObject(zone)) { dbref tmp; int zone_depth = MAX_ZONES; for (tmp = Zone(zone); GoodObject(tmp); tmp = Zone(tmp)) { if (tmp == thing) { notify(player, T("You can't make circular zones!")); return 0; } if (tmp == Zone(tmp)) /* Ran into an object zoned to itself */ break; zone_depth--; if (!zone_depth) { notify(player, T("Overly deep zone chain.")); return 0; } } } /* Don't allow chzone to objects without elocks! * If no lock is set, set a default lock (warn if zmo are used for control) * This checks for many trivial elocks (canuse/1, where &canuse=1) */ if (zone != NOTHING) check_zone_lock(player, zone, noisy); /* Warn Wiz/Royals when they zone their stuff */ if ((zone != NOTHING) && Hasprivs(Owner(thing))) { if (noisy) notify(player, T("Warning: @chzoning admin-owned object!")); } /* everything is okay, do the change */ Zone(thing) = zone; /* If we're not unzoning, and we're working with a non-player object, * we'll remove wizard, royalty, inherit, and powers, for security, unless * a wizard is changing the zone and explicitly says not to. */ if (!Wizard(player)) preserve = 0; if (!preserve && ((zone != NOTHING) && !IsPlayer(thing))) { /* if the object is a player, resetting these flags is rather * inconvenient -- although this may pose a bit of a security * risk. Be careful when @chzone'ing wizard or royal players. */ clear_flag_internal(thing, "WIZARD"); clear_flag_internal(thing, "ROYALTY"); clear_flag_internal(thing, "TRUST"); destroy_flag_bitmask("POWER", Powers(thing)); Powers(thing) = new_flag_bitmask("POWER"); } else { if (noisy && (zone != NOTHING)) { if (Hasprivs(thing)) notify(player, T("Warning: @chzoning a privileged player.")); if (Inherit(thing)) notify(player, T("Warning: @chzoning a TRUST player.")); } } if (noisy) notify(player, T("Zone changed.")); return 1; }
uint32 CalculatePowerCost(SpellEntry const * spellInfo, Unit const * caster, SpellSchoolMask schoolMask) { // Spell drain all exist power on cast (Only paladin lay of Hands) if (spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER) { // If power type - health drain all if (spellInfo->powerType == POWER_HEALTH) return caster->GetHealth(); // Else drain all power if (spellInfo->powerType < MAX_POWERS) return caster->GetPower(Powers(spellInfo->powerType)); sLog.outError("CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id); return 0; } // Base powerCost int32 powerCost = spellInfo->manaCost; // PCT cost from total amount if (spellInfo->ManaCostPercentage) { switch (spellInfo->powerType) { // health as power used case POWER_HEALTH: powerCost += spellInfo->ManaCostPercentage * caster->GetCreateHealth() / 100; break; case POWER_MANA: powerCost += spellInfo->ManaCostPercentage * caster->GetCreateMana() / 100; break; case POWER_RAGE: case POWER_FOCUS: case POWER_ENERGY: case POWER_HAPPINESS: powerCost += spellInfo->ManaCostPercentage * caster->GetMaxPower(Powers(spellInfo->powerType)) / 100; break; case POWER_RUNE: case POWER_RUNIC_POWER: sLog.outDebug("CalculateManaCost: Not implemented yet!"); break; default: sLog.outError("CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id); return 0; } } SpellSchools school = GetFirstSchoolInMask(schoolMask); // Flat mod from caster auras by spell school powerCost += caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school); // Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost) if (spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST) powerCost += caster->GetAttackTime(OFF_ATTACK)/100; // Apply cost mod by spell if (Player* modOwner = caster->GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COST, powerCost); if (spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION) powerCost = int32(powerCost/ (1.117f* spellInfo->spellLevel / caster->getLevel() -0.1327f)); // PCT mod from user auras by school powerCost = int32(powerCost * (1.0f+caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+school))); if (powerCost < 0) powerCost = 0; return powerCost; }
bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); // Custom MoP script // Jab Override Driver if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK) { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords switch (mainItem->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_STAFF: CastSpell(this, 108561, true); break; case ITEM_SUBCLASS_WEAPON_POLEARM: CastSpell(this, 115697, true); break; case ITEM_SUBCLASS_WEAPON_AXE: CastSpell(this, 115689, true); break; case ITEM_SUBCLASS_WEAPON_MACE: CastSpell(this, 115694, true); break; case ITEM_SUBCLASS_WEAPON_SWORD: CastSpell(this, 115696, true); break; default: break; } } else if (HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords } } UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateBlockPercentage(); UpdateParryPercentage(); UpdateDodgePercentage(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); UpdateExpertise(RANGED_ATTACK); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }
static int db_write_object(FILE * f, dbref i, int db_format, int flags) { ATTR *a; char *got, *as; dbref aowner; int ca, aflags, save, j; BOOLEXP *tempbool; if(!(flags & V_ATRNAME)) putstring(f, Name(i)); putref(f, Location(i)); if(flags & V_ZONE) putref(f, Zone(i)); putref(f, Contents(i)); putref(f, Exits(i)); if(flags & V_LINK) putref(f, Link(i)); putref(f, Next(i)); if(!(flags & V_ATRKEY)) { got = atr_get(i, A_LOCK, &aowner, &aflags); tempbool = parse_boolexp(GOD, got, 1); free_lbuf(got); putboolexp(f, tempbool); if(tempbool) free_bool(tempbool); } putref(f, Owner(i)); if(flags & V_PARENT) putref(f, Parent(i)); if(!(flags & V_ATRMONEY)) putref(f, Pennies(i)); putref(f, Flags(i)); if(flags & V_XFLAGS) putref(f, Flags2(i)); if(flags & V_3FLAGS) putref(f, Flags3(i)); if(flags & V_POWERS) { putref(f, Powers(i)); putref(f, Powers2(i)); } /* * write the attribute list */ if((!(flags & V_GDBM)) || (mudstate.panicking == 1)) { for(ca = atr_head(i, &as); ca; ca = atr_next(&as)) { save = 0; a = atr_num(ca); if(a) j = a->number; else j = -1; if(j > 0) { switch (j) { case A_NAME: if(flags & V_ATRNAME) save = 1; break; case A_LOCK: if(flags & V_ATRKEY) save = 1; break; case A_LIST: case A_MONEY: break; default: save = 1; } } if(save) { got = atr_get_raw(i, j); fprintf(f, ">%d\n", j); putstring(f, got); } } fprintf(f, "<\n"); } return 0; }
void Unit::UpdateAllMaxPower() { for (uint32 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); }
SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects) { //No target so we can't cast if (!target) return NULL; //Silenced so we can't cast if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return NULL; //Using the extended script system we first create a list of viable spells SpellInfo const* apSpell[CREATURE_MAX_SPELLS]; memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*)); uint32 spellCount = 0; SpellInfo const* tempSpell = NULL; //Check if each spell is viable(set it to null if not) for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++) { tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]); //This spell doesn't exist if (!tempSpell) continue; // Targets and Effects checked first as most used restrictions //Check the spell targets if specified if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1)))) continue; //Check the type of spell if we are looking for a specific spell type if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-1)))) continue; //Check for school if specified if (school && (tempSpell->SchoolMask & school) == 0) continue; //Check for spell mechanic if specified if (mechanic && tempSpell->Mechanic != mechanic) continue; //Make sure that the spell uses the requested amount of power if (powerCostMin && tempSpell->ManaCost < powerCostMin) continue; if (powerCostMax && tempSpell->ManaCost > powerCostMax) continue; //Continue if we don't have the mana to actually cast this spell if (tempSpell->ManaCost > me->GetPower(Powers(tempSpell->PowerType))) continue; //Check if the spell meets our range requirements if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin) continue; if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax) continue; //Check if our target is in range if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell)))) continue; //All good so lets add it to the spell list apSpell[spellCount] = tempSpell; ++spellCount; } //We got our usable spells so now lets randomly pick one if (!spellCount) return NULL; return apSpell[urand(0, spellCount - 1)]; }
bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); // Custom MoP script // Jab Override Driver if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK) { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords switch (mainItem->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_STAFF: CastSpell(this, 108561, true); break; case ITEM_SUBCLASS_WEAPON_POLEARM: CastSpell(this, 115697, true); break; case ITEM_SUBCLASS_WEAPON_AXE: CastSpell(this, 115689, true); break; case ITEM_SUBCLASS_WEAPON_MACE: CastSpell(this, 115694, true); break; case ITEM_SUBCLASS_WEAPON_SWORD: CastSpell(this, 115696, true); break; default: break; } } else if (HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords } } // Way of the Monk - 120277 if (GetTypeId() == TYPEID_PLAYER) { if (getClass() == CLASS_MONK && HasAura(120277)) { RemoveAurasDueToSpell(120275); RemoveAurasDueToSpell(108977); uint32 trigger = 0; if (IsTwoHandUsed()) { trigger = 120275; } else { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && offItem && offItem->GetTemplate()->Class == ITEM_CLASS_WEAPON) trigger = 108977; } if (trigger) CastSpell(this, trigger, true); } } // Assassin's Resolve - 84601 if (GetTypeId() == TYPEID_PLAYER) { if (getClass() == CLASS_ROGUE && ToPlayer()->GetSpecializationId(ToPlayer()->GetActiveSpec()) == SPEC_ROGUE_ASSASSINATION) { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (((mainItem && mainItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER) || (offItem && offItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER))) { if (HasAura(84601)) RemoveAura(84601); CastSpell(this, 84601, true); } else RemoveAura(84601); } } UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateBlockPercentage(); UpdateParryPercentage(); UpdateDodgePercentage(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); UpdateExpertise(RANGED_ATTACK); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }