void
DistractMovementGenerator::Initialize(Unit& owner)
{
    // Distracted creatures stand up if not standing
    if (!owner.IsStandState())
        owner.SetStandState(UNIT_STAND_STATE_STAND);

    owner.AddUnitState(UNIT_STATE_DISTRACTED);
}
void RotateMovementGenerator::Initialize(Unit& owner)
{
    if (owner.HasUnitState(UNIT_STAT_MOVE))
        owner.StopMoving();

    if (owner.getVictim())
        owner.SetInFront(owner.getVictim());

    owner.AddUnitState(UNIT_STAT_ROTATING);
}
void RotateMovementGenerator::Initialize(Unit& owner)
{
    if (!owner.IsStopped())
        owner.StopMoving();

    if (owner.getVictim())
        owner.SetInFront(owner.getVictim());

    owner.AddUnitState(UNIT_STATE_ROTATING);

    owner.AttackStop();
}
void DistractMovementGenerator::Initialize(Unit& owner)
{
    owner.AddUnitState(UNIT_STATE_DISTRACTED);
}
Example #5
0
 void HandleEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
 {
     Unit* target = GetTarget();
 target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
 target->AddUnitState(UNIT_STATE_ROOT);
 }
Example #6
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL");

    uint64 guid;
    uint8  castCount;
    uint32 spellId;
    uint8  castFlags;

    recvPacket >> guid >> castCount >> spellId >> castFlags;

    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL, guid: " UI64FMTD ", castCount: %u, spellId %u, castFlags %u", guid, castCount, spellId, castFlags);

    // This opcode is also sent from charmed and possessed units (players and creatures)
    if (!_player->GetGuardianPet() && !_player->GetCharm())
        return;

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

    if (!caster || (caster != _player->GetGuardianPet() && caster != _player->GetCharm()))
    {
        sLog->outError("HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .", uint32(GUID_LOPART(guid)), GetPlayer()->GetName().c_str());
        return;
    }

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        sLog->outError("WORLD: unknown PET spell id %i", spellId);
        return;
    }

     // do not cast not learned spells
    if (!caster->HasSpell(spellId) || spellInfo->IsPassive())
        return;

    SpellCastTargets targets;
    targets.Read(recvPacket, caster);
    HandleClientCastFlags(recvPacket, castFlags, targets);

	bool SetFollow = caster->HasUnitState(UNIT_STATE_FOLLOW);
    caster->ClearUnitState(UNIT_STATE_FOLLOW);

    Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE);
    spell->m_cast_count = castCount;                    // probably pending spell cast
    spell->m_targets = targets;
	spell->LoadScripts();

	// Xinef: Send default target, fixes return on NeedExplicitUnitTarget
	Unit* target = targets.GetUnitTarget();
	if (!target && spell->m_spellInfo->NeedsExplicitUnitTarget())
		target = _player->GetSelectedUnit();

	SpellCastResult result = spell->CheckPetCast(target);

    if (result == SPELL_CAST_OK)
    {
        if (Creature* creature = caster->ToCreature())
        {
            creature->AddSpellCooldown(spellId, 0, 0);
            if (Pet* pet = creature->ToPet())
            {
                // 10% chance to play special pet attack talk, else growl
                // actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
                if (pet->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                    pet->SendPetTalk(PET_TALK_SPECIAL_SPELL);
                else
                    pet->SendPetAIReaction(guid);
            }
        }

        spell->prepare(&(spell->m_targets));
    }
    else
    {
		if (!caster->GetCharmInfo() || !caster->GetCharmInfo()->GetForcedSpell())
			spell->SendPetCastResult(result);

        if (caster->GetTypeId() == TYPEID_PLAYER)
        {
            if (!caster->ToPlayer()->HasSpellCooldown(spellId))
                GetPlayer()->SendClearCooldown(spellId, caster);
        }
        else
        {
            if (!caster->ToCreature()->HasSpellCooldown(spellId))
                GetPlayer()->SendClearCooldown(spellId, caster);

			// reset specific flags in case of spell fail. AI will reset other flags
            if (caster->IsPet())
				caster->PetSpellFail(spellInfo, targets.GetUnitTarget(), result);
        }

        spell->finish(false);
        delete spell;
    }

	if (SetFollow && !caster->IsInCombat())
		caster->AddUnitState(UNIT_STATE_FOLLOW);
}