void AssistanceMovementGenerator::Finalize(Unit& unit)
{
    unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);

    ((Creature*)&unit)->SetNoCallAssistance(false);
    ((Creature*)&unit)->CallAssistance();
    if (unit.isAlive())
        unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY));
}
void TimedFleeingMovementGenerator::Finalize(Unit& owner)
{
    owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE);
    if (Unit* victim = owner.getVictim())
    {
        if (owner.isAlive())
        {
            owner.AttackStop(true);
            ((Creature*)&owner)->AI()->AttackStart(victim);
        }
    }
}
void
AssistanceDistractMovementGenerator::Finalize(Unit& unit)
{
    unit.clearUnitState(UNIT_STAT_DISTRACTED);
    if (Unit* victim = unit.getVictim())
    {
        if (unit.isAlive())
        {
            unit.AttackStop(true);
            unit.AI()->AttackStart(victim);
        }
    }
}
Example #4
0
/// 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);

    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->SetCharmerGuid(ObjectGuid());

            pPlayer->SetClientControl(pVehicle, 0);
            pPlayer->SetMover(nullptr);

            pVehicle->clearUnitState(UNIT_STAT_CONTROLLED);
            pVehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);

            // must be called after movement control unapplying
            pPlayer->GetCamera().ResetView();

            // reset vehicle faction
            if (pVehicle->GetTypeId() == TYPEID_UNIT)
                ((Creature*)pVehicle)->ClearTemporaryFaction();
        }

        if (seatFlags & SEAT_FLAG_CAN_CAST)
            pPlayer->RemovePetActionBar();
    }
    else if (passenger->GetTypeId() == TYPEID_UNIT)
    {
        if (seatFlags & SEAT_FLAG_CAN_CONTROL)
        {
            passenger->SetCharm(nullptr);
            pVehicle->SetCharmerGuid(ObjectGuid());
        }

        // Reinitialize movement
        ((Creature*)passenger)->AI()->SetCombatMovement(true, true);
        if (!passenger->getVictim())
            passenger->GetMotionMaster()->Initialize();
    }
}
void TimedFleeingMovementGenerator::Finalize(Unit& owner)
{
    owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE);
    if (owner.GetTypeId() == TYPEID_UNIT) // temporary hack to fix creature only fleeing on low hp
        owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
    if (Unit* victim = owner.getVictim())
    {
        if (owner.isAlive())
        {
            owner.AttackStop(true);
            if (owner.AI())
                owner.AI()->AttackStart(victim);
        }
    }
}
bool TimedFleeingMovementGenerator::Update(Unit& owner, const uint32& time_diff)
{
    if (!owner.isAlive())
        return false;

    // ignore in case other no reaction state
    if (owner.hasUnitState((UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE) & ~UNIT_STAT_FLEEING))
    {
        owner.clearUnitState(UNIT_STAT_FLEEING_MOVE);
        return true;
    }

    i_totalFleeTime.Update(time_diff);
    if (i_totalFleeTime.Passed())
        return false;

    // This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, const uint32 &) version
    // This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
    return MovementGeneratorMedium< Creature, FleeingMovementGenerator<Creature> >::Update(owner, time_diff);
}
void TimedFleeingMovementGenerator::Finalize(Unit& owner)
{
    owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE);
    owner.AddEvent(new AttackResumeEvent(owner), ATTACK_DISPLAY_DELAY);
}
Example #8
0
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)
                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);
    }
}
void
DistractMovementGenerator::Finalize(Unit& owner)
{
    owner.clearUnitState(UNIT_STAT_DISTRACTED);
}
Example #10
0
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
    sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");

    CHECK_PACKET_SIZE(recvPacket,8+1+4+1);
    uint64 guid;
    uint32 spellid;
    uint8  cast_count;
    uint8  unk_flags;                                       // flags (if 0x02 - some additional data are received)

    recvPacket >> guid >> cast_count >> spellid >> unk_flags;

    sLog.outDebug("WORLD: CMSG_PET_CAST_SPELL, cast_count: %u, spellid %u, unk_flags %u", cast_count, spellid, unk_flags);

    // 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() );
        return;
    }

    if (caster->GetTypeId() == TYPEID_UNIT && ((Creature*)caster)->GetGlobalCooldown() > 0)
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid);
    if(!spellInfo)
    {
        sLog.outError("WORLD: unknown PET spell id %i", spellid);
        return;
    }

    // do not cast not learned spells
    if(!caster->HasSpell(spellid) || IsPassiveSpell(spellid))
        return;

    SpellCastTargets targets;
    if(!targets.read(&recvPacket,caster))
        return;

    caster->clearUnitState(UNIT_STAT_FOLLOW);

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

    SpellCastResult result = spell->CheckPetCast(NULL);
    if(result == SPELL_CAST_OK)
    {
        if(caster->GetTypeId() == TYPEID_UNIT)
        {
            Creature* pet = (Creature*)caster;
            pet->AddCreatureSpellCooldown(spellid);
            if(pet->isPet())
            {
                Pet* p = (Pet*)pet;
                p->CheckLearning(spellid);
                // 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(p->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                    pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                else
                    pet->SendPetAIReaction(guid);
            }
        }

        spell->prepare(&(spell->m_targets));
    }
    else
    {
        caster->SendPetCastFail(spellid, result);
        if(caster->GetTypeId() == TYPEID_PLAYER)
        {
            if(!((Player*)caster)->HasSpellCooldown(spellid))
                caster->SendPetClearCooldown(spellid);
        }
        else
        {
            if(!((Creature*)caster)->HasSpellCooldown(spellid))
                caster->SendPetClearCooldown(spellid);
        }

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