Core/SmartAI: modified ACTION_EQUIP to use a bitmask to send slot updates (for more blzzlike packet handling)

--HG--
branch : trunk
This commit is contained in:
Rat
2010-11-06 23:08:33 +01:00
parent 26d8e04351
commit 3809892987
3 changed files with 27 additions and 7 deletions

View File

@@ -930,14 +930,32 @@ void SmartScript::ProcessAction(SmartScriptHolder &e, Unit* unit, uint32 var0, u
{
if(Creature* npc = (*itr)->ToCreature())
{
if (e.action.equip.entry && !e.action.equip.slot1 && !e.action.equip.slot2 && !e.action.equip.slot3)
npc->LoadEquipment(e.action.equip.entry, true);
uint32 slot[3];
if (e.action.equip.entry)
{
EquipmentInfo const *einfo = sObjectMgr.GetEquipmentInfo(e.action.equip.entry);
if (!einfo)
{
sLog.outErrorDb("SmartScript: SMART_ACTION_EQUIP uses non-existent equipment info entry %u", e.action.equip.entry);
return;
}
npc->SetCurrentEquipmentId(e.action.equip.entry);
slot[0] = einfo->equipentry[0];
slot[1] = einfo->equipentry[1];
slot[2] = einfo->equipentry[2];
}
else
{
npc->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, e.action.equip.slot1);
npc->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, e.action.equip.slot2);
npc->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, e.action.equip.slot3);
slot[0] = e.action.equip.slot1;
slot[1] = e.action.equip.slot2;
slot[2] = e.action.equip.slot3;
}
if (!e.action.equip.mask || e.action.equip.mask & 1)
npc->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, e.action.equip.slot1);
if (!e.action.equip.mask || e.action.equip.mask & 2)
npc->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, e.action.equip.slot2);
if (!e.action.equip.mask || e.action.equip.mask & 4)
npc->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, e.action.equip.slot3);
}
}
break;

View File

@@ -384,7 +384,7 @@ enum SMART_ACTION
SMART_ACTION_DIE = 37, // No Params
SMART_ACTION_SET_IN_COMBAT_WITH_ZONE = 38, // No Params
SMART_ACTION_CALL_FOR_HELP = 39, // Radius
SMART_ACTION_SET_SHEATH = 40, // Sheath (0-passive,1-melee,2-ranged)
SMART_ACTION_SET_SHEATH = 40, // Sheath (0-unarmed,1-melee,2-ranged)
SMART_ACTION_FORCE_DESPAWN = 41, // timer
SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL = 42, // MinHpValue(+pct, -flat)
SMART_ACTION_MOUNT_TO_ENTRY_OR_MODEL = 43, // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to unmount)
@@ -417,7 +417,7 @@ enum SMART_ACTION
SMART_ACTION_PLAYMOVIE = 68, // entry
SMART_ACTION_MOVE_TO_POS = 69, // xyz
SMART_ACTION_RESPAWN_TARGET = 70, //
SMART_ACTION_EQUIP = 71, // entry slot1,slot2,slot3
SMART_ACTION_EQUIP = 71, // entry, slotmask slot1,slot2,slot3 ,only slots with mask set will be sent to client, bits are 1,2,4, leaving mask 0 is defaulted to mask 7 (send all), slots1-3 are only used if no entry is set
SMART_ACTION_CLOSE_GOSSIP = 72, // none
SMART_ACTION_TRIGGER_TIMED_EVENT = 73, // id(>1)
SMART_ACTION_REMOVE_TIMED_EVENT = 74, // id(>1)
@@ -758,6 +758,7 @@ struct SmartAction
struct
{
uint32 entry;
uint32 mask;
uint32 slot1;
uint32 slot2;
uint32 slot3;

View File

@@ -507,6 +507,7 @@ class Creature : public Unit, public GridObject<Creature>
void UpdateAttackPowerAndDamage(bool ranged = false);
void UpdateDamagePhysical(WeaponAttackType attType);
uint32 GetCurrentEquipmentId() { return m_equipmentId; }
void SetCurrentEquipmentId(uint32 entry) { m_equipmentId = entry; }
float GetSpellDamageMod(int32 Rank);
VendorItemData const* GetVendorItems() const;