Example #1
0
void WorldSession::HandleAttackSwingOpcode( WorldPacket & recv_data )
{
    uint64 guid;
    recv_data >> guid;

    DEBUG_LOG( "WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid) );

    Unit *pEnemy = ObjectAccessor::GetUnit(*_player, guid);

    if (!pEnemy)
    {
        if (!IS_UNIT_GUID(guid))
            sLog.outError("WORLD: Object %u (TypeID: %u) isn't player, pet or creature",GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
        else
            sLog.outError( "WORLD: Enemy %s %u not found",GetLogNameForGuid(guid),GUID_LOPART(guid));

        // stop attack state at client
        SendAttackStop(NULL);
        return;
    }

    if (!_player->canAttack(pEnemy))
    {
        sLog.outError( "WORLD: Enemy %s %u is friendly",(IS_PLAYER_GUID(guid) ? "player" : "creature"),GUID_LOPART(guid));

        // stop attack state at client
        SendAttackStop(pEnemy);
        return;
    }

    _player->Attack(pEnemy,true);
}
Example #2
0
void WorldSession::HandleAttackSwingOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8);

    uint64 guid;
    recv_data >> guid;

    DEBUG_LOG( "WORLD: Recvd CMSG_ATTACKSWING Message guidlow:%u guidhigh:%u", GUID_LOPART(guid), GUID_HIPART(guid) );

    Unit *pEnemy = ObjectAccessor::GetUnit(*_player, guid);

    if(!pEnemy)
    {
        if(!IS_UNIT_GUID(guid))
            sLog.outError("WORLD: Object %u (TypeID: %u) isn't player, pet or creature",GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
        else
            sLog.outError( "WORLD: Enemy %s %u not found",GetLogNameForGuid(guid),GUID_LOPART(guid));

        // stop attack state at client
        SendAttackStop(NULL);
        return;
    }

    if(_player->IsFriendlyTo(pEnemy) || pEnemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
    {
        sLog.outError( "WORLD: Enemy %s %u is friendly",(IS_PLAYER_GUID(guid) ? "player" : "creature"),GUID_LOPART(guid));

        // stop attack state at client
        SendAttackStop(pEnemy);
        return;
    }

    if(!pEnemy->isAlive())
    {
        // client can generate swing to known dead target if autoswitch between autoshot and autohit is enabled in client options
        // stop attack state at client
        SendAttackStop(pEnemy);
        return;
    }

    _player->Attack(pEnemy,true);
}