Example #1
0
void WorldSession::HandlePetSpellAutocastOpcode(WorldPacket& recvPacket)
{
    DETAIL_LOG("CMSG_PET_SPELL_AUTOCAST");

    ObjectGuid guid;
    uint32 spellid;
    uint8  state;                                           // 1 for on, 0 for off
    recvPacket >> guid >> spellid >> state;

    Creature* pet = _player->GetMap()->GetAnyTypeCreature(guid);
    if (!pet || (guid != _player->GetPetGuid() && guid != _player->GetCharmGuid()))
    {
        sLog.outError("HandlePetSpellAutocastOpcode. %s isn't pet of %s .", guid.GetString().c_str(), GetPlayer()->GetGuidStr().c_str());
        return;
    }

    // do not add not learned spells/ passive spells
    if (!pet->HasSpell(spellid) || IsPassiveSpell(spellid))
        return;

    CharmInfo* charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        sLog.outError("WorldSession::HandlePetSpellAutocastOpcod: %s is considered pet-like but doesn't have a charminfo!", guid.GetString().c_str());
        return;
    }

    if (pet->isCharmed())
        // state can be used as boolean
        pet->GetCharmInfo()->ToggleCreatureAutocast(spellid, state);
    else
        ((Pet*)pet)->ToggleAutocast(spellid, state);

    charmInfo->SetSpellAutocast(spellid, state);
}
Example #2
0
void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
{
    DETAIL_LOG("HandlePetSetAction. CMSG_PET_SET_ACTION");

    ObjectGuid petGuid;
    uint8  count;

    recv_data >> petGuid;

    Creature* pet = _player->GetMap()->GetAnyTypeCreature(petGuid);

    if (!pet || (pet != _player->GetPet() && pet != _player->GetCharm()))
    {
        sLog.outError("HandlePetSetAction: Unknown pet or pet owner.");
        return;
    }

    // pet can have action bar disabled
    if (pet->IsPet() && ((Pet*)pet)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)
        return;

    CharmInfo* charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        sLog.outError("WorldSession::HandlePetSetAction: object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId());
        return;
    }

    count = (recv_data.size() == 24) ? 2 : 1;

    uint32 position[2];
    uint32 data[2];
    bool move_command = false;

    for (uint8 i = 0; i < count; ++i)
    {
        recv_data >> position[i];
        recv_data >> data[i];

        uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data[i]);

        // ignore invalid position
        if (position[i] >= MAX_UNIT_ACTION_BAR_INDEX)
            return;

        // in the normal case, command and reaction buttons can only be moved, not removed
        // at moving count ==2, at removing count == 1
        // ignore attempt to remove command|reaction buttons (not possible at normal case)
        if (act_state == ACT_COMMAND || act_state == ACT_REACTION)
        {
            if (count == 1)
                return;

            move_command = true;
        }
    }

    // check swap (at command->spell swap client remove spell first in another packet, so check only command move correctness)
    if (move_command)
    {
        uint8 act_state_0 = UNIT_ACTION_BUTTON_TYPE(data[0]);
        if (act_state_0 == ACT_COMMAND || act_state_0 == ACT_REACTION)
        {
            uint32 spell_id_0 = UNIT_ACTION_BUTTON_ACTION(data[0]);
            UnitActionBarEntry const* actionEntry_1 = charmInfo->GetActionBarEntry(position[1]);
            if (!actionEntry_1 || spell_id_0 != actionEntry_1->GetAction() ||
                    act_state_0 != actionEntry_1->GetType())
                return;
        }

        uint8 act_state_1 = UNIT_ACTION_BUTTON_TYPE(data[1]);
        if (act_state_1 == ACT_COMMAND || act_state_1 == ACT_REACTION)
        {
            uint32 spell_id_1 = UNIT_ACTION_BUTTON_ACTION(data[1]);
            UnitActionBarEntry const* actionEntry_0 = charmInfo->GetActionBarEntry(position[0]);
            if (!actionEntry_0 || spell_id_1 != actionEntry_0->GetAction() ||
                    act_state_1 != actionEntry_0->GetType())
                return;
        }
    }

    for (uint8 i = 0; i < count; ++i)
    {
        uint32 spell_id = UNIT_ACTION_BUTTON_ACTION(data[i]);
        uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data[i]);

        DETAIL_LOG("Player %s has changed pet spell action. Position: %u, Spell: %u, State: 0x%X", _player->GetName(), position[i], spell_id, uint32(act_state));

        // if it's act for spell (en/disable/cast) and there is a spell given (0 = remove spell) which pet doesn't know, don't add
        if (!((act_state == ACT_ENABLED || act_state == ACT_DISABLED || act_state == ACT_PASSIVE) && spell_id && !pet->HasSpell(spell_id)))
        {
            // sign for autocast
            if (act_state == ACT_ENABLED && spell_id)
            {
                if (pet->isCharmed())
                    charmInfo->ToggleCreatureAutocast(spell_id, true);
                else
                    ((Pet*)pet)->ToggleAutocast(spell_id, true);
            }
            // sign for no/turn off autocast
            else if (act_state == ACT_DISABLED && spell_id)
            {
                if (pet->isCharmed())
                    charmInfo->ToggleCreatureAutocast(spell_id, false);
                else
                    ((Pet*)pet)->ToggleAutocast(spell_id, false);
            }

            charmInfo->SetActionBar(position[i], spell_id, ActiveStates(act_state));
        }
    }
}