Example #1
0
void Pet::UpdateSpellPower()
{
    Unit* owner = GetOwner();

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

    MAPLOCK_READ(owner,MAP_LOCK_TYPE_AURAS);
                                                  // Only for displaying in client!
    owner->SetUInt32Value(PLAYER_PET_SPELL_POWER, SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_SPELL));
}
void ThreatManager::addThreatDirectly(Unit* pVictim, float threat)
{
    MAPLOCK_READ(pVictim, MAP_LOCK_TYPE_THREAT);
    HostileReference* ref = iThreatContainer.addThreat(pVictim, threat);
    // Ref is online
    if (ref)
        iUpdateNeed = true;
    // Ref is not in the online refs, search the offline refs next
    else
        ref = iThreatOfflineContainer.addThreat(pVictim, threat);

    if(!ref)                                                // there was no ref => create a new one
    {
        MAPLOCK_READ(pVictim, MAP_LOCK_TYPE_DEFAULT);
        // threat has to be 0 here
        HostileReference* hostileReference = new HostileReference(pVictim, this, 0);
        iThreatContainer.addReference(hostileReference);
        hostileReference->addThreat(threat);                // now we add the real threat
        iUpdateNeed = true;
        if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster())
            hostileReference->setOnlineOfflineState(false); // GM is always offline
    }
}
Example #3
0
void ActionInfo::Finalize(UnitStateMgr* mgr)
{
    if (!HasFlag(ACTION_STATE_INITIALIZED) || 
        HasFlag(ACTION_STATE_FINALIZED))
        return;

    MAPLOCK_READ(mgr->GetOwner(), MAP_LOCK_TYPE_MOVEMENT);
    AddFlag(ACTION_STATE_FINALIZED);
    RemoveFlag(ACTION_STATE_ACTIVE);

    DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "ActionInfo: %s finalize action %s", mgr->GetOwnerStr().c_str(), TypeName());

    if (Action())
        Action()->Finalize(*mgr->GetOwner());
}
Example #4
0
Aura* VehicleKit::GetControlAura(Unit* passenger)
{
    if (!passenger)
        return NULL;

    ObjectGuid casterGuid = passenger->GetObjectGuid();

    MAPLOCK_READ(GetBase(),MAP_LOCK_TYPE_AURAS);
    Unit::AuraList& auras = GetBase()->GetAurasByType(SPELL_AURA_CONTROL_VEHICLE);
    for (Unit::AuraList::iterator itr = auras.begin(); itr != auras.end(); ++itr)
    {
        if (!itr->IsEmpty() && (*itr)->GetCasterGuid() == casterGuid)
            return (*itr)();
    }
    return NULL;
}
Example #5
0
void ActionInfo::Initialize(UnitStateMgr* mgr)
{
    if (HasFlag(ACTION_STATE_FINALIZED))
        return;

    MAPLOCK_READ(mgr->GetOwner(), MAP_LOCK_TYPE_MOVEMENT);
    if (!HasFlag(ACTION_STATE_INITIALIZED) && Action())
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "ActionInfo: %s initialize action %s", mgr->GetOwnerStr().c_str(), TypeName());
        Action()->Initialize(*mgr->GetOwner());
        AddFlag(ACTION_STATE_INITIALIZED);
    }
    else if (Action())
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "ActionInfo: %s reset action %s", mgr->GetOwnerStr().c_str(), TypeName());
        Action()->Reset(*mgr->GetOwner());
        RemoveFlag(ACTION_STATE_INTERRUPTED);
    }
    RemoveFlag(ACTION_STATE_INTERRUPTED);
}
// Update the global positions of all passengers
void TransportBase::UpdateGlobalPositions()
{
    WorldLocation pos = m_owner->GetPosition();

    // Calculate new direction multipliers
    if (MapManager::NormalizeOrientation(pos.o - m_lastPosition.o) > 0.01f)
    {
        m_sinO = sin(pos.o);
        m_cosO = cos(pos.o);
    }

    if (!m_passengers.empty())
    {
        MAPLOCK_READ(GetOwner(), MAP_LOCK_TYPE_MOVEMENT);
        // Update global positions
        for (PassengerMap::const_iterator itr = m_passengers.begin(); itr != m_passengers.end(); ++itr)
            UpdateGlobalPositionOf(itr->first, itr->second.GetLocalPosition());
    }

    m_lastPosition = pos;
}
Example #7
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode( WorldPacket &recv_data )
{
    DEBUG_LOG("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

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

    Pet *pet = player->GetPet();

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

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

    uint16 online_status = MEMBER_STATUS_ONLINE;

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

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

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

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

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

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

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

    SendPacket(&data);
}
Example #8
0
void WorldSession::BuildPartyMemberStatsChangedPacket(Player *player, WorldPacket *data)
{
    uint32 mask = player->GetGroupUpdateFlag();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
        *data << uint32(player->m_movementInfo.GetTransportDBCSeat());
}
Example #9
0
HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim)
{
    HostileReference* pCurrentRef = NULL;
    bool found = false;
    bool onlySecondChoiceTargetsFound = false;
    bool checkedCurrentVictim = false;

    ThreatList::const_iterator lastRef = iThreatList.end();
    lastRef--;

    for (ThreatList::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        pCurrentRef = (*iter);

        Unit* pTarget = pCurrentRef->getTarget();

//        MANGOS_ASSERT(pTarget);                             // if the ref has status online the target must be there!

        if (!pTarget)
            continue;

        MAPLOCK_READ(pTarget, MAP_LOCK_TYPE_DEFAULT);
        // some units are prefered in comparison to others
        // if (checkThreatArea) consider IsOutOfThreatArea - expected to be only set for pCurrentVictim
        //     This prevents dropping valid targets due to 1.1 or 1.3 threat rule vs invalid current target
        if (!onlySecondChoiceTargetsFound && pAttacker->IsSecondChoiceTarget(pTarget, pCurrentRef == pCurrentVictim))
        {
            if (iter != lastRef)
                ++iter;
            else
            {
                // if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
                onlySecondChoiceTargetsFound = true;
                iter = iThreatList.begin();
            }

            // current victim is a second choice target, so don't compare threat with it below
            if (pCurrentRef == pCurrentVictim)
                pCurrentVictim = NULL;

            // second choice targets are only handled threat dependend if we have only have second choice targets
            continue;
        }

        if (!pAttacker->IsOutOfThreatArea(pTarget))         // skip non attackable currently targets
        {
            if (pCurrentVictim)                             // select 1.3/1.1 better target in comparison current target
            {
                // normal case: pCurrentRef is still valid and most hated
                if (pCurrentVictim == pCurrentRef)
                {
                    found = true;
                    break;
                }

                // we found a valid target, but only compare its threat if the currect victim is also a valid target
                // Additional check to prevent unneeded comparision in case of valid current victim
                if (!checkedCurrentVictim)
                {
                    Unit* pCurrentTarget = pCurrentVictim->getTarget();
                    MANGOS_ASSERT(pCurrentTarget);
                    if (pAttacker->IsSecondChoiceTarget(pCurrentTarget, true))
                    {
                        // CurrentVictim is invalid, so return CurrentRef
                        found = true;
                        break;
                    }
                    checkedCurrentVictim = true;
                }

                // list sorted and and we check current target, then this is best case
                if (pCurrentRef->getThreat() <= 1.1f * pCurrentVictim->getThreat())
                {
                    pCurrentRef = pCurrentVictim;
                    found = true;
                    break;
                }

                if (pCurrentRef->getThreat() > 1.3f * pCurrentVictim->getThreat() ||
                    (pCurrentRef->getThreat() > 1.1f * pCurrentVictim->getThreat() && pAttacker->CanReachWithMeleeAttack(pTarget)))
                {                                           // implement 110% threat rule for targets in melee range
                    found = true;                           // and 130% rule for targets in ranged distances
                    break;                                  // for selecting alive targets
                }
            }
            else                                            // select any
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        pCurrentRef = NULL;

    return pCurrentRef;
}
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data)
{
    uint32 mask = player->GetGroupUpdateFlag();

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

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

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

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

    if (mask & GROUP_UPDATE_FLAG_STATUS)
    {
        uint16 playerStatus = MEMBER_STATUS_ONLINE;

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

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

        if (player->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
            playerStatus |= MEMBER_STATUS_PVP_FFA;

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

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

        *data << uint16(playerStatus);
    }

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

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

    Powers powerType = player->getPowerType();

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        *data << uint8(powerType);

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

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

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

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

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

    if (mask & GROUP_UPDATE_FLAG_AURAS)
    {
        const uint64& auraMask = player->GetAuraUpdateMask();
        *data << uint64(auraMask);
        for (uint32 i = 0; i < MAX_AURAS; ++i)
        {
            if (auraMask & (uint64(1) << i))
            {
                SpellAuraHolderPtr holder = player->GetVisibleAura(i);
                *data << uint32(holder ? holder->GetId() : 0);
                *data << uint8(holder ? holder->GetAuraFlags() : 0);
            }
        }
    }

    Pet* pet = player->GetPet();

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

    if (mask & GROUP_UPDATE_FLAG_PET_NAME)
        *data << (pet ? pet->GetName() : uint8(0));

    if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
        *data << uint16(pet ? pet->GetDisplayId() : 0);

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
        *data << uint32(pet ? pet->GetHealth() : 0);

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
        *data << uint32(pet ? pet->GetMaxHealth() : 0);

    if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
        *data << uint8(pet ? pet->getPowerType() : 0);

    if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
        *data << uint16(pet ? pet->GetPower(pet->getPowerType()) : 0);

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
        *data << uint16(pet ? pet->GetMaxPower(pet->getPowerType()) : 0);

    if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
    {
        if (pet)
        {
            MAPLOCK_READ(pet, MAP_LOCK_TYPE_AURAS);
            const uint64& auramask = pet->GetAuraUpdateMask();
            *data << uint64(auramask);
            for (uint32 i = 0; i < MAX_AURAS; ++i)
            {
                if (auramask & (uint64(1) << i))
                {
                    SpellAuraHolderPtr holder = pet->GetVisibleAura(i);
                    *data << uint32(holder ? holder->GetId() : 0);
                    *data << uint8(holder ? holder->GetAuraFlags() : 0);
                }
            }
        }
        else
            *data << uint64(0);
    }

    if (mask & GROUP_UPDATE_FLAG_VEHICLE_SEAT)
        *data << uint32(player->m_movementInfo.GetTransportDBCSeat());
}