Example #1
0
bool LifeTap(uint32 i, Spell* s)
{
    Player* playerTarget = s->GetPlayerTarget();

    if (!s->p_caster || !playerTarget)
        return false;

    uint32 mod;    // spirit bonus coefficient multiplied by 2
    if (s->GetProto()->Id == 1454) mod = 2;
    else if (s->GetProto()->Id == 1455) mod = 3;
    else if (s->GetProto()->Id == 1456) mod = 4;
    else if (s->GetProto()->Id == 11687) mod = 5;
    else mod = 6;

    uint32 damage = s->GetProto()->EffectBasePoints[i] + 1 + mod * playerTarget->GetStat(STAT_SPIRIT) / 2;

    if (damage >= playerTarget->GetHealth())
        return false;

    s->p_caster->DealDamage(playerTarget, damage, 0, 0, s->GetProto()->Id);
    damage = damage * (100 + playerTarget->m_lifetapbonus) / 100;    // Apply improved life tap
    if (playerTarget->GetPower(POWER_TYPE_MANA) + damage > playerTarget->GetMaxPower(POWER_TYPE_MANA))
        playerTarget->SetPower(POWER_TYPE_MANA, playerTarget->GetMaxPower(POWER_TYPE_MANA));
    else
        playerTarget->SetPower(POWER_TYPE_MANA, playerTarget->GetPower(POWER_TYPE_MANA) + damage);
    s->SendHealManaSpellOnPlayer(s->p_caster, playerTarget, damage, POWER_TYPE_MANA, s->GetProto()->Id);

    return true;
}
Example #2
0
            void Absorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount)
            {
                Player* target = GetTarget()->ToPlayer();
                if (dmgInfo.GetDamage() < target->GetHealth() || target->GetSpellHistory()->HasCooldown(SPELL_ROGUE_CHEAT_DEATH_COOLDOWN) || !roll_chance_i(absorbChance))
                    return;

                target->CastSpell(target, SPELL_ROGUE_CHEAT_DEATH_COOLDOWN, true);
                target->GetSpellHistory()->AddCooldown(SPELL_ROGUE_CHEAT_DEATH_COOLDOWN, 0, std::chrono::minutes(1));

                uint32 health10 = target->CountPctFromMaxHealth(10);

                // hp > 10% - absorb hp till 10%
                if (target->GetHealth() > health10)
                    absorbAmount = dmgInfo.GetDamage() - target->GetHealth() + health10;
                // hp lower than 10% - absorb everything
                else
                    absorbAmount = dmgInfo.GetDamage();
            }
Example #3
0
File: bot_ai.cpp Project: Rhyuk/Dev
void bot_ai::BuffAndHealGroup(Player *gPlayer)
{
    if(m_creature->IsNonMeleeSpellCasted(true)) return; // if I'm already casting

    std::list<Unit*> unitList;
    gPlayer->GetRaidMember(unitList,30);
    if(!unitList.empty()){
        for (std::list<Unit*>::iterator itr = unitList.begin() ; itr!=unitList.end();++itr) {
            Player *tPlayer = ((Player *)master)->GetObjPlayer((*itr)->GetGUID());
            if(tPlayer == NULL) continue;
            if(tPlayer->isDead()) continue;
            if(m_creature->GetAreaId() != gPlayer->GetAreaId()) continue;
            //if(tPlayer->GetGUID() == GetPlayerBot()->GetGUID()) continue;
            //if(m_creature->GetDistance(tPlayer) > 30) continue;
            (HealTarget(tPlayer, tPlayer->GetHealth()*100 / tPlayer->GetMaxHealth()));
            BuffTarget(tPlayer);
        }
    }
}
Example #4
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    uint64 guid;
    recvData >> 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.appendPackGUID(guid);
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

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

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

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

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

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

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

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

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

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

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

    // GROUP_UPDATE_FLAG_AURAS
    data << uint8(1);
    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                          // placeholder
    data << uint32(MAX_AURAS);                         // count

    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (AuraApplication const* aurApp = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);

            data << uint32(aurApp->GetBase()->GetId());
            data << uint16(aurApp->GetFlags());

            if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
            {
                for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
                {
                    if (AuraEffect const* eff = aurApp->GetBase()->GetEffect(i))
                        data << int32(eff->GetAmount());
                    else
                        data << int32(0);
                }
            }
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

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

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

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

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

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

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

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

    uint64 petAuraMask = 0;
    maskPos = data.wpos();
    data << uint64(petAuraMask);                            // placeholder
    if (pet)
    {
        // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint8(1);
        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                       // placeholder
        data << uint32(MAX_AURAS);                         // count

        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (AuraApplication const* aurApp = pet->GetVisibleAura(i))
            {
                petauramask |= (uint64(1) << i);

                data << uint32(aurApp->GetBase()->GetId());
                data << uint16(aurApp->GetFlags());

                if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
                {
                    for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
                    {
                        if (AuraEffect const* eff = aurApp->GetBase()->GetEffect(i))
                            data << int32(eff->GetAmount());
                        else
                            data << int32(0);
                    }
                }
            }
        }

        data.put<uint64>(petMaskPos, petauramask);           // GROUP_UPDATE_FLAG_PET_AURAS
    }
    // else not needed, flags do not include any PET_ update

    // GROUP_UPDATE_FLAG_PHASE
    data << uint32(8); // either 0 or 8, same unk found in SMSG_PHASESHIFT
    data << uint32(0); // count
    // for (count) *data << uint16(phaseId)

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

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

    SendPacket(&data);
}
Example #5
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");
    uint64 Guid;
    recv_data >> Guid;

    Player *player = sObjectMgr.GetPlayer(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.appendPackGUID(Guid);
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Unit *pet = player->GetCharmOrPet();

    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 = 0xFFFFFFFF;                                 // for hunters and other classes with pets

    Powers powerType = player->getPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(MEMBER_STATUS_ONLINE);                   // member's online status
    data << 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
    data << uint16(player->GetZoneId());                    // GROUP_UPDATE_FLAG_ZONE
    data << uint16(player->GetPositionX());                 // GROUP_UPDATE_FLAG_POSITION
    data << uint16(player->GetPositionY());                 // GROUP_UPDATE_FLAG_POSITION

    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                               // placeholder
    for(uint8 i = 0; i < MAX_AURAS; ++i)
    {
        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)
        {
            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
        data << (uint32) player->m_movementInfo.GetTransportDBCSeat();
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint64(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    SendPacket(&data);
}
Example #6
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

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

    Pet* pet = player->GetPet();

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

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

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

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

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

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

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

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

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

    SendPacket(&data);
}
Example #7
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    uint64 Guid;
    recv_data >> Guid;

    Player* player = HashMapHolder<Player>::Find(Guid);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
        data.appendPackGUID(Guid);
        data << (uint32) GROUP_UPDATE_FLAG_STATUS;
        data << (uint16) MEMBER_STATUS_OFFLINE;
        SendPacket(&data);
        return;
    }

    Pet *pet = player->GetPet();

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

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

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

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

    if (pet)
    {
        Powers petpowertype = pet->getPowerType();
        data << (uint64) pet->GetGUID();                    // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << (uint16) pet->GetDisplayId();               // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << (uint16) pet->GetHealth();                  // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << (uint16) pet->GetMaxHealth();               // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << (uint8)  petpowertype;                      // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << (uint16) pet->GetPower(petpowertype);       // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << (uint16) pet->GetMaxPower(petpowertype);    // GROUP_UPDATE_FLAG_PET_MAX_POWER

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

    SendPacket(&data);
}
        void UpdateAI(const uint32 uiDiff) override
        {
            if (m_uiPossessEndTimer)
            {
                // Check if the possessed player has been damaged
                if (m_uiPossessEndTimer <= uiDiff)
                {
                    // If aura has expired, return to fight
                    if (!m_creature->HasAura(SPELL_POSSESS_INV))
                    {
                        m_uiPossessEndTimer = 0;
                        return;
                    }

                    // Check for possessed player
                    Player* pPlayer = m_creature->GetMap()->GetPlayer(m_possessedPlayer);
                    if (!pPlayer || !pPlayer->IsAlive())
                    {
                        m_creature->RemoveAurasDueToSpell(SPELL_POSSESS_INV);
                        m_uiPossessEndTimer = 0;
                        return;
                    }

                    // If possessed player has less than 50% health
                    if (pPlayer->GetHealth() <= pPlayer->GetMaxHealth() * .5f)
                    {
                        m_creature->RemoveAurasDueToSpell(SPELL_POSSESS_INV);
                        pPlayer->RemoveAurasDueToSpell(SPELL_POSSESSED);
                        pPlayer->RemoveAurasDueToSpell(SPELL_POSSESS);
                        m_uiPossessEndTimer = 0;
                        return;
                    }

                    m_uiPossessEndTimer = 1000;
                }
                else
                {
                    m_uiPossessEndTimer -= uiDiff;
                }
            }

            if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            {
                return;
            }

            // BansheeWail
            if (m_uiBansheeWailTimer < uiDiff)
            {
                if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                {
                    if (DoCastSpellIfCan(pTarget, SPELL_BANSHEE_WAIL) == CAST_OK)
                    {
                        m_uiBansheeWailTimer = urand(2000, 3000);
                    }
                }
            }
            else
            {
                m_uiBansheeWailTimer -= uiDiff;
            }

            // BansheeCurse
            if (m_uiBansheeCurseTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_BANSHEE_CURSE) == CAST_OK)
                {
                    m_uiBansheeCurseTimer = 20000;
                }
            }
            else
            {
                m_uiBansheeCurseTimer -= uiDiff;
            }

            // Silence
            if (m_uiSilenceTimer < uiDiff)
            {
                if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                {
                    if (DoCastSpellIfCan(pTarget, SPELL_SILENCE) == CAST_OK)
                    {
                        m_uiSilenceTimer = 25000;
                    }
                }
            }
            else
            {
                m_uiSilenceTimer -= uiDiff;
            }

            // Possess
            if (m_uiPossessTimer < uiDiff)
            {
                if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1, SPELL_POSSESS, SELECT_FLAG_PLAYER))
                {
                    if (DoCastSpellIfCan(pTarget, SPELL_POSSESS) == CAST_OK)
                    {
                        DoCastSpellIfCan(pTarget, SPELL_POSSESSED, CAST_TRIGGERED);
                        DoCastSpellIfCan(m_creature, SPELL_POSSESS_INV, CAST_TRIGGERED);

                        m_possessedPlayer = pTarget->GetObjectGuid();
                        m_uiPossessEndTimer = 1000;
                        m_uiPossessTimer = 30000;
                    }
                }
            }
            else
            {
                m_uiPossessTimer -= uiDiff;
            }

            DoMeleeAttackIfReady();
        }
/**
 * GetHealTarget()
 * return Unit* Returns unit to be healed. First checks 'critical' Healer(s), next Tank(s), next Master (if different from:), next DPS.
 * If none of the healths are low enough (or multiple valid targets) against these checks, the lowest health is healed. Having a target
 * returned does not guarantee it's worth healing, merely that the target does not have 100% health.
 *
 * return NULL If NULL is returned, no healing is required. At all.
 *
 * Will need extensive re-write for co-operation amongst multiple healers. As it stands, multiple healers would all pick the same 'ideal'
 * healing target.
 */
Player* PlayerbotClassAI::GetHealTarget(JOB_TYPE type)
{
    if (!m_ai)  return nullptr;
    if (!m_bot) return nullptr;
    if (!m_bot->isAlive() || m_bot->IsInDuel()) return nullptr;

    // define seperately for sorting purposes - DO NOT CHANGE ORDER!
    std::vector<heal_priority> targets;

    // First, fill the list of targets
    if (m_bot->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = m_bot->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *groupMember = sObjectMgr.GetPlayer(itr->guid);
            if (!groupMember || !groupMember->isAlive() || groupMember->IsInDuel())
                continue;
            JOB_TYPE job = GetTargetJob(groupMember);
            if (job & type)
                targets.push_back( heal_priority(groupMember, (groupMember->GetHealth() * 100 / groupMember->GetMaxHealth()), job) );
        }
    }
    else
    {
        targets.push_back( heal_priority(m_bot, m_bot->GetHealthPercent(), GetTargetJob(m_bot)) );
        if (m_master && !m_master->IsInDuel())
            targets.push_back( heal_priority(m_master, (m_master->GetHealth() * 100 / m_master->GetMaxHealth()), GetTargetJob(m_master)) );
    }

    // Sorts according to type: Healers first, tanks next, then master followed by DPS, thanks to the order of the TYPE enum
    std::sort(targets.begin(), targets.end());

    uint8 uCount = 0,i = 0;
    // x is used as 'target found' variable; i is used as the targets iterator throughout all 4 types.
    int16 x = -1;

    // Try to find a healer in need of healing (if multiple, the lowest health one)
    while (true)
    {
        // This works because we sorted it above
        if ( (uCount + i) >= targets.size() || !(targets.at(uCount).type & JOB_HEAL)) break;
        uCount++;
    }

    // We have uCount healers in the targets, check if any qualify for priority healing
    for (; uCount > 0; uCount--, i++)
    {
        if (targets.at(i).hp <= m_MinHealthPercentHealer)
            if (x == -1 || targets.at(x).hp > targets.at(i).hp)
                x = i;
    }
    if (x > -1) return targets.at(x).p;

    // Try to find a tank in need of healing (if multiple, the lowest health one)
    while (true)
    {
        if ( (uCount + i) >= targets.size() || !(targets.at(uCount).type & JOB_TANK)) break;
        uCount++;
    }

    for (; uCount > 0; uCount--, i++)
    {
        if (targets.at(i).hp <= m_MinHealthPercentTank)
            if (x == -1 || targets.at(x).hp > targets.at(i).hp)
                x = i;
    }
    if (x > -1) return targets.at(x).p;

    // Try to find master in need of healing (lowest health one first)
    if (m_MinHealthPercentMaster != m_MinHealthPercentDPS)
    {
        while (true)
        {
            if ( (uCount + i) >= targets.size() || !(targets.at(uCount).type & JOB_MASTER)) break;
            uCount++;
        }

        for (; uCount > 0; uCount--, i++)
        {
            if (targets.at(i).hp <= m_MinHealthPercentMaster)
                if (x == -1 || targets.at(x).hp > targets.at(i).hp)
                    x = i;
        }
        if (x > -1) return targets.at(x).p;
    }

    // Try to find anyone else in need of healing (lowest health one first)
    while (true)
    {
        if ( (uCount + i) >= targets.size() ) break;
        uCount++;
    }

    for (; uCount > 0; uCount--, i++)
    {
        if (targets.at(i).hp <= m_MinHealthPercentDPS)
            if (x == -1 || targets.at(x).hp > targets.at(i).hp)
                x = i;
    }
    if (x > -1) return targets.at(x).p;

    // Nobody is critical, find anyone hurt at all, return lowest (let the healer sort out if it's worth healing or not)
    for (i = 0, uCount = targets.size(); uCount > 0; uCount--, i++)
    {
        if (targets.at(i).hp < 100)
            if (x == -1 || targets.at(x).hp > targets.at(i).hp)
                x = i;
    }
    if (x > -1) return targets.at(x).p;

    return nullptr;
}
Example #10
0
void PlayerbotShamanAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if (!ai)
        return;

    Player * m_bot = GetPlayerBot();
    if (!m_bot)
        return;

    Player* m_master = ai->GetLeader();
    if (!m_master)
        return;

    SpellSequence = SPELL_ENHANCEMENT;

    // buff master with EARTH_SHIELD
    if (EARTH_SHIELD > 0)
        (!m_master->HasAura(EARTH_SHIELD, EFFECT_INDEX_0) && ai->CastSpell(EARTH_SHIELD, m_master));

    // buff myself with WATER_SHIELD, LIGHTNING_SHIELD
    if (WATER_SHIELD > 0)
        (!m_bot->HasAura(WATER_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(LIGHTNING_SHIELD, EFFECT_INDEX_0) && ai->CastSpell(WATER_SHIELD, m_bot));
    else if (LIGHTNING_SHIELD > 0)
        (!m_bot->HasAura(LIGHTNING_SHIELD, EFFECT_INDEX_0) && !m_bot->HasAura(WATER_SHIELD, EFFECT_INDEX_0) && ai->CastSpell(LIGHTNING_SHIELD, m_bot));
    /*
           // buff myself weapon
           if (ROCKBITER_WEAPON > 0)
                (!m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && ai->CastSpell(ROCKBITER_WEAPON,*m_bot) );
           else if (EARTHLIVING_WEAPON > 0)
                (!m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && ai->CastSpell(WINDFURY_WEAPON,*m_bot) );
           else if (WINDFURY_WEAPON > 0)
                (!m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && ai->CastSpell(WINDFURY_WEAPON,*m_bot) );
           else if (FLAMETONGUE_WEAPON > 0)
                (!m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && ai->CastSpell(FLAMETONGUE_WEAPON,*m_bot) );
           else if (FROSTBRAND_WEAPON > 0)
                (!m_bot->HasAura(FROSTBRAND_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(EARTHLIVING_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(WINDFURY_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(FLAMETONGUE_WEAPON, EFFECT_INDEX_0) && !m_bot->HasAura(ROCKBITER_WEAPON, EFFECT_INDEX_0) && ai->CastSpell(FROSTBRAND_WEAPON,*m_bot) );
     */
    // mana check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    Item* pItem = ai->FindDrink();
    Item* fItem = ai->FindBandage();

    if (pItem != NULL && ai->GetManaPercent() < 30)
    {
        ai->UseItem(pItem);
        return;
    }

    // hp check
    if (m_bot->getStandState() != UNIT_STAND_STATE_STAND)
        m_bot->SetStandState(UNIT_STAND_STATE_STAND);

    pItem = ai->FindFood();

    if (pItem != NULL && ai->GetHealthPercent() < 30)
    {
        ai->UseItem(pItem);
        return;
    }
    else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, EFFECT_INDEX_0) && ai->GetHealthPercent() < 70)
    {
        ai->UseItem(fItem);
        return;
    }

    // heal master's group
    if (m_master->GetGroup())
    {
        Group::MemberSlotList const& groupSlot = m_master->GetGroup()->GetMemberSlots();
        for (Group::member_citerator itr = groupSlot.begin(); itr != groupSlot.end(); itr++)
        {
            Player *tPlayer = sObjectMgr.GetPlayer(itr->guid);
            if (!tPlayer || !tPlayer->isAlive())
                continue;

            // heal
            (HealTarget(tPlayer, tPlayer->GetHealth() * 100 / tPlayer->GetMaxHealth()));
        }
    }
} // end DoNonCombatActions
Example #11
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket &recv_data)
{
    sLog->outDebug("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    uint64 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.appendPackGUID(Guid);
        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.append(player->GetPackGUID());

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

    Powers powerType = player->getPowerType();
    data << (uint32) mask1;                                 // group update mask
    data << (uint16) MEMBER_STATUS_ONLINE;                  // member's online status
    data << (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
    data << (uint16) player->GetZoneId();                   // GROUP_UPDATE_FLAG_ZONE
    data << (uint16) player->GetPositionX();                // GROUP_UPDATE_FLAG_POSITION
    data << (uint16) player->GetPositionY();                // GROUP_UPDATE_FLAG_POSITION

    uint64 auramask = 0;
    data << uint8(0); // if true client clears auras that are not covered by auramask
    // TODO: looks like now client requires all active auras to be in the beginning of the auramask
    // e.g. if you have holes in the aura mask the values after are ignored.
    size_t maskPos = data.wpos();
    data << (uint64) auramask;                              // placeholder
    data << uint32(64);  // how many bits client reads from auramask
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (AuraApplication * aurApp = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);
            data << (uint32) aurApp->GetBase()->GetId();
            data << (uint8)  1;
        }
    }
    data.put<uint64>(maskPos,auramask);                     // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->getPowerType();
        data << (uint64) pet->GetGUID();                    // 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;
        data << uint8(0); // if true client clears auras that are not covered by auramask
        // TODO: looks like now client requires all active auras to be in the beginning of the auramask
        // e.g. if you have holes in the aura mask the values after are ignored.
        size_t petMaskPos = data.wpos();
        data << (uint64) petauramask;                       // placeholder
        data << uint32(64);  // how many bits client reads from auramask
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (AuraApplication * auraApp = pet->GetVisibleAura(i))
            {
                petauramask |= (uint64(1) << i);
                data << (uint32) auraApp->GetBase()->GetId();
                data << (uint8)  1;
            }
        }
        data.put<uint64>(petMaskPos,petauramask);           // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << (uint8)  0;                                 // GROUP_UPDATE_FLAG_PET_NAME
        data << (uint8) 0;                                    // GROUP_UPDATE_FLAG_PET_AURAS
        data << (uint64) 0;                                 // GROUP_UPDATE_FLAG_PET_AURAS
        data << (uint32) 0;
    }

    SendPacket(&data);
}
Example #12
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket &recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    uint64 Guid;
    recvData >> 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.appendPackGUID(Guid);
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    SendPacket(&data);
}
Example #13
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

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

    Pet* pet = player->GetPet();

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

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

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

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

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

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

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

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

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

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

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

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

    SendPacket(&data);
}
Example #14
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    uint64 guid;
    recvData >> 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.appendPackGUID(guid);
        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);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data.append(player->GetPackGUID());

    uint32 mask1 = GROUP_UPDATE_FULL;

    if (pet)
        mask1 |= GROUP_UPDATE_PET;

    Powers powerType = player->getPowerType();
    data << uint32(mask1);                                // group update mask
    data << uint16(MEMBER_STATUS_ONLINE);                 // member's online status, GROUP_UPDATE_FLAG_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
    data << uint16(player->GetZoneId());                  // GROUP_UPDATE_FLAG_ZONE
    data << uint16(0);                                    // GROUP_UPDATE_FLAG_UNK100
    data << uint16(player->GetPositionX());               // GROUP_UPDATE_FLAG_POSITION
    data << uint16(player->GetPositionY());               // GROUP_UPDATE_FLAG_POSITION
    data << uint16(player->GetPositionZ());               // GROUP_UPDATE_FLAG_POSITION

    // GROUP_UPDATE_FLAG_AURAS
    data << uint8(1);
    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                          // placeholder
    data << uint32(MAX_AURAS);                         // count
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (AuraApplication const* aurApp = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);

            data << uint32(aurApp->GetBase()->GetId());
            data << uint16(aurApp->GetFlags());

            if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
            {
                for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
                {
                    if (AuraEffect const* eff = aurApp->GetBase()->GetEffect(i))
                        data << int32(eff->GetAmount());
                    else
                        data << int32(0);
                }
            }
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->getPowerType();
        data << uint64(pet->GetGUID());                     // 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

        // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint8(1);
        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                       // placeholder
        data << uint32(MAX_AURAS);                         // count
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (AuraApplication const* aurApp = pet->GetVisibleAura(i))
            {

                petauramask |= (uint64(1) << i);

                data << uint32(aurApp->GetBase()->GetId());
                data << uint16(aurApp->GetFlags());

                if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
                {
                    for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
                    {
                        if (AuraEffect const* eff = aurApp->GetBase()->GetEffect(i))
                            data << int32(eff->GetAmount());
                        else
                            data << int32(0);
                    }
                }
            }
        }

        data.put<uint64>(petMaskPos, petauramask);           // GROUP_UPDATE_FLAG_PET_AURAS
    }
    // else not needed, flags do not include any PET_ update

    // GROUP_UPDATE_FLAG_PHASE
    data << uint32(8); // either 0 or 8, same unk found in SMSG_PHASESHIFT
    data << uint32(0); // count
    // for (count) *data << uint16(phaseId)

    SendPacket(&data);
}