void WorldSession::HandlePetStopAttack(WorldPacket & recv_data) { uint64 petGuid; recv_data >> petGuid; // used also for charmed creature/player Unit* pet = ObjectAccessor::GetUnit(*GetPlayer(), petGuid); if(!pet) { sLog.outError("pet %u doesn't exist.", uint32(GUID_LOPART(petGuid))); return; } if(pet != GetPlayer()->GetPet() && pet != GetPlayer()->GetCharm()) { sLog.outError("%u isn't pet or charm of player %s.", uint32(GUID_LOPART(petGuid)), GetPlayer()->GetName()); return; } if(!pet->isAlive()) return; pet->AttackStop(); pet->StopMoving(); pet->GetMotionMaster()->Clear(); }
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 FlyOrLandMovementGenerator::Initialize(Unit& unit) { if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE)) return; unit.StopMoving(); float x, y, z; GetDestination(x, y, z); unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE); Movement::MoveSplineInit init(unit); init.SetFly(); init.MoveTo(x, y, z, false); init.Launch(); }
CanCastResult CreatureAI::DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags, ObjectGuid uiOriginalCasterGUID) { Unit* pCaster = m_creature; if (uiCastFlags & CAST_FORCE_TARGET_SELF) pCaster = pTarget; // Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered if (!pCaster->IsNonMeleeSpellCasted(false) || (uiCastFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS))) { if (const SpellEntry* pSpell = sSpellStore.LookupEntry(uiSpell)) { // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them if (uiCastFlags & CAST_AURA_NOT_PRESENT) { if (pTarget->HasAura(uiSpell)) return CAST_FAIL_TARGET_AURA; } // Check if cannot cast spell if (!(uiCastFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST))) { CanCastResult castResult = CanCastSpell(pTarget, pSpell, !!(uiCastFlags & CAST_TRIGGERED)); if (castResult != CAST_OK) return castResult; } // Interrupt any previous spell if (uiCastFlags & CAST_INTERRUPT_PREVIOUS && pCaster->IsNonMeleeSpellCasted(false)) pCaster->InterruptNonMeleeSpells(false); // Creature should always stop before it will cast a new spell (logic applies to combat movement only) if (pCaster->isInCombat()) pCaster->StopMoving(); pCaster->CastSpell(pTarget, pSpell, !!(uiCastFlags & CAST_TRIGGERED), nullptr, nullptr, uiOriginalCasterGUID); return CAST_OK; } else { sLog.outErrorDb("DoCastSpellIfCan by creature entry %u attempt to cast spell %u but spell does not exist.", m_creature->GetEntry(), uiSpell); return CAST_FAIL_OTHER; } } else return CAST_FAIL_IS_CASTING; }
void FlyOrLandMovementGenerator::Initialize(Unit& unit) { if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE)) return; if (!unit.IsStopped()) unit.StopMoving(); float x, y, z; GetDestination(x, y, z); unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE); Movement::MoveSplineInit init(unit); init.SetFly(); init.SetAnimation((m_liftOff ? Movement::FlyToGround : Movement::ToGround)); init.MoveTo(x, y, z, false); init.Launch(); }
void AssistanceMovementGenerator::Initialize(Unit& unit) { if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE)) { return; } if (!unit.IsStopped()) { unit.StopMoving(); } unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE); Movement::MoveSplineInit init(unit); init.MoveTo(i_x, i_y, i_z, m_generatePath); //Slow down the mob that is running for assistance //TODO: There are different speeds for the different mobs, isn't there? //That should probably be taken into account here init.SetWalk(true); init.Launch(); }
void WorldSession::HandlePetAction(WorldPacket& recv_data) { ObjectGuid petGuid; uint32 data; ObjectGuid targetGuid; recv_data >> petGuid; recv_data >> data; recv_data >> targetGuid; uint32 spellid = UNIT_ACTION_BUTTON_ACTION(data); uint8 flag = UNIT_ACTION_BUTTON_TYPE(data); // delete = 0x07 CastSpell = C1 DETAIL_LOG("HandlePetAction: %s flag is %u, spellid is %u, target %s.", petGuid.GetString().c_str(), uint32(flag), spellid, targetGuid.GetString().c_str()); // used also for charmed creature/player Unit* petUnit = _player->GetMap()->GetUnit(petGuid); if (!petUnit) { sLog.outError("HandlePetAction: %s not exist.", petGuid.GetString().c_str()); return; } if (_player->GetObjectGuid() != petUnit->GetMasterGuid()) { sLog.outError("HandlePetAction: %s isn't controlled by %s.", petGuid.GetString().c_str(), _player->GetGuidStr().c_str()); return; } if (!petUnit->isAlive()) return; CharmInfo* charmInfo = petUnit->GetCharmInfo(); if (!charmInfo) { sLog.outError("WorldSession::HandlePetAction: object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", petUnit->GetGUIDLow(), petUnit->GetTypeId()); return; } Pet* pet = nullptr; Creature* creature = nullptr; if (petUnit->GetTypeId() == TYPEID_UNIT) { creature = static_cast<Creature*>(petUnit); if (creature->IsPet()) { pet = static_cast<Pet*>(petUnit); if (pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) return; } } if (!pet) { if (petUnit->hasUnitState(UNIT_STAT_POSSESSED)) { // possess case if (flag != uint8(ACT_COMMAND)) { sLog.outError("PetHAndler: unknown PET flag Action %i and spellid %i. For possessed %s", uint32(flag), spellid, petUnit->GetGuidStr().c_str()); return; } switch (spellid) { case COMMAND_STAY: case COMMAND_FOLLOW: charmInfo->SetCommandState(CommandStates(spellid)); break; case COMMAND_ATTACK: { Unit* targetUnit = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr; if (targetUnit && targetUnit != petUnit && petUnit->CanAttack(targetUnit)) { // This is true if pet has no target or has target but targets differs. if (petUnit->getVictim() != targetUnit) petUnit->Attack(targetUnit, true); } break; } case COMMAND_DISMISS: _player->BreakCharmOutgoing(petUnit); break; default: sLog.outError("PetHandler: Not allowed action %i and spellid %i. Pet %s owner is %s", uint32(flag), spellid, petUnit->GetGuidStr().c_str(), _player->GetGuidStr().c_str()); break; } } if (!petUnit->HasCharmer()) return; } switch (flag) { case ACT_COMMAND: // 0x07 switch (spellid) { case COMMAND_STAY: // flat=1792 // STAY { if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED)) { petUnit->StopMoving(); petUnit->GetMotionMaster()->Clear(); } petUnit->AttackStop(true, true); charmInfo->SetCommandState(COMMAND_STAY); break; } case COMMAND_FOLLOW: // spellid=1792 // FOLLOW { if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED)) { petUnit->StopMoving(); petUnit->GetMotionMaster()->Clear(); charmInfo->SetIsRetreating(true); } petUnit->AttackStop(true, true); charmInfo->SetCommandState(COMMAND_FOLLOW); break; } case COMMAND_ATTACK: // spellid=1792 // ATTACK { charmInfo->SetIsRetreating(); charmInfo->SetSpellOpener(); Unit* targetUnit = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr; if (targetUnit && targetUnit != petUnit && petUnit->CanAttack(targetUnit) && targetUnit->isInAccessablePlaceFor((Creature*)petUnit)) { // This is true if pet has no target or has target but targets differs. if (petUnit->getVictim() != targetUnit) { petUnit->AttackStop(); if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED)) { petUnit->GetMotionMaster()->Clear(); petUnit->AI()->AttackStart(targetUnit); if (pet) { // 10% chance to play special warlock pet attack talk, else growl if (pet->getPetType() == SUMMON_PET && roll_chance_i(10)) pet->SendPetTalk((uint32)PET_TALK_ATTACK); pet->SendPetAIReaction(); } } else petUnit->Attack(targetUnit, true); } } break; } case COMMAND_DISMISS: // dismiss permanent pet, remove temporary pet, uncharm unit { if (pet) { pet->PlayDismissSound(); // No action for Hunter pets, Hunters must use their Dismiss Pet spell if (pet->getPetType() != HUNTER_PET) pet->ForcedDespawn(); } else { // dismissing a summoned pet is like killing them (this prevents returning a soulshard...) if (creature && creature->IsTemporarySummon()) creature->ForcedDespawn(); else _player->BreakCharmOutgoing(petUnit); } charmInfo->SetStayPosition(); break; } default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch (spellid) { case REACT_PASSIVE: // passive { petUnit->AttackStop(true, true); charmInfo->SetSpellOpener(); } case REACT_DEFENSIVE: // recovery case REACT_AGGRESSIVE: // activete { petUnit->AI()->SetReactState(ReactStates(spellid)); break; } } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { charmInfo->SetIsRetreating(); charmInfo->SetSpellOpener(); Unit* unit_target = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr; // do not cast unknown spells SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } // do not cast not learned spells if (IsPassiveSpell(spellInfo) || !petUnit->HasSpell(spellid)) return; if (!petUnit->IsSpellReady(*spellInfo)) return; for (unsigned int i : spellInfo->EffectImplicitTargetA) { if (i == TARGET_ENUM_UNITS_ENEMY_AOE_AT_SRC_LOC || i == TARGET_ENUM_UNITS_ENEMY_AOE_AT_DEST_LOC || i == TARGET_ENUM_UNITS_ENEMY_AOE_AT_DYNOBJ_LOC) return; } petUnit->clearUnitState(UNIT_STAT_MOVING); uint32 flags = TRIGGERED_NONE; if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED)) flags |= TRIGGERED_PET_CAST; Spell* spell = new Spell(petUnit, spellInfo, flags); SpellCastResult result = spell->CheckPetCast(unit_target); const SpellRangeEntry* sRange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); if (unit_target && !(petUnit->IsWithinDistInMap(unit_target, sRange->maxRange) && petUnit->IsWithinLOSInMap(unit_target)) && petUnit->CanAttackNow(unit_target)) { charmInfo->SetSpellOpener(spellid, sRange->minRange, sRange->maxRange); spell->finish(false); delete spell; petUnit->AttackStop(); if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED)) { petUnit->GetMotionMaster()->Clear(); petUnit->AI()->AttackStart(unit_target); // 10% chance to play special warlock pet attack talk, else growl if (pet && pet->getPetType() == SUMMON_PET && pet != unit_target && roll_chance_i(10)) petUnit->SendPetTalk((uint32)PET_TALK_ATTACK); petUnit->SendPetAIReaction(); } else petUnit->Attack(unit_target, true); return; } // auto turn to target unless possessed if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !petUnit->hasUnitState(UNIT_STAT_POSSESSED)) { if (unit_target) { petUnit->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) petUnit->SendCreateUpdateToPlayer((Player*)unit_target); } else if (Unit* unit_target2 = spell->m_targets.getUnitTarget()) { petUnit->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) petUnit->SendCreateUpdateToPlayer((Player*)unit_target2); } if (Unit* powner = petUnit->GetMaster()) if (powner->GetTypeId() == TYPEID_PLAYER) petUnit->SendCreateUpdateToPlayer((Player*)powner); result = SPELL_CAST_OK; } if (result == SPELL_CAST_OK) { charmInfo->SetSpellOpener(); spell->SpellStart(&(spell->m_targets)); } else { if (creature && creature->IsSpellReady(*spellInfo)) GetPlayer()->SendClearCooldown(spellid, petUnit); charmInfo->SetSpellOpener(); spell->finish(false); delete spell; } break; } default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }
CanCastResult UnitAI::DoCastSpellIfCan(Unit* target, uint32 spellId, uint32 castFlags, ObjectGuid originalCasterGUID) const { Unit* caster = m_unit; if (target) { if (castFlags & CAST_SWITCH_CASTER_TARGET) std::swap(caster, target); if (castFlags & CAST_FORCE_TARGET_SELF) caster = target; } else if (castFlags & (CAST_FORCE_TARGET_SELF | CAST_SWITCH_CASTER_TARGET)) return CAST_FAIL_OTHER; // Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered if (!caster->IsNonMeleeSpellCasted(false) || (castFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS))) { if (const SpellEntry* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellId)) { // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them if (castFlags & CAST_AURA_NOT_PRESENT) { if (!target) { if (caster->HasAura(spellId)) return CAST_FAIL_TARGET_AURA; } else if (target->HasAura(spellId)) return CAST_FAIL_TARGET_AURA; } // Check if cannot cast spell if (!(castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST))) { CanCastResult castResult = CanCastSpell(target, spellInfo, (castFlags & CAST_TRIGGERED) != 0); if (castResult != CAST_OK) return castResult; } // Interrupt any previous spell if (castFlags & CAST_INTERRUPT_PREVIOUS && caster->IsNonMeleeSpellCasted(false)) caster->InterruptNonMeleeSpells(false); // Creature should always stop before it will cast a non-instant spell if (GetSpellCastTime(spellInfo) || (IsChanneledSpell(spellInfo) && spellInfo->ChannelInterruptFlags & CHANNEL_FLAG_MOVEMENT)) caster->StopMoving(); // Creature should interrupt any current melee spell caster->InterruptSpell(CURRENT_MELEE_SPELL); // Creature should stop wielding weapon while casting // caster->SetSheath(SHEATH_STATE_UNARMED); uint32 flags = (castFlags & CAST_TRIGGERED ? TRIGGERED_OLD_TRIGGERED : TRIGGERED_NONE) | (castFlags & CAST_IGNORE_UNSELECTABLE_TARGET ? TRIGGERED_IGNORE_UNSELECTABLE_FLAG : TRIGGERED_NONE); if (flags == TRIGGERED_NONE) flags |= TRIGGERED_NORMAL_COMBAT_CAST; caster->CastSpell(target, spellInfo, flags, nullptr, nullptr, originalCasterGUID); return CAST_OK; } sLog.outErrorDb("DoCastSpellIfCan by %s attempt to cast spell %u but spell does not exist.", m_unit->GetObjectGuid().GetString().c_str(), spellId); return CAST_FAIL_OTHER; } return CAST_FAIL_IS_CASTING; }
void IdleMovementGenerator::Reset(Unit& owner) { if (owner.hasUnitState(UNIT_STAT_MOVE)) owner.StopMoving(); }
void UpdateAI(const uint32 diff) { if (!UpdateVictim()) return; if (StormCount) { Unit* pTarget = Unit::GetUnit(*me, CloudGUID); if (!pTarget || !pTarget->IsAlive()) { EnterEvadeMode(); return; } else if (Unit* Cyclone = Unit::GetUnit(*me, CycloneGUID)) Cyclone->CastSpell(pTarget, 25160, true); // keep casting or... if (StormSequenceTimer <= diff) HandleStormSequence(pTarget); else StormSequenceTimer -= diff; return; } if (Enrage_Timer <= diff) { me->MonsterYell(SAY_ONENRAGE, LANG_UNIVERSAL, 0); DoPlaySoundToSet(me, SOUND_ONENRAGE); DoCast(me, SPELL_BERSERK, true); Enrage_Timer = (diff - Enrage_Timer) + 600000; } else Enrage_Timer -= diff; if (StaticDisruption_Timer <= diff) { Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1); if (!pTarget) pTarget = me->GetVictim(); TargetGUID = pTarget->GetGUID(); DoCast(pTarget, SPELL_STATIC_DISRUPTION, false); me->SetInFront(me->GetVictim()); StaticDisruption_Timer = (diff - StaticDisruption_Timer) + (10 + rand() % 8) * 1000; // < 20s /*if (float dist = me->IsWithinDist3d(pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 5.0f) dist = 5.0f; SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/ } else StaticDisruption_Timer -= diff; if (GustOfWind_Timer <= diff) { Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1); if (!pTarget) pTarget = me->GetVictim(); DoCast(pTarget, SPELL_GUST_OF_WIND); GustOfWind_Timer = (diff - GustOfWind_Timer) + (20 + rand() % 10) * 1000; //20 to 30 seconds(bosskillers) } else GustOfWind_Timer -= diff; if (CallLighting_Timer <= diff) { DoCastVictim( SPELL_CALL_LIGHTNING); CallLighting_Timer = (diff - CallLighting_Timer) + (12 + rand() % 5) * 1000; //totaly random timer. can't find any info on this } else CallLighting_Timer -= diff; if (!isRaining && ElectricalStorm_Timer < 8000 + urand(0, 5000)) { SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f); isRaining = true; } if (ElectricalStorm_Timer <= diff) { Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true); if (!pTarget) { EnterEvadeMode(); return; } pTarget->CastSpell(pTarget, SPELL_ELECTRICAL_STORM_VISUAL, true);//cloud visual DoCast(pTarget, SPELL_ELECTRICAL_STORM, false);//storm cyclon + visual float x, y, z; pTarget->GetPosition(x, y, z); pTarget->SetLevitate(true); Movement::MoveSplineInit init(*me); init.MoveTo(x, y, me->GetPositionZ() + 15.0f, true); init.Launch(); Unit* Cloud = me->SummonTrigger(x, y, me->GetPositionZ() + 16, 0, 15000); if (Cloud) { CloudGUID = Cloud->GetGUID(); Cloud->SetLevitate(true); Cloud->StopMoving(); Cloud->SetObjectScale(1.0f); Cloud->setFaction(35); Cloud->SetMaxHealth(9999999); Cloud->SetHealth(9999999); Cloud->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); } ElectricalStorm_Timer = (diff - ElectricalStorm_Timer) + 60000; //60 seconds (bosskillers) StormCount = 1; StormSequenceTimer = 0; } else ElectricalStorm_Timer -= diff; if (SummonEagles_Timer <= diff) { if (urand(0, 1)) { me->MonsterYell(SAY_ONSUMMON2, LANG_UNIVERSAL, 0); DoPlaySoundToSet(me, SOUND_ONSUMMON1); } else { me->MonsterYell(SAY_ONSUMMON2, LANG_UNIVERSAL, 0); DoPlaySoundToSet(me, SOUND_ONSUMMON2); } float x, y, z; me->GetPosition(x, y, z); for (uint8 i = 0; i < 8; ++i) { if (!Unit::GetUnit(*me, BirdGUIDs[i])) // they despawn on death { if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0)) { x = pTarget->GetPositionX() + irand(-10, 10); y = pTarget->GetPositionY() + irand(-10, 10); z = pTarget->GetPositionZ() + urand(16, 20); if (z > 95) z = 95 - urand(0, 5); } if (Creature* pCreature = me->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0)) { pCreature->AddThreat(me->GetVictim(), 1.0f); pCreature->AI()->AttackStart(me->GetVictim()); BirdGUIDs[i] = pCreature->GetGUID(); } } } SummonEagles_Timer = (diff - SummonEagles_Timer) + 999999; } else SummonEagles_Timer -= diff; DoMeleeAttackIfReady(); }
/// Remove control and such modifiers to a passenger if they were added void VehicleInfo::RemoveSeatMods(Unit* passenger, uint32 seatFlags) { Unit* pVehicle = (Unit*)m_owner; if (seatFlags & SEAT_FLAG_NOT_SELECTABLE) passenger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); // ToDo: reset passenger model id for SEAT_FLAG_HIDE_PASSENGER? if (passenger->GetTypeId() == TYPEID_PLAYER) { Player* pPlayer = (Player*)passenger; // group update if (pPlayer->GetGroup()) pPlayer->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_VEHICLE_SEAT); if (seatFlags & SEAT_FLAG_CAN_CONTROL) { pPlayer->SetCharm(nullptr); pVehicle->SetCharmer(nullptr); pPlayer->UpdateClientControl(pVehicle, false); pPlayer->SetMover(nullptr); pVehicle->StopMoving(true); pVehicle->GetMotionMaster()->Clear(); pVehicle->clearUnitState(UNIT_STAT_POSSESSED); pVehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED); pVehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); // must be called after movement control unapplying pPlayer->GetCamera().ResetView(); if (pVehicle->GetTypeId() == TYPEID_UNIT) { // reset vehicle faction ((Creature*)pVehicle)->ClearTemporaryFaction(); // Reset react state if (!(GetVehicleEntry()->m_flags & VEHICLE_FLAG_PASSIVE)) pVehicle->AI()->SetReactState(REACT_AGGRESSIVE); } } if (seatFlags & SEAT_FLAG_CAN_CAST) pPlayer->RemovePetActionBar(); } else if (passenger->GetTypeId() == TYPEID_UNIT) { if (seatFlags & SEAT_FLAG_CAN_CONTROL) { passenger->SetCharm(nullptr); pVehicle->SetCharmer(nullptr); } // Reinitialize movement if (((Creature*)passenger)->AI()) ((Creature*)passenger)->AI()->SetCombatMovement(true, true); if (!passenger->getVictim()) passenger->GetMotionMaster()->Initialize(); } }
void WorldSession::HandlePetAction(WorldPacket& recv_data) { ObjectGuid petGuid; uint32 data; ObjectGuid targetGuid; float x, y, z; recv_data >> petGuid; recv_data >> data; recv_data >> targetGuid; recv_data >> x >> y >> z; uint32 spellid = UNIT_ACTION_BUTTON_ACTION(data); uint8 flag = UNIT_ACTION_BUTTON_TYPE(data); // delete = 0x07 CastSpell = C1 DETAIL_LOG("HandlePetAction: %s flag is %u, spellid is %u, target %s.", petGuid.GetString().c_str(), uint32(flag), spellid, targetGuid.GetString().c_str()); // used also for charmed creature/player Unit* pet = _player->GetMap()->GetUnit(petGuid); if (!pet) { sLog.outError("HandlePetAction: %s not exist.", petGuid.GetString().c_str()); return; } if (_player->GetObjectGuid() != pet->GetCharmerOrOwnerGuid()) { sLog.outError("HandlePetAction: %s isn't controlled by %s.", petGuid.GetString().c_str(), _player->GetGuidStr().c_str()); return; } if (!pet->isAlive()) return; if (pet->GetTypeId() == TYPEID_PLAYER && pet->GetCharmer()->GetTypeId() == TYPEID_PLAYER) { // controller player cannot use controlled player's spells if (flag != (ACT_COMMAND || ACT_REACTION)) return; } else if (((Creature*)pet)->IsPet()) { // pet can have action bar disabled if (((Pet*)pet)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) return; } CharmInfo* charmInfo = pet->GetCharmInfo(); if (!charmInfo) { sLog.outError("WorldSession::HandlePetAction: object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId()); return; } switch (flag) { case ACT_COMMAND: // 0x07 switch (spellid) { case COMMAND_STAY: // flat=1792 // STAY { pet->StopMoving(); pet->AttackStop(true, true); pet->GetMotionMaster()->Clear(); ((Pet*)pet)->SetStayPosition(true); ((Pet*)pet)->SetIsRetreating(); ((Pet*)pet)->SetSpellOpener(); charmInfo->SetCommandState(COMMAND_STAY); break; } case COMMAND_FOLLOW: // spellid=1792 // FOLLOW { pet->StopMoving(); pet->AttackStop(true, true); pet->GetMotionMaster()->Clear(); ((Pet*)pet)->SetStayPosition(); ((Pet*)pet)->SetIsRetreating(true); ((Pet*)pet)->SetSpellOpener(); charmInfo->SetCommandState(COMMAND_FOLLOW); break; } case COMMAND_ATTACK: // spellid=1792 // ATTACK { ((Pet*)pet)->SetIsRetreating(); ((Pet*)pet)->SetSpellOpener(); Unit* targetUnit = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr; if (targetUnit && targetUnit != pet && targetUnit->isTargetableForAttack() && targetUnit->isInAccessablePlaceFor((Creature*)pet)) { _player->SetInCombatState(true, targetUnit); // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != targetUnit) { pet->AttackStop(); pet->GetMotionMaster()->Clear(); if (((Creature*)pet)->AI()) { ((Creature*)pet)->AI()->AttackStart(targetUnit); // 10% chance to play special warlock pet attack talk, else growl if (((Creature*)pet)->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && roll_chance_i(10)) pet->SendPetTalk((uint32)PET_TALK_ATTACK); pet->SendPetAIReaction(); } else pet->Attack(targetUnit, true); } } break; } case COMMAND_ABANDON: // abandon (hunter pet) or dismiss (summoned pet) { Creature* petC = (Creature*)pet; if (petC->IsPet()) { Pet* p = (Pet*)petC; if (p->getPetType() == HUNTER_PET) p->Unsummon(PET_SAVE_AS_DELETED, _player); else // dismissing a summoned pet is like killing them (this prevents returning a soulshard...) p->SetDeathState(CORPSE); } else // charmed _player->Uncharm(); if (petC->IsTemporarySummon()) // special case when pet was temporary summon through DoSummonPossesed { petC->ForcedDespawn(); return; } ((Pet*)pet)->SetStayPosition(); break; } default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch (spellid) { case REACT_PASSIVE: // passive { pet->AttackStop(true, true); ((Pet*)pet)->SetSpellOpener(); } case REACT_DEFENSIVE: // recovery case REACT_AGGRESSIVE: // activete { charmInfo->SetReactState(ReactStates(spellid)); break; } } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { ((Pet*)pet)->SetIsRetreating(); ((Pet*)pet)->SetSpellOpener(); Unit* unit_target = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr; // do not cast unknown spells SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; for (int i = 0; i < MAX_EFFECT_INDEX; ++i) { SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(SpellEffectIndex(i)); if (!spellEffect) continue; if (spellEffect->EffectImplicitTargetA == TARGET_ALL_ENEMY_IN_AREA || spellEffect->EffectImplicitTargetA == TARGET_ALL_ENEMY_IN_AREA_INSTANT || spellEffect->EffectImplicitTargetA == TARGET_ALL_ENEMY_IN_AREA_CHANNELED) return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || IsPassiveSpell(spellInfo)) return; pet->clearUnitState(UNIT_STAT_MOVING); Spell* spell = new Spell(pet, spellInfo, false); SpellCastResult result = spell->CheckPetCast(unit_target); const SpellRangeEntry* sRange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); if (unit_target && !(pet->IsWithinDistInMap(unit_target, sRange->maxRange) && pet->IsWithinLOSInMap(unit_target)) && !(GetPlayer()->IsFriendlyTo(unit_target) || pet->HasAuraType(SPELL_AURA_MOD_POSSESS))) { ((Pet*)pet)->SetSpellOpener(spellid, sRange->minRange, sRange->maxRange); spell->finish(false); delete spell; pet->AttackStop(); pet->GetMotionMaster()->Clear(); ((Creature*)pet)->AI()->AttackStart(unit_target); // 10% chance to play special warlock pet attack talk, else growl if (((Creature*)pet)->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != unit_target && roll_chance_i(10)) pet->SendPetTalk((uint32)PET_TALK_ATTACK); pet->SendPetAIReaction(); return; } // auto turn to target unless possessed if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) { if (unit_target) { pet->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)unit_target); } else if (Unit* unit_target2 = spell->m_targets.getUnitTarget()) { pet->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)unit_target2); } if (Unit* powner = pet->GetCharmerOrOwner()) if (powner->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)powner); result = SPELL_CAST_OK; } if (result == SPELL_CAST_OK) { ((Creature*)pet)->AddCreatureSpellCooldown(spellid); unit_target = spell->m_targets.getUnitTarget(); if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) { // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != unit_target) { pet->AttackStop(); pet->GetMotionMaster()->Clear(); _player->SetInCombatState(true, unit_target); if (((Creature*)pet)->AI()) { ((Creature*)pet)->AI()->AttackStart(unit_target); // 10% chance to play special warlock pet attack talk, else growl if (((Creature*)pet)->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != unit_target && roll_chance_i(10)) pet->SendPetTalk((uint32)PET_TALK_ATTACK); pet->SendPetAIReaction(); } else pet->Attack(unit_target, true); } } ((Pet*)pet)->SetSpellOpener(); spell->SpellStart(&(spell->m_targets)); } else { if (pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) Spell::SendCastResult(GetPlayer(), spellInfo, 0, result); else { Unit* owner = pet->GetCharmerOrOwner(); if (owner && owner->GetTypeId() == TYPEID_PLAYER) Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true); } if (!((Creature*)pet)->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); ((Pet*)pet)->SetSpellOpener(); spell->finish(false); delete spell; } break; } default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }
void UpdateAI(const uint32 uiDiff) { if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; if (!m_bFirstPlanar && !m_bIsRegularMode && m_creature->GetHealthPercent() < 50.0f) { m_bFirstPlanar = true; Events.ScheduleEvent(EVENT_PLANAR_SHIFT, 0); } if (!m_bSecondPlanar && !m_bIsRegularMode && m_creature->GetHealthPercent() < 25.0f) { m_bSecondPlanar = true; Events.ScheduleEvent(EVENT_PLANAR_SHIFT, 0); } if (m_creature->GetDistance2d(m_creature->getVictim()) > 35.0f && !m_bIsMove) { m_bIsMove = true; SetCombatMovement(m_bIsMove); if (Unit* pTarget = m_creature->getVictim()) m_creature->GetMotionMaster()->MoveChase(pTarget); } if (m_creature->GetDistance2d(m_creature->getVictim()) < 20.0f && m_bIsMove) { m_bIsMove = false; SetCombatMovement(m_bIsMove); m_creature->GetMotionMaster()->Clear(false); m_creature->GetMotionMaster()->MoveIdle(); m_creature->StopMoving(); } Events.Update(uiDiff); while (uint32 uiEventId = Events.ExecuteEvent()) switch (uiEventId) { case EVENT_DRAKE_COLOR_CHECK: CheckDrakeColors(); break; case EVENT_ARCANE_BARRAGE: DoCast(m_creature->getVictim(), m_bIsRegularMode ? SPELL_ARCANE_BARRAGE_N : SPELL_ARCANE_BARRAGE_H); break; case EVENT_ARCANE_VOLLEY: DoCast(m_creature->getVictim(), m_bIsRegularMode ? SPELL_ARCANE_VOLLEY_N : SPELL_ARCANE_VOLLEY_H); break; case EVENT_PLANAR_SHIFT: m_creature->MonsterTextEmote(EMOTE_PLANAR_SHIFT, m_creature, true); Events.DelayEvents(18*IN_MILLISECONDS); m_creature->InterruptNonMeleeSpells(false); DoCast(m_creature, SPELL_PLANAR_SHIFT, false); Events.ScheduleEvent(EVENT_ENRAGED_ASSAULT, 19*IN_MILLISECONDS); Events.ScheduleEvent(EVENT_PLANAR_ANOMALITIES, 2*IN_MILLISECONDS); break; case EVENT_ENRAGED_ASSAULT: DoCast(m_creature, SPELL_ENRAGED_ASSAULT, true); break; case EVENT_PLANAR_ANOMALITIES: DoCast(m_creature, SPELL_PLANAR_ANOMALIES, true); break; case EVENT_SUMMON_DRAKES: if (SummonMgr.GetSummonCount(NPC_DRAGON) > MAX_DRAGON_COUNT) break; for (int i = 0 ; i < 3 ; i++) { //DoCast(m_creature, SPELL_SUMMON_DRAKE, true); // summoned @ ground position Unit* pSumm = SummonMgr.SummonCreature(NPC_DRAGON, m_creature->GetPositionX() - 5 + urand(0, 10), m_creature->GetPositionY() - 5 + urand(0, 10), m_creature->GetPositionZ() - 5 + urand(0, 10), 0, TEMPSUMMON_CORPSE_DESPAWN, 0); if (Unit* pPlayer = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM_PLAYER, 0)) { if (pPlayer->GetVehicle()) if (Unit* pDrake = pPlayer->GetVehicle()->GetBase()) { pSumm->AddThreat(pDrake, 10000.0f); pSumm->GetMotionMaster()->MoveIdle(); pSumm->StopMoving(); pSumm->GetMotionMaster()->MoveChase(pDrake, 20.0f); } } } break; default: break; } DoMeleeAttackIfReady(); }
// StopMoving is needed to make unit stop if its last movement generator expires // But it should not be sent otherwise there are many redundent packets void IdleMovementGenerator::Initialize(Unit& owner) { if (owner.HasUnitState(UNIT_STATE_MOVE)) owner.StopMoving(); }
void IdleMovementGenerator::Reset(Unit& owner) { if (!owner.IsStopped()) owner.StopMoving(); }
void UpdateAI(uint32 diff) override { if (!UpdateVictim()) return; events.Update(diff); while (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_STATIC_DISRUPTION: { Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1); if (!target) target = me->GetVictim(); if (target) { TargetGUID = target->GetGUID(); DoCast(target, SPELL_STATIC_DISRUPTION, false); me->SetInFront(me->GetVictim()); } /*if (float dist = me->IsWithinDist3d(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 5.0f) dist = 5.0f; SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/ events.ScheduleEvent(EVENT_STATIC_DISRUPTION, urand(10000, 18000)); break; } case EVENT_GUST_OF_WIND: { Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1); if (!target) target = me->GetVictim(); if (target) DoCast(target, SPELL_GUST_OF_WIND); events.ScheduleEvent(EVENT_GUST_OF_WIND, urand(20000, 30000)); break; } case EVENT_CALL_LIGHTNING: DoCastVictim(SPELL_CALL_LIGHTNING); events.ScheduleEvent(EVENT_CALL_LIGHTNING, urand(12000, 17000)); // totaly random timer. can't find any info on this break; case EVENT_ELECTRICAL_STORM: { Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true); if (!target) { EnterEvadeMode(); return; } target->CastSpell(target, 44007, true); // cloud visual DoCast(target, SPELL_ELECTRICAL_STORM, false); // storm cyclon + visual float x, y, z; target->GetPosition(x, y, z); /// @todo: fix it in correct way, that causes player to can fly until logout /* if (target) { target->SetDisableGravity(true); target->MonsterMoveWithSpeed(x, y, me->GetPositionZ()+15, 0); } */ Unit* Cloud = me->SummonTrigger(x, y, me->GetPositionZ()+16, 0, 15000); if (Cloud) { CloudGUID = Cloud->GetGUID(); Cloud->SetDisableGravity(true); Cloud->StopMoving(); Cloud->SetObjectScale(1.0f); Cloud->setFaction(35); Cloud->SetMaxHealth(9999999); Cloud->SetHealth(9999999); Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); } StormCount = 1; events.ScheduleEvent(EVENT_ELECTRICAL_STORM, 60000); // 60 seconds(bosskillers) events.ScheduleEvent(EVENT_RAIN, urand(47000, 52000)); break; } case EVENT_RAIN: if (!isRaining) { SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f); isRaining = true; } else events.ScheduleEvent(EVENT_RAIN, 1000); break; case EVENT_STORM_SEQUENCE: { Unit* target = ObjectAccessor::GetUnit(*me, CloudGUID); if (!target || !target->IsAlive()) { EnterEvadeMode(); return; } else if (Unit* Cyclone = ObjectAccessor::GetUnit(*me, CycloneGUID)) Cyclone->CastSpell(target, SPELL_SAND_STORM, true); // keep casting or... HandleStormSequence(target); break; } case EVENT_SUMMON_EAGLES: Talk(SAY_SUMMON); float x, y, z; me->GetPosition(x, y, z); for (uint8 i = 0; i < 8; ++i) { Unit* bird = ObjectAccessor::GetUnit(*me, BirdGUIDs[i]); if (!bird) //they despawned on die { if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0)) { x = target->GetPositionX() + irand(-10, 10); y = target->GetPositionY() + irand(-10, 10); z = target->GetPositionZ() + urand(16, 20); if (z > 95) z = 95.0f - urand(0, 5); } Creature* creature = me->SummonCreature(NPC_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0); if (creature) { creature->AddThreat(me->GetVictim(), 1.0f); creature->AI()->AttackStart(me->GetVictim()); BirdGUIDs[i] = creature->GetGUID(); } } } break; case EVENT_ENRAGE: Talk(SAY_ENRAGE); DoCast(me, SPELL_BERSERK, true); events.ScheduleEvent(EVENT_ENRAGE, 600000); break; default: break; } } DoMeleeAttackIfReady(); }
void UpdateAI(const uint32 diff) { if (!UpdateVictim()) return; if(StormCount) { Unit* target = Unit::GetUnit(*m_creature, CloudGUID); if(!target || !target->isAlive()) { EnterEvadeMode(); return; } else if(Unit* Cyclone = Unit::GetUnit(*m_creature, CycloneGUID)) Cyclone->CastSpell(target, 25160, true); // keep casting or... if(StormSequenceTimer < diff) { HandleStormSequence(target); }else StormSequenceTimer -= diff; return; } if (Enrage_Timer < diff) { DoYell(SAY_ONENRAGE, LANG_UNIVERSAL, NULL); DoPlaySoundToSet(m_creature, SOUND_ONENRAGE); m_creature->CastSpell(m_creature, SPELL_BERSERK, true); Enrage_Timer = 600000; }else Enrage_Timer -= diff; if (StaticDisruption_Timer < diff) { Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1); if(!target) target = m_creature->getVictim(); TargetGUID = target->GetGUID(); m_creature->CastSpell(target, SPELL_STATIC_DISRUPTION, false); m_creature->SetInFront(m_creature->getVictim()); StaticDisruption_Timer = (10+rand()%8)*1000; // < 20s /*if(float dist = m_creature->IsWithinDist3d(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 5.0f) dist = 5.0f; SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/ }else StaticDisruption_Timer -= diff; if (GustOfWind_Timer < diff) { Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1); if(!target) target = m_creature->getVictim(); DoCast(target, SPELL_GUST_OF_WIND); GustOfWind_Timer = (20+rand()%10)*1000; //20 to 30 seconds(bosskillers) } else GustOfWind_Timer -= diff; if (CallLighting_Timer < diff) { DoCast(m_creature->getVictim(), SPELL_CALL_LIGHTNING); CallLighting_Timer = (12 + rand()%5)*1000; //totaly random timer. can't find any info on this } else CallLighting_Timer -= diff; if (!isRaining && ElectricalStorm_Timer < 8000 + rand()%5000) { SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f); isRaining = true; } if (ElectricalStorm_Timer < diff) { Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true); if(!target) { EnterEvadeMode(); return; } target->CastSpell(target, 44007, true);//cloud visual m_creature->CastSpell(target, SPELL_ELECTRICAL_STORM, false);//storm cyclon + visual float x,y,z; target->GetPosition(x,y,z); if (target) { target->SetUnitMovementFlags(MOVEMENTFLAG_LEVITATING); target->SendMonsterMove(x,y,m_creature->GetPositionZ()+15,0); } Unit *Cloud = m_creature->SummonTrigger(x, y, m_creature->GetPositionZ()+16, 0, 15000); if(Cloud) { CloudGUID = Cloud->GetGUID(); Cloud->SetUnitMovementFlags(MOVEMENTFLAG_LEVITATING); Cloud->StopMoving(); Cloud->SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f); Cloud->setFaction(35); Cloud->SetMaxHealth(9999999); Cloud->SetHealth(9999999); Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); } ElectricalStorm_Timer = 60000; //60 seconds(bosskillers) StormCount = 1; StormSequenceTimer = 0; } else ElectricalStorm_Timer -= diff; if (SummonEagles_Timer < diff) { DoYell(SAY_ONSUMMON, LANG_UNIVERSAL, NULL); DoPlaySoundToSet(m_creature, SOUND_ONSUMMON); float x, y, z; m_creature->GetPosition(x, y, z); for (uint8 i = 0; i < 8; i++) { Unit* bird = Unit::GetUnit(*m_creature,BirdGUIDs[i]); if(!bird)//they despawned on die { if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0)) { x = target->GetPositionX() + 10 - rand()%20; y = target->GetPositionY() + 10 - rand()%20; z = target->GetPositionZ() + 6 + rand()%5 + 10; if(z > 95) z = 95 - rand()%5; } Creature *pCreature = m_creature->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0); if (pCreature) { pCreature->AddThreat(m_creature->getVictim(), 1.0f); pCreature->AI()->AttackStart(m_creature->getVictim()); BirdGUIDs[i] = pCreature->GetGUID(); } } } SummonEagles_Timer = 999999; } else SummonEagles_Timer -= diff; DoMeleeAttackIfReady(); }
CanCastResult CreatureAI::DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags, ObjectGuid uiOriginalCasterGUID) const { Unit* pCaster = m_unit; if (!pTarget) return CAST_FAIL_OTHER; if (uiCastFlags & CAST_SWITCH_CASTER_TARGET) std::swap(pCaster, pTarget); if (uiCastFlags & CAST_FORCE_TARGET_SELF) pCaster = pTarget; // Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered if (!pCaster->IsNonMeleeSpellCasted(false) || (uiCastFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS))) { if (const SpellEntry* pSpell = sSpellTemplate.LookupEntry<SpellEntry>(uiSpell)) { // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them if (uiCastFlags & CAST_AURA_NOT_PRESENT) { if (pTarget->HasAura(uiSpell)) return CAST_FAIL_TARGET_AURA; } // Check if cannot cast spell if (!(uiCastFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST))) { CanCastResult castResult = CanCastSpell(pTarget, pSpell, !!(uiCastFlags & CAST_TRIGGERED)); if (castResult != CAST_OK) return castResult; } // Interrupt any previous spell if (uiCastFlags & CAST_INTERRUPT_PREVIOUS && pCaster->IsNonMeleeSpellCasted(false)) pCaster->InterruptNonMeleeSpells(false); // Creature should always stop before it will cast a non-instant spell if (GetSpellCastTime(pSpell)) pCaster->StopMoving(); // Creature should interrupt any current melee spell pCaster->InterruptSpell(CURRENT_MELEE_SPELL); // Creature should stop wielding weapon while casting pCaster->SetSheath(SHEATH_STATE_UNARMED); uint32 flags = (uiCastFlags & CAST_TRIGGERED ? TRIGGERED_OLD_TRIGGERED : TRIGGERED_NONE) | (uiCastFlags & CAST_IGNORE_UNSELECTABLE_TARGET ? TRIGGERED_IGNORE_UNSELECTABLE_FLAG : TRIGGERED_NONE); pCaster->CastSpell(pTarget, pSpell, flags, nullptr, nullptr, uiOriginalCasterGUID); return CAST_OK; } else { sLog.outErrorDb("DoCastSpellIfCan by %s attempt to cast spell %u but spell does not exist.", m_unit->GetObjectGuid().GetString().c_str(), uiSpell); return CAST_FAIL_OTHER; } } else return CAST_FAIL_IS_CASTING; }
void WorldSession::HandlePetAction( WorldPacket & recv_data ) { ObjectGuid petGuid; uint32 data; ObjectGuid targetGuid; recv_data >> petGuid; recv_data >> data; recv_data >> targetGuid; uint32 spellid = UNIT_ACTION_BUTTON_ACTION(data); uint8 flag = UNIT_ACTION_BUTTON_TYPE(data); //delete = 0x07 CastSpell = C1 DETAIL_LOG("HandlePetAction: %s flag is %u, spellid is %u, target %s.", petGuid.GetString().c_str(), uint32(flag), spellid, targetGuid.GetString().c_str()); // used also for charmed creature/player Unit* pet = _player->GetMap()->GetUnit(petGuid); if (!pet) { sLog.outError("HandlePetAction: %s not exist.", petGuid.GetString().c_str()); return; } if (GetPlayer()->GetObjectGuid() != pet->GetCharmerOrOwnerGuid()) { sLog.outError("HandlePetAction: %s isn't controlled by %s.", petGuid.GetString().c_str(), GetPlayer()->GetGuidStr().c_str()); return; } if (!pet->isAlive()) return; if (pet->GetTypeId() == TYPEID_PLAYER) { // controller player can only do melee attack if (!(flag == ACT_COMMAND && spellid == COMMAND_ATTACK)) return; } else if (((Creature*)pet)->IsPet()) { // pet can have action bar disabled if(((Pet*)pet)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) return; } CharmInfo *charmInfo = pet->GetCharmInfo(); if(!charmInfo) { sLog.outError("WorldSession::HandlePetAction: object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId()); return; } switch(flag) { case ACT_COMMAND: //0x07 switch(spellid) { case COMMAND_STAY: //flat=1792 //STAY pet->StopMoving(); pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MoveIdle(); charmInfo->SetCommandState( COMMAND_STAY ); break; case COMMAND_FOLLOW: //spellid=1792 //FOLLOW pet->AttackStop(); pet->GetMotionMaster()->MoveFollow(_player,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE); charmInfo->SetCommandState( COMMAND_FOLLOW ); break; case COMMAND_ATTACK: //spellid=1792 //ATTACK { Unit *TargetUnit = _player->GetMap()->GetUnit(targetGuid); if(!TargetUnit) return; // not let attack friendly units. if(GetPlayer()->IsFriendlyTo(TargetUnit)) return; // Not let attack through obstructions if(!pet->IsWithinLOSInMap(TargetUnit)) return; // This is true if pet has no target or has target but targets differs. if(pet->getVictim() != TargetUnit) { if (pet->getVictim()) pet->AttackStop(); if (pet->hasUnitState(UNIT_STAT_CONTROLLED)) { pet->Attack(TargetUnit, true); pet->SendPetAIReaction(); } else { pet->GetMotionMaster()->Clear(); if (((Creature*)pet)->AI()) ((Creature*)pet)->AI()->AttackStart(TargetUnit); // 10% chance to play special pet attack talk, else growl if(((Creature*)pet)->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && roll_chance_i(10)) pet->SendPetTalk((uint32)PET_TALK_ATTACK); else { // 90% chance for pet and 100% chance for charmed creature pet->SendPetAIReaction(); } } } break; } case COMMAND_ABANDON: // abandon (hunter pet) or dismiss (summoned pet) if(((Creature*)pet)->IsPet()) { Pet* p = (Pet*)pet; if(p->getPetType() == HUNTER_PET) p->Unsummon(PET_SAVE_AS_DELETED, _player); else //dismissing a summoned pet is like killing them (this prevents returning a soulshard...) p->SetDeathState(CORPSE); } else // charmed _player->Uncharm(); break; default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch(spellid) { case REACT_PASSIVE: //passive case REACT_DEFENSIVE: //recovery case REACT_AGGRESSIVE: //activete charmInfo->SetReactState( ReactStates(spellid) ); break; } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { Unit* unit_target = NULL; if (!targetGuid.IsEmpty()) unit_target = _player->GetMap()->GetUnit(targetGuid); // do not cast unknown spells SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid ); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; for(int i = 0; i < MAX_EFFECT_INDEX;++i) { if(spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_INSTANT || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED) return; } // do not cast not learned spells if(!pet->HasSpell(spellid) || IsPassiveSpell(spellInfo)) return; pet->clearUnitState(UNIT_STAT_MOVING); Spell *spell = new Spell(pet, spellInfo, false); SpellCastResult result = spell->CheckPetCast(unit_target); //auto turn to target unless possessed if(result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) { if(unit_target) { pet->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer( (Player*)unit_target ); } else if(Unit *unit_target2 = spell->m_targets.getUnitTarget()) { pet->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer( (Player*)unit_target2 ); } if (Unit* powner = pet->GetCharmerOrOwner()) if(powner->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)powner); result = SPELL_CAST_OK; } if(result == SPELL_CAST_OK) { ((Creature*)pet)->AddCreatureSpellCooldown(spellid); unit_target = spell->m_targets.getUnitTarget(); //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(((Creature*)pet)->IsPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else { pet->SendPetAIReaction(); } if( unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) { // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != unit_target) { if (pet->getVictim()) pet->AttackStop(); pet->GetMotionMaster()->Clear(); if (((Creature*)pet)->AI()) ((Creature*)pet)->AI()->AttackStart(unit_target); } } spell->prepare(&(spell->m_targets)); } else { if(pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) Spell::SendCastResult(GetPlayer(),spellInfo,0,result); else pet->SendPetCastFail(spellid, result); if (!((Creature*)pet)->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } break; } default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }
/// Add control and such modifiers to a passenger if required void VehicleInfo::ApplySeatMods(Unit* passenger, uint32 seatFlags) { Unit* pVehicle = (Unit*)m_owner; // Vehicles are alawys Unit if (seatFlags & SEAT_FLAG_NOT_SELECTABLE) passenger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); // ToDo: change passenger model id for SEAT_FLAG_HIDE_PASSENGER? if (passenger->GetTypeId() == TYPEID_PLAYER) { Player* pPlayer = (Player*)passenger; // group update if (pPlayer->GetGroup()) pPlayer->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_VEHICLE_SEAT); if (seatFlags & SEAT_FLAG_CAN_CONTROL) { pPlayer->GetCamera().SetView(pVehicle); pPlayer->SetCharm(pVehicle); pVehicle->SetCharmer(pPlayer); pVehicle->GetMotionMaster()->Clear(); pVehicle->GetMotionMaster()->MoveIdle(); pVehicle->StopMoving(true); pVehicle->addUnitState(UNIT_STAT_POSSESSED); pVehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED); pVehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); pPlayer->UpdateClientControl(pVehicle, true); pPlayer->SetMover(pVehicle); // Unconfirmed - default speed handling if (pVehicle->GetTypeId() == TYPEID_UNIT) { if (!pPlayer->IsWalking() && pVehicle->IsWalking()) { ((Creature*)pVehicle)->SetWalk(false, true); } else if (pPlayer->IsWalking() && !pVehicle->IsWalking()) { ((Creature*)pVehicle)->SetWalk(true, true); } // set vehicle faction as per the controller faction ((Creature*)pVehicle)->SetFactionTemporary(pPlayer->getFaction(), TEMPFACTION_NONE); // set vehicle react state to passive; player will control the vehicle pVehicle->AI()->SetReactState(REACT_PASSIVE); } } if (seatFlags & SEAT_FLAG_CAN_CAST) { CharmInfo* charmInfo = pVehicle->InitCharmInfo(pVehicle); charmInfo->InitVehicleCreateSpells(); pPlayer->PossessSpellInitialize(); } } else if (passenger->GetTypeId() == TYPEID_UNIT) { if (seatFlags & SEAT_FLAG_CAN_CONTROL) { passenger->SetCharm(pVehicle); pVehicle->SetCharmer(passenger); // Change vehicle react state; ToDo: also change the vehicle faction? if (pVehicle->GetTypeId() == TYPEID_UNIT) pVehicle->AI()->SetReactState(passenger->AI()->GetReactState()); } ((Creature*)passenger)->AI()->SetCombatMovement(false); // Not entirely sure how this must be handled in relation to CONTROL // But in any way this at least would require some changes in the movement system most likely passenger->GetMotionMaster()->Clear(false, true); passenger->GetMotionMaster()->MoveIdle(); } }