Exemple #1
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");

    uint64 guid;
    uint32 spellid;

    recvPacket >> guid >> spellid;

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

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

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

    if (spellInfo->StartRecoveryCategory > 0) //Check if spell is affected by GCD
        if (caster->GetTypeId() == TYPEID_UNIT && caster->ToCreature()->GetGlobalCooldown() > 0)
        {
            caster->SendPetCastFail(spellid, SPELL_FAILED_NOT_READY);
            return;
        }

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(caster);

    caster->clearUnitState(UNIT_STAT_FOLLOW);

    Spell *spell = new Spell(caster, spellInfo, spellid == 33395); // water elemental can cast freeze as triggered
    spell->m_targets = targets;

    int16 result = spell->PetCanCast(NULL);
    if (result == -1)
    {
        if (caster->GetTypeId() == TYPEID_UNIT)
        {
            Creature* pet = caster->ToCreature();
            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 (!caster->ToPlayer()->HasSpellCooldown(spellid))
                caster->SendPetClearCooldown(spellid);
        }
        else
        {
            if (!caster->ToCreature()->HasSpellCooldown(spellid))
                caster->SendPetClearCooldown(spellid);
        }

        spell->finish(false);
        delete spell;
    }
}
Exemple #2
0
void WorldSession::HandlePetAction( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 8+2+2+8);

    uint64 guid1;
    uint32 data;
    uint64 guid2;
    recv_data >> guid1;                                     //pet guid
    recv_data >> data;
    recv_data >> guid2;                                     //tag guid

    uint32 spellid = UNIT_ACTION_BUTTON_ACTION(data);
    uint8 flag = UNIT_ACTION_BUTTON_TYPE(data);             //delete = 0x07 CastSpell = C1

    // used also for charmed creature
    Unit* pet= ObjectAccessor::GetUnit(*_player, guid1);
    sLog.outDetail("HandlePetAction.Pet %u flag is %u, spellid is %u, target %u.", uint32(GUID_LOPART(guid1)), uint32(flag), spellid, uint32(GUID_LOPART(guid2)) );
    if(!pet)
    {
        sLog.outError( "Pet %u not exist.", uint32(GUID_LOPART(guid1)) );
        return;
    }

    if(pet != GetPlayer()->GetPet() && pet != GetPlayer()->GetCharm())
    {
        sLog.outError("HandlePetAction.Pet %u isn't pet of player %s.", uint32(GUID_LOPART(guid1)), GetPlayer()->GetName() );
        return;
    }

    if(!pet->isAlive())
        return;

    if(pet->GetTypeId() == TYPEID_PLAYER && !(flag == ACT_COMMAND && spellid == COMMAND_ATTACK))
        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();
                    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
                {
                    const uint64& selguid = _player->GetSelection();
                    Unit *TargetUnit = ObjectAccessor::GetUnit(*_player, selguid);
                    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->GetTypeId() != TYPEID_PLAYER)
                        {
                            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 && urand(0, 100) < 10)
                                pet->SendPetTalk((uint32)PET_TALK_ATTACK);
                            else
                            {
                                // 90% chance for pet and 100% chance for charmed creature
                                pet->SendPetAIReaction(guid1);
                            }
                        }
                        else                                // charmed player
                        {
                            pet->Attack(TargetUnit,true);
                            pet->SendPetAIReaction(guid1);
                        }
                    }
                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                    if(((Creature*)pet)->isPet())
                    {
                        Pet* p = (Pet*)pet;
                        if(p->getPetType() == HUNTER_PET)
                            _player->RemovePet(p,PET_SAVE_AS_DELETED);
                        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 (((Creature*)pet)->GetGlobalCooldown() > 0)
                return;

            if(guid2)
                unit_target = ObjectAccessor::GetUnit(*_player,guid2);

            // do not cast unknown spells
            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid );
            if(!spellInfo)
            {
                sLog.outError("WORLD: unknown PET spell id %i", spellid);
                return;
            }

            for(uint32 i = 0; i < 3;++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(spellid))
                return;

            pet->clearUnitState(UNIT_STAT_FOLLOW);

            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->SendUpdateToPlayer( (Player*)unit_target );
                }
                else if(Unit *unit_target2 = spell->m_targets.getUnitTarget())
                {
                    pet->SetInFront(unit_target2);
                    if (unit_target2->GetTypeId() == TYPEID_PLAYER)
                        pet->SendUpdateToPlayer( (Player*)unit_target2 );
                }
                if (Unit* powner = pet->GetCharmerOrOwner())
                    if(powner->GetTypeId() == TYPEID_PLAYER)
                        pet->SendUpdateToPlayer((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(guid1);
                }

                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);
    }
}
Exemple #3
0
void WorldSession::HandlePetActionHelper(Unit *pet, uint64 guid1, uint16 spellid, uint16 flag, uint64 guid2)
{
    CharmInfo *charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        sLog->outError("WorldSession::HandlePetAction(petGuid: " UI64FMTD ", tagGuid: " UI64FMTD ", spellId: %u, flag: %u): object (entry: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!",
            guid1, guid2, spellid, flag, pet->GetGUIDLow(), pet->GetTypeId());
        return;
    }

    switch(flag)
    {
        case ACT_COMMAND:                                   //0x07
            switch(spellid)
            {
                case COMMAND_STAY:                          //flat=1792  //STAY
                    pet->AttackStop();
                    pet->InterruptNonMeleeSpells(false);
                    pet->GetMotionMaster()->MoveIdle();
                    charmInfo->SetCommandState(COMMAND_STAY);

                    charmInfo->SetIsCommandAttack(false);
                    charmInfo->SetIsAtStay(true);
                    charmInfo->SetIsFollowing(false);
                    charmInfo->SetIsReturning(false);
                    charmInfo->SaveStayPosition();
                    break;
                case COMMAND_FOLLOW:                        //spellid=1792  //FOLLOW
                    pet->AttackStop();
                    pet->InterruptNonMeleeSpells(false);
                    pet->GetMotionMaster()->MoveFollow(_player, PET_FOLLOW_DIST, pet->GetFollowAngle());
                    charmInfo->SetCommandState(COMMAND_FOLLOW);

                    charmInfo->SetIsCommandAttack(false);
                    charmInfo->SetIsAtStay(false);
                    charmInfo->SetIsReturning(true);
                    charmInfo->SetIsFollowing(false);
                    break;
                case COMMAND_ATTACK:                        //spellid=1792  //ATTACK
                {
                    // Can't attack if owner is pacified
                    if (_player->HasAuraType(SPELL_AURA_MOD_PACIFY))
                    {
                        //pet->SendPetCastFail(spellid, SPELL_FAILED_PACIFIED);
                        //TODO: Send proper error message to client
                        return;
                    }

                    // only place where pet can be player
                    Unit *TargetUnit = ObjectAccessor::GetUnit(*_player, guid2);
                    if (!TargetUnit)
                        return;

                    if (Unit *owner = pet->GetOwner())
                        if (!owner->canAttack(TargetUnit))
                            return;

                    // Not let attack through obstructions
                    if (sWorld->getBoolConfig(CONFIG_PET_LOS))
                    {
                        if (!pet->IsWithinLOSInMap(TargetUnit))
                            return;
                    }

                    pet->ClearUnitState(UNIT_STAT_FOLLOW);
                    // This is true if pet has no target or has target but targets differs.
                    if (pet->getVictim() != TargetUnit || (pet->getVictim() == TargetUnit && !pet->GetCharmInfo()->IsCommandAttack()))
                    {
                        if (pet->getVictim())
                            pet->AttackStop();

                        if (pet->GetTypeId() != TYPEID_PLAYER && pet->ToCreature()->IsAIEnabled)
                        {
                            charmInfo->SetIsCommandAttack(true);
                            charmInfo->SetIsAtStay(false);
                            charmInfo->SetIsFollowing(false);
                            charmInfo->SetIsReturning(false);

                            pet->ToCreature()->AI()->AttackStart(TargetUnit);

                            //10% chance to play special pet attack talk, else growl
                            if (pet->ToCreature()->isPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && urand(0, 100) < 10)
                                pet->SendPetTalk((uint32)PET_TALK_ATTACK);
                            else
                            {
                                // 90% chance for pet and 100% chance for charmed creature
                                pet->SendPetAIReaction(guid1);
                            }
                        }
                        else                                // charmed player
                        {
                            if (pet->getVictim() && pet->getVictim() != TargetUnit)
                                pet->AttackStop();

                            charmInfo->SetIsCommandAttack(true);
                            charmInfo->SetIsAtStay(false);
                            charmInfo->SetIsFollowing(false);
                            charmInfo->SetIsReturning(false);

                            pet->Attack(TargetUnit, true);
                            pet->SendPetAIReaction(guid1);
                        }
                    }
                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                    if (pet->GetCharmerGUID() == GetPlayer()->GetGUID())
                        _player->StopCastingCharm();
                    else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID())
                    {
                        ASSERT(pet->GetTypeId() == TYPEID_UNIT);
                        if (pet->isPet())
                        {
                            if (((Pet*)pet)->getPetType() == HUNTER_PET)
                                GetPlayer()->RemovePet((Pet*)pet, PET_SAVE_AS_DELETED);
                            else
                                //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                                pet->setDeathState(CORPSE);
                        }
                        else if (pet->HasUnitTypeMask(UNIT_MASK_MINION))
                        {
                            ((Minion*)pet)->UnSummon();
                        }
                    }
                    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();

                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->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 (guid2)
                unit_target = ObjectAccessor::GetUnit(*_player, guid2);

            // do not cast unknown spells
            SpellInfo const *spellInfo = sSpellMgr->GetSpellInfo(spellid);
            if (!spellInfo)
            {
                sLog->outError("WORLD: unknown PET spell id %i", spellid);
                return;
            }

            if (spellInfo->StartRecoveryCategory > 0)
                if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                    return;

            for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
            {
                if (spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_AREA_ENEMY_SRC || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
                    return;
            }

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

            //  Clear the flags as if owner clicked 'attack'. AI will reset them
            //  after AttackStart, even if spell failed
            if (pet->GetCharmInfo())
            {
                pet->GetCharmInfo()->SetIsAtStay(false);
                pet->GetCharmInfo()->SetIsCommandAttack(true);
                pet->GetCharmInfo()->SetIsReturning(false);
                pet->GetCharmInfo()->SetIsFollowing(false);
            }

            Spell* spell = new Spell(pet, spellInfo, TRIGGERED_NONE);

            SpellCastResult result = spell->CheckPetCast(unit_target);

            //auto turn to target unless possessed
            if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->isPossessed() && !pet->IsVehicle())
            {
                if (unit_target)
                {
                    pet->SetInFront(unit_target);
                    if (unit_target->GetTypeId() == TYPEID_PLAYER)
                        pet->SendUpdateToPlayer((Player*)unit_target);
                }
                else if (Unit *unit_target2 = spell->m_targets.GetUnitTarget())
                {
                    pet->SetInFront(unit_target2);
                    if (unit_target2->GetTypeId() == TYPEID_PLAYER)
                        pet->SendUpdateToPlayer((Player*)unit_target2);
                }
                if (Unit* powner = pet->GetCharmerOrOwner())
                    if (powner->GetTypeId() == TYPEID_PLAYER)
              pet->SendUpdateToPlayer(powner->ToPlayer());
                result = SPELL_CAST_OK;
            }

            if (result == SPELL_CAST_OK)
            {
                pet->ToCreature()->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 (pet->ToCreature()->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10))
                    pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                else
                {
                    pet->SendPetAIReaction(guid1);
                }

                if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->isPossessed() && !pet->IsVehicle())
                {
                    // 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 (pet->ToCreature()->IsAIEnabled)
                            pet->ToCreature()->AI()->AttackStart(unit_target);
                    }
                }

                spell->prepare(&(spell->m_targets));
            }
            else
            {
                if (pet->isPossessed() || pet->IsVehicle())
                    Spell::SendCastResult(GetPlayer(), spellInfo, 0, result);
                else
                    pet->SendPetCastFail(spellid, result);

                if (!pet->ToCreature()->HasSpellCooldown(spellid))
                    GetPlayer()->SendClearCooldown(spellid, pet);

                spell->finish(false);
                delete spell;

                // reset specific flags in case of spell fail. AI will reset other flags
                if (pet->GetCharmInfo())
                    pet->GetCharmInfo()->SetIsCommandAttack(false);
            }
            break;
        }
        default:
            sLog->outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Exemple #4
0
void WorldSession::HandleTrainerBuySpellOpcode( WorldPacket & recv_data )
{
    uint64 guid;
    uint32 spellId = 0;

    recv_data >> guid >> spellId;
    DEBUG_LOG( "WORLD: Received CMSG_TRAINER_BUY_SPELL NpcGUID=%u, learn spell id is: %u",uint32(GUID_LOPART(guid)), spellId );

    Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_TRAINER);
    if (!unit)
    {
        DEBUG_LOG( "WORLD: HandleTrainerBuySpellOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
        return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    if(!unit->isCanTrainingOf(_player,true))
        return;

    // check present spell in trainer spell list
    TrainerSpellData const* trainer_spells = unit->GetTrainerSpells();
    if(!trainer_spells)
        return;

    // not found, cheat?
    TrainerSpell const* trainer_spell = trainer_spells->Find(spellId);
    if(!trainer_spell)
        return;

    // can't be learn, cheat? Or double learn with lags...
    if(_player->GetTrainerSpellState(trainer_spell) != TRAINER_SPELL_GREEN)
        return;

    SpellEntry const *proto = sSpellStore.LookupEntry(trainer_spell->spell);
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->EffectTriggerSpell[0]);

    // apply reputation discount
    uint32 nSpellCost = uint32(floor(trainer_spell->spellCost * _player->GetReputationPriceDiscount(unit)));

    // check money requirement
    if(_player->GetMoney() < nSpellCost )
        return;

    _player->ModifyMoney( -int32(nSpellCost) );

    WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 12);           // visual effect on trainer
    data << uint64(guid);
    data << uint32(0xB3);                                   // index from SpellVisualKit.dbc
    SendPacket(&data);

    data.Initialize(SMSG_PLAY_SPELL_IMPACT, 12);            // visual effect on player
    data << _player->GetObjectGuid();
    data << uint32(0x016A);                                 // index from SpellVisualKit.dbc
    SendPacket(&data);

    // learn explicitly to prevent lost money at lags, learning spell will be only show spell animation
    //[-ZERO] _player->learnSpell(trainer_spell->spell, false);

    data.Initialize(SMSG_TRAINER_BUY_SUCCEEDED, 12);
    data << uint64(guid);
    data << uint32(spellId);                                // should be same as in packet from client
    SendPacket(&data);

    Spell *spell;
    if(proto->SpellVisual == 222)
        spell = new Spell(_player, proto, false);
    else
        spell = new Spell(unit, proto, false);

    SpellCastTargets targets;
    targets.setUnitTarget( _player );

    spell->prepare(&targets);
}
Exemple #5
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    if(me->GetIAmABot())
    {
        //don't do anything if eating or drinking, otherwise call UpdateAI
        if(!me->HasAura(10256) && !me->HasAura(1137) && me->GetBotAI()) me->GetBotAI()->UpdateAI(diff);
    }

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    if (me->getVictim())
    {
        if (_needToStop())
        {
            sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }
        targetHasCC = _CheckTargetCC(me->getVictim());

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        Unit *nextTarget = SelectNextTarget();

        if (me->HasReactState(REACT_PASSIVE))
            _stopAttack();
        else if (nextTarget)
            AttackStart(nextTarget);
        else
            HandleReturnMovement();
    }
    else if (owner && !me->HasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STAT_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // ignore some combinations of combat state and combat/noncombat spells
            if (!me->getVictim())
            {
                // ignore attacking spells, and allow only self/around spells
                if (!IsPositiveSpell(spellInfo->Id))
                    continue;

                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (!IsNonCombatSpell(spellInfo))
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = GetSpellDuration(spellInfo);
                    if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = GetSpellRecoveryTime(spellInfo);
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }
            }
            else
            {
                // just ignore non-combat spells
                if (IsNonCombatSpell(spellInfo))
                    continue;
            }

            Spell *spell = new Spell(me, spellInfo, false, 0);

            // Fix to allow pets on STAY to autocast
            if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
            {
                targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
                continue;
            }
            else
            {
                bool spellUsed = false;
                for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* Target = ObjectAccessor::GetUnit(*me, *tar);

                    //only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if (!Target)
                        continue;

                    if (spell->CanAutoCast(Target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell));
                        spellUsed = true;
                        break;
                    }
                }
                if (!spellUsed)
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Exemple #6
0
void Item::ApplyEnchantmentBonus( uint32 Slot, bool Apply )
{
	if( m_owner == NULL )
		return;

	EnchantmentMap::iterator itr = Enchantments.find( Slot );
	if( itr == Enchantments.end() )
		return;

	EnchantEntry* Entry = itr->second.Enchantment;
	uint32 RandomSuffixAmount = itr->second.RandomSuffix;

	if( itr->second.BonusApplied == Apply )
		return;

	itr->second.BonusApplied = Apply;

	if( Apply )
	{
		// Send the enchantment time update packet.
		SendEnchantTimeUpdate( itr->second.Slot, itr->second.Duration );
	}

	// Apply the visual on the player.
	uint32 ItemSlot = m_owner->GetItemInterface()->GetInventorySlotByGuid( GetGUID() ) * 16;
	uint32 VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + ItemSlot;
	m_owner->SetUInt32Value( VisibleBase + 1 + Slot, Apply ? Entry->Id : 0 );

	// Another one of those for loop that where not indented properly god knows what will break
	// but i made it actually affect the code below it
	for( uint32 c = 0; c < 3; c++ )
	{
		if( Entry->type[c] )
		{
			// Depending on the enchantment type, take the appropriate course of action.
			switch( Entry->type[c] )
			{
			case 1:		 // Trigger spell on melee attack.
				{
					if( Apply && Entry->spell[c] != 0 )
					{
						// Create a proc trigger spell

						ProcTriggerSpell TS;
						TS.caster = m_owner->GetGUID();
						TS.origId = 0;
						TS.procFlags = PROC_ON_MELEE_ATTACK;
						TS.procCharges = 0;
						/* This needs to be modified based on the attack speed of the weapon.
						 * Secondly, need to assign some static chance for instant attacks (ss,
						 * gouge, etc.) */
						if( !Entry->min[c] && GetProto()->Class == 2 )
						{
							float speed = (float)GetProto()->Delay;
							/////// procChance calc ///////
							float ppm = 0;
							SpellEntry* sp = dbcSpell.LookupEntry( Entry->spell[c] );
							if( sp )
							{
								switch( sp->NameHash )
								{
								case SPELL_HASH_FROSTBRAND_ATTACK:
									ppm = 9;
									break;
								}
							}
							if( ppm != 0 )
							{
								float pcount = 60/ppm;
								float chance = (speed/10) / pcount;
								TS.procChance = (uint32)chance;
							}
							else
								TS.procChance = (uint32)( speed / 600.0f );
							///////////////////////////////
						}
						else
							TS.procChance = Entry->min[c];
						Log.Debug( "Enchant", "Setting procChance to %u%%.", TS.procChance );
						TS.deleted = false;
						TS.spellId = Entry->spell[c];
						m_owner->m_procSpells.push_back( TS );
					}
					else
					{
						// Remove the proctriggerspell
						uint32 SpellId;
						list< struct ProcTriggerSpell >::iterator itr/*, itr2*/;
						for( itr = m_owner->m_procSpells.begin(); itr != m_owner->m_procSpells.end(); )
						{
							SpellId = itr->spellId;
							/*itr2 = itr++;*/
							
							if( SpellId == Entry->spell[c] )
							{
								//m_owner->m_procSpells.erase(itr2);
								itr->deleted = true;
							}
							itr++;
						}
					}
				}break;

			case 2:		 // Mod damage done.
				{
					int32 val = Entry->min[c];
					if( RandomSuffixAmount )
						val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() );

					if( Apply )
						m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, val );
					else
						m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, -val );
					m_owner->CalcDamage();
				}break;

			case 3:		 // Cast spell (usually means apply aura)
				{
					if( Apply )
					{
						SpellCastTargets targets( m_owner->GetGUID() );
						SpellEntry* sp;
						Spell* spell;
						
						if( Entry->spell[c] != 0 )
						{
							sp = dbcSpell.LookupEntry( Entry->spell[c] );
							if( sp == NULL )
								continue;

							spell = new Spell( m_owner, sp, true, 0 );
							spell->i_caster = this;
							spell->prepare( &targets );
						}
					}
					else
					{
						if( Entry->spell[c] != 0 )
								m_owner->RemoveAura( Entry->spell[c] );
					}

				}break;

			case 4:		 // Modify physical resistance
				{
					int32 val = Entry->min[c];
					if( RandomSuffixAmount )
						val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() );

					if( Apply )
					{
						m_owner->FlatResistanceModifierPos[Entry->spell[c]] += val;
					}
					else
					{
						m_owner->FlatResistanceModifierPos[Entry->spell[c]] -= val;
					}
					m_owner->CalcResistance( Entry->spell[c] );
				}break;

			case 5:	 //Modify rating ...order is PLAYER_FIELD_COMBAT_RATING_1 and above
				{
					//spellid is enum ITEM_STAT_TYPE
					//min=max is amount
					int32 val = Entry->min[c];
					if( RandomSuffixAmount )
						val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() );

					m_owner->ModifyBonuses( Entry->spell[c], Apply ? val : -val );
					m_owner->UpdateStats();
				}break;

			case 6:	 // Rockbiter weapon (increase damage per second... how the hell do you calc that)
				{
					if( Apply )
					{
						//m_owner->ModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, Entry->min[c]);
						//if i'm not wrong then we should apply DMPS formula for this. This will have somewhat a larger value 28->34
						int32 val = Entry->min[c];
						if( RandomSuffixAmount )
							val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() );

						int32 value = GetProto()->Delay * val / 1000;
						m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, value );
					}
					else
					{
						int32 val = Entry->min[c];
						if( RandomSuffixAmount )
							val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() );

						int32 value =- (int32)(GetProto()->Delay * val / 1000 );
						m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, value );
					}
					m_owner->CalcDamage();
				}break;

			default:
				{
					DEBUG_LOG( "Unknown enchantment type: %u (%u)", Entry->type[c], Entry->Id );
				}break;
			}
		}
	}
}
Exemple #7
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive() || !m_creature->GetCharmInfo())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // First checking if we have some taunt on us
    Unit* tauntTarget = NULL;
    const Unit::AuraList& tauntAuras = m_creature->GetAurasByType(SPELL_AURA_MOD_TAUNT);
    if (!tauntAuras.empty())
    {
        Unit* caster = NULL;

        // Auras are pushed_back, last caster will be on the end
        Unit::AuraList::const_iterator aura = tauntAuras.end();
        while (aura != tauntAuras.begin())
        {
            --aura;
            caster = (*aura)->GetCaster();
            if (caster && caster->isTargetableForAttack())
            {
                tauntTarget = caster;
                break;
            }
        }

        if (tauntTarget)
            DoAttack(tauntTarget, true);
    }

    if (m_creature->getVictim() && m_creature->getVictim()->isAlive())
    {
        
        if (_needToStop())
        {
            _stopAttack();
            return;
        }

        if (hasMelee)
        {
            // Check before attacking to prevent pets from leaving stay position
            bool attacked = false;
            if (m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY))
            {
                if (m_creature->GetCharmInfo()->IsCommandAttack() || (m_creature->GetCharmInfo()->IsAtStay() && m_creature->CanReachWithMeleeAttack(m_creature->getVictim())))
                    attacked = DoMeleeAttackIfReady();
            }
            else
                attacked = DoMeleeAttackIfReady();

            if (attacked && owner)
                if (Unit* v = m_creature->getVictim()) // Victim may have died between
                    owner->SetInCombatWith(v);
        }
    }
    else
    {
        if (m_creature->HasReactState(REACT_AGGRESSIVE) || m_creature->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(m_creature->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!m_creature->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // check spell cooldown
            if (m_creature->HasSpellCooldown(spellInfo->Id))
                continue;

            if (IsPositiveSpell(spellInfo->Id))
            {
                if (!IsNonCombatSpell(spellInfo)) // Can be used in combat.
                {
                    /*
                    Spells handled here:
                        Dash (1850), Dive (23145), Furious Howl (24604), Tainted Blood (19478)
                        Blood Pact (6307), Fire Shield (11771), Sacrifice ...
                        Consume Shadows (17767)
                    */

                    // Warlock Sacrifice: do not auto cast if not in combat
                    bool castOnlyInCombat = IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL);

                    if (!castOnlyInCombat)
                    {
                        int32 duration = GetSpellDuration(spellInfo);
                        int32 cooldown = GetSpellRecoveryTime(spellInfo);
                        // Keep this spell for when we will be in combat.
                        if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                            castOnlyInCombat = true;
                    }
                    // 19478 - Tainted Blood, rank 1 enUS
                    if (spellInfo->SpellIconID == 153)
                        castOnlyInCombat = true;
                    // 2947 - Fire Shield, rank 1 enUS
                    // When set to auto-cast, the Imp will cast this on any party members within 30 yds if they receive a melee attack.
                    if (spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_IMP_BUFFS>() && spellInfo->SpellVisual == 289)
                        castOnlyInCombat = false;
                    // Furious Howl: in combat only
                    if (IsSpellHaveAura(spellInfo, SPELL_AURA_MOD_DAMAGE_DONE))
                        castOnlyInCombat = true;
                    if (castOnlyInCombat && !m_creature->getVictim())
                        continue;
                }

                Spell *spell = new Spell(m_creature, spellInfo, false);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = m_creature->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = m_creature->GetMap()->GetUnit(*tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    spell->Delete();
            }
            else if (m_creature->getVictim() && CanAttack(m_creature->getVictim()) && !IsNonCombatSpell(spellInfo))
            {
                Spell *spell = new Spell(m_creature, spellInfo, false);
                if (spell->CanAutoCast(m_creature->getVictim()))
                    targetSpellStore.push_back(std::make_pair(m_creature->getVictim(), spell));
                else
                    spell->Delete();
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget(target);

            if (!m_creature->HasInArc(M_PI_F, target))
            {
                m_creature->SetInFront(target);
                if (target->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)target);

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)owner);
            }

            if (((Creature*)m_creature)->IsPet())
                ((Pet*)m_creature)->CheckLearning(spell->m_spellInfo->Id);

            // 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*)m_creature)->IsPet() && (((Pet*)m_creature)->getPetType() == SUMMON_PET) && (m_creature != target) && (urand(0, 100) < 10))
                m_creature->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
            else
                m_creature->SendPetAIReaction();

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            itr->second->Delete();
    }

    // Update speed as needed to prevent dropping too far behind and despawning
    m_creature->UpdateSpeed(MOVE_RUN, true);
    m_creature->UpdateSpeed(MOVE_WALK, true);
}
Exemple #8
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    // TODO: add targets.read() check
    CHECK_PACKET_SIZE(recvPacket,1+1+1+1+8);

    Player* pUser = _player;
    uint8 bagIndex, slot;
    uint8 spell_count;                                      // number of spells at item, not used
    uint8 cast_count;                                       // next cast if exists (single or not)
    uint64 item_guid;

    recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> item_guid;

    Item *pItem = pUser->GetItemByPos(bagIndex, slot);
    if(!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , cast_count: %u, Item: %u, data length = %i", bagIndex, slot, spell_count, cast_count, pItem->GetEntry(), recvPacket.size());

    ItemPrototype const *proto = pItem->GetProto();
    if(!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // some item classes can be used only in equipped state
    if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    uint8 msg = pUser->CanUseItem(pItem);
    if( msg != EQUIP_ERR_OK )
    {
        pUser->SendEquipError( msg, pItem, NULL );
        return;
    }

    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if( proto->Class == ITEM_CLASS_CONSUMABLE &&
            !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) &&
            pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL);
        return;
    }

    if (pUser->isInCombat())
    {
        for(int i = 0; i < 5; ++i)
        {
            if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL);
                    return;
                }
            }
        }
    }

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding( true );
        }
    }

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

    //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if(!Script->ItemUse(pUser,pItem,targets))
    {
        // no script or script not process request by self

        // special learning case
        if(pItem->GetProto()->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN)
        {
            uint32 learning_spell_id = pItem->GetProto()->Spells[1].SpellId;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(SPELL_ID_GENERIC_LEARN);
            if(!spellInfo)
            {
                sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, SPELL_ID_GENERIC_LEARN);
                pUser->SendEquipError(EQUIP_ERR_NONE,pItem,NULL);
                return;
            }

            Spell *spell = new Spell(pUser, spellInfo, false);
            spell->m_CastItem = pItem;
            spell->m_cast_count = cast_count;               //set count of casts
            spell->m_currentBasePoints[0] = learning_spell_id;
            spell->prepare(&targets);
            return;
        }

        // use triggered flag only for items with many spell casts and for not first cast
        int count = 0;

        for(int i = 0; i < 5; ++i)
        {
            _Spell const& spellData = pItem->GetProto()->Spells[i];

            // no spell
            if(!spellData.SpellId)
                continue;

            // wrong triggering type
            if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
                continue;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
            if(!spellInfo)
            {
                sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, spellData.SpellId);
                continue;
            }

            Spell *spell = new Spell(pUser, spellInfo, (count > 0));
            spell->m_CastItem = pItem;
            spell->m_cast_count = cast_count;               //set count of casts
            spell->prepare(&targets);

            ++count;
        }
    }
}
void WorldSession::HandleTrainerBuySpellOpcode(WorldPacket& recv_data)
{
    ObjectGuid guid;
    uint32 spellId = 0;

    recv_data >> guid >> spellId;
    DEBUG_LOG("WORLD: Received opcode CMSG_TRAINER_BUY_SPELL Trainer: %s, learn spell id is: %u", guid.GetString().c_str(), spellId);

    Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_TRAINER);
    if (!unit)
    {
        DEBUG_LOG("WORLD: HandleTrainerBuySpellOpcode - %s not found or you can't interact with him.", guid.GetString().c_str());
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        { GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); }

    if (!unit->IsTrainerOf(_player, true))
        { return; }

    // check present spell in trainer spell list
    TrainerSpellData const* cSpells = unit->GetTrainerSpells();
    TrainerSpellData const* tSpells = unit->GetTrainerTemplateSpells();

    if (!cSpells && !tSpells)
        { return; }

    // Try find spell in npc_trainer
    TrainerSpell const* trainer_spell = cSpells ? cSpells->Find(spellId) : NULL;

    // Not found, try find in npc_trainer_template
    if (!trainer_spell && tSpells)
        { trainer_spell = tSpells->Find(spellId); }

    // Not found anywhere, cheating?
    if (!trainer_spell)
        { return; }

    // can't be learn, cheat? Or double learn with lags...
    uint32 reqLevel = 0;
    if (!_player->IsSpellFitByClassAndRace(trainer_spell->spell, &reqLevel))
        { return; }

    reqLevel = trainer_spell->isProvidedReqLevel ? trainer_spell->reqLevel : std::max(reqLevel, trainer_spell->reqLevel);
    if (_player->GetTrainerSpellState(trainer_spell, reqLevel) != TRAINER_SPELL_GREEN)
        { return; }

    SpellEntry const* proto = sSpellStore.LookupEntry(trainer_spell->spell);
    SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->EffectTriggerSpell[0]);

    // apply reputation discount
    uint32 nSpellCost = uint32(floor(trainer_spell->spellCost * _player->GetReputationPriceDiscount(unit)));

    // check money requirement
    if (_player->GetMoney() < nSpellCost)
        { return; }

    _player->ModifyMoney(-int32(nSpellCost));

    SendPlaySpellVisual(guid, 0xB3);                        // visual effect on trainer

    WorldPacket data(SMSG_PLAY_SPELL_IMPACT, 8 + 4);        // visual effect on player
    data << _player->GetObjectGuid();
    data << uint32(0x016A);                                 // index from SpellVisualKit.dbc
    SendPacket(&data);

    // learn explicitly to prevent lost money at lags, learning spell will be only show spell animation
    //[-ZERO] _player->learnSpell(trainer_spell->spell, false);

    data.Initialize(SMSG_TRAINER_BUY_SUCCEEDED, 12);
    data << ObjectGuid(guid);
    data << uint32(spellId);                                // should be same as in packet from client
    SendPacket(&data);

    Spell* spell;
    if (proto->SpellVisual == 222)
        { spell = new Spell(_player, proto, false); }
    else
        { spell = new Spell(unit, proto, false); }

    SpellCastTargets targets;
    targets.setUnitTarget(_player);

    spell->prepare(&targets);
}
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL");

    ObjectGuid guid;
    uint32 spellid;
    uint8  cast_count;
    uint8  unk_flags;                                       // flags (if 0x02 - some additional data are received)

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

    DEBUG_LOG("WORLD: CMSG_PET_CAST_SPELL, %s, cast_count: %u, spellid %u, unk_flags %u", guid.GetString().c_str(), cast_count, spellid, unk_flags);

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

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

    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;

    Aura* triggeredByAura = pet->GetTriggeredByClientAura(spellid);

    // do not cast not learned spells
    if ((!triggeredByAura && !pet->HasSpell(spellid)) || IsPassiveSpell(spellInfo))
        return;

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(pet);

    pet->clearUnitState(UNIT_STAT_MOVING);

    Spell* spell = new Spell(pet, spellInfo, triggeredByAura ? true : false, pet->GetObjectGuid(), triggeredByAura ? triggeredByAura->GetSpellProto() : nullptr);
    spell->m_cast_count = cast_count;                       // probably pending spell cast
    spell->m_targets = targets;

    SpellCastResult result = triggeredByAura ? SPELL_CAST_OK : spell->CheckPetCast(nullptr);
    if (result == SPELL_CAST_OK)
    {
        pet->AddCreatureSpellCooldown(spellid);
        spell->SpellStart(&(spell->m_targets), triggeredByAura);
    }
    else
    {
        Unit* owner = pet->GetCharmerOrOwner();
        if (owner && owner->GetTypeId() == TYPEID_PLAYER && !triggeredByAura)
            Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true);

        if (!pet->HasSpellCooldown(spellid) && !triggeredByAura)
            GetPlayer()->SendClearCooldown(spellid, pet);

        spell->finish(false);
        delete spell;
    }
}
Exemple #11
0
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId, glyphIndex;
    uint8  cast_count, cast_flags;
    recvPacket >> cast_count;
    recvPacket >> spellId >> glyphIndex;
    recvPacket >> cast_flags;                           // flags (if 0x02 - some additional data are received)

    // ignore for remote control state (for player case)
    Unit* _mover = GetPlayer()->GetMover();
    if (_mover != GetPlayer() && _mover->GetTypeId()==TYPEID_PLAYER)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    DEBUG_LOG("WORLD: got cast spell packet, spellId - %u, cast_count: %u, cast_flags %u, data length = " SIZEFMTD,
              spellId, cast_count, cast_flags, recvPacket.size());

    /* process anticheat check */
    if (!GetPlayer()->GetAntiCheat()->DoAntiCheatCheck(CHECK_SPELL, spellId, CMSG_CAST_SPELL))
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId );

    if(!spellInfo)
    {
        sLog.outError("WORLD: unknown spell id %u", spellId);
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    //  Players on vehicles may cast many simple spells (like knock) from self

    Unit* mover = NULL;

    if (spellInfo->HasAttribute(SPELL_ATTR_EX6_CASTABLE_ON_VEHICLE) && _mover->IsCharmerOrOwnerPlayerOrPlayerItself())
        mover = _mover->GetCharmerOrOwnerPlayerOrPlayerItself();
    else
        mover = _mover;

    // casting own spells on some vehicles
    if (mover->IsVehicle() && mover->GetCharmerOrOwnerPlayerOrPlayerItself())
    {
        Player *plr = mover->GetCharmerOrOwnerPlayerOrPlayerItself();
        if (mover->GetVehicleKit()->GetSeatInfo(plr) &&
           ((mover->GetVehicleKit()->GetSeatInfo(plr)->m_flags & SEAT_FLAG_CAN_ATTACK) ||
            (mover->GetVehicleKit()->GetSeatInfo(plr)->m_flags & SEAT_FLAG_CAN_CAST) ))
            mover = plr;
    }

    bool triggered = false;
    SpellEntry const* triggeredBy = NULL;
    Aura const* triggeredByAura = mover->GetTriggeredByClientAura(spellId);
    if (triggeredByAura)
    {
        triggered = true;
        triggeredBy = triggeredByAura->GetSpellProto();
        cast_count = 0;
    }

    if (mover->GetTypeId()==TYPEID_PLAYER)
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (((((Player*)mover)->GetUInt16Value(PLAYER_FIELD_BYTES2, 0) == 0 &&
            (!((Player*)mover)->HasActiveSpell(spellId) && !triggered))
            || IsPassiveSpell(spellInfo)) && spellId != 1843)
        {
            sLog.outError("WorldSession::HandleCastSpellOpcode: %s casts spell %u which he shouldn't have", mover->GetObjectGuid().GetString().c_str(), spellId);
            //cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
            return;
        }
    }
    else
    {
        // not have spell in spellbook or spell passive and not casted by client
        if ((!((Creature*)mover)->HasSpell(spellId) && !triggered)
        || IsPassiveSpell(spellInfo))
        {
            sLog.outError("WorldSession::HandleCastSpellOpcode: %s try casts spell %u which he shouldn't have", mover->GetObjectGuid().GetString().c_str(), spellId);
            //cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
            return;
        }
    }

    Unit::AuraList swaps = mover->GetAurasByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS);
    Unit::AuraList const& swaps2 = mover->GetAurasByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_2);
    if (!swaps2.empty())
        swaps.insert(swaps.end(), swaps2.begin(), swaps2.end());

    for (Unit::AuraList::const_iterator itr = swaps.begin(); itr != swaps.end(); ++itr)
    {
        if ((*itr)->isAffectedOnSpell(spellInfo))
        {
            if (SpellEntry const* newInfo = sSpellStore.LookupEntry((*itr)->GetModifier()->m_amount))
            {
                spellInfo = newInfo;
                spellId = newInfo->Id;
            }
            break;
        }
    }

    // client provided targets
    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(mover);

    targets.ReadAdditionalData(recvPacket, cast_flags);

    // auto-selection buff level base at target level (in spellInfo)
    if (Unit* target = targets.getUnitTarget())
    {
        // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message
        if (SpellEntry const *actualSpellInfo = sSpellMgr.SelectAuraRankForLevel(spellInfo, target->getLevel()))
            spellInfo = actualSpellInfo;
    }

    Spell *spell = new Spell(mover, spellInfo, triggered, mover->GetObjectGuid(), triggeredBy);
    spell->m_cast_count = cast_count;                       // set count of casts
    spell->m_glyphIndex = glyphIndex;
    spell->prepare(&targets, triggeredByAura);
}
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->GetCharmerOrOwnerGuid())
    {
        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 && petUnit->hasUnitState(UNIT_STAT_CONTROLLED))
    {
        // 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 && targetUnit->isTargetableForAttack())
                {
                    _player->SetInCombatState(true, 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_ABANDON:
                _player->Uncharm();
                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;
        }
        return;
    }
    
    // only real pet should go there
    if (!pet)
    {
        sLog.outError("PetHandler: A not pet trying to do unknown Action %i and spellid %i. Pet %s owner is %s", uint32(flag), spellid, petUnit->GetGuidStr().c_str(), _player->GetGuidStr().c_str());
        return;
    }

    switch (flag)
    {
        case ACT_COMMAND:                                   // 0x07
            switch (spellid)
            {
                case COMMAND_STAY:                          // flat=1792  // STAY
                {
                    if (!petUnit->hasUnitState(UNIT_STAT_CONTROLLED))
                    {
                        petUnit->StopMoving();
                        petUnit->GetMotionMaster()->Clear();
                    }
                    petUnit->AttackStop(true, true);
                    pet->SetIsRetreating();
                    pet->SetStayPosition(true);
                    pet->SetSpellOpener();
                    charmInfo->SetCommandState(COMMAND_STAY);
                    break;
                }
                case COMMAND_FOLLOW:                        // spellid=1792  // FOLLOW
                {
                    if (!petUnit->hasUnitState(UNIT_STAT_CONTROLLED))
                    {
                        petUnit->StopMoving();
                        petUnit->GetMotionMaster()->Clear();
                        pet->SetIsRetreating(true);
                    }
                    petUnit->AttackStop(true, true);
                    pet->SetStayPosition();
                    pet->SetSpellOpener();
                    charmInfo->SetCommandState(COMMAND_FOLLOW);
                    break;
                }
                case COMMAND_ATTACK:                        // spellid=1792  // ATTACK
                {
                    pet->SetIsRetreating();
                    pet->SetSpellOpener();

                    Unit* targetUnit = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr;

                    if (targetUnit && targetUnit != petUnit && targetUnit->isTargetableForAttack() && targetUnit->isInAccessablePlaceFor((Creature*)petUnit))
                    {
                        _player->SetInCombatState(true, targetUnit);

                        // 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_CONTROLLED))
                            {
                                petUnit->GetMotionMaster()->Clear();

                                pet->AI()->AttackStart(targetUnit);
                                // 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
                                pet->Attack(targetUnit, true);
                        }
                    }
                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                {
                    if (pet->getPetType() == HUNTER_PET)
                        pet->Unsummon(PET_SAVE_AS_DELETED, _player);
                    else
                        // dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                        pet->SetDeathState(CORPSE);

                    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->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->SetIsRetreating();
            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)
            {
                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;

            _player->SetInCombatState(true, unit_target);

            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->SetSpellOpener(spellid, sRange->minRange, sRange->maxRange);
                spell->finish(false);
                delete spell;

                pet->AttackStop();

                if (!pet->hasUnitState(UNIT_STAT_CONTROLLED))
                {
                    pet->GetMotionMaster()->Clear();

                    pet->AI()->AttackStart(unit_target);
                    // 10% chance to play special warlock pet attack talk, else growl
                    if (pet->IsPet() && pet->getPetType() == SUMMON_PET && pet != unit_target && roll_chance_i(10))
                        pet->SendPetTalk((uint32)PET_TALK_ATTACK);

                    pet->SendPetAIReaction();
                }
                else
                    petUnit->Attack(unit_target, true);

                return;
            }

            // auto turn to target unless possessed
            if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->hasUnitState(UNIT_STAT_CONTROLLED))
            {
                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)
            {
                pet->AddCreatureSpellCooldown(spellid);

                unit_target = spell->m_targets.getUnitTarget();

                pet->SetSpellOpener();
                spell->SpellStart(&(spell->m_targets));
            }
            else
            {
                if (pet->hasUnitState(UNIT_STAT_CONTROLLED))
                    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 (!pet->HasSpellCooldown(spellid))
                    GetPlayer()->SendClearCooldown(spellid, pet);

                pet->SetSpellOpener();
                spell->finish(false);
                delete spell;
            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Exemple #13
0
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    uint8  cast_count, unk_flags;
    recvPacket >> cast_count;
    recvPacket >> spellId;
    recvPacket >> unk_flags;                                // flags (if 0x02 - some additional data are received)

    // ignore for remote control state (for player case)
    Unit* mover = _player->m_mover;
    if(mover != _player && mover->GetTypeId()==TYPEID_PLAYER)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    // vehicle spells are handled by CMSG_PET_CAST_SPELL,
    // but player is still able to cast own spells
    if(_player->GetCharmGUID() && _player->GetCharmGUID() == _player->GetVehicleGUID())
        mover = _player;

    sLog.outDebug("WORLD: got cast spell packet, spellId - %u, cast_count: %u, unk_flags %u, data length = %i",
        spellId, cast_count, unk_flags, (uint32)recvPacket.size());

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId );

    if(!spellInfo)
    {
        sLog.outError("WORLD: unknown spell id %u", spellId);
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    if(mover->GetTypeId()==TYPEID_PLAYER)
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (!((Player*)mover)->HasActiveSpell (spellId) || IsPassiveSpell(spellId) )
        {
            //cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
            return;
        }
    }
    else
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (!((Creature*)mover)->HasSpell(spellId) || IsPassiveSpell(spellId) )
        {
            //cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
            return;
        }
    }

    // client provided targets
    SpellCastTargets targets;
    if(!targets.read(&recvPacket,mover))
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    // some spell cast packet including more data (for projectiles?)
    if (unk_flags & 0x02)
    {
        recvPacket.read_skip<float>();                      // unk1, coords?
        recvPacket.read_skip<float>();                      // unk1, coords?
        recvPacket.read_skip<uint8>();                      // >> 1
        recvPacket.read_skip<uint32>();                     // >> MSG_MOVE_STOP
        MovementInfo movementInfo;
        ReadMovementInfo(recvPacket, &movementInfo);
    }

    // auto-selection buff level base at target level (in spellInfo)
    if(targets.getUnitTarget())
    {
        SpellEntry const *actualSpellInfo = spellmgr.SelectAuraRankForPlayerLevel(spellInfo,targets.getUnitTarget()->getLevel());

        // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message
        if(actualSpellInfo)
            spellInfo = actualSpellInfo;
    }

    Spell *spell = new Spell(mover, spellInfo, false);
    spell->m_cast_count = cast_count;                       // set count of casts
    spell->prepare(&targets);
}
Exemple #14
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    // TODO: add targets.read() check
    Player* pUser = _player;
    uint8 bagIndex, slot;
    uint8 spell_count;                                      // number of spells at item, not used

    recvPacket >> bagIndex >> slot >> spell_count;

    Item *pItem = pUser->GetItemByPos(bagIndex, slot);
    if(!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , Item: %u, data length = %i", bagIndex, slot, spell_count, pItem->GetEntry(), (uint32)recvPacket.size());

    ItemPrototype const *proto = pItem->GetProto();
    if(!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // some item classes can be used only in equipped state
    if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    uint8 msg = pUser->CanUseItem(pItem);
    if( msg != EQUIP_ERR_OK )
    {
        pUser->SendEquipError( msg, pItem, NULL );
        return;
    }

    if (pUser->isInCombat())
    {
        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL);
                    return;
                }
            }
        }
    }

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding( true );
        }
    }

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

    targets.Update(pUser);

    if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget()))
    {
        // free gray item after use fail
        pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);

        // search spell for spell error
        uint32 spellid = 0;
        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if( proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE || proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
            {
                spellid = proto->Spells[i].SpellId;
                break;
            }
        }

        // send spell error
        if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid))
            Spell::SendCastResult(_player,spellInfo,SPELL_FAILED_BAD_TARGETS);
        return;
    }

    //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if(!Script->ItemUse(pUser,pItem,targets))
    {
        // no script or script not process request by self

        // special learning case
        if(pItem->GetProto()->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN)
        {
            uint32 learning_spell_id = pItem->GetProto()->Spells[1].SpellId;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(SPELL_ID_GENERIC_LEARN);
            if(!spellInfo)
            {
                sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, SPELL_ID_GENERIC_LEARN);
                pUser->SendEquipError(EQUIP_ERR_NONE,pItem,NULL);
                return;
            }

            Spell *spell = new Spell(pUser, spellInfo, false);
            spell->m_CastItem = pItem;
            spell->m_currentBasePoints[0] = learning_spell_id;
            spell->prepare(&targets);
            return;
        }

        // use triggered flag only for items with many spell casts and for not first cast
        int count = 0;

        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            _Spell const& spellData = pItem->GetProto()->Spells[i];

            // no spell
            if(!spellData.SpellId)
                continue;

            // wrong triggering type
            if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
                continue;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
            if(!spellInfo)
            {
                sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, spellData.SpellId);
                continue;
            }

            Spell *spell = new Spell(pUser, spellInfo, (count > 0));
            spell->m_CastItem = pItem;
            spell->prepare(&targets);

            ++count;
        }
    }
}
void PetAI::UpdateAI(uint32 diff)
{
    if (!me->IsAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        _updateAlliesTimer -= diff;

    if (me->GetVictim() && me->EnsureVictim()->IsAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (!me->GetCurrentSpell(CURRENT_CHANNELED_SPELL) && // ignore channeled spells (Pin, Seduction)
            me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (NeedToStop())
        {
            TC_LOG_TRACE("scripts.ai.petai", "PetAI::UpdateAI: AI stopped attacking %s", me->GetGUID().ToString().c_str());
            StopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
                DoMeleeAttackIfReady();
        }
        else
            DoMeleeAttackIfReady();
    }
    else
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by DamageTaken(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (cast only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetSpellHistory()->HasGlobalCooldown(spellInfo))
                continue;

            // check spell cooldown
            if (!me->GetSpellHistory()->IsReady(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // Check if we're in combat or commanded to attack
                    if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
                {
                    if (!spellUsed)
                        delete spell;
                    continue; // Pets must only jump to target
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (GuidSet::const_iterator tar = _allySet.begin(); tar != _allySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->GetVictim() && CanAttack(me->GetVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
                if (spell->CanAutoCast(me->GetVictim()))
                    targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
                else
                    delete spell;
            }
        }

        // found units to cast on to
        if (!targetSpellStore.empty())
        {
            TargetSpellList::iterator it = targetSpellStore.begin();
            std::advance(it, urand(0, targetSpellStore.size() - 1));

            Spell* spell  = (*it).second;
            Unit*  target = (*it).first;

            targetSpellStore.erase(it);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            spell->prepare(targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }

    // Update speed as needed to prevent dropping too far behind and despawning
    me->UpdateSpeed(MOVE_RUN);
    me->UpdateSpeed(MOVE_WALK);
    me->UpdateSpeed(MOVE_FLIGHT);

}
Exemple #16
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (me->getVictim() && me->getVictim()->isAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->getVictim())))
                DoMeleeAttackIfReady();
        }
        else
            DoMeleeAttackIfReady();
    }
    else
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();

    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // check spell cooldown
                    if (me->HasSpellCooldown(spellInfo->Id))
                        continue;

                    // Check if we're in combat or commanded to attack
                    if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->getVictim()))
                    targetSpellStore.push_back(std::make_pair(me->getVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Exemple #17
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->IsAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->GetVictim() can't be used for check in case stop fighting, me->GetVictim() clear at Unit death etc.
    if (me->GetVictim())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->GetVictim()->HasCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            TC_LOG_DEBUG("misc", "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        if (owner && !owner->IsInCombat())
            owner->SetInCombatWith(me->GetVictim());

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        // Only aggressive pets do target search every update.
        // Defensive pets do target search only in these cases:
        //  * Owner attacks something - handled by OwnerAttacked()
        //  * Owner receives damage - handled by OwnerDamagedBy()
        //  * Pet is in combat and current target dies - handled by KilledUnit()
        if (me->HasReactState(REACT_AGGRESSIVE))
        {
            Unit* nextTarget = SelectNextTarget();

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(me, spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // check spell cooldown
                    if (me->HasSpellCooldown(spellInfo->Id))
                        continue;

                    // Check if we're in combat or commanded to attack
                    if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                bool spellUsed = false;
                spell->LoadScripts();

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->GetVictim() && CanAttack(me->GetVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->GetVictim()))
                    targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }

    // Update speed as needed to prevent dropping too far behind and despawning
    // This not need to call every update.
    //me->UpdateSpeed(MOVE_RUN, true);
    //me->UpdateSpeed(MOVE_WALK, true);
    //me->UpdateSpeed(MOVE_FLIGHT, true);
}
Exemple #18
0
void Item::ApplyEnchantmentBonus(uint32 Slot, bool Apply)
{
    if (m_owner == NULL)
        return;

    EnchantmentMap::iterator itr = Enchantments.find(Slot);
    if (itr == Enchantments.end())
        return;

    EnchantEntry* Entry = itr->second.Enchantment;
    uint32 RandomSuffixAmount = itr->second.RandomSuffix;

    if (itr->second.BonusApplied == Apply)
        return;

    itr->second.BonusApplied = Apply;

    if (Apply)
    {
        // Send the enchantment time update packet.
        SendEnchantTimeUpdate(itr->second.Slot, itr->second.Duration);
    }

    // Apply the visual on the player.
    uint32 ItemSlot = m_owner->GetItemInterface()->GetInventorySlotByGuid(GetGUID()) * PLAYER_VISIBLE_ITEM_LENGTH;   //VLack: for 3.1.1 "* 18" is a bad idea, now it's "* 2"; but this could have been calculated based on UpdateFields.h! This is PLAYER_VISIBLE_ITEM_LENGTH
    uint32 VisibleBase = PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + ItemSlot;
    if (VisibleBase <= PLAYER_VISIBLE_ITEM_19_ENCHANTMENT)
        m_owner->SetUInt32Value(VisibleBase, Apply ? Entry->Id : 0);   //On 3.1 we can't add a Slot to the base now, as we no longer have multiple fields for storing them. This in some cases will try to write for example 3 visuals into one place, but now every item has only one field for this, and as we can't choose which visual to have, we'll accept the last one.
    else
        LOG_ERROR("Item::ApplyEnchantmentBonus visual out of range! Tried to address UInt32 field %i !!!", VisibleBase);

    // Another one of those for loop that where not indented properly god knows what will break
    // but i made it actually affect the code below it
    for (uint32 c = 0; c < 3; c++)
    {
        if (Entry->type[c])
        {
            // Depending on the enchantment type, take the appropriate course of action.
            switch (Entry->type[c])
            {
            case 1:         // Trigger spell on melee attack.
            {
                if (Apply)
                {
                    if (Entry->spell[c] != 0)
                        m_owner->AddProcTriggerSpell(Entry->spell[c], 0, m_owner->GetGUID(), Entry->min[c], PROC_ON_MELEE_ATTACK, 0, NULL, NULL, this);
                }
                else
                {
                    m_owner->RemoveProcTriggerSpell(Entry->spell[c], m_owner->GetGUID(), GetGUID());
                }
            }
                break;

            case 2:         // Mod damage done.
            {
                int32 val = Entry->min[c];
                if (RandomSuffixAmount)
                    val = RANDOM_SUFFIX_MAGIC_CALCULATION(RandomSuffixAmount, GetItemRandomSuffixFactor());

                if (Apply)
                    m_owner->ModPosDamageDoneMod(SCHOOL_NORMAL, val);
                else
                    m_owner->ModPosDamageDoneMod(SCHOOL_NORMAL, -val);
                m_owner->CalcDamage();
            }
                break;

            case 3:         // Cast spell (usually means apply aura)
            {
                if (Apply)
                {
                    SpellCastTargets targets(m_owner->GetGUID());
                    SpellEntry* sp;
                    Spell* spell;

                    if (Entry->spell[c] != 0)
                    {
                        sp = dbcSpell.LookupEntryForced(Entry->spell[c]);
                        if (sp == NULL)
                            continue;

                        spell = sSpellFactoryMgr.NewSpell(m_owner, sp, true, 0);
                        spell->i_caster = this;
                        spell->prepare(&targets);
                    }
                }
                else
                {
                    if (Entry->spell[c] != 0)
                        m_owner->RemoveAuraByItemGUID(Entry->spell[c], GetGUID());
                }
            }
                break;

            case 4:         // Modify physical resistance
            {
                int32 val = Entry->min[c];
                if (RandomSuffixAmount)
                    val = RANDOM_SUFFIX_MAGIC_CALCULATION(RandomSuffixAmount, GetItemRandomSuffixFactor());

                if (Apply)
                {
                    m_owner->FlatResistanceModifierPos[Entry->spell[c]] += val;
                }
                else
                {
                    m_owner->FlatResistanceModifierPos[Entry->spell[c]] -= val;
                }
                m_owner->CalcResistance(Entry->spell[c]);
            }
                break;

            case 5:     //Modify rating ...order is PLAYER_FIELD_COMBAT_RATING_1 and above
            {
                //spellid is enum ITEM_STAT_TYPE
                //min=max is amount
                int32 val = Entry->min[c];
                if (RandomSuffixAmount)
                    val = RANDOM_SUFFIX_MAGIC_CALCULATION(RandomSuffixAmount, GetItemRandomSuffixFactor());

                m_owner->ModifyBonuses(Entry->spell[c], val, Apply);
                m_owner->UpdateStats();
            }
                break;

            case 6:     // Rockbiter weapon (increase damage per second... how the hell do you calc that)
            {
                if (Apply)
                {
                    //m_owner->ModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, Entry->min[c]);
                    //if I'm not wrong then we should apply DMPS formula for this. This will have somewhat a larger value 28->34
                    int32 val = Entry->min[c];
                    if (RandomSuffixAmount)
                        val = RANDOM_SUFFIX_MAGIC_CALCULATION(RandomSuffixAmount, GetItemRandomSuffixFactor());

                    int32 value = GetProto()->Delay * val / 1000;
                    m_owner->ModPosDamageDoneMod(SCHOOL_NORMAL, value);
                }
                else
                {
                    int32 val = Entry->min[c];
                    if (RandomSuffixAmount)
                        val = RANDOM_SUFFIX_MAGIC_CALCULATION(RandomSuffixAmount, GetItemRandomSuffixFactor());

                    int32 value = -(int32)(GetProto()->Delay * val / 1000);
                    m_owner->ModPosDamageDoneMod(SCHOOL_NORMAL, value);
                }
                m_owner->CalcDamage();
            }
                break;

            case 7:
            {
                if (Apply)
                {
                    for (uint32 i = 0; i < 3; ++i)
                        OnUseSpellIDs[i] = Entry->spell[i];
                }
                else
                {
                    for (uint32 i = 0; i < 3; ++i)
                        OnUseSpellIDs[i] = 0;
                }
                break;
            }

            case 8:
            {
                // Adding a prismatic socket to belt, hands, etc is type 8, it has no bonus to apply HERE
                break;
            }

            default:
            {
                LOG_ERROR("Unknown enchantment type: %u (%u)", Entry->type[c], Entry->Id);
            }
                break;
            }
        }
    }
}
Exemple #19
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (inCombat && (!m_creature->getVictim() || (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)))
        _stopAttack();

    // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
    if (m_creature->getVictim())
    {
        if (_needToStop())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }
        else if (m_creature->IsStopped() || m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
        {
            // required to be stopped cases
            if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
                    m_creature->InterruptNonMeleeSpells(false);
                else
                    return;
            }
            // not required to be stopped case
            else if (m_creature->isAttackReady() && m_creature->canReachWithAttack(m_creature->getVictim()))
            {
                m_creature->AttackerStateUpdate(m_creature->getVictim());

                m_creature->resetAttackTimer();

                if (!m_creature->getVictim())
                    return;

                //if pet misses its target, it will also be the first in threat list
                m_creature->getVictim()->AddThreat(m_creature);

                if( _needToStop() )
                    _stopAttack();
            }
        }
    }
    else if (owner && m_creature->GetCharmInfo())
    {
        if (owner->isInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
        {
            AttackStart(owner->getAttackerForHelper());
        }
        else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
        {
            if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) )
            {
                m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
            }
        }
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!m_creature->IsNonMeleeSpellCasted(false) && !m_creature->GetObjectGuid().IsVehicle())
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // ignore some combinations of combat state and combat/noncombat spells
            if (!inCombat)
            {
                // ignore attacking spells, and allow only self/around spells
                if (!IsPositiveSpell(spellInfo->Id))
                    continue;

                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (!IsNonCombatSpell(spellInfo))
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = GetSpellDuration(spellInfo);
                    if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = GetSpellRecoveryTime(spellInfo);
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }
            }
            else
            {
                // just ignore non-combat spells
                if (IsNonCombatSpell(spellInfo))
                    continue;
            }

            Spell *spell = new Spell(m_creature, spellInfo, false);

            if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
            {
                targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
                continue;
            }
            else
            {
                bool spellUsed = false;
                for(std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar);

                    //only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if(!Target)
                        continue;

                    if(spell->CanAutoCast(Target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell));
                        spellUsed = true;
                        break;
                    }
                }
                if (!spellUsed)
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget( target );

            if (!m_creature->HasInArc(M_PI_F, target))
            {
                m_creature->SetInFront(target);
                if (target->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)target);

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer( (Player*)owner );
            }

            m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for(TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
void WorldSession::HandleCastSpellOpcode(WorldPackets::Spells::CastSpell& cast)
{
    // ignore for remote control state (for player case)
    Unit* mover = _player->m_mover;
    if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
        return;

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(cast.Cast.SpellID);
    if (!spellInfo)
    {
        TC_LOG_ERROR("network", "WORLD: unknown spell id %u", cast.Cast.SpellID);
        return;
    }

    if (spellInfo->IsPassive())
        return;

    Unit* caster = mover;
    if (caster->GetTypeId() == TYPEID_UNIT && !caster->ToCreature()->HasSpell(spellInfo->Id))
    {
        // If the vehicle creature does not have the spell but it allows the passenger to cast own spells
        // change caster to player and let him cast
        if (!_player->IsOnVehicle(caster) || spellInfo->CheckVehicle(_player) != SPELL_CAST_OK)
            return;

        caster = _player;
    }

    // check known spell or raid marker spell (which not requires player to know it)
    if (caster->GetTypeId() == TYPEID_PLAYER && !caster->ToPlayer()->HasActiveSpell(spellInfo->Id) && !spellInfo->HasEffect(SPELL_EFFECT_CHANGE_RAID_MARKER))
        return;

    // Check possible spell cast overrides
    spellInfo = caster->GetCastSpellInfo(spellInfo);

    // Client is resending autoshot cast opcode when other spell is cast during shoot rotation
    // Skip it to prevent "interrupt" message
    if (spellInfo->IsAutoRepeatRangedSpell() && caster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)
        && caster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_spellInfo == spellInfo)
        return;

    // can't use our own spells when we're in possession of another unit,
    if (_player->isPossessing())
        return;

    // client provided targets
    SpellCastTargets targets(caster, cast.Cast);

    // auto-selection buff level base at target level (in spellInfo)
    if (targets.GetUnitTarget())
    {
        SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(targets.GetUnitTarget()->getLevel());

        // if rank not found then function return NULL but in explicit cast case original spell can be cast and later failed with appropriate error message
        if (actualSpellInfo)
            spellInfo = actualSpellInfo;
    }

    Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE, ObjectGuid::Empty, false);
    spell->m_cast_count = cast.Cast.CastID;                         // set count of casts
    spell->m_misc.Raw.Data[0] = cast.Cast.Misc[0];
    spell->m_misc.Raw.Data[1] = cast.Cast.Misc[1];
    spell->prepare(&targets);
}
Exemple #21
0
void Spells::loadSpells(const QString& spellsFileName)
{
    // unload any previously loaded spells
    unloadSpells();

    // create a QFile on the past in spell file
    QFile spellsFile(spellsFileName);

    // open the spell file if possible
    if (spellsFile.open(IO_ReadOnly))
    {
        // QPtrQueue to temporarily store our Spells until we know the maxSpell
        QPtrQueue<Spell> spellQueue;
        spellQueue.setAutoDelete(false);

        // allocate memory in a QCString to hold the entire file contents
        QCString textData(spellsFile.size() + 1);

        // read the file as one big chunk
        spellsFile.readBlock(textData.data(), textData.size());

        // construct a regex to deal with either style line termination
        QRegExp lineTerm("[\r\n]{1,2}");

        uint16_t unicodeIndicator = *(uint16_t*)textData.data();
        QString text;

        if ((unicodeIndicator != 0xfffe) && (unicodeIndicator != 0xfeff))
            text = textData;
        else
        {
#if (QT_VERSION > 0x030100)
            text = QString::fromUcs2((uint16_t*)textData.data());
#else
            if (sizeof(QChar) == 2)
                text.setUnicode(QChar*(textData.data()), textData.size() / 2);
            else
            {
                seqWarn("Spells::loadSpells(): Upgrade your version of Qt to at least 3.1 to properly handle UTF-16 encoded files!");
                text = textData;
            }
#endif
        }

        // split the file into at the line termination
        QStringList lines = QStringList::split(lineTerm,
                                               text, false);

        Spell* newSpell;

        // iterate over the lines and process the spell entries therein.
        for (QStringList::Iterator it = lines.begin(); it != lines.end(); ++it)
        {
            newSpell = new Spell(*it);

            // calculate the maximum spell ID
            if (newSpell->spell() > m_maxSpell)
                m_maxSpell = newSpell->spell();

            // enqueue the new spell entry for later insertion
            spellQueue.enqueue(newSpell);
        }

        seqInfo("Loaded %d spells from '%s' maxSpell=%#.04x",
                spellQueue.count(), spellsFileName.latin1(), m_maxSpell);

        // allocate the spell array
        // Notes:  Yeah, it is slightly sparse, but as of this writing there are
        // only 126 empty entries, so allocating this way for fastest access
        m_spells = new Spell*[m_maxSpell + 1];

        memset((void*)m_spells, 0, sizeof(Spell*) * (m_maxSpell+1));

        // iterate over the queue, removing spells from it and inserting them into
        // the spells table
        while (!spellQueue.isEmpty())
        {
            // remove from queue
            newSpell = spellQueue.dequeue();

            // insert into table
            m_spells[newSpell->spell()] = newSpell;
        }
    }
    else
        seqWarn("Spells::Spells(): Failed to open: '%s'",
                spellsFileName.latin1());
}
Exemple #22
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL");

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

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

    TC_LOG_DEBUG(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()))
    {
        TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s (GUID: %u).", uint32(GUID_LOPART(guid)), GetPlayer()->GetName().c_str(), GUID_LOPART(GetPlayer()->GetGUID()));
        return;
    }

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "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);

    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;

    SpellCastResult result = spell->CheckPetCast(NULL);

    if (result == SPELL_CAST_OK)
    {
        if (Creature* creature = caster->ToCreature())
        {
            creature->AddCreatureSpellCooldown(spellId);
            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
    {
        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);
        }

        spell->finish(false);
        delete spell;
    }
}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId, glyphIndex;
    uint8  cast_count, cast_flags;
    recvPacket >> cast_count;
    recvPacket >> spellId >> glyphIndex;
    recvPacket >> cast_flags;                           // flags (if 0x02 - some additional data are received)

    // ignore for remote control state (for player case)
    Unit* mover = _player->GetMover();
    if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    DEBUG_LOG("WORLD: got cast spell packet, spellId - %u, cast_count: %u, cast_flags %u, data length = " SIZEFMTD,
              spellId, cast_count, cast_flags, recvPacket.size());

    SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
    if (!spellInfo)
    {
        sLog.outError("WORLD: unknown spell id %u", spellId);
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    Aura* triggeredByAura = mover->GetTriggeredByClientAura(spellId);

    if (mover->GetTypeId() == TYPEID_PLAYER)
    {
        // not have spell in spellbook or spell passive and not casted by client

        if ((!((Player*)mover)->HasActiveSpell(spellId) && !triggeredByAura) || IsPassiveSpell(spellInfo))
        {
            sLog.outError("World: %s casts spell %u which he shouldn't have", mover->GetGuidStr().c_str(), spellId);
            // cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());             // prevent spam at ignore packet
            return;
        }
    }
    else
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (!((Creature*)mover)->HasSpell(spellId) || IsPassiveSpell(spellInfo))
        {
            // cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());             // prevent spam at ignore packet
            return;
        }
    }

    Unit::AuraList swaps = mover->GetAurasByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS);
    Unit::AuraList const& swaps2 = mover->GetAurasByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_2);
    if (!swaps2.empty())
        swaps.insert(swaps.end(), swaps2.begin(), swaps2.end());

    for (Unit::AuraList::const_iterator itr = swaps.begin(); itr != swaps.end(); ++itr)
    {
        if ((*itr)->isAffectedOnSpell(spellInfo))
        {
            if (SpellEntry const* newInfo = sSpellStore.LookupEntry((*itr)->GetModifier()->m_amount))
            {
                spellInfo = newInfo;
                spellId = newInfo->Id;
            }
            break;
        }
    }

    // client provided targets
    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(mover);

    targets.ReadAdditionalData(recvPacket, cast_flags);

    // auto-selection buff level base at target level (in spellInfo)
    if (Unit* target = targets.getUnitTarget())
    {
        // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message
        if (SpellEntry const* actualSpellInfo = sSpellMgr.SelectAuraRankForLevel(spellInfo, target->getLevel()))
            spellInfo = actualSpellInfo;
    }

    Spell* spell = new Spell(mover, spellInfo, triggeredByAura ? true : false, mover->GetObjectGuid(), triggeredByAura ? triggeredByAura->GetSpellProto() : NULL);
    spell->m_cast_count = cast_count;                       // set count of casts
    spell->m_glyphIndex = glyphIndex;
    spell->prepare(&targets, triggeredByAura);
}
Exemple #24
0
void WorldSession::HandleUseItemOpcode(WorldPacket & recvPacket)
{
	CHECK_INWORLD_RETURN

	typedef std::list<Aura*> AuraList;

	Player* p_User = GetPlayer();
	LOG_DETAIL("WORLD: got use Item packet, data length = %i", recvPacket.size());
	int8 tmp1, slot;
	uint8 unk; //Alice : added in 3.0.2
	uint64 item_guid;
	uint8 cn;
	uint32 spellId = 0;
	uint32 glyphIndex;
	bool found = false;

	recvPacket >> tmp1;
	recvPacket >> slot;
	recvPacket >> cn;
	recvPacket >> spellId;
	recvPacket >> item_guid;
	recvPacket >> glyphIndex;
	recvPacket >> unk;

	Item* tmpItem = NULL;
	tmpItem = p_User->GetItemInterface()->GetInventoryItem(tmp1, slot);
	if(!tmpItem)
		tmpItem = p_User->GetItemInterface()->GetInventoryItem(slot);
	if(!tmpItem)
		return;
	ItemPrototype* itemProto = tmpItem->GetProto();

	// only some consumable items can be used in arenas
	if( ( itemProto->Class == ITEM_CLASS_CONSUMABLE ) &&
		!itemProto->HasFlag( ITEM_FLAG_USEABLE_IN_ARENA ) &&
		( GetPlayer()->m_bg != NULL ) &&
		IS_ARENA( GetPlayer()->m_bg->GetType() ) )
	{
		GetPlayer()->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_NOT_DURING_ARENA_MATCH);
		return;
	}

	if(tmpItem->IsSoulbound())     // SouldBind item will be used after SouldBind()
	{
		if(sScriptMgr.CallScriptedItem(tmpItem, _player))
			return;
	}

	if(_player->getDeathState() == CORPSE)
		return;

	if(itemProto->Bonding == ITEM_BIND_ON_USE)
		tmpItem->SoulBind();

	if(sScriptMgr.CallScriptedItem(tmpItem, _player))
		return;

	if(itemProto->InventoryType != 0 && !_player->GetItemInterface()->IsEquipped(itemProto->ItemId))  //Equipable items cannot be used before they're equipped. Prevents exploits
		return;//Prevents exploits such as keeping an on-use trinket in your bag and using WPE to use it from your bag in mid-combat.

	if(itemProto->QuestId)
	{
		// Item Starter
		Quest* qst = QuestStorage.LookupEntry(itemProto->QuestId);
		if(!qst)
			return;

		WorldPacket data;
		sQuestMgr.BuildQuestDetails(&data, qst, tmpItem, 0, language, _player);
		SendPacket(&data);
	}

	// Let's check if the item even has that spell
	for(int i = 0; i < 5; ++i)
	{
		if(itemProto->Spells[i].Trigger == USE && itemProto->Spells[i].Id == spellId)
		{
			found = true;
			break;//found 1 already
		}
	}

	// Let's see if it is an onuse spellid
	if(tmpItem->HasOnUseSpellID(spellId))
		found = true;

	// We didn't find the spell, so the player is probably trying to cheat
	// with an edited itemcache.wdb
	//
	// Altough this could also happen after a DB update
	// if he/she didn't delete his/her cache.
	if(found == false)
	{

		this->Disconnect();
		Anticheat_Log->writefromsession(this, "Player tried to use an item with a spell that didn't match the spell in the database.");
		Anticheat_Log->writefromsession(this, "Possibly corrupted or intentionally altered itemcache.wdb");
		Anticheat_Log->writefromsession(this, "Itemid: %lu", itemProto->ItemId);
		Anticheat_Log->writefromsession(this, "Spellid: %lu", spellId);
		Anticheat_Log->writefromsession(this, "Player was disconnected");

		return;
	}

	SpellCastTargets targets(recvPacket, _player->GetGUID());

	SpellEntry* spellInfo = dbcSpell.LookupEntryForced(spellId);
	if(spellInfo == NULL)
	{
		LOG_DETAIL("ERROR: WORLD: unknown spell id %i", spellId);
		return;
	}

	if(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_ON_STAND_UP)
	{
		if(p_User->CombatStatus.IsInCombat() || p_User->IsMounted())
		{
			_player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_CANT_DO_IN_COMBAT);
			return;
		}

		if(p_User->GetStandState() != 1)
			p_User->SetStandState(STANDSTATE_SIT);
		// loop through the auras and removing existing eating spells
	}
	else   // cebernic: why not stand up
	{
		if(!p_User->CombatStatus.IsInCombat() && !p_User->IsMounted())
		{
			if(p_User->GetStandState())
			{
				p_User->SetStandState(STANDSTATE_STAND);
			}
		}
	}

	// cebernic: remove stealth on using item
	if(!(spellInfo->AuraInterruptFlags & ATTRIBUTESEX_NOT_BREAK_STEALTH))
	{
		if(p_User->IsStealth())
			p_User->RemoveAllAuraType(SPELL_AURA_MOD_STEALTH);
	}

	if(itemProto->RequiredLevel)
	{
		if(_player->getLevel() < itemProto->RequiredLevel)
		{
			_player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH);
			return;
		}
	}

	if(itemProto->RequiredSkill)
	{
		if(!_player->_HasSkillLine(itemProto->RequiredSkill))
		{
			_player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH);
			return;
		}

		if(itemProto->RequiredSkillRank)
		{
			if(_player->_GetSkillLineCurrent(itemProto->RequiredSkill, false) < itemProto->RequiredSkillRank)
			{
				_player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH);
				return;
			}
		}
	}

	if((itemProto->AllowableClass && !(_player->getClassMask() & itemProto->AllowableClass)) || (itemProto->AllowableRace && !(_player->getRaceMask() & itemProto->AllowableRace)))
	{
		_player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_YOU_CAN_NEVER_USE_THAT_ITEM);
		return;
	}

	if(!_player->Cooldown_CanCast(spellInfo))
	{
		_player->SendCastResult(spellInfo->Id, SPELL_FAILED_NOT_READY, cn, 0);
		return;
	}


	if(_player->m_currentSpell)
	{
		_player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0);
		return;
	}

	if(itemProto->ForcedPetId >= 0)
	{
		if(itemProto->ForcedPetId == 0)
		{
			if(_player->GetGUID() != targets.m_unitTarget)
			{
				_player->SendCastResult(spellInfo->Id, SPELL_FAILED_BAD_TARGETS, cn, 0);
				return;
			}
		}
		else
		{

			if(!_player->GetSummon() || _player->GetSummon()->GetEntry() != (uint32)itemProto->ForcedPetId)
			{
				_player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0);
				return;
			}
		}
	}

	Spell* spell = sSpellFactoryMgr.NewSpell(_player, spellInfo, false, NULL);
	spell->extra_cast_number = cn;
	spell->i_caster = tmpItem;
	spell->m_glyphslot = glyphIndex;

	//GetPlayer()->setCurrentSpell(spell);
	spell->prepare(&targets);

#ifdef ENABLE_ACHIEVEMENTS
	_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, itemProto->ItemId, 0, 0);
#endif

}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    recvPacket >> spellId;

    // ignore for remote control state (for player case)
    Unit* mover = _player->GetMover();
    if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    DEBUG_LOG("WORLD: got cast spell packet, spellId - %u, data length = " SIZEFMTD,
              spellId, recvPacket.size());

    SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);

    if (!spellInfo)
    {
        sLog.outError("WORLD: unknown spell id %u", spellId);
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at ignore packet
        return;
    }

    if (mover->GetTypeId() == TYPEID_PLAYER)
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (!((Player*)mover)->HasActiveSpell(spellId) || IsPassiveSpell(spellInfo))
        {
            sLog.outError("World: Player %u casts spell %u which he shouldn't have", mover->GetGUIDLow(), spellId);
            // cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());             // prevent spam at ignore packet
            return;
        }
    }
    else
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (!((Creature*)mover)->HasSpell(spellId) || IsPassiveSpell(spellInfo))
        {
            // cheater? kick? ban?
            recvPacket.rpos(recvPacket.wpos());             // prevent spam at ignore packet
            return;
        }
    }

    // client provided targets
    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(_player);

    // auto-selection buff level base at target level (in spellInfo)
    if (Unit* target = targets.getUnitTarget())
    {
        // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message
        if (SpellEntry const* actualSpellInfo = sSpellMgr.SelectAuraRankForLevel(spellInfo, target->getLevel()))
            spellInfo = actualSpellInfo;
    }

    Spell* spell = new Spell(_player, spellInfo, false);
    spell->prepare(&targets);
}
Exemple #26
0
void WorldSession::HandleSpellClick(WorldPacket & recvPacket)
{
	CHECK_INWORLD_RETURN

	LOG_DETAIL("WORLD: got CMSG_SPELLCLICK packet, data length = %i", recvPacket.size());

	if(_player->getDeathState() == CORPSE)
		return;

	uint64 target_guid; // this will store the guid of the object we are going to use it's spell. There must be a dbc that indicates what spells a unit has

	recvPacket >> target_guid;

	//we have only 1 example atm for entry : 28605
	Unit* target_unit = _player->GetMapMgr()->GetUnit(target_guid);

	if(!target_unit)
		return;

	if( !_player->isInRange( target_unit, MAX_INTERACTION_RANGE ) )
		return;

	if( target_unit->IsVehicle() ){
		if( target_unit->GetVehicleComponent() != NULL )
			target_unit->GetVehicleComponent()->AddPassenger( _player );
		return;
	}

	uint32 creature_id = target_unit->GetEntry();
	uint32 cast_spell_id = 0;

	if(!_player->HasAurasWithNameHash(SPELL_HASH_LIGHTWELL_RENEW) && target_unit->RemoveAura(59907))
	{
		SpellClickSpell *sp = SpellClickSpellStorage.LookupEntry( creature_id );
		if( sp == NULL ){
			if( target_unit->IsCreature() ){
				Creature *c = TO< Creature* >( target_unit );
				
				sChatHandler.BlueSystemMessage( this, "NPC Id %u ( %s ) has no spellclick spell associated with it.", c->GetProto()->Id, c->GetCreatureInfo()->Name  );
				LOG_DETAIL("ERROR: Spellclick packet received for creature %u but there is no spell associated with it.", creature_id );
				return;
			}
		}

		cast_spell_id = sp->SpellID;

		target_unit->CastSpell(_player, cast_spell_id, true);

		if(!target_unit->HasAura(59907))
			TO_CREATURE(target_unit)->Despawn(0, 0); //IsCreature() check is not needed, refer to r2387 and r3230

		return;
	}
	
	SpellClickSpell *sp = SpellClickSpellStorage.LookupEntry( creature_id );
	if( sp == NULL ){
		if( target_unit->IsCreature() ){
			Creature *c = TO< Creature* >( target_unit );

			sChatHandler.BlueSystemMessage( this, "NPC Id %u ( %s ) has no spellclick spell associated with it.", c->GetProto()->Id, c->GetCreatureInfo()->Name  );
			LOG_DETAIL("ERROR: Spellclick packet received for creature %u but there is no spell associated with it.", creature_id );
			return;
		}
	}

	cast_spell_id = sp->SpellID;

	if(cast_spell_id == 0)
		return;

	SpellEntry* spellInfo = dbcSpell.LookupEntryForced(cast_spell_id);
	if(spellInfo == NULL)
		return;
	Spell* spell = sSpellFactoryMgr.NewSpell(_player, spellInfo, false, NULL);
	SpellCastTargets targets(target_guid);
	spell->prepare(&targets);
}
Exemple #27
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);

    if (!_player->GetPet() && !_player->GetCharm())
        return;

    if (GUID_HIPART(guid) == HIGHGUID_PLAYER)
        return;

    Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player,guid);

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

    if (pet->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 (!pet->HasSpell(spellid) || IsPassiveSpell(spellid))
        return;

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

    pet->clearUnitState(UNIT_STAT_FOLLOW);

    Spell *spell = new Spell(pet, 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)
    {
        pet->AddCreatureSpellCooldown(spellid);
        if (pet->isPet())
        {
            //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*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
            else
                pet->SendPetAIReaction(guid);
        }

        spell->prepare(&(spell->m_targets));
    }
    else
    {
        pet->SendPetCastFail(spellid, result);
        if (!pet->HasSpellCooldown(spellid))
            GetPlayer()->SendClearCooldown(spellid, pet);

        spell->finish(false);
        delete spell;
    }
}
Exemple #28
0
void WorldSession::HandleCastSpellOpcode(WorldPacket & recvPacket)
{
	CHECK_INWORLD_RETURN

	uint32 spellId;
	uint8 cn, unk; //Alice : Added to 3.0.2

	recvPacket >> cn >> spellId  >> unk;
	// check for spell id
	SpellEntry* spellInfo = dbcSpell.LookupEntryForced(spellId);

	if(!spellInfo)
	{
		LOG_DETAIL("ERROR: WORLD: unknown spell id %i", spellId);
		return;
	}

	if(!_player->isAlive() && _player->GetShapeShift() != FORM_SPIRITOFREDEMPTION && !(spellInfo->Attributes & ATTRIBUTES_DEAD_CASTABLE)) //They're dead, not in spirit of redemption and the spell can't be cast while dead.
		return;

	LOG_DETAIL("WORLD: got cast spell packet, spellId - %i (%s), data length = %i",
	           spellId, spellInfo->Name, recvPacket.size());

	// Cheat Detection only if player and not from an item
	// this could f**k up things but meh it's needed ALOT of the newbs are using WPE now
	// WPE allows them to mod the outgoing packet and basically choose what ever spell they want :(

	if(!GetPlayer()->HasSpell(spellId))
	{
		sCheatLog.writefromsession(this, "Cast spell %lu but doesn't have that spell.", spellId);
		LOG_DETAIL("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName());
		return;
	}
	if(spellInfo->Attributes & ATTRIBUTES_PASSIVE)
	{
		sCheatLog.writefromsession(this, "Cast passive spell %lu.", spellId);
		LOG_DETAIL("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName());
		return;
	}

	if(GetPlayer()->GetOnMeleeSpell() != spellId)
	{
		//autoshot 75
		if((spellInfo->AttributesExB & ATTRIBUTESEXB_ACTIVATE_AUTO_SHOT) /*spellInfo->Attributes == 327698*/)	// auto shot..
		{
			//sLog.outString( "HandleSpellCast: Auto Shot-type spell cast (id %u, name %s)" , spellInfo->Id , spellInfo->Name );
			Item* weapon = GetPlayer()->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_RANGED);
			if(!weapon)
				return;
			uint32 spellid;
			switch(weapon->GetProto()->SubClass)
			{
				case 2:			 // bows
				case 3:			 // guns
				case 18:		 // crossbow
					spellid = SPELL_RANGED_GENERAL;
					break;
				case 16:			// thrown
					spellid = SPELL_RANGED_THROW;
					break;
				case 19:			// wands
					spellid = SPELL_RANGED_WAND;
					break;
				default:
					spellid = 0;
					break;
			}

			if(!spellid)
				spellid = spellInfo->Id;

			if(!_player->m_onAutoShot)
			{
				_player->m_AutoShotTarget = _player->GetSelection();
				uint32 duration = _player->GetBaseAttackTime(RANGED);
				SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID());
				if(!targets.m_unitTarget)
				{
					LOG_DEBUG("Cancelling auto-shot cast because targets.m_unitTarget is null!");
					return;
				}
				SpellEntry* sp = dbcSpell.LookupEntry(spellid);

				_player->m_AutoShotSpell = sp;
				_player->m_AutoShotDuration = duration;
				//This will fix fast clicks
				if(_player->m_AutoShotAttackTimer < 500)
					_player->m_AutoShotAttackTimer = 500;
				_player->m_onAutoShot = true;
			}

			return;
		}

		if(_player->m_currentSpell)
		{
			if(_player->m_currentSpell->getState() == SPELL_STATE_CASTING)
			{
				// cancel the existing channel spell, cast this one
				_player->m_currentSpell->cancel();
			}
			else
			{
				// send the error message
				_player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0);
				return;
			}
		}

		SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID());

		// some anticheat stuff
		if(spellInfo->self_cast_only)
		{
			if(targets.m_unitTarget && targets.m_unitTarget != _player->GetGUID())
			{
				// send the error message
				_player->SendCastResult(spellInfo->Id, SPELL_FAILED_BAD_TARGETS, cn, 0);
				return;
			}
		}

		Spell* spell = sSpellFactoryMgr.NewSpell(GetPlayer(), spellInfo, false, NULL);
		spell->extra_cast_number = cn;
		spell->prepare(&targets);
	}
}
Exemple #29
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    sLog->outDetail("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());
        return;
    }

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

    if (spellInfo->StartRecoveryCategory > 0) // Check if spell is affected by GCD
        if (caster->GetTypeId() == TYPEID_UNIT && caster->GetCharmInfo() && caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
        {
            caster->SendPetCastFail(spellId, SPELL_FAILED_NOT_READY);
            return;
        }

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

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

    caster->ClearUnitState(UNIT_STAT_FOLLOW);

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

    // TODO: need to check victim?
    SpellCastResult result;
    if (caster->m_movedPlayer)
        result = spell->CheckPetCast(caster->m_movedPlayer->GetSelectedUnit());
    else
        result = spell->CheckPetCast(NULL);
    if (result == SPELL_CAST_OK)
    {
        if (caster->GetTypeId() == TYPEID_UNIT)
        {
            Creature* pet = caster->ToCreature();
            pet->AddCreatureSpellCooldown(spellId);
            if (pet->isPet())
            {
                Pet* p = (Pet*)pet;
                // 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 (!caster->ToPlayer()->HasSpellCooldown(spellId))
                GetPlayer()->SendClearCooldown(spellId, caster);
        }
        else
        {
            if (!caster->ToCreature()->HasSpellCooldown(spellId))
                GetPlayer()->SendClearCooldown(spellId, caster);
        }

        spell->finish(false);
        delete spell;
    }
}
Exemple #30
0
void WorldSession::HandlePetAction(WorldPacket & recv_data)
{
    uint64 guid1;
    uint16 spellid;
    uint16 flag;
    uint64 guid2;
    recv_data >> guid1;                                     //pet guid
    recv_data >> spellid;
    recv_data >> flag;                                      //delete = 0x0700 CastSpell = C100
    recv_data >> guid2;                                     //tag guid

    // used also for charmed creature
    Unit* pet= ObjectAccessor::GetUnit(*_player, guid1);
    sLog.outDetail("HandlePetAction.Pet %u flag is %u, spellid is %u, target %u.", uint32(GUID_LOPART(guid1)), flag, spellid, uint32(GUID_LOPART(guid2)));
    if (!pet)
    {
        sLog.outError("Pet %u not exist.", uint32(GUID_LOPART(guid1)));
        return;
    }

    if (pet != GetPlayer()->GetPet() && pet != GetPlayer()->GetCharm())
    {
        sLog.outError("HandlePetAction.Pet %u isn't pet of player %s.", uint32(GUID_LOPART(guid1)), GetPlayer()->GetName());
        return;
    }

    if (!pet->isAlive())
        return;

    if (pet->GetTypeId() == TYPEID_PLAYER && !(flag == ACT_COMMAND && spellid == COMMAND_ATTACK))
        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:                                   //0x0700
            // Possessed or shared vision pets are only able to attack
            //if ((pet->isPossessed() || pet->HasAuraType(SPELL_AURA_BIND_SIGHT)) && spellid != COMMAND_ATTACK)
            //    return;

            switch(spellid)
            {
                case COMMAND_STAY:                          //flat=1792  //STAY
                    pet->AttackStop();
                    pet->InterruptNonMeleeSpells(false);
                    pet->GetMotionMaster()->MoveIdle();
                    charmInfo->SetCommandState(COMMAND_STAY);

                    charmInfo->SetIsCommandAttack(false);
                    charmInfo->SetIsAtStay(true);
                    charmInfo->SetIsFollowing(false);
                    charmInfo->SetIsReturning(false);
                    charmInfo->SaveStayPosition();
                    break;
                case COMMAND_FOLLOW:                        //spellid=1792  //FOLLOW
                    pet->AttackStop();
                    pet->InterruptNonMeleeSpells(false);
                    pet->GetMotionMaster()->MoveFollow(_player,PET_FOLLOW_DIST,pet->GetFollowAngle());
                    charmInfo->SetCommandState(COMMAND_FOLLOW);

                    charmInfo->SetIsCommandAttack(false);
                    charmInfo->SetIsAtStay(false);
                    charmInfo->SetIsReturning(true);
                    charmInfo->SetIsFollowing(false);
                    break;
                case COMMAND_ATTACK:                        //spellid=1792  //ATTACK
                {
                    // Can't attack if owner is pacified
                    if (_player->HasAuraType(SPELL_AURA_MOD_PACIFY))
                    {
                        //pet->SendPetCastFail(spellid, SPELL_FAILED_PACIFIED);
                        //TODO: Send proper error message to client
                        return;
                    }

                    // only place where pet can be player
                    Unit *TargetUnit = ObjectAccessor::GetUnit(*_player, guid2);
                    if (!TargetUnit)
                        return;

                    if (!pet->canAttack(TargetUnit))
                        return;

                    // Not let attack through obstructions
                    if (sWorld.getConfig(CONFIG_PET_LOS))
                    {

                      if (!pet->IsWithinLOSInMap(TargetUnit))
                        return;

                    }

                    pet->clearUnitState(UNIT_STAT_FOLLOW);
                    // This is true if pet has no target or has target but targets differs.
                    if (pet->getVictim() != TargetUnit || (pet->getVictim() == TargetUnit && !pet->GetCharmInfo()->IsCommandAttack()))
                    {
                        if (pet->getVictim())
                            pet->AttackStop();


                        if (pet->GetTypeId() != TYPEID_PLAYER && pet->ToCreature()->IsAIEnabled)
                        {
                            charmInfo->SetIsCommandAttack(true);
                            charmInfo->SetIsAtStay(false);
                            charmInfo->SetIsFollowing(false);
                            charmInfo->SetIsReturning(false);

                            pet->ToCreature()->AI()->AttackStart(TargetUnit);

                            //10% chance to play special pet attack talk, else growl
                            if (pet->ToCreature()->isPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && urand(0, 100) < 10)
                                pet->SendPetTalk((uint32)PET_TALK_ATTACK);
                            else
                            {
                                // 90% chance for pet and 100% chance for charmed creature
                                pet->SendPetAIReaction(guid1);
                            }
                        }
                        else                                // charmed player
                        {
                            if (pet->getVictim() && pet->getVictim() != TargetUnit)
                                pet->AttackStop();
                            charmInfo->SetIsCommandAttack(true);
                            charmInfo->SetIsAtStay(false);
                            charmInfo->SetIsFollowing(false);
                            charmInfo->SetIsReturning(false);

                            pet->Attack(TargetUnit,true);
                            pet->SendPetAIReaction(guid1);
                        }
                    }
                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                    if (pet->ToCreature()->isPet())
                    {
                        Pet* p = (Pet*)pet;
                        if (p->getPetType() == HUNTER_PET)
                            _player->RemovePet(p,PET_SAVE_AS_DELETED);
                        else
                            //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                            p->setDeathState(CORPSE);

                    }
                    else                                    // charmed or possessed
                        _player->Uncharm();
                    break;
                default:
                    sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", flag, spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x600
            switch(spellid)
            {
                case REACT_PASSIVE:                         //passive
                    pet->AttackStop();

                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->SetReactState(ReactStates(spellid));
                    break;
            }
            break;
        case ACT_DISABLED:                                  //0x8100    spell (disabled), ignore
        case ACT_CAST:                                      //0x0100
        case ACT_ENABLED:                                   //0xc100    spell
        {
            Unit* unit_target = NULL;

            if (pet->ToCreature()->GetGlobalCooldown() > 0)
                return;

            if (guid2)
                unit_target = ObjectAccessor::GetUnit(*_player,guid2);

            // do not cast unknown spells
            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid);
            if (!spellInfo)
            {
                sLog.outError("WORLD: unknown PET spell id %i", spellid);
                return;
            }

            for (uint32 i = 0; i < 3;i++)
            {
                if (spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_AREA_ENEMY_SRC || spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_AREA_ENEMY_DST || spellInfo->EffectImplicitTargetA[i] == TARGET_DEST_DYNOBJ_ENEMY)
                    return;
            }

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

            //  Clear the flags as if owner clicked 'attack'. AI will reset them
            //  after AttackStart, even if spell failed
            if (pet->GetCharmInfo())
            {
                pet->GetCharmInfo()->SetIsAtStay(false);
                pet->GetCharmInfo()->SetIsCommandAttack(true);
                pet->GetCharmInfo()->SetIsReturning(false);
                pet->GetCharmInfo()->SetIsFollowing(false);
            }

            Spell *spell = new Spell(pet, spellInfo, false);

            int16 result = spell->PetCanCast(unit_target);

                                                            //auto turn to target unless possessed
            if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->isPossessed())
            {
                pet->SetInFront(unit_target);
                if (unit_target->GetTypeId() == TYPEID_PLAYER)
                    pet->SendUpdateToPlayer(unit_target->ToPlayer());
                if (Unit* powner = pet->GetCharmerOrOwner())
                    if (powner->GetTypeId() == TYPEID_PLAYER)
                        pet->SendUpdateToPlayer(powner->ToPlayer());
                result = -1;
            }

            if (result == -1)
            {
                pet->ToCreature()->AddCreatureSpellCooldown(spellid);
                if (pet->ToCreature()->isPet())
                    ((Pet*)pet)->CheckLearning(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 (pet->ToCreature()->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10))
                    pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                else
                {
                    pet->SendPetAIReaction(guid1);
                }

                if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->isPossessed())
                {
                    // 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 (pet->ToCreature()->IsAIEnabled)
                            pet->ToCreature()->AI()->AttackStart(unit_target);
                    }
                }

                spell->prepare(&(spell->m_targets));
            }
            else
            {
                if (pet->isPossessed())
                {
                    WorldPacket data(SMSG_CAST_FAILED, (4+1+1));
                    data << uint32(spellid) << uint8(2) << uint8(result);
                    switch (result)
                    {
                        case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
                            data << uint32(spellInfo->RequiresSpellFocus);
                            break;
                        case SPELL_FAILED_REQUIRES_AREA:
                            data << uint32(spellInfo->AreaId);
                            break;
                    }
                    SendPacket(&data);
                }
                else
                    pet->SendPetCastFail(spellid, result);

                if (!pet->ToCreature()->HasSpellCooldown(spellid))
                    pet->SendPetClearCooldown(spellid);

                spell->finish(false);
                delete spell;

                // reset specific flags in case of spell fail. AI will reset other flags
                if (pet->GetCharmInfo())
                    pet->GetCharmInfo()->SetIsCommandAttack(false);

            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", flag, spellid);
    }
}