本文整理汇总了C++中Pet::GetMaxPower方法的典型用法代码示例。如果您正苦于以下问题:C++ Pet::GetMaxPower方法的具体用法?C++ Pet::GetMaxPower怎么用?C++ Pet::GetMaxPower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::GetMaxPower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: BuildPartyMemberStatsChangedPacket
void WorldSession::BuildPartyMemberStatsChangedPacket(Player* player, WorldPacket* data)
{
uint32 mask = player->GetGroupUpdateFlag();
if (mask == GROUP_UPDATE_FLAG_NONE)
return;
std::set<uint32> const& phases = player->GetPhases();
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);
data->Initialize(SMSG_PARTY_MEMBER_STATS, 80); // average value
*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->IsFFAPvP())
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_UNK100)
*data << uint16(0);
if (mask & GROUP_UPDATE_FLAG_POSITION)
{
*data << uint16(player->GetPositionX());
*data << uint16(player->GetPositionY());
*data << uint16(player->GetPositionZ());
}
if (mask & GROUP_UPDATE_FLAG_AURAS)
{
*data << uint8(0);
uint64 auramask = player->GetAuraUpdateMaskForRaid();
*data << uint64(auramask);
*data << uint32(MAX_AURAS); // count
for (uint32 i = 0; i < MAX_AURAS; ++i)
{
if (auramask & (uint64(1) << i))
{
AuraApplication const* aurApp = player->GetVisibleAura(i);
if (!aurApp)
{
*data << uint32(0);
*data << uint16(0);
continue;
}
*data << uint32(aurApp->GetBase()->GetId());
*data << uint16(aurApp->GetFlags());
if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
{
//.........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 << 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 ? 1 : 0);
}
}
}
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
//.........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 &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;
size_t maskPos = data.wpos();
data << (uint64) auramask; // placeholder
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;
size_t petMaskPos = data.wpos();
data << (uint64) petauramask; // placeholder
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 << (uint64) 0; // GROUP_UPDATE_FLAG_PET_AURAS
}
SendPacket(&data);
}
示例4: 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5: 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)
{
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 << 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());
*data << uint16(player->GetPositionY());
}
if (mask & GROUP_UPDATE_FLAG_AURAS)
{
uint64 auramask = player->GetAuraUpdateMaskForRaid();
*data << uint64(auramask);
for (uint32 i = 0; i < MAX_AURAS; ++i)
{
if (auramask & (uint64(1) << i))
{
AuraApplication const* aurApp = player->GetVisibleAura(i);
*data << uint32(aurApp ? aurApp->GetBase()->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;
}
//.........这里部分代码省略.........
示例6: 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 << 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.
*data << uint64(auramask);
*data << uint32(64); // how many bits client reads from auramask
for (uint32 i = 0; i < MAX_AURAS; ++i)
{
if (auramask & (uint64(1) << i))
{
AuraApplication const * aurApp = player->GetVisibleAura(i);
*data << uint32(aurApp ? aurApp->GetBase()->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();
//.........这里部分代码省略.........
示例7: HandleLoadPetFromDBFirstCallback
//.........这里部分代码省略.........
pet->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
// this enables popup window (pet dismiss, cancel)
break;
case HUNTER_PET:
pet->SetUInt32Value(UNIT_FIELD_BYTES_0, 0x02020100); // class = warrior, gender = none, power = focus
pet->SetSheath(SHEATH_STATE_MELEE);
pet->SetByteFlag(UNIT_FIELD_BYTES_2, 2, fields[9].GetBool() ? UNIT_CAN_BE_ABANDONED : UNIT_CAN_BE_RENAMED | UNIT_CAN_BE_ABANDONED);
pet->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
// this enables popup window (pet abandon, cancel)
pet->SetMaxPower(POWER_HAPPINESS, pet->GetCreatePowers(POWER_HAPPINESS));
pet->SetPower(POWER_HAPPINESS, fields[12].GetUInt32());
pet->setPowerType(POWER_FOCUS);
break;
default:
if (!pet->IsPetGhoul())
sLog->outError("Pet have incorrect type (%u) for pet loading.", pet->getPetType());
break;
}
pet->SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, uint32(time(NULL))); // cast can't be helped here
pet->SetCreatorGUID(owner->GetGUID());
owner->SetMinion(pet, true);
pet->InitStatsForLevel(petlevel);
pet->SetUInt32Value(UNIT_FIELD_PETEXPERIENCE, fields[5].GetUInt32());
pet->SynchronizeLevelWithOwner();
pet->SetReactState(ReactStates(fields[6].GetUInt8()));
pet->SetCanModifyStats(true);
// set current pet as current
// 0=current
// 1..MAX_PET_STABLES in stable slot
// PET_SAVE_NOT_IN_SLOT(100) = not stable slot (summoning))
if (petSlot)
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_PET_SLOT_BY_SLOT_EXCLUDE_ID);
stmt->setUInt8(0, uint8(PET_SAVE_NOT_IN_SLOT));
stmt->setUInt32(1, owner->GetGUIDLow());
stmt->setUInt8(2, uint8(PET_SAVE_AS_CURRENT));
stmt->setUInt32(3, pet_number);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, uint8(PET_SAVE_AS_CURRENT));
stmt->setUInt32(1, owner->GetGUIDLow());
stmt->setUInt32(2, pet_number);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
// Send fake summon spell cast - this is needed for correct cooldown application for spells
// Example: 46584 - without this cooldown (which should be set always when pet is loaded) isn't set clientside
// TODO: pets should be summoned from real cast instead of just faking it?
if (summon_spell_id)
{
WorldPacket data(SMSG_SPELL_GO, (8+8+4+4+2));
data.append(owner->GetPackGUID());
data.append(owner->GetPackGUID());
data << uint8(0);
data << uint32(summon_spell_id);
data << uint32(256); // CAST_FLAG_UNKNOWN3
data << uint32(0);
owner->SendMessageToSet(&data, true);
}
// do it as early as possible!
pet->InitTalentForLevel(); // set original talents points before spell loading
if (!is_temporary_summoned)
pet->GetCharmInfo()->InitPetActionBar();
map->AddToMap(pet->ToCreature(), true);
if (pet->getPetType() == SUMMON_PET && !current) //all (?) summon pets come with full health when called, but not when they are current
pet->SetPower(POWER_MANA, pet->GetMaxPower(POWER_MANA));
else
{
pet->SetHealth(savedhealth > pet->GetMaxHealth() ? pet->GetMaxHealth() : savedhealth);
pet->SetPower(POWER_MANA, savedmana > pet->GetMaxPower(POWER_MANA) ? pet->GetMaxPower(POWER_MANA) : savedmana);
}
pet->SetAsynchLoadType(asynchLoadType);
// xinef: clear any old result
if (_loadPetFromDBSecondCallback.ready())
{
SQLQueryHolder* param;
_loadPetFromDBSecondCallback.get(param);
delete param;
}
_loadPetFromDBSecondCallback.cancel();
_loadPetFromDBSecondCallback = CharacterDatabase.DelayQueryHolder((SQLQueryHolder*)holder);
return PET_LOAD_OK;
}
示例8: 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)
{
if (player->IsPvP())
*data << uint8(MEMBER_STATUS_ONLINE | MEMBER_STATUS_PVP);
else
*data << uint8(MEMBER_STATUS_ONLINE);
}
else
*data << uint8(MEMBER_STATUS_OFFLINE);
}
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 << uint32(auramask);
// In all checked pre-2.x data of packets included only positive auras
for (uint32 i = 0; i < MAX_POSITIVE_AURAS; ++i)
{
if (auramask & (uint64(1) << i))
{
*data << uint16(player->GetUInt32Value(UNIT_FIELD_AURA + i));
}
}
}
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)
//.........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 )
{
CHECK_PACKET_SIZE(recv_data, 8);
sLog.outDebug("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
uint64 Guid;
recv_data >> Guid;
Player *player = objmgr.GetPlayer(Guid);
if(!player)
{
WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
data.appendPackGUID(Guid);
data << (uint32) GROUP_UPDATE_FLAG_STATUS;
data << (uint16) MEMBER_STATUS_OFFLINE;
SendPacket(&data);
return;
}
Pet *pet = player->GetPet();
WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4+2+2+2+1+2*6+8+1+8);
data.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 << (uint16) player->GetHealth(); // GROUP_UPDATE_FLAG_CUR_HP
data << (uint16) player->GetMaxHealth(); // GROUP_UPDATE_FLAG_MAX_HP
data << (uint8) powerType; // GROUP_UPDATE_FLAG_POWER_TYPE
data << (uint16) player->GetPower(powerType); // GROUP_UPDATE_FLAG_CUR_POWER
data << (uint16) player->GetMaxPower(powerType); // GROUP_UPDATE_FLAG_MAX_POWER
data << (uint16) player->getLevel(); // GROUP_UPDATE_FLAG_LEVEL
data << (uint16) player->GetZoneId(); // GROUP_UPDATE_FLAG_ZONE
data << (uint16) player->GetPositionX(); // GROUP_UPDATE_FLAG_POSITION
data << (uint16) player->GetPositionY(); // GROUP_UPDATE_FLAG_POSITION
uint64 auramask = 0;
size_t maskPos = data.wpos();
data << (uint64) auramask; // placeholder
for(uint8 i = 0; i < MAX_AURAS; ++i)
{
if(uint32 aura = player->GetUInt32Value(UNIT_FIELD_AURA + i))
{
auramask |= (uint64(1) << i);
data << uint16(aura);
data << uint8(1);
}
}
data.put<uint64>(maskPos,auramask); // GROUP_UPDATE_FLAG_AURAS
if(pet)
{
Powers petpowertype = pet->getPowerType();
data << (uint64) pet->GetGUID(); // GROUP_UPDATE_FLAG_PET_GUID
data << pet->GetName(); // GROUP_UPDATE_FLAG_PET_NAME
data << (uint16) pet->GetDisplayId(); // GROUP_UPDATE_FLAG_PET_MODEL_ID
data << (uint16) pet->GetHealth(); // GROUP_UPDATE_FLAG_PET_CUR_HP
data << (uint16) pet->GetMaxHealth(); // GROUP_UPDATE_FLAG_PET_MAX_HP
data << (uint8) petpowertype; // GROUP_UPDATE_FLAG_PET_POWER_TYPE
data << (uint16) pet->GetPower(petpowertype); // GROUP_UPDATE_FLAG_PET_CUR_POWER
data << (uint16) pet->GetMaxPower(petpowertype); // GROUP_UPDATE_FLAG_PET_MAX_POWER
uint64 petauramask = 0;
size_t petMaskPos = data.wpos();
data << (uint64) petauramask; // placeholder
for(uint8 i = 0; i < MAX_AURAS; ++i)
{
if(uint32 petaura = pet->GetUInt32Value(UNIT_FIELD_AURA + i))
{
petauramask |= (uint64(1) << i);
data << (uint16) petaura;
data << (uint8) 1;
}
}
data.put<uint64>(petMaskPos,petauramask); // GROUP_UPDATE_FLAG_PET_AURAS
}
else
{
data << (uint8) 0; // GROUP_UPDATE_FLAG_PET_NAME
data << (uint64) 0; // GROUP_UPDATE_FLAG_PET_AURAS
}
SendPacket(&data);
}
示例10: HandleLoadPetFromDBSecondCallback
void WorldSession::HandleLoadPetFromDBSecondCallback(LoadPetFromDBQueryHolder* holder)
{
if (!GetPlayer())
return;
Player* owner = GetPlayer();
Pet* pet = owner->GetPet();
if (!pet)
return;
pet->_LoadAuras(holder->GetPreparedResult(PET_LOAD_QUERY_LOADAURAS), holder->GetDiffTime());
bool current = holder->GetCurrent();
uint32 summon_spell_id = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(summon_spell_id); // CANT BE NULL
bool is_temporary_summoned = spellInfo && spellInfo->GetDuration() > 0;
// load action bar, if data broken will fill later by default spells.
if (!is_temporary_summoned)
{
pet->_LoadSpells(holder->GetPreparedResult(PET_LOAD_QUERY_LOADSPELLS));
pet->InitTalentForLevel(); // re-init to check talent count
pet->_LoadSpellCooldowns(holder->GetPreparedResult(PET_LOAD_QUERY_LOADSPELLCOOLDOWN));
pet->LearnPetPassives();
pet->InitLevelupSpellsForLevel();
pet->CastPetAuras(current);
pet->GetCharmInfo()->LoadPetActionBar(holder->GetActionBar()); // action bar stored in already read string
}
pet->CleanupActionBar(); // remove unknown spells from action bar after load
owner->PetSpellInitialize();
owner->SendTalentsInfoData(true);
if (owner->GetGroup())
owner->SetGroupUpdateFlag(GROUP_UPDATE_PET);
//set last used pet number (for use in BG's)
if (owner->GetTypeId() == TYPEID_PLAYER && pet->isControlled() && !pet->isTemporarySummoned() && (pet->getPetType() == SUMMON_PET || pet->getPetType() == HUNTER_PET))
{
owner->ToPlayer()->SetLastPetNumber(holder->GetPetNumber());
owner->SetLastPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
}
if (pet->getPetType() == SUMMON_PET && !current) //all (?) summon pets come with full health when called, but not when they are current
{
pet->SetPower(POWER_MANA, pet->GetMaxPower(POWER_MANA));
pet->SetHealth(pet->GetMaxHealth());
}
else
{
if (!holder->GetSavedHealth() && pet->getPetType() == HUNTER_PET && pet->GetAsynchLoadType() != PET_LOAD_SUMMON_DEAD_PET)
pet->setDeathState(JUST_DIED);
else
{
pet->SetHealth(holder->GetSavedHealth() > pet->GetMaxHealth() ? pet->GetMaxHealth() : holder->GetSavedHealth());
pet->SetPower(POWER_MANA, holder->GetSavedMana() > pet->GetMaxPower(POWER_MANA) ? pet->GetMaxPower(POWER_MANA) : holder->GetSavedMana());
}
}
pet->SetLoading(false);
owner->SetTemporaryUnsummonedPetNumber(0); // clear this only if pet is loaded successfuly
// current
if (current && owner->IsPetNeedBeTemporaryUnsummoned())
{
owner->UnsummonPetTemporaryIfAny();
return;
}
pet->HandleAsynchLoadSucceed();
return;
}
示例11: 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 << (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)
{
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)
{
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;
}
if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
//.........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");
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13: 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 = sObjectMgr.GetPlayer(guid);
if(!player)
{
WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
data << uint8(0); // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
data << 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 = 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;
size_t maskPos = data.wpos();
data << uint64(auramask); // placeholder
for(uint8 i = 0; i < MAX_AURAS; ++i)
{
if(uint32 aura = player->GetVisibleAura(i))
{
auramask |= (uint64(1) << i);
data << uint32(aura);
data << uint8(1);
}
}
data.put<uint64>(maskPos, auramask); // GROUP_UPDATE_FLAG_AURAS
if(pet)
{
Powers petpowertype = pet->getPowerType();
data << pet->GetObjectGuid(); // GROUP_UPDATE_FLAG_PET_GUID
data << pet->GetName(); // GROUP_UPDATE_FLAG_PET_NAME
data << uint16(pet->GetDisplayId()); // GROUP_UPDATE_FLAG_PET_MODEL_ID
data << uint32(pet->GetHealth()); // GROUP_UPDATE_FLAG_PET_CUR_HP
data << uint32(pet->GetMaxHealth()); // GROUP_UPDATE_FLAG_PET_MAX_HP
data << uint8(petpowertype); // GROUP_UPDATE_FLAG_PET_POWER_TYPE
data << uint16(pet->GetPower(petpowertype)); // GROUP_UPDATE_FLAG_PET_CUR_POWER
data << uint16(pet->GetMaxPower(petpowertype)); // GROUP_UPDATE_FLAG_PET_MAX_POWER
uint64 petauramask = 0;
size_t petMaskPos = data.wpos();
data << uint64(petauramask); // placeholder
for(uint8 i = 0; i < MAX_AURAS; ++i)
{
if(uint32 petaura = pet->GetVisibleAura(i))
{
petauramask |= (uint64(1) << i);
data << uint32(petaura);
data << uint8(1);
}
}
data.put<uint64>(petMaskPos, petauramask); // GROUP_UPDATE_FLAG_PET_AURAS
}
else
{
data << uint8(0); // GROUP_UPDATE_FLAG_PET_NAME
data << uint64(0); // GROUP_UPDATE_FLAG_PET_AURAS
}
SendPacket(&data);
}
示例14: 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)
uint16 online_status = MEMBER_STATUS_ONLINE;
if (GetPlayer()->IsReferAFriendLinked(player))
online_status |= MEMBER_STATUS_RAF;
Powers powerType = player->getPowerType();
data << uint32(mask1); // group update mask
data << uint16(online_status); // 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);
}
}
//.........这里部分代码省略.........
示例15: HandleDuelAcceptedOpcode
void WorldSession::HandleDuelAcceptedOpcode(WorldPacket& recvPacket)
{
uint64 guid;
Player* player;
Player* plTarget;
recvPacket >> guid;
if (!GetPlayer()->duel) // ignore accept from duel-sender
return;
player = GetPlayer();
plTarget = player->duel->opponent;
if (player == player->duel->initiator || !plTarget || player == plTarget || player->duel->startTime != 0 || plTarget->duel->startTime != 0)
return;
//TC_LOG_DEBUG("network", "WORLD: Received CMSG_DUEL_ACCEPTED");
TC_LOG_DEBUG("network", "Player 1 is: %u (%s)", player->GetGUIDLow(), player->GetName().c_str());
TC_LOG_DEBUG("network", "Player 2 is: %u (%s)", plTarget->GetGUIDLow(), plTarget->GetName().c_str());
time_t now = time(NULL);
player->duel->startTimer = now;
plTarget->duel->startTimer = now;
// Reiniciar Cooldowns, vida y mana en una zona especifica.
if (player->GetAreaId() == 4570 || player->GetAreaId() == 14 || player->GetAreaId() == 12)
{
player->SetHealth(player->GetMaxHealth());
plTarget->SetHealth(plTarget->GetMaxHealth());
player->RemoveArenaSpellCooldowns(true);
plTarget->RemoveArenaSpellCooldowns(true);
// Debuffs
player->RemoveAura(57723);
player->RemoveAura(57724);
player->RemoveAura(25771);
player->RemoveAura(41425);
player->RemoveAura(61987);
player->RemoveAura(66233);
player->RemoveAura(11196);
player->RemoveAura(47986);
plTarget->RemoveAura(57723);
plTarget->RemoveAura(57724);
plTarget->RemoveAura(25771);
plTarget->RemoveAura(41425);
plTarget->RemoveAura(61987);
plTarget->RemoveAura(66233);
plTarget->RemoveAura(11196);
plTarget->RemoveAura(47986);
if (player->getPowerType() == POWER_MANA)
player->SetPower(POWER_MANA, player->GetMaxPower(POWER_MANA));
if (plTarget->getPowerType() == POWER_MANA)
plTarget->SetPower(POWER_MANA, plTarget->GetMaxPower(POWER_MANA));
if (player->getPowerType() == POWER_RAGE)
player->SetPower(POWER_RAGE, 0);
if (plTarget->getPowerType() == POWER_RAGE)
plTarget->SetPower(POWER_RAGE, 0);
if (player->getPowerType() == POWER_RUNIC_POWER)
player->SetPower(POWER_RUNIC_POWER, 0);
if (plTarget->getPowerType() == POWER_RUNIC_POWER)
plTarget->SetPower(POWER_RUNIC_POWER, 0);
// Reset Pet Cooldown HP, Power, and Summon.
if (player->getClass() == CLASS_HUNTER)
player->CastSpell(player, 883, true);
Pet* plPet = player->GetPet();
if(plPet != NULL)
{
if (plPet->isDead())
player->CastSpell(player, 35182, true);
player->CastSpell(player, 982, true);
player->RemoveAura(35182);
plPet->SetHealth(plPet->GetMaxHealth());
plPet->SetPower(plPet->getPowerType(), plPet->GetMaxPower(plPet->getPowerType()));
plPet->RemoveArenaAuras();
plPet->m_CreatureSpellCooldowns.clear();
plPet->RemoveAura(55711);
}
if (plTarget->getClass() == CLASS_HUNTER)
plTarget->CastSpell(plTarget, 883, true);
Pet* plPetTarget = plTarget->GetPet();
if(plPetTarget != NULL)
{
if (plPetTarget->isDead())
plTarget->CastSpell(plTarget, 35182, true);
plTarget->CastSpell(plTarget, 982, true);
plTarget->RemoveAura(35182);
plPetTarget->SetHealth(plPetTarget->GetMaxHealth());
plPetTarget->SetPower(plPetTarget->getPowerType(), plPetTarget->GetMaxPower(plPetTarget->getPowerType()));
plPetTarget->RemoveArenaAuras();
plPetTarget->m_CreatureSpellCooldowns.clear();
plPetTarget->RemoveAura(55711);
}
}
player->SendDuelCountdown(3000);
//.........这里部分代码省略.........