Пример #1
0
bool ChatHandler::HandleAuraUpdateAdd(const char* args, WorldSession* m_session)
{
    if (!args)
        return false;

    uint32 SpellID = 0;
    int Flags = 0;
    int StackCount = 0;
    if (sscanf(args, "%u 0x%X %i", &SpellID, &Flags, &StackCount) != 3 && sscanf(args, "%u %u %i", &SpellID, &Flags, &StackCount) != 3)
        return false;

    Player* Pl = m_session->GetPlayer();
    if (Aura* AuraPtr = Pl->FindAura(SpellID))
    {
        uint8 VisualSlot = AuraPtr->m_visualSlot;
        Pl->SendAuraUpdate(AuraPtr->m_auraSlot, false);
        SystemMessage(m_session, "SMSG_AURA_UPDATE (update): VisualSlot %u - SpellID %u - Flags %i (0x%04X) - StackCount %i", VisualSlot, SpellID, Flags, Flags, StackCount);
    }
    else
    {
        SpellEntry* Sp = dbcSpell.LookupEntryForced(SpellID);
        if (!Sp)
        {
            SystemMessage(m_session, "SpellID %u is invalid.", SpellID);
            return true;
        }
        Spell* SpellPtr = sSpellFactoryMgr.NewSpell(Pl, Sp, false, NULL);
        AuraPtr = sSpellFactoryMgr.NewAura(Sp, SpellPtr->GetDuration(), Pl, Pl);
        Pl->AddAura(AuraPtr); // Serves purpose to just add the aura to our auraslots
        SystemMessage(m_session, "SMSG_AURA_UPDATE (add): VisualSlot %u - SpellID %u - Flags %i (0x%04X) - StackCount %i", AuraPtr->m_visualSlot, SpellID, Flags, Flags, StackCount);
        delete SpellPtr;
    }
    return true;
}
Пример #2
0
bool ChatHandler::HandleAuraUpdateAdd( const char *args, WorldSession *m_session )
{
	if(!args)
		return false;

	uint32 SpellID = 0;
	int Flags = 0;
	int StackCount = 0;
	if(sscanf(args, "%u 0x%X %i", &SpellID, &Flags, &StackCount) != 3 && sscanf(args, "%u %u %i", &SpellID, &Flags, &StackCount) != 3)
		return false;

	Player * Pl = m_session->GetPlayer();
	if(Aura * AuraPtr = Pl->FindAura(SpellID))
	{
		uint8 VisualSlot = AuraPtr->m_visualSlot;
		WorldPacket data(SMSG_AURA_UPDATE, 20);
		FastGUIDPack(data, Pl->GetGUID());
		data << (uint8)VisualSlot;
		data << (uint32)SpellID;
		data << (uint8)Flags;
		data << (uint8)Pl->getLevel();
		data << (uint8)StackCount;
		if( !(Flags & AFLAG_NOT_CASTER) )
			data << WoWGuid(Pl->GetSelection());
		if(Flags & AFLAG_DURATION)
		{
			data << (uint32)AuraPtr->GetDuration();
			data << (uint32)AuraPtr->GetTimeLeft();
		}
		m_session->SendPacket(&data);
		SystemMessage(m_session, "SMSG_AURA_UPDATE (update): VisualSlot %u - SpellID %u - Flags %i (0x%04X) - StackCount %i", VisualSlot, SpellID, Flags, Flags, StackCount);
	}
	else
	{
		SpellEntry * Sp = dbcSpell.LookupEntryForced(SpellID);
		if(!Sp)
		{
			SystemMessage(m_session, "SpellID %u is invalid.", SpellID);
			return true;
		}
		Spell * SpellPtr = new Spell(Pl, Sp, false, NULL);
		AuraPtr = new Aura(Sp, SpellPtr->GetDuration(), Pl, Pl);
		Pl->AddAura(AuraPtr); // Serves purpose to just add the aura to our auraslots
		uint8 VisualSlot = Pl->FindVisualSlot(SpellID, AuraPtr->IsPositive());
		WorldPacket data(SMSG_AURA_UPDATE, 20);
		FastGUIDPack(data, Pl->GetGUID());
		data << (uint8)VisualSlot;
		data << (uint32)SpellID;
		data << (uint8)Flags;
		data << (uint8)Pl->getLevel();
		data << (uint8)StackCount;
		if( !(Flags & AFLAG_NOT_CASTER) )
			data << (uint8)0; // caster guid
		if(Flags & AFLAG_DURATION)
		{
			data << (uint32)SpellPtr->GetDuration();
			data << (uint32)SpellPtr->GetDuration();
		}
		m_session->SendPacket(&data);
		SystemMessage(m_session, "SMSG_AURA_UPDATE (add): VisualSlot %u - SpellID %u - Flags %i (0x%04X) - StackCount %i", VisualSlot, SpellID, Flags, Flags, StackCount);
		delete SpellPtr;
	}
	return true;
}