コード例 #1
0
bool ChatHandler::HandleListAIAgentCommand(const char* args, WorldSession *m_session)
{
	UnitPointer target = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(m_session->GetPlayer()->GetSelection()));
	if(!target)
	{
		RedSystemMessage(m_session, "You have to select a Creature!");
		return false;
	}

	std::stringstream sstext;
	sstext << "agentlist of creature: " << target->GetGUID() << '\n';

	std::stringstream ss;
	ss << "SELECT * FROM ai_agents where entry=" << target->GetUInt32Value(OBJECT_FIELD_ENTRY);
	QueryResult *result = WorldDatabase.Query( ss.str().c_str() );

	if( !result )
		return false;

	do
	{
		Field *fields = result->Fetch();
		sstext << "agent: "   << fields[1].GetUInt16()
			<< " | spellId: " << fields[5].GetUInt32()
			<< " | Event: "   << fields[2].GetUInt32()
			<< " | chance: "  << fields[3].GetUInt32()
			<< " | count: "   << fields[4].GetUInt32() << '\n';
	} while( result->NextRow() );

	delete result;

	SendMultilineMessage(m_session, sstext.str().c_str());

	return true;
}
コード例 #2
0
int32 HonorHandler::CalculateHonorPointsForKill( PlayerPointer pPlayer, UnitPointer pVictim )
{
	// this sucks.. ;p
	if( pVictim == NULL )
		return 0;

	// Suicide lol
	if( pVictim == pPlayer )
		return 0;

	if( pVictim->GetTypeId() != TYPEID_PLAYER )
		return 0;

	// How dishonorable, you fiend!
	if( pVictim->HasActiveAura( PLAYER_HONORLESS_TARGET_SPELL ) )
		return 0;

	uint32 k_level = pPlayer->GetUInt32Value( UNIT_FIELD_LEVEL );
	uint32 v_level = pVictim->GetUInt32Value( UNIT_FIELD_LEVEL );

	// formula guessed
	int32 honor_points = 6;
	if(k_level != v_level)
	{
		int32 diff = v_level - k_level;
		honor_points += diff;

		if(honor_points <= 0)
			return 0;

		if(honor_points >= 8)
			honor_points = 8;
	}

	honor_points = float2int32(float(honor_points) * World::getSingleton().getRate( RATE_HONOR ));
	//honor_points *= World::getSingleton().getRate( RATE_HONOR );

	return honor_points;
}
コード例 #3
0
uint32 CalculateDamage( UnitPointer pAttacker, UnitPointer pVictim, uint32 weapon_damage_type, SpellEntry* ability ) // spellid is used only for 2-3 spells, that have AP bonus
{
	//TODO: Some awesome formula to determine how much damage to deal
	//consider this is melee damage
	// weapon_damage_type: 0 = melee, 1 = offhand(dualwield), 2 = ranged

	// Attack Power increases your base damage-per-second (DPS) by 1 for every 14 attack power.
	// (c) wowwiki

	//type of this UNIT_FIELD_ATTACK_POWER_MODS is unknown, not even uint32 disabled for now.

	uint32 offset;
	ItemPointer it = NULLITEM;

	if(pAttacker->disarmed && pAttacker->IsPlayer())
	{
		offset=UNIT_FIELD_MINDAMAGE;
		it = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_MAINHAND);
	}
	else if( weapon_damage_type == MELEE )
		offset = UNIT_FIELD_MINDAMAGE;
	else if( weapon_damage_type == OFFHAND )
		offset = UNIT_FIELD_MINOFFHANDDAMAGE;
	else  // weapon_damage_type == RANGED
		offset = UNIT_FIELD_MINRANGEDDAMAGE;

	float min_damage = pAttacker->GetFloatValue(offset);
	float max_damage = pAttacker->GetFloatValue(offset+1);
	if(it)
	{
		min_damage -= it->GetProto()->Damage[0].Min;
		max_damage -= it->GetProto()->Damage[0].Max;
	}

	float ap = 0;
	float bonus;
	float wspeed;
	float appbonuspct = 1.0f;
	ItemPointer BonusItem = NULLITEM;
	if( pAttacker->IsPlayer() && weapon_damage_type == MELEE )
	{
		BonusItem = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_MAINHAND);
	}
	else if(pAttacker->IsPlayer() && weapon_damage_type == OFFHAND )
	{
		BonusItem = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_OFFHAND);
	}
	else if(pAttacker->IsPlayer() && weapon_damage_type == RANGED )
	{
		BonusItem = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_RANGED);
	}

	if( pAttacker->IsPlayer() && BonusItem )
	{
		appbonuspct = TO_PLAYER(pAttacker)->m_WeaponSubClassDamagePct[ BonusItem->GetProto()->SubClass  ];
	}

	if(offset == UNIT_FIELD_MINRANGEDDAMAGE)
	{
		//starting from base attack power then we apply mods on it
		//ap += pAttacker->GetRAP();
		ap += pVictim->RAPvModifier;

		if(!pVictim->IsPlayer() && TO_CREATURE(pVictim)->GetCreatureName())
		{
			uint32 creatType = TO_CREATURE(pVictim)->GetCreatureName()->Type;
			ap += (float)pAttacker->CreatureRangedAttackPowerMod[creatType];

			if(pAttacker->IsPlayer())
			{
				min_damage = (min_damage + TO_PLAYER(pAttacker)->IncreaseDamageByType[creatType]) * (1 + TO_PLAYER(pAttacker)->IncreaseDamageByTypePCT[creatType]);
				max_damage = (max_damage + TO_PLAYER(pAttacker)->IncreaseDamageByType[creatType]) * (1 + TO_PLAYER(pAttacker)->IncreaseDamageByTypePCT[creatType]);
			}
		}

		if(pAttacker->IsPlayer())
		{
			if(!pAttacker->disarmed)
			{
				ItemPointer it = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_RANGED);
				if(it)
				{
					wspeed = (float)it->GetProto()->Delay;
				}
				else
					wspeed = 2000;
			}
			else
				wspeed = (float)pAttacker->GetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME);
		}
		else
		{
			wspeed = (float)pAttacker->GetUInt32Value(UNIT_FIELD_BASEATTACKTIME);
		}

		//ranged weapon normalization.
		if(pAttacker->IsPlayer() && ability)
		{
			if(ability->Effect[0] == SPELL_EFFECT_DUMMYMELEE || ability->Effect[1] == SPELL_EFFECT_DUMMYMELEE || ability->Effect[2] == SPELL_EFFECT_DUMMYMELEE)
			{
				wspeed = 2800;
			}
		}

		//Weapon speed constant in feral forms
		if(pAttacker->IsPlayer())
		{
			if(TO_PLAYER(pAttacker)->IsInFeralForm())
			{
				uint8 ss = TO_PLAYER(pAttacker)->GetShapeShift();

				if(ss == FORM_CAT)
					wspeed = 1000.0;
				else if(ss == FORM_DIREBEAR || ss == FORM_BEAR)
					wspeed = 2500.0;
			}
		}

		bonus = (wspeed-pAttacker->GetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME))/14000.0f*ap;
		min_damage += bonus;
		max_damage += bonus;
	}
	else
	{
		//MinD = AP(28AS-(WS/7))-MaxD
		//starting from base attack power then we apply mods on it
		//ap += pAttacker->GetAP();
		ap += pVictim->APvModifier;

		if(!pVictim->IsPlayer() && TO_CREATURE(pVictim)->GetCreatureName())
		{
			uint32 creatType = TO_CREATURE(pVictim)->GetCreatureName()->Type;
			ap += (float)pAttacker->CreatureAttackPowerMod[creatType];

			if(pAttacker->IsPlayer())
			{
				min_damage = (min_damage + TO_PLAYER(pAttacker)->IncreaseDamageByType[creatType]) * (1 + TO_PLAYER(pAttacker)->IncreaseDamageByTypePCT[creatType]);
				max_damage = (max_damage + TO_PLAYER(pAttacker)->IncreaseDamageByType[creatType]) * (1 + TO_PLAYER(pAttacker)->IncreaseDamageByTypePCT[creatType]);
			}
		}

		if(pAttacker->IsPlayer())
		{
			if(!pAttacker->disarmed)
			{
				ItemPointer it = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_MAINHAND);

				if(it)
					wspeed = (float)it->GetProto()->Delay;
				else
					wspeed = 2000;
			}
			else
				wspeed = (float)pAttacker->GetUInt32Value(UNIT_FIELD_BASEATTACKTIME);

			if(ability && ability->SpellGroupType)
			{
				int32 apall = pAttacker->GetAP();
				/* this spell modifier doesn't exist. also need to clear up how the AP is used here
				int32 apb=0;
				SM_FIValue(pAttacker->SM[SMT_ATTACK_POWER_BONUS][1],&apb,ability->SpellGroupType);

				if(apb)
					ap += apall*((float)apb/100);
				else*/
					ap = float(apall);
			}
		}
		else
		{
			wspeed = (float)pAttacker->GetUInt32Value(UNIT_FIELD_BASEATTACKTIME);
		}

		//Normalized weapon damage checks.
		if(pAttacker->IsPlayer() && ability)
		{
			if(ability->Effect[0] == SPELL_EFFECT_DUMMYMELEE || ability->Effect[1] == SPELL_EFFECT_DUMMYMELEE || ability->Effect[2] == SPELL_EFFECT_DUMMYMELEE)
			{
				it = TO_PLAYER(pAttacker)->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_MAINHAND);

				if(it)
				{
					if(it->GetProto()->Class == ITEM_CLASS_WEAPON) //weapon
					{
						if(it->GetProto()->InventoryType == INVTYPE_2HWEAPON) wspeed = 3300;
						else if(it->GetProto()->SubClass == 15) wspeed = 1700;
						else wspeed = 2400;
					}
				}
			}
		}

		//Weapon speed constant in feral forms
		if(pAttacker->IsPlayer())
		{
			if(TO_PLAYER(pAttacker)->IsInFeralForm())
			{
				uint8 ss = TO_PLAYER(pAttacker)->GetShapeShift();

				if(ss == FORM_CAT)
					wspeed = 1000.0;
				else if(ss == FORM_DIREBEAR || ss == FORM_BEAR)
					wspeed = 2500.0;
			}
		}

		if (offset == UNIT_FIELD_MINDAMAGE)
			bonus = (wspeed-pAttacker->GetUInt32Value(UNIT_FIELD_BASEATTACKTIME))/14000.0f*ap;
		else if( offset == UNIT_FIELD_MINOFFHANDDAMAGE )
			bonus = (wspeed-pAttacker->GetUInt32Value(UNIT_FIELD_BASEATTACKTIME + 1)) / 14000.0f*ap;
		else
			bonus = (wspeed-pAttacker->GetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME))/14000.0f*ap;
		min_damage += bonus;
		max_damage += bonus;
	}

	float diff = fabs(max_damage - min_damage);
	float result = min_damage;

	if(diff >= 1)
		result += float(RandomDouble(diff));

	if(result >= 0)
	{
		return FL2UINT(result * appbonuspct);
	}

	return 0;
}
コード例 #4
0
bool ChatHandler::HandleAddAIAgentCommand(const char* args, WorldSession *m_session)
{
	char* agent = strtok((char*)args, " ");
	if(!agent)
		return false;
	char* procEvent = strtok(NULL, " ");
	if(!procEvent)
		return false;
	char* procChance = strtok(NULL, " ");
	if(!procChance)
		return false;
	char* procCount = strtok(NULL, " ");
	if(!procCount)
		return false;
	char* spellId = strtok(NULL, " ");
	if(!spellId)
		return false;
	char* spellType = strtok(NULL, " ");
	if(!spellType)
		return false;
	char* spelltargetType = strtok(NULL, " ");
	if(!spelltargetType)
		return false;
	char* spellCooldown = strtok(NULL, " ");
	if(!spellCooldown)
		return false;
	char* floatMisc1 = strtok(NULL, " ");
	if(!floatMisc1)
		return false;
	char* Misc2 = strtok(NULL, " ");
	if(!Misc2)
		return false;

	UnitPointer target = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(m_session->GetPlayer()->GetSelection()));
	if(!target)
	{
		RedSystemMessage(m_session, "You have to select a Creature!");
		return false;
	}

	AI_Spell * sp = new AI_Spell;
	sp->agent = atoi(agent);
	sp->procChance = atoi(procChance);
	sp->procCount = atoi(procCount);
	sp->spell = dbcSpell.LookupEntry(atoi(spellId));
	sp->spellType = atoi(spellType);
	sp->spelltargetType = atoi(spelltargetType);
	sp->floatMisc1 = (float)atof(floatMisc1);
	sp->Misc2 = (uint32)atof(Misc2);
	sp->cooldown = (uint32)atoi(spellCooldown);
	sp->procCounter=0;
	sp->cooldowntime=0;
	sp->custom_pointer=false;
	sp->minrange = GetMinRange(dbcSpellRange.LookupEntry(dbcSpell.LookupEntry(atoi(spellId))->rangeIndex));
	sp->maxrange = GetMaxRange(dbcSpellRange.LookupEntry(dbcSpell.LookupEntry(atoi(spellId))->rangeIndex));
	if(sp->agent == AGENT_CALLFORHELP)
		target->GetAIInterface()->m_canCallForHelp = true;
	else if(sp->agent == AGENT_FLEE)
		target->GetAIInterface()->m_canFlee = true;
	else if(sp->agent == AGENT_RANGED)
		target->GetAIInterface()->m_canRangedAttack = true;
	else if(sp->agent == AGENT_SPELL)
		target->GetAIInterface()->addSpellToList(sp);

	std::stringstream qry;
	qry << "INSERT INTO ai_agents set entryId = '" << target->GetUInt32Value(OBJECT_FIELD_ENTRY) << "', AI_AGENT = '" << atoi(agent) << "', procChance = '" << atoi(procChance)<< "', procCount = '" << atoi(procCount)<< "', spellId = '" << atoi(spellId)<< "', spellType = '" << atoi(spellType)<< "', spelltargetType = '" << atoi(spelltargetType)<< "', spellCooldown = '" << atoi(spellCooldown)<< "', floatMisc1 = '" << atof(floatMisc1)<< "', Misc2  ='" << atoi(Misc2)<< "'";
	WorldDatabase.Execute( qry.str().c_str( ) );

	return true;
}