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C++ Pet::GetHealth方法代码示例

本文整理汇总了C++中Pet::GetHealth方法的典型用法代码示例。如果您正苦于以下问题:C++ Pet::GetHealth方法的具体用法?C++ Pet::GetHealth怎么用?C++ Pet::GetHealth使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Pet的用法示例。


在下文中一共展示了Pet::GetHealth方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: HandleRequestPartyMemberStatsOpcode

/*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)
    {
//.........这里部分代码省略.........
开发者ID:justangel,项目名称:mangos-cata,代码行数:101,代码来源:GroupHandler.cpp

示例2: BuildPartyMemberStatsChangedPacket

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->IsPvP())
            *data << uint16(MEMBER_STATUS_ONLINE | MEMBER_STATUS_PVP);
        else
            *data << uint16(MEMBER_STATUS_ONLINE);
    }

    if (mask & GROUP_UPDATE_FLAG_CUR_HP)
        *data << (uint16) player->GetHealth();

    if (mask & GROUP_UPDATE_FLAG_MAX_HP)
        *data << (uint16) 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))
            {
                *data << uint16(player->GetUInt32Value(UNIT_FIELD_AURA + 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 << uint16(pet->GetHealth());
        else
            *data << uint16(0);
    }

    if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
    {
        if (pet)
            *data << uint16(pet->GetMaxHealth());
        else
            *data << uint16(0);
//.........这里部分代码省略.........
开发者ID:Ariathies,项目名称:server,代码行数:101,代码来源:GroupHandler.cpp

示例3: HandleRequestPartyMemberStatsOpcode

/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket &recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid Guid;
    recvData >> Guid;

    Player* player = ObjectAccessor::FindConnectedPlayer(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();
    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 << 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());

//.........这里部分代码省略.........
开发者ID:shaunk1593,项目名称:Crusade,代码行数:101,代码来源:GroupHandler.cpp

示例4: HandleRequestPartyMemberStatsOpcode

/*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, 4+2+2+2+1+2*6+8+1+8); // Needs checked for 406a
    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
     */
    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(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
        // 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.    
    data << uint8(1);
    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);               // placeholder
    data << uint32(MAX_AURAS);              // if true client clears auras that are not covered by auramask
    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
        // 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.        
        data << uint8(1);
        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
//.........这里部分代码省略.........
开发者ID:Bluedead,项目名称:SkyFireEMU,代码行数:101,代码来源:GroupHandler.cpp

示例5: DoNonCombatActions

void PlayerbotHunterAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    if( !ai )
        return;

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

    // reset ranged combat state
    if( !m_rangedCombat )
        m_rangedCombat = true;

    // buff group
	if (TRUESHOT_AURA > 0)
		(!m_bot->HasAura(TRUESHOT_AURA, 0) && ai->CastSpell (TRUESHOT_AURA, *m_bot));

	// buff myself
	if (ASPECT_OF_THE_HAWK > 0)
		(!m_bot->HasAura(ASPECT_OF_THE_HAWK, 0) && ai->CastSpell (ASPECT_OF_THE_HAWK, *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->TellMaster("I could use a drink.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        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->TellMaster("I could use some food.");
        ai->UseItem(*pItem);
        ai->SetIgnoreUpdateTime(30);
        return;
    }
	else if (pItem == NULL && fItem != NULL && !m_bot->HasAura(RECENTLY_BANDAGED, 0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I could use first aid.");
        ai->UseItem(*fItem);
        ai->SetIgnoreUpdateTime(8);
        return;
    }
    else if (pItem == NULL && fItem == NULL && m_bot->getRace() == RACE_DRAENEI && !m_bot->HasAura(GIFT_OF_THE_NAARU, 0) && ai->GetHealthPercent() < 70)
    {
        ai->TellMaster("I'm casting gift of the naaru.");
        ai->CastSpell(GIFT_OF_THE_NAARU, *m_bot);
        return;
    }

    // check for pet
    if( PET_SUMMON>0 && !m_petSummonFailed && HasPet(m_bot) )
    {
        // we can summon pet, and no critical summon errors before
        Pet *pet = m_bot->GetPet();
        if( !pet )
        {
            // summon pet
            if( PET_SUMMON>0 && ai->CastSpell(PET_SUMMON,*m_bot) )
                ai->TellMaster( "summoning pet." );
            else
            {
                m_petSummonFailed = true;
                ai->TellMaster( "summon pet failed!" );
            }
        }
        else if( pet->getDeathState() != ALIVE )
        {
            // revive pet
            if( PET_REVIVE>0 && ai->GetManaPercent()>=80 && ai->CastSpell(PET_REVIVE,*m_bot) )
                ai->TellMaster( "reviving pet." );
        }
        else if( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f )
        {
            // heal pet when health lower 50%
            if( PET_MEND>0 && !pet->getDeathState() != ALIVE && !pet->HasAura(PET_MEND,0) && ai->GetManaPercent()>=13 && ai->CastSpell(PET_MEND,*m_bot) )
                ai->TellMaster( "healing pet." );
        }
        else if(pet->GetHappinessState() != HAPPY) // if pet is hungry
		{
			// list out items in main backpack
			for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; slot++)
			{
				Item* const pItem = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
				if (pItem)
				{
//.........这里部分代码省略.........
开发者ID:aegisside,项目名称:mangos,代码行数:101,代码来源:PlayerbotHunterAI.cpp

示例6: HandleRequestPartyMemberStatsOpcode

/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket &recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "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);
}
开发者ID:Bootz,项目名称:SkyFireEMU_430,代码行数:100,代码来源:GroupHandler.cpp

示例7: DoNextCombatManeuver

void PlayerbotHunterAI::DoNextCombatManeuver(Unit *pTarget)
{
    if (!pTarget || pTarget->isDead()) return;
    PlayerbotAI *ai = GetAI();
    if (!ai) return;
    Player *m_bot = GetPlayerBot();
    if (!m_bot || m_bot->isDead()) return;
    Unit *pVictim = pTarget->getVictim();
    Unit *m_tank = FindMainTankInRaid(GetMaster());
    if (!m_tank && m_bot->GetGroup() && GetMaster()->GetGroup() != m_bot->GetGroup()) { FindMainTankInRaid(m_bot); }
    if (!m_tank) { m_tank = m_bot; }
    uint32 masterHP = GetMaster()->GetHealth()*100 / GetMaster()->GetMaxHealth();
    float pDist = m_bot->GetDistance(pTarget);
    uint8 pThreat = GetThreatPercent(pTarget);

    Pet *pet = m_bot->GetPet();
    if (m_tank->GetGUID() == m_bot->GetGUID() && pet && pet->isAlive() && pet->isInCombat()) { m_tank = pet; }
    uint8 petThreat = 0;
    if (pet) { GetThreatPercent(pTarget,pet); }

 //   switch (ai->GetScenarioType())
//    {
//        case PlayerbotAI::SCENARIO_DUEL:
 //           ai->CastSpell(RAPTOR_STRIKE);
 //           return;
//    }

    // ------- Non Duel combat ----------


    #pragma region Choose Target
    // Choose Target
    if (isUnderAttack()) // I am under attack
    {
        if (pVictim && pVictim->GetGUID() == m_bot->GetGUID() && pDist <= 2) {  } // My target is almost up to me, no need to search
        else //Have to select nearest target
        {
            Unit *curAtt = GetNearestAttackerOf(m_bot);
            if (curAtt && curAtt->GetGUID() != pTarget->GetGUID())
            {
                m_bot->SetSelection(curAtt->GetGUID());
                //ai->AddLootGUID(curAtt->GetGUID());
                DoNextCombatManeuver(curAtt); //Restart new update to get variables fixed..
                return;
            }
        }
        //my target is attacking me
    }

    #pragma endregion

    #pragma region Pet Actions
    // Pet's own Actions
    if( pet && pet->isAlive() )
    {
        // Setup pet
        if (pet->GetCharmInfo()->IsAtStay()) {pet->GetCharmInfo()->SetCommandState(COMMAND_FOLLOW); }

        //Heal pet
        if ( ( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f )
        && ( PET_MEND>0 && !pet->getDeathState() != ALIVE && pVictim != m_bot
        && CastSpell(PET_MEND,m_bot) )) { return; }

        // Set pet to attack hunter's attacker > its own attackers > hunter's target
        if (!pet->getVictim()) { pet->AI()->AttackStart(pTarget); }
        else if (isUnderAttack(m_bot)) { pet->AI()->AttackStart(pTarget); }  //Always help hunter if she's under attack
        else if (pet->getVictim()->GetGUID() != pTarget->GetGUID() && !isUnderAttack(pet)) { pet->AI()->AttackStart(pTarget); }
        else if (isUnderAttack(pet)) // Pet is under attack and hunter has no attackers
        {
            if ( pet->getVictim()->getVictim() && pet->getVictim()->getVictim()->GetGUID() == pet->GetGUID() && pDist <= 2) {  } // My target is almost up to me, no need to search
            else //Have to select nearest target
            {
                Unit *curAtt = GetNearestAttackerOf(pet,true);
                if (curAtt && (!pet->getVictim() || curAtt->GetGUID() != pet->getVictim()->GetGUID()))
                {
                    pet->AI()->AttackStart(curAtt); //Attack nearest attacker
                }
            }
            //Actions to do under attack (Always tank it, and try to kill it, until someone (!= hunter) takes aggro back)
            //Hunter should help her pet whether main tank or not, unless she's being attacked (BEWARE Targeting Loop possibility)
            if (pet->getVictim() && !isUnderAttack(m_bot) && pet->getVictim()->GetGUID() != pTarget->GetGUID())
            {
                m_bot->SetSelection(pet->getVictim()->GetGUID());
                DoNextCombatManeuver(pet->getVictim()); //Restart new update to get variables fixed..
                return;
            }

        }
        // Pet tanking behaviour
        if (pet->GetGUID() == m_tank->GetGUID() || isUnderAttack(m_bot) || isUnderAttack(pet))
        {
            if (GROWL) pet->GetCharmInfo()->SetSpellAutocast(GROWL,true); //Autocast growl
            if (BAD_ATTITUDE) pet->GetCharmInfo()->SetSpellAutocast(BAD_ATTITUDE,true);
            if (COWER) pet->GetCharmInfo()->SetSpellAutocast(COWER,false);
            if (CastSpell(INTIMIDATION,m_bot)) { return; }
        }
        else
        {
            if (GROWL) pet->GetCharmInfo()->SetSpellAutocast(GROWL,false); //Do not try to get aggro
            if (BAD_ATTITUDE) pet->GetCharmInfo()->SetSpellAutocast(BAD_ATTITUDE,false);
//.........这里部分代码省略.........
开发者ID:Anonymus111,项目名称:chaoscore,代码行数:101,代码来源:PlayerbotHunterAI.cpp

示例8: BuildPartyMemberStatsChangedPacket

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

    if (mask == GROUP_UPDATE_FLAG_NONE)
        return;

    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->append(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)
    {
        const uint64& auramask = player->GetAuraUpdateMaskForRaid();
        *data << uint64(auramask);
        for (uint32 i = 0; i < MAX_AURAS; ++i)
        {
            if(auramask & (uint64(1) << i))
            {
                Aura * pAura = player->GetVisibleAura(i);
                *data << uint32(pAura ? pAura->GetId() : 0);
                *data << uint8(1);
            }
        }
    }

    Pet *pet = player->GetPet();
    if (mask & GROUP_UPDATE_FLAG_PET_GUID)
    {
        if(pet)
            *data << (uint64) pet->GetGUID();
        else
            *data << (uint64) 0;
    }

    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;
    }

//.........这里部分代码省略.........
开发者ID:LordVoldemort,项目名称:Shindorei,代码行数:101,代码来源:GroupHandler.cpp

示例9: HandleRequestPartyMemberStatsOpcode

// 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 = ObjectAccessor::FindPlayer(guid, false);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 1 + 8 + 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;
    }

    Powers powerType = player->getPowerType();

    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;

    Pet* pet = player->GetPet();
    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 = player->IsReferAFriendLinked(player) ? (MEMBER_STATUS_ONLINE | MEMBER_STATUS_RAF) : 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;

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 255);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data << player->GetPackGUID();
    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

    // 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.GetMapId(), loc.x, loc.y, loc.z);
        iCoordX = loc.x;
        iCoordY = loc.y;
    }

    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)
    {
//.........这里部分代码省略.........
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:101,代码来源:GroupHandler.cpp

示例10: BuildPartyMemberStatsChangedPacket

void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data, uint32 mask, ObjectGuid guid, bool full /*= false*/)
{
    // Prevent sending an empty packet
    if (mask == GROUP_UPDATE_FLAG_NONE)
        return;

    std::set<uint32> phases;
    if (player)
        player->GetPhaseMgr().GetActivePhases(phases);

    ByteBuffer dataBuffer;

    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);

    Pet* pet = NULL;
    if (!player)
        mask &= ~GROUP_UPDATE_FULL;
    else if (!(pet = player->GetPet()))
        mask &= ~GROUP_UPDATE_PET;

    mask |= GROUP_UPDATE_FLAG_STATUS;
    
    //if (player && (mask & GROUP_UPDATE_FLAG_STATUS))
    //    mask |= GROUP_UPDATE_PLAYER_BASE;

    data->Initialize(SMSG_PARTY_MEMBER_STATS, 200);         // average value
    
    data->WriteBit(guid[5]);
    data->WriteBit(guid[2]);
    data->WriteBit(false);
    data->WriteBit(guid[6]);
    data->WriteBit(guid[4]);
    data->WriteBit(guid[7]);
    data->WriteBit(guid[3]);
    data->WriteBit(false);
    data->WriteBit(guid[0]);
    data->WriteBit(guid[1]);

    data->FlushBits();

    data->WriteByteSeq(guid[4]);
    data->WriteByteSeq(guid[6]);

    if (mask & GROUP_UPDATE_FLAG_STATUS)
    {
        uint16 status = MEMBER_STATUS_OFFLINE;

        if (player)
        {
            status |= MEMBER_STATUS_ONLINE;

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

            if (player->isDead())
                status |= MEMBER_STATUS_DEAD;

            if (player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
                status |= MEMBER_STATUS_GHOST;

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

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

            if (player->isDND())
                status |= MEMBER_STATUS_DND;
        }
        
        dataBuffer << uint16(status);
    }

    if (mask & GROUP_UPDATE_FLAG_MOP_UNK)
    {
        dataBuffer << uint8(1); // Same realms ?
        dataBuffer << uint8(0); // in lfg
    }

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

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

    Powers powerType = POWER_MANA;
    if (player)
        powerType = player->getPowerType();

    if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
        dataBuffer << uint8(powerType);

    if (mask & GROUP_UPDATE_FLAG_UNK_20)
        dataBuffer << uint16(0);

    if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
//.........这里部分代码省略.........
开发者ID:Expery,项目名称:Core,代码行数:101,代码来源:GroupHandler.cpp

示例11: BuildPartyMemberStatsChangedPacket

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);

//.........这里部分代码省略.........
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:101,代码来源:GroupHandler.cpp

示例12: HandleRequestPartyMemberStatsOpcode

/*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.appendPackGUID(Guid);
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint8(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 << uint8(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

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

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

    SendPacket(&data);
}
开发者ID:daemonaps,项目名称:mangoszero,代码行数:86,代码来源:GroupHandler.cpp

示例13: BuildPartyMemberStatsChangedPacket

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)
        data << uint16(GetGroupMemberStatus(player));

    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))
            {
                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)
//.........这里部分代码省略.........
开发者ID:ElunaLuaEngine,项目名称:ElunaMangosWotlk,代码行数:101,代码来源:GroupHandler.cpp

示例14: HandleRequestPartyMemberStatsOpcode

/*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 = 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

    uint16 online_status = GetPlayer()->IsReferAFriendLinked(player) ? (MEMBER_STATUS_ONLINE | MEMBER_STATUS_RAF) : MEMBER_STATUS_ONLINE;

    Powers powerType = player->getPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(online_status);                          // 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);
//.........这里部分代码省略.........
开发者ID:Ariathies,项目名称:server,代码行数:101,代码来源:GroupHandler.cpp

示例15: DoNonCombatActions

void PlayerbotHunterAI::DoNonCombatActions()
{
    PlayerbotAI *ai = GetAI();
    Player *m_bot = GetPlayerBot();
    if (!m_bot || !ai || m_bot->isDead()) { return; }

    //If Casting or Eating/Drinking return
    if (m_bot->HasUnitState(UNIT_STAT_CASTING)) { return; }
    if (m_bot->getStandState() == UNIT_STAND_STATE_SIT) { return; }

    // buff group
    if (CastSpell(TRUESHOT_AURA, m_bot)) { return; }

    //mana/hp check
    //Don't bother with eating, if low on hp, just let it heal themself
    if (m_bot->getRace() == (uint8) RACE_UNDEAD_PLAYER && ai->GetHealthPercent() < 75 && CastSpell(R_CANNIBALIZE,m_bot)) { return; }
    if (ai->GetManaPercent() < 20 || ai->GetHealthPercent() < 30) { ai->Feast(); }

    #pragma region Check Pet
    // check for pet
    if( PET_SUMMON>0 && !m_petSummonFailed && HasPet(m_bot) )
    {
        // we can summon pet, and no critical summon errors before
        Pet *pet = m_bot->GetPet();
        if( !pet )
        {
            // summon pet
            if( PET_SUMMON>0 && ai->CastSpell(PET_SUMMON,m_bot) )
                ai->TellMaster( "summoning pet." );
            else
            {
                m_petSummonFailed = true;
                ai->TellMaster( "summon pet failed!" );
            }
        }
        else if( pet->getDeathState() != ALIVE )
        {
            // revive pet
            if( PET_REVIVE>0 && ai->GetManaPercent()>=80 && ai->CastSpell(PET_REVIVE,m_bot) )
                ai->TellMaster( "reviving pet." );
        }
        else if( ((float)pet->GetHealth()/(float)pet->GetMaxHealth()) < 0.5f )
        {
            // heal pet when health lower 50%
            if( PET_MEND>0 && !pet->getDeathState() != ALIVE && !pet->HasAura(PET_MEND,0) && ai->GetManaPercent()>=13 && ai->CastSpell(PET_MEND,m_bot) )
                ai->TellMaster( "healing pet." );
        }
        else if(pet->GetHappinessState() != HAPPY) // if pet is hungry
        {
            Unit *caster = (Unit*)m_bot;
            // list out items in main backpack
            for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; slot++)
            {
                Item* const pItem = m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
                if (pItem)
                {
                    const ItemTemplate* const pItemProto = pItem->GetTemplate();
                    if (!pItemProto )
                        continue;
                    if(pet->HaveInDiet(pItemProto)) // is pItem in pets diet
                    {
                        //sLog.outDebug("Food for pet: %s",pItemProto->Name1);
                        caster->CastSpell(caster,51284,true); // pet feed visual
                        uint32 count = 1; // number of items used
                        int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
                        m_bot->DestroyItemCount(pItem,count,true); // remove item from inventory
                        m_bot->CastCustomSpell(m_bot,PET_FEED,&benefit,NULL,NULL,true); // feed pet
                        ai->TellMaster( "feeding pet." );
                        ai->SetIgnoreUpdateTime(10);
                        return;
                    }
                }
            }
            // list out items in other removable backpacks
            for (uint8 bag = INVENTORY_SLOT_BAG_START; bag < INVENTORY_SLOT_BAG_END; ++bag)
            {
                const Bag* const pBag = (Bag*) m_bot->GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
                if (pBag)
                {
                    for (uint8 slot = 0; slot < pBag->GetBagSize(); ++slot)
                    {
                        Item* const pItem = m_bot->GetItemByPos(bag, slot);
                        if (pItem)
                        {
                            const ItemTemplate* const pItemProto = pItem->GetTemplate();
                            if (!pItemProto )
                                continue;
                            if(pet->HaveInDiet(pItemProto)) // is pItem in pets diet
                            {
                                //sLog.outDebug("Food for pet: %s",pItemProto->Name1);
                                caster->CastSpell(caster,51284,true); // pet feed visual
                                uint32 count = 1; // number of items used
                                int32 benefit = pet->GetCurrentFoodBenefitLevel(pItemProto->ItemLevel); // nutritional value of food
                                m_bot->DestroyItemCount(pItem,count,true); // remove item from inventory
                                m_bot->CastCustomSpell(m_bot,PET_FEED,&benefit,NULL,NULL,true); // feed pet
                                ai->TellMaster( "feeding pet." );
                                ai->SetIgnoreUpdateTime(10);
                                return;
                            }
                        }
//.........这里部分代码省略.........
开发者ID:Anonymus111,项目名称:chaoscore,代码行数:101,代码来源:PlayerbotHunterAI.cpp


注:本文中的Pet::GetHealth方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。