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类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.........
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.........
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.........
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.........
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.........
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);
}
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.........
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.........
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.........
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.........
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.........
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);
}
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.........
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.........
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.........