Beispiel #1
0
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");

    BattleGround *bg = _player->GetBattleGround();

    uint64 guid;
    recv_data >> guid;

    Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
    if (!unit)
        return;

    if (!unit->isSpiritService())                            // it's not spirit service
        return;

    if (bg)
{
        bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
	}
	else
    {  // Wintergrasp Hack till 3.2 and it's implemented as BG
        if (GetPlayer()->GetZoneId() == 4197)
        {
            OutdoorPvPWG *pvpWG = (OutdoorPvPWG*)sOutdoorPvPMgr.GetOutdoorPvPToZoneId(4197);
            if (pvpWG && pvpWG->isWarTime())
                pvpWG->AddPlayerToResurrectQueue(guid, _player->GetGUID());
        }
    }
}
Beispiel #2
0
void WorldSession::HandleGossipHelloOpcode( WorldPacket & recv_data )
{
    sLog.outDebug(  "WORLD: Received CMSG_GOSSIP_HELLO" );

    uint64 guid;
    recv_data >> guid;

    Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
    if (!unit)
    {
        sLog.outDebug( "WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
        return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    // Playerbot mod
    if(unit->isBotGiver())
    {
        GetPlayer()->TalkedToCreature(unit->GetEntry(),unit->GetGUID());
        unit->prepareGossipMenu(GetPlayer(),GOSSIP_OPTION_BOT);
        unit->sendPreparedGossip(GetPlayer());
        unit->StopMoving();
    }
    else if( unit->isArmorer() || unit->isCivilian() || unit->isQuestGiver() || unit->isServiceProvider())
    {
        unit->StopMoving();
    }

    // If spiritguide, no need for gossip menu, just put player into resurrect queue
    if (unit->isSpiritGuide())
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID());
            sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, unit->GetGUID());
            return;
        }
    }

    if(!Script->GossipHello( _player, unit ))
    {
        _player->TalkedToCreature(unit->GetEntry(),unit->GetGUID());
        unit->prepareGossipMenu(_player);
        unit->sendPreparedGossip(_player);
    }
}
void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
{
    sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");

    CHECK_PACKET_SIZE(recv_data, 8);

    if(!_player->InBattleGround())
        return;

    BattleGround *bg = _player->GetBattleGround();
    if(!bg)
        return;

    uint64 guid;
    recv_data >> guid;

    bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
Beispiel #4
0
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");

    BattleGround *bg = _player->GetBattleGround();

    uint64 guid;
    recv_data >> guid;

    Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
    if (!unit)
        return;

    if (!unit->isSpiritService())                            // it's not spirit service
        return;

    if (bg)
        bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
Beispiel #5
0
void WorldSession::HandleGossipHelloOpcode( WorldPacket & recv_data )
{
    sLog.outDebug(  "WORLD: Received CMSG_GOSSIP_HELLO" );

    uint64 guid;
    recv_data >> guid;

    Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
    if (!unit)
    {
        sLog.outDebug( "WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
        return;
    }

    GetPlayer()->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
    // remove fake death
    //if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
    //    GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    if ( unit->isArmorer() || unit->isCivilian() || unit->isQuestGiver() || unit->isServiceProvider())
    {
        unit->StopMoving();
    }

    // If spiritguide, no need for gossip menu, just put player into resurrect queue
    if (unit->isSpiritGuide())
    {
        BattleGround *bg = _player->GetBattleGround();
        if (bg)
        {
            bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID());
            sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, unit->GetGUID());
            return;
        }
    }

    if (!sScriptMgr.GossipHello(_player, unit))
    {
        _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID());
        _player->PrepareGossipMenu(unit, unit->GetCreatureInfo()->GossipMenuId);
        _player->SendPreparedGossip(unit);
    }
}
void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
{
    sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");

    CHECK_PACKET_SIZE(recv_data, 8);

    BattleGround *bg = _player->GetBattleGround();
    if(!bg)
        return;

    uint64 guid;
    recv_data >> guid;

    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
    if(!unit)
        return;

    if(!unit->isSpiritService())                            // it's not spirit service
        return;

    bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}