Esempio n. 1
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_STATE_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;
    }
}
Esempio n. 2
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() );
	if(ItemSlot < EQUIPMENT_SLOT_END)
	{
		uint32 VisibleBase = PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + ItemSlot * PLAYER_VISIBLE_ITEM_LENGTH;
		m_owner->SetUInt32Value( VisibleBase, 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;
						if(ItemSlot == EQUIPMENT_SLOT_MAINHAND * PLAYER_VISIBLE_ITEM_LENGTH)
							TS.weapon_damage_type = 1; // Proc only on main hand attacks
						else if(ItemSlot == EQUIPMENT_SLOT_OFFHAND * PLAYER_VISIBLE_ITEM_LENGTH)
							TS.weapon_damage_type = 2; // Proc only on off hand attacks
						else
							TS.weapon_damage_type = 0; // Doesn't depend on weapon
						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 == ITEM_CLASS_WEAPON )
						{
							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];
						DEBUG_LOG( "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;
						
						if( Entry->spell[c] != 0 )
						{
							sp = dbcSpell.LookupEntryForced( Entry->spell[c] );
							if( sp == NULL )
								continue;

							Spell* spell = NULLSPELL;
							//Never found out why, 
							//but this Blade of Life's Inevitability spell must be casted by the item, not owner.
							if( m_itemProto->ItemId != 34349  )
								spell = (new Spell( m_owner, sp, true, NULLAURA ));
							else
								spell = (new Spell( TO_ITEM(this), sp, true, NULLAURA ));
							
							spell->i_caster = TO_ITEM(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( "Enchant","Unknown enchantment type: %u (%u)", Entry->type[c], Entry->Id );
				}break;
			}
		}
	}
}
Esempio n. 3
0
void GameObject::Use(Unit* user)
{
    // by default spell caster is user
    Unit* spellCaster = user;
    uint32 spellId = 0;

    switch(GetGoType())
    {
        case GAMEOBJECT_TYPE_DOOR:                          //0
        case GAMEOBJECT_TYPE_BUTTON:                        //1
            //doors/buttons never really despawn, only reset to default state/flags
            UseDoorOrButton();

            // activate script
            sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
            return;

        case GAMEOBJECT_TYPE_QUESTGIVER:                    //2
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            player->PrepareQuestMenu( GetGUID() );
            player->SendPreparedQuest( GetGUID() );
            return;
        }
        //Sitting: Wooden bench, chairs enzz
        case GAMEOBJECT_TYPE_CHAIR:                         //7
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one

            // check if the db is sane
            if(info->chair.slots > 0)
            {
                float lowestDist = DEFAULT_VISIBILITY_DISTANCE;

                float x_lowest = GetPositionX();
                float y_lowest = GetPositionY();

                // the object orientation + 1/2 pi
                // every slot will be on that straight line
                float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
                // find nearest slot
                for(uint32 i=0; i<info->chair.slots; i++)
                {
                    // the distance between this slot and the center of the go - imagine a 1D space
                    float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);

                    float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
                    float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);

                    // calculate the distance between the player and this slot
                    float thisDistance = player->GetDistance2d(x_i, y_i);

                    /* debug code. It will spawn a npc on each slot to visualize them.
                    Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
                    std::ostringstream output;
                    output << i << ": thisDist: " << thisDistance;
                    helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
                    */

                    if(thisDistance <= lowestDist)
                    {
                        lowestDist = thisDistance;
                        x_lowest = x_i;
                        y_lowest = y_i;
                    }
                }
                player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            else
            {
                // fallback, will always work
                player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height);
            return;
        }
        //big gun, its a spell/aura
        case GAMEOBJECT_TYPE_GOOBER:                        //10
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()==TYPEID_PLAYER)
            {
                Player* player = (Player*)user;

                // show page
                if(info->goober.pageId)
                {
                    WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
                    data << GetGUID();
                    player->GetSession()->SendPacket(&data);
                }

                // possible quest objective for active quests
                player->CastedCreatureOrGO(info->id, GetGUID(), 0);
            }

            // cast this spell later if provided
            spellId = info->goober.spellId;

            break;
        }
        case GAMEOBJECT_TYPE_CAMERA:                        //13
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if(info->camera.cinematicId)
            {
                WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
                data << info->camera.cinematicId;
                player->GetSession()->SendPacket(&data);
            }
            return;
        }
        //fishing bobber
        case GAMEOBJECT_TYPE_FISHINGNODE:                   //17
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if(player->GetGUID() != GetOwnerGUID())
                return;

            switch(getLootState())
            {
                case GO_READY:                              // ready for loot
                {
                    // 1) skill must be >= base_zone_skill
                    // 2) if skill == base_zone_skill => 5% chance
                    // 3) chance is linear dependence from (base_zone_skill-skill)

                    uint32 subzone = GetAreaId();

                    int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone );
                    if(!zone_skill)
                        zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() );

                    //provide error, no fishable zone or area should be 0
                    if(!zone_skill)
                        sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);

                    int32 skill = player->GetSkillValue(SKILL_FISHING);
                    int32 chance = skill - zone_skill + 5;
                    int32 roll = irand(1,100);

                    DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);

                    if(skill >= zone_skill && chance >= roll)
                    {
                        // prevent removing GO at spell cancel
                        player->RemoveGameObject(this,false);
                        SetOwnerGUID(player->GetGUID());

                        //fish catched
                        player->UpdateFishingSkill();

                        GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE);
                        if (ok)
                        {
                            player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
                            SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else
                            player->SendLoot(GetGUID(),LOOT_FISHING);
                    }
                    else
                    {
                        // fish escaped, can be deleted now
                        SetLootState(GO_JUST_DEACTIVATED);

                        WorldPacket data(SMSG_FISH_ESCAPED, 0);
                        player->GetSession()->SendPacket(&data);
                    }
                    break;
                }
                case GO_JUST_DEACTIVATED:                   // nothing to do, will be deleted at next update
                    break;
                default:
                {
                    SetLootState(GO_JUST_DEACTIVATED);

                    WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
                    player->GetSession()->SendPacket(&data);
                    break;
                }
            }

            if(player->m_currentSpells[CURRENT_CHANNELED_SPELL])
            {
                player->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
                player->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish();
            }
            return;
        }

        case GAMEOBJECT_TYPE_SUMMONING_RITUAL:              //18
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Unit* caster = GetOwner();

            GameObjectInfo const* info = GetGOInfo();

            if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
                return;

            // accept only use by player from same group for caster except caster itself
            if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player))
                return;

            AddUniqueUse(player);

            // full amount unique participants including original summoner
            if(GetUniqueUseCount() < info->summoningRitual.reqParticipants)
                return;

            // in case summoning ritual caster is GO creator
            spellCaster = caster;

            if(!caster->m_currentSpells[CURRENT_CHANNELED_SPELL])
                return;

            spellId = info->summoningRitual.spellId;

            // finish spell
            caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
            caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish();

            // can be deleted now
            SetLootState(GO_JUST_DEACTIVATED);

            // go to end function to spell casting
            break;
        }
        case GAMEOBJECT_TYPE_SPELLCASTER:                   //22
        {
            SetUInt32Value(GAMEOBJECT_FLAGS,2);

            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(info->spellcaster.partyOnly)
            {
                Unit* caster = GetOwner();
                if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
                    return;

                if(user->GetTypeId()!=TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster))
                    return;
            }

            spellId = info->spellcaster.spellId;

            AddUse();
            break;
        }
        case GAMEOBJECT_TYPE_MEETINGSTONE:                  //23
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection());

            // accept only use by player from same group for caster except caster itself
            if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
                return;

            //required lvl checks!
            uint8 level = player->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;
            level = targetPlayer->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;

            spellId = 23598;

            break;
        }

        case GAMEOBJECT_TYPE_FLAGSTAND:                     // 24
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->isAllowUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag click
                // AB:
                // 15001
                // 15002
                // 15003
                // 15004
                // 15005
                bg->EventPlayerClickedOnFlag(player, this);
                return;                                     //we don;t need to delete flag ... it is despawned!
            }
            break;
        }
        case GAMEOBJECT_TYPE_FLAGDROP:                      // 26
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->isAllowUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag dropped
                // WS:
                // 179785 - Silverwing Flag
                // 179786 - Warsong Flag
                // EotS:
                // 184142 - Netherstorm Flag
                GameObjectInfo const* info = GetGOInfo();
                if(info)
                {
                    switch(info->id)
                    {
                        case 179785:                        // Silverwing Flag
                            // check if it's correct bg
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 179786:                        // Warsong Flag
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 184142:                        // Netherstorm Flag
                            if(bg->GetTypeID() == BATTLEGROUND_EY)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                    }
                }
                //this cause to call return, all flags must be deleted here!!
                spellId = 0;
                Delete();
            }
            break;
        }
        case GAMEOBJECT_TYPE_BARBER_CHAIR:                  //32
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            // fallback, will always work
            player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);

            WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
            player->GetSession()->SendPacket(&data);

            player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
            return;
        }
        default:
            sLog.outDebug("Unknown Object Type %u", GetGoType());
            break;
    }

    if(!spellId)
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId );
    if(!spellInfo)
    {
        sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
        return;
    }

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

    // spell target is user of GO
    SpellCastTargets targets;
    targets.setUnitTarget( user );

    spell->prepare(&targets);
}
Esempio n. 4
0
void AiAgentHealSupport::Update(uint32 p_time)
{
	_UpdateTimer(p_time);
	_UpdateMovement(p_time);

	if( !m_PetOwner )
		return; //oh noez, our master has abandoned us ! Where is te luv ?

	//we used this spell to create healbot. To avoid logout / login recreate we need to remove aura
	// lol, this will never work :(
	if( !m_Unit->isAlive() )
		m_PetOwner->RemoveAura( 36765 );

	if( m_Unit->GetMapMgr() != m_PetOwner->GetMapMgr() )
	{
		m_PetOwner->RemoveAura( 36765 );
		m_Unit->EventSummonPetExpire();
	}

	if( m_Unit->isCasting() )
		return; // we are already supporting someone ...get back later

	//we should be at same level at owner so we profit of fighting formulas same as owner
	if(	m_Unit->GetUInt32Value( UNIT_FIELD_LEVEL ) != m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) )
	{
		m_Unit->SetUInt32Value( UNIT_FIELD_LEVEL, m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) );
		DifficultyLevel = m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) / 80.0f;
//printf("difficulty changed to %f \n",DifficultyLevel);
		//scale health and mana.when we level we max out our stats
		m_Unit->SetUInt32Value( UNIT_FIELD_MAXHEALTH , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_BASE_HEALTH ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
		m_Unit->SetUInt32Value( UNIT_FIELD_MAXPOWER1 , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_BASE_MANA ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
		m_Unit->SetUInt32Value( UNIT_FIELD_HEALTH , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
		m_Unit->SetUInt32Value( UNIT_FIELD_POWER1 , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_POWER1 ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
	}

	//if owner fights a long combat then we he desrvers to get lasy at the end ?
	if( m_PetOwner->CombatStatus.IsInCombat() )
		CombatDifficultyLevel += DIFFICULTY_UPDATE_SPEED;
	else CombatDifficultyLevel = 0;
	if( CombatDifficultyLevel > 1 )
		CombatDifficultyLevel = 1;

	uint32 Time_Now = getMSTime();

	std::list<healagentspell*>::iterator itr;
	SpellCastTargets targets( m_PetOwner->GetGUID() );
	healagentspell *m_castingSpell = NULL;
	Unit			*SpellTarget = m_PetOwner;

	//poor thing died. Res him. 
	//will never work
	if( !m_PetOwner->isAlive() && CheckCanCast( revive_spell.sp, SpellTarget ) )
	{
		m_castingSpell = &revive_spell;
//printf("master died, we are going to resurect him\n");
	}

	//if we are injusred we should try to survive it
	if ( m_castingSpell== NULL && m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ) < m_Unit->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) )
	{
//printf("we are injured, diff is %u \n",m_Unit->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) - m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ));
		if(	!Protect_self() ) //first we try to escape combat
		{
			m_castingSpell = PickSpellFromList( &m_healspells, m_Unit );
			SpellTarget = m_Unit;
		}
		else
		{
			m_castingSpell = &m_defend_self;
			SpellTarget = m_Unit;
		}
	}

	//select an augment spell if we have nothing better to do
	if( m_castingSpell== NULL && m_PetOwner->GetUInt32Value( UNIT_FIELD_HEALTH ) == m_PetOwner->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) )
	{
//printf("master is ok, we can try augment someone\n");
		m_castingSpell = PickSpellFromList( &m_AugmentSelf, m_Unit );
		//try augment owner ?
		if( !m_castingSpell )
		{
			m_castingSpell = PickSpellFromList( &m_AugmentTarget, m_PetOwner );
			SpellTarget = m_Unit;
		}
	}

	//master is injured, this should be most common case
	if( m_castingSpell==NULL && m_PetOwner->GetUInt32Value( UNIT_FIELD_HEALTH ) < m_PetOwner->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) )
	{
//printf("master is injured, will try to heal him\n");
		m_castingSpell = PickSpellFromList( &m_healspells , m_PetOwner);
		SpellTarget = m_PetOwner;
	}

	if( m_castingSpell )
	{
//printf("we have a spell to cast\n");

		SpellCastTime *sd = dbcSpellCastTime.LookupEntry( m_castingSpell->sp->CastingTimeIndex );

		//do not stop for instant casts
		if(GetCastTime(sd) != 0)
		{
			StopMovement(0);
//printf("spell is not instant so we are going to stop movement \n");
		}

		float distance = m_Unit->GetDistanceSq( SpellTarget );
		if(	distance <= m_castingSpell->sp->base_range_or_radius_sqr || m_castingSpell->sp->base_range_or_radius_sqr == 0 )
		{

//printf("we are in range and going to cast spell \n");
			m_AIState = STATE_CASTING;
			
			Spell *nspell = SpellPool.PooledNew();
			nspell->Init(m_Unit, m_castingSpell->sp, false, NULL);

#ifdef SPELL_EFF_PCT_SCALE_WITH_DIFFICULTY
			if( m_castingSpell->max_scale )
			{
				nspell->forced_basepoints[ 0 ] = (uint32)( m_castingSpell->max_scale * ( DifficultyLevel + CombatDifficultyLevel) );
				if( nspell->forced_basepoints[ 0 ] > m_castingSpell->max_scale * 2)
					nspell->forced_basepoints[ 0 ] = m_castingSpell->max_scale * 2;
			}
#endif

			targets.m_unitTarget = SpellTarget->GetGUID();
			nspell->prepare( &targets );

			CastSpell( m_Unit, m_castingSpell->sp, targets );

			SetSpellDuration( m_castingSpell );

			//mana regen is to big, he can cast forever, double mana usage maybe regulates this
			m_Unit->ModSignedInt32Value( UNIT_FIELD_POWER1, -m_castingSpell->sp->manaCost );

		}
		else // Target out of Range -> Run to it
		{
//printf("we are going to move closer \n");
			m_moveRun = true;
			_CalcDestinationAndMove( SpellTarget, sqrt( m_castingSpell->sp->base_range_or_radius_sqr ) );
		}
	}

// check if pets regenrate mana, If not then we should implement that too
	//if owner is mounted then we mount too. Speed is not set though
	if( m_PetOwner->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) && m_Unit->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) == 0 )
	{
		if( Owner_side == OWNER_SIDE_ALIANCE )
			m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, HELPER_MOUNT_A_DISPLAY );
		else
			m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, OWNER_SIDE_HORDE );
		m_moveSprint =  true;
	}
	else if( m_PetOwner->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) == 0 && m_Unit->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) != 0 )
	{
		m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, 0 );
		m_moveSprint = false;
	}

	//for fun : mimic master standstate. Note that this might give strange results
	if( m_PetOwner->GetStandState() != m_Unit->GetStandState() )
		m_Unit->SetStandState( m_PetOwner->GetStandState() );

	if( m_castingSpell == NULL )
	{
		if( First_noaction_stamp == 0 )
			First_noaction_stamp = Time_Now;

		float dist = m_Unit->CalcDistance( m_PetOwner );

//printf("we are far from owner, we should move closer , dist %f from %f \n",dist,(FollowDistance*FollowDistance));
		if ( dist > FollowDistance ) //if out of range
		{
			m_moveRun = true;

			if(dist > 20.0f)
				m_moveSprint = true;

			float delta_x = UnitToFollow->GetPositionX();
			float delta_y = UnitToFollow->GetPositionY();
			float d = 3;

			MoveTo(delta_x+(d*(cosf(m_fallowAngle+m_PetOwner->GetOrientation()))),
				delta_y+(d*(sinf(m_fallowAngle+m_PetOwner->GetOrientation()))),
				m_PetOwner->GetPositionZ(),m_PetOwner->GetOrientation());				
		}
	}
	else if(m_castingSpell != NULL )
		First_noaction_stamp = 0;

//if( First_noaction_stamp )printf("ms to say something %u and ms for say cooldown %u\n",First_noaction_stamp + BOREDOM_TIMER_TO_START_TRIGGERING - Time_Now,Boredom_cooldown - Time_Now );
	if( 
		First_noaction_stamp
		&& First_noaction_stamp + BOREDOM_TIMER_TO_START_TRIGGERING < Time_Now 
		&& Boredom_cooldown < Time_Now
		)
	{
		//some chance to say something
		if( Rand( 50 ) )
			m_Unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, bored_texts[ RandomUInt( BOREDOM_TEXTCOUNT ) ]);
		else
			m_Unit->SetUInt32Value ( UNIT_NPC_EMOTESTATE, bored_emotes[ RandomUInt( BOREDOM_EMOTECOUNT ) ] );
		Boredom_cooldown = Time_Now + BOREDOM_TRIGGER_INTERVAL;
	}
}
Esempio n. 5
0
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);
}
Esempio n. 6
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL");

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

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

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

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

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

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

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

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

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

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

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

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

	SpellCastResult result = spell->CheckPetCast(target);

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

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

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

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

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

	if (SetFollow && !caster->IsInCombat())
		caster->AddUnitState(UNIT_STATE_FOLLOW);
}
Esempio n. 7
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_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);
    }
}
Esempio n. 8
0
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    if (!_player->IsInWorld()) return;
    if (_player->getDeathState() == CORPSE)
        return;

    uint32 spellId;
    uint8 cn;

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

    if (!spellInfo || !sHookInterface.OnCastSpell(_player, spellInfo))
    {
        sLog.outError("WORLD: unknown spell id %i\n", spellId);
        return;
    }

    /*  this is breaks capturing flags at arathi basin (marcelo)
        if (spellInfo->Attributes & ATTRIBUTES_NO_CAST)
        {
        sLog.outError("WORLD: attempt to cast spell %i, %s which has ATTRIBUTES_NO_CAST\n", spellId, spellInfo->Name);
        return;
        }*/

    sLog.outDetail("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 basicly choose what ever spell they want :(

    if (!GetPlayer()->HasSpell(spellId) || spellInfo->Attributes & ATTRIBUTES_PASSIVE)
    {
        sLog.outDetail("WORLD: Spell isn't casted because player \"%s\" is cheating", GetPlayer()->GetName());
        return;
    }

    if (GetPlayer()->GetOnMeleeSpell() != spellId)
    {
        //autoshot 75
        if ((spellInfo->AttributesExB & FLAGS3_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->GetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME);
                SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID());
                if (!targets.m_unitTarget)
                {
                    sLog.outString("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;
        }
        /*const char * name = sSpellStore.LookupString(spellInfo->Name);
        if(name)
        sChatHandler.SystemMessageToPlr(_player, "%sSpell Cast:%s %s %s[Group %u, family %u]", MSG_COLOR_LIGHTBLUE,
        MSG_COLOR_SUBWHITE, name, MSG_COLOR_YELLOW, spellInfo->SpellGroupType, spellInfo->SpellFamilyName);*/

        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 = SpellPool.PooledNew();
        spell->Init(GetPlayer(), spellInfo, false, NULL);
        spell->extra_cast_number = cn;
        spell->prepare(&targets);
    }
}
Esempio n. 9
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_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
}
Esempio n. 10
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_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_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);
}
Esempio n. 11
0
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
    sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");

    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,spellInfo))
        return;

    pet->clearUnitState(UNIT_STAT_FOLLOW);
    pet->InterruptNonMeleeSpells(false);

    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;
    }
}
Esempio n. 12
0
void WorldSession::HandleSpellClick(WorldPacket& recvPacket)
{
    LOG_DETAIL("WORLD: got CMSG_SPELLCLICK packet, data length = %i", recvPacket.size());

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

    uint64_t unitGuid; // 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 >> unitGuid;

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

    if (!unitTarget)
        return;

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

    if (unitTarget->isVehicle())
    {
        if (unitTarget->GetVehicleComponent() != nullptr)
            unitTarget->GetVehicleComponent()->AddPassenger(_player);
        return;
    }

    uint32_t creature_id = unitTarget->getEntry();
    uint32_t cast_spell_id = 0;

    if (unitTarget->RemoveAura(59907))
    {
        uint32 lightwellRenew[] =
        {
            //SPELL_HASH_LIGHTWELL_RENEW
            7001,
            27873,
            27874,
            28276,
            48084,
            48085,
            60123,
            0
        };

        if (!_player->hasAurasWithId(lightwellRenew))
        {
            SpellClickSpell const* sp = sMySQLStore.getSpellClickSpell(creature_id);
            if (sp == nullptr)
            {
                if (unitTarget->isCreature())
                {
                    Creature* c = static_cast<Creature*>(unitTarget);

                    sChatHandler.BlueSystemMessage(this, "NPC Id %u (%s) has no spellclick spell associated with it.", c->GetCreatureProperties()->Id, c->GetCreatureProperties()->Name.c_str());
                    LOG_ERROR("Spellclick packet received for creature %u but there is no spell associated with it.", creature_id);
                    return;
                }
            }
            else
            {
                cast_spell_id = sp->SpellID;
                unitTarget->CastSpell(_player, cast_spell_id, true);
            }

            if (!unitTarget->HasAura(59907))
                static_cast<Creature*>(unitTarget)->Despawn(0, 0); //IsCreature() check is not needed, refer to r2387 and r3230

            return;
        }
    }

    SpellClickSpell const* sp = sMySQLStore.getSpellClickSpell(creature_id);
    if (sp == nullptr)
    {
        if (unitTarget->isCreature())
        {
            Creature* c = static_cast< Creature* >(unitTarget);

            sChatHandler.BlueSystemMessage(this, "NPC Id %u (%s) has no spellclick spell associated with it.", c->GetCreatureProperties()->Id, c->GetCreatureProperties()->Name.c_str());
            LOG_ERROR("Spellclick packet received for creature %u but there is no spell associated with it.", creature_id);
            return;
        }
    }
    else
    {
        cast_spell_id = sp->SpellID;

        SpellInfo* spellInfo = sSpellCustomizations.GetSpellInfo(cast_spell_id);
        if (spellInfo == nullptr)
            return;

        Spell* spell = sSpellFactoryMgr.NewSpell(_player, spellInfo, false, nullptr);
        SpellCastTargets targets(unitGuid);
        spell->prepare(&targets);
    }
}
Esempio n. 13
0
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32_t spellId;
    uint8_t castCount;
    uint32_t glyphSlot;
    uint8_t missileflag;

    recvPacket >> castCount;
    recvPacket >> spellId;
    recvPacket >> glyphSlot;
    recvPacket >> missileflag;

    // check for spell id
    SpellInfo* spellInfo = sSpellCustomizations.GetSpellInfo(spellId);
    if (!spellInfo)
    {
        LogError("WORLD: unknown spell id %i", spellId);
        return;
    }

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

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

    // Check does player have the spell
    if (!GetPlayer()->HasSpell(spellId))
    {
        sCheatLog.writefromsession(this, "Cast spell %lu but doesn't have that spell.", spellId);
        LogDetail("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName());
        return;
    }

    // Check is player trying to cast a passive spell
    if (spellInfo->isPassive())
    {
        sCheatLog.writefromsession(this, "Cast passive spell %lu.", spellId);
        LogDetail("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName());
        return;
    }

    // Check are we already casting this autorepeat spell
    if ((spellInfo->getAttributesExB() & ATTRIBUTESEXB_AUTOREPEAT) && _player->getCurrentSpell(CURRENT_AUTOREPEAT_SPELL) != nullptr
        && spellInfo == _player->getCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->GetSpellInfo())
    {
        return;
    }

    // TODO: move this check to new Spell::prepare() and clean it
    if (_player->isCastingNonMeleeSpell(false, true, true, spellInfo->getId() == 75))
    {
        _player->SendCastResult(spellId, SPELL_FAILED_SPELL_IN_PROGRESS, castCount, 0);
        return;
    }

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

    // some anticheat stuff
    if (spellInfo->custom_self_cast_only)
    {
        if (targets.m_unitTarget && targets.m_unitTarget != _player->getGuid())
        {
            // send the error message
            _player->SendCastResult(spellInfo->getId(), SPELL_FAILED_BAD_TARGETS, castCount, 0);
            return;
        }
    }

    Spell* spell = sSpellFactoryMgr.NewSpell(GetPlayer(), spellInfo, false, nullptr);
    spell->extra_cast_number = castCount;
    spell->m_glyphslot = glyphSlot;
    spell->prepare(&targets);
}
Esempio n. 14
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL");

    ObjectGuid guid;
    uint32 spellid;

    recvPacket >> guid >> spellid;

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

    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(), GetPlayer()->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;


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

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(pet);

    pet->clearUnitState(UNIT_STAT_MOVING);

    Spell* spell = new Spell(pet, spellInfo, false);
    spell->m_targets = targets;

    SpellCastResult result = spell->CheckPetCast(nullptr);
    if (result == SPELL_CAST_OK)
    {
        pet->AddCreatureSpellCooldown(spellid);
        if (pet->IsPet())
        {
            ((Pet*)pet)->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 (((Pet*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
            else
                pet->SendPetAIReaction();
        }

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

        spell->finish(false);
        delete spell;
    }
}
Esempio n. 15
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.
    // Must also check if victim is alive
    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;
        }

        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
            {
                me->GetCharmInfo()->SetIsCommandAttack(false);
                HandleReturnMovement();
            }
        }
        else
        {
            me->GetCharmInfo()->SetIsCommandAttack(false);
            HandleReturnMovement();
        }
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        HandleReturnMovement();

    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(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;
    }
}
Esempio n. 16
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    // spawn animation and any other preparing stuff
    if (!m_bIsReady)
    {
        if (!m_bIsSpawned)
        {
            if (m_creature->GetEntry() == 26125)
            {
                m_creature->HandleEmote(EMOTE_ONESHOT_EMERGE);
                m_bIsSpawned = true;
            }
        }

        if (m_uiReadyTimer <= diff)
            m_bIsReady = true;
        else m_uiReadyTimer -= diff;

        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;
        }

        bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim());

        if (m_creature->IsStopped() || meleeReach)
        {
            // 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() && meleeReach)
            {
                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))
    {
        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;
    }
}
Esempio n. 17
0
void PetAI::UpdateAI(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;
                    }
                }

                if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
                    continue; // Pets must only jump to target

                // 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
    me->UpdateSpeed(MOVE_RUN, true);
    me->UpdateSpeed(MOVE_WALK, true);
    me->UpdateSpeed(MOVE_FLIGHT, true);

}
Esempio n. 18
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    if (!_player->IsInWorld()) return;
    typedef std::list<Aura*> AuraList;

    Player* p_User = GetPlayer();
    sLog.outDetail("WORLD: got use Item packet, data length = %i", recvPacket.size());
    int8 tmp1, slot, tmp3;
    uint64 item_guid;
    uint8 cn;
    uint32 spellId = 0;

    recvPacket >> tmp1 >> slot >> tmp3 >> cn >> item_guid;
    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();
    if (!itemProto)
        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 (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);
    }

    SpellCastTargets targets(recvPacket, _player->GetGUID());
    uint32 x;
    for (x = 0; x < 5; x++)
    {
        if (itemProto->Spells[x].Trigger == USE)
        {
            if (itemProto->Spells[x].Id)
            {
                spellId = itemProto->Spells[x].Id;

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

                if (!spellInfo || !sHookInterface.OnCastSpell(_player, spellInfo))
                {
                    sLog.outError("WORLD: unknown spell id %i\n", 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())//not standing-> standup
                        {
                            p_User->SetStandState(STANDSTATE_STAND);//probably mobs also must standup
                        }
                    }
                }

                // 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(itemProto, x))
                {
                    _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 = SpellPool.PooledNew();
                spell->Init(_player, spellInfo, false, NULL);
                uint8 result;
                spell->extra_cast_number = cn;
                spell->i_caster = tmpItem;
                //GetPlayer()->setCurrentSpell(spell);
                result = spell->prepare(&targets);
            }
        }
    }

}
Esempio n. 19
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_PET_CAST_SPELL");

    ObjectGuid guid;
    uint8  castCount;
    uint32 spellId;
    uint8  castFlags;

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

    TC_LOG_DEBUG("network", "WORLD: CMSG_PET_CAST_SPELL, %s, castCount: %u, spellId %u, castFlags %u", guid.ToString().c_str(), 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("network", "HandlePetCastSpellOpcode: %s isn't pet of player %s (%s).", guid.ToString().c_str(), GetPlayer()->GetName().c_str(), GetPlayer()->GetGUID().ToString().c_str());
        return;
    }

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        TC_LOG_ERROR("network", "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;
    }
}
Esempio n. 20
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_PET_CAST_SPELL");

    ObjectGuid casterGUID;
    ObjectGuid unkGUID1;
    ObjectGuid transportDstGUID;
    ObjectGuid transportSrcGUID;
    ObjectGuid targetGUID;
    ObjectGuid unkGUID2;
    bool hasDestPos;
    bool hasSrcPos;
    bool hasSpeed;
    bool hasSpell;
    bool hasGlyphIndex;
    bool hasTargetFlags;
    bool hasElevation;
    bool hasString;
    bool hasCastCount;
    bool hasUnk5bits;
    uint32 archeologyCounter = 0;
    WorldLocation dstLoc, srcLoc;
    float speed = 0.0f;
    float elevation = 0.0f;
    uint32 targetFlags = 0;
    uint32 spellID = 0;
    uint32 stringLenght = 0;
    uint8 castCount = 0;

    recvPacket.ReadBitSeq<3, 5>(casterGUID);
    hasDestPos = recvPacket.ReadBit();
    recvPacket.ReadBit();                   // unk bit
    hasSpeed = !recvPacket.ReadBit();
    hasSrcPos = recvPacket.ReadBit();
    hasSpell = !recvPacket.ReadBit();
    recvPacket.ReadBitSeq<0>(casterGUID);
    hasGlyphIndex = !recvPacket.ReadBit();
    recvPacket.ReadBitSeq<7>(casterGUID);
    hasTargetFlags = !recvPacket.ReadBit();
    hasElevation = !recvPacket.ReadBit();
    recvPacket.ReadBit();                   // has movement info
    hasString = !recvPacket.ReadBit();
    recvPacket.ReadBit();                   // !inverse bit, unk
    hasCastCount = !recvPacket.ReadBit();
    recvPacket.ReadBitSeq<2, 4>(casterGUID);
    archeologyCounter = recvPacket.ReadBits(2);
    recvPacket.ReadBitSeq<1>(casterGUID);
    hasUnk5bits = !recvPacket.ReadBit();

    for (uint32 i = 0; i < archeologyCounter; i++)
        recvPacket.ReadBits(2);             // archeology type

    recvPacket.ReadBitSeq<6>(casterGUID);

    if (hasDestPos)
        recvPacket.ReadBitSeq<2, 7, 4, 0, 1, 6, 5, 3>(transportDstGUID);

    // movement block (disabled by patch client-side)

    if (hasSrcPos)
        recvPacket.ReadBitSeq<6, 2, 3, 1, 5, 4, 0, 7>(transportSrcGUID);

    if (hasUnk5bits)
        recvPacket.ReadBits(5);             // unk 5 bits

    // Target GUID
    recvPacket.ReadBitSeq<3, 5, 6, 2, 4, 1, 7, 0>(targetGUID);

    // unkGUID1
    recvPacket.ReadBitSeq<3, 1, 5, 2, 4, 7, 0, 6>(unkGUID1);

    if (hasTargetFlags)
        targetFlags = recvPacket.ReadBits(20);

    if (hasString)
        stringLenght = recvPacket.ReadBits(7);

    recvPacket.ReadByteSeq<0, 4, 5, 1, 2, 3, 7>(casterGUID);

    for (uint32 i = 0; i < archeologyCounter; i++)
    {
        recvPacket.read_skip<uint32>(); // entry
        recvPacket.read_skip<uint32>(); // counter
    }

    recvPacket.ReadByteSeq<6>(casterGUID);
    recvPacket.ReadByteSeq<1, 5, 4, 2, 7, 3, 0>(unkGUID1);

    if (hasSrcPos)
    {
        recvPacket.ReadByteSeq<4>(transportSrcGUID);
        srcLoc.m_positionY = recvPacket.read<float>();
        recvPacket.ReadByteSeq<2, 6>(transportSrcGUID);
        srcLoc.m_positionZ = recvPacket.read<float>();
        srcLoc.m_positionX = recvPacket.read<float>();
        recvPacket.ReadByteSeq<1, 3, 5, 7, 0>(transportSrcGUID);
    }

    // Target GUID
    recvPacket.ReadByteSeq<7, 4, 2, 6, 3, 0, 5, 1>(targetGUID);

    if (hasDestPos)
    {
        dstLoc.m_positionX = recvPacket.read<float>();
        recvPacket.ReadByteSeq<5, 7, 2, 0, 1, 3, 6>(transportDstGUID);
        dstLoc.m_positionZ = recvPacket.read<float>();
        dstLoc.m_positionY = recvPacket.read<float>();
        recvPacket.ReadByteSeq<4>(transportDstGUID);
    }

    if (hasGlyphIndex)
        recvPacket.read_skip<uint32>();     // glyph index

    if (hasElevation)
        elevation = recvPacket.read<float>();

    if (hasSpell)
        spellID = recvPacket.read<uint32>();

    if (hasCastCount)
        castCount = recvPacket.read<uint8>();

    if (hasString)
        recvPacket.ReadString(stringLenght);

    if (hasSpeed)
        speed = recvPacket.read<float>();

    TC_LOG_DEBUG("network", "WORLD: CMSG_PET_CAST_SPELL, castCount: %u, spellId %u, targetFlags %u", castCount, spellID, targetFlags);

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

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

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

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
    if (!spellInfo)
    {
        TC_LOG_ERROR("network", "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(caster, 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.Initialize(targetFlags, targetGUID, unkGUID1, transportDstGUID, dstLoc, transportSrcGUID, srcLoc);
    targets.SetElevation(elevation);
    targets.SetSpeed(speed);
    targets.Update(caster);

    // Interrupt auto-cast if other spell is forced by player
    if (caster->IsNonMeleeSpellCasted(false, true, true, false, true))
        caster->InterruptNonMeleeSpells(false, 0, false);

    caster->ClearUnitState(UNIT_STATE_FOLLOW);

    Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE, 0, false, true);
    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(spellID);
            }
        }

        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;
    }
}
Esempio n. 21
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 = 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, unk_flags %u, data length = %i",
        spellId, cast_count, unk_flags, (uint32)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;
        }
    }

    // client provided targets
    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(mover);

    // some spell cast packet including more data (for projectiles?)
    if (unk_flags & 0x02)
        targets.ReadAdditionalData(recvPacket);

    // 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->prepare(&targets, triggeredByAura);
}
Esempio n. 22
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
				{
					bool controlledMotion = pet->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) != NULL_MOTION_TYPE;
					if (!controlledMotion)
					{
						pet->StopMovingOnCurrentPos();
						pet->GetMotionMaster()->Clear(false);
						pet->GetMotionMaster()->MoveIdle();
					}

                    charmInfo->SetCommandState(COMMAND_STAY);
                    charmInfo->SetIsCommandAttack(false);
                    charmInfo->SetIsCommandFollow(false);
                    charmInfo->SetIsFollowing(false);
                    charmInfo->SetIsReturning(false);
					charmInfo->SetIsAtStay(!controlledMotion);
                    charmInfo->SaveStayPosition(controlledMotion);

					charmInfo->SetForcedSpell(0);
					charmInfo->SetForcedTargetGUID(0);
                    break;
				}
                case COMMAND_FOLLOW:                        //spellid=1792  //FOLLOW
				{
                    pet->AttackStop();
                    pet->InterruptNonMeleeSpells(false);
					pet->ClearInPetCombat();
                    pet->GetMotionMaster()->MoveFollow(_player, PET_FOLLOW_DIST, pet->GetFollowAngle());
                    charmInfo->SetCommandState(COMMAND_FOLLOW);

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

					charmInfo->SetForcedSpell(0);
					charmInfo->SetForcedTargetGUID(0);
                    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->IsValidAttackTarget(TargetUnit))
                            return;

					// pussywizard:
					if (Creature* creaturePet = pet->ToCreature())
						if (!creaturePet->_CanDetectFeignDeathOf(TargetUnit) || !creaturePet->CanCreatureAttack(TargetUnit) || creaturePet->isTargetNotAcceptableByMMaps(TargetUnit->GetGUID(), sWorld->GetGameTime(), TargetUnit))
							return;

                    // Not let attack through obstructions
                    bool checkLos = !MMAP::MMapFactory::IsPathfindingEnabled(pet->GetMap()) || 
									(TargetUnit->GetTypeId() == TYPEID_UNIT && (TargetUnit->ToCreature()->isWorldBoss() || TargetUnit->ToCreature()->IsDungeonBoss()));

					if (checkLos && !pet->IsWithinLOSInMap(TargetUnit))
					{
						WorldPacket data(SMSG_CAST_FAILED, 1+4+1);
						data << uint8(0);
						data << uint32(7389);
						data << uint8(SPELL_FAILED_LINE_OF_SIGHT);
						SendPacket(&data);
						return;
                    }

                    pet->ClearUnitState(UNIT_STATE_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()))
                    {
                        pet->AttackStop();

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

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

                            //10% chance to play special pet attack talk, else growl
                            if (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
                        {
                            charmInfo->SetIsCommandAttack(true);
                            charmInfo->SetIsAtStay(false);
                            charmInfo->SetIsFollowing(false);
                            charmInfo->SetIsCommandFollow(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())
					{
						if (pet->IsSummon())
							pet->ToTempSummon()->UnSummon();
						else
							_player->StopCastingCharm();
					}
                    else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID())
                    {
                        ASSERT(pet->GetTypeId() == TYPEID_UNIT);
                        if (pet->IsPet())
                        {
                            if (pet->ToPet()->getPetType() == HUNTER_PET)
                                GetPlayer()->RemovePet(pet->ToPet(), 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|UNIT_MASK_SUMMON|UNIT_MASK_GUARDIAN|UNIT_MASK_CONTROLABLE_GUARDIAN))
                        {
                            pet->ToTempSummon()->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();
					pet->ClearInPetCombat();

                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->SetReactState(ReactStates(spellid));
					else
						charmInfo->SetPlayerReactState(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;
            }

            for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
            {
                if (spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || 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
            charmInfo->SetIsAtStay(false);
            charmInfo->SetIsCommandAttack(!pet->ToCreature()->HasReactState(REACT_PASSIVE));
            charmInfo->SetIsReturning(false);
            charmInfo->SetIsFollowing(false);

            Spell* spell = new Spell(pet, spellInfo, TRIGGERED_NONE);
			spell->LoadScripts(); // xinef: load for CheckPetCast

            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(unit_target->ToPlayer());
                }
                else if (Unit* unit_target2 = spell->m_targets.GetUnitTarget())
                {
                    pet->SetInFront(unit_target2);
                    if (unit_target2->GetTypeId() == TYPEID_PLAYER)
                        pet->SendUpdateToPlayer(unit_target2->ToPlayer());
                }
                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()->AddSpellCooldown(spellid, 0, 0);

                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->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->ToCreature()->IsAIEnabled)
                            pet->ToCreature()->AI()->AttackStart(unit_target);
                    }
                }

                spell->prepare(&(spell->m_targets));

				charmInfo->SetForcedSpell(0);
				charmInfo->SetForcedTargetGUID(0);
            }
            else
            {
				// dont spam alerts
				if (!charmInfo->GetForcedSpell())
				{
					if (pet->isPossessed() || pet->IsVehicle())
						Spell::SendCastResult(GetPlayer(), spellInfo, 0, result);
					else
						spell->SendPetCastResult(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
				pet->PetSpellFail(spellInfo, unit_target, result);
            }
            break;
        }
        default:
            sLog->outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Esempio n. 23
0
void WarsongGulch::HookOnAreaTrigger(Player* plr, uint32 id)
{
	int32 buffslot = -1;
	switch(id)
	{
		case 3686:	  // Speed
			buffslot = 0;
			break;
		case 3687:	  // Speed (Horde)
			buffslot = 1;
			break;
		case 3706:	  // Restoration
			buffslot = 2;
			break;
		case 3708:	  // Restoration (Horde)
			buffslot = 3;
			break;
		case 3707:	  // Berserking
			buffslot = 4;
			break;
		case 3709:	  // Berserking (Horde)
			buffslot = 5;
			break;
	}

	if(buffslot >= 0)
	{
		if(m_buffs[buffslot] != 0 && m_buffs[buffslot]->IsInWorld())
		{
			/* apply the buff */
			SpellEntry* sp = dbcSpell.LookupEntry(m_buffs[buffslot]->GetInfo()->sound3);
			Spell* s = sSpellFactoryMgr.NewSpell(plr, sp, true, 0);
			SpellCastTargets targets(plr->GetGUID());
			s->prepare(&targets);

			/* despawn the gameobject (not delete!) */
			m_buffs[buffslot]->Despawn(0, BUFF_RESPAWN_TIME);
		}
		return;
	}

	if(((id == 3646 && plr->IsTeamAlliance()) || (id == 3647 && plr->IsTeamHorde())) && (plr->m_bgHasFlag && m_flagHolders[plr->GetTeam()] == plr->GetLowGUID()))
	{
		if(m_flagHolders[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE] != 0 || m_dropFlags[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE]->IsInWorld())
		{
			/* can't cap while flag dropped */
			return;
		}
		float distance = plr->IsTeamAlliance() ? plr->CalcDistance(1540.29f, 1481.34f, 352.64f) : plr->CalcDistance(915.367f, 1433.78f, 346.089f);
		if(distance > 50.0f)
		{
			//50 yards from the spawn, gtfo hacker.
			sCheatLog.writefromsession(plr->GetSession(), "Tried to capture the flag in WSG while being more then 50 yards away. (%f yards)", plr->CalcDistance(915.367f, 1433.78f, 346.089f));
			plr->GetSession()->Disconnect();
			return;
		}

		/* remove the bool from the player so the flag doesn't drop */
		m_flagHolders[plr->GetTeam()] = 0;
		plr->m_bgHasFlag = 0;

		/* remove flag aura from player */
		plr->RemoveAura(23333 + (plr->GetTeam() * 2));

		/* capture flag points */
		plr->m_bgScore.MiscData[BG_SCORE_WSG_FLAGS_CAPTURED]++;

		PlaySoundToAll(plr->IsTeamHorde() ? SOUND_HORDE_SCORES : SOUND_ALLIANCE_SCORES);

		if(plr->IsTeamHorde())
			SendChatMessage(CHAT_MSG_BG_EVENT_HORDE, plr->GetGUID(), "%s captured the Alliance flag!", plr->GetName());
		else
			SendChatMessage(CHAT_MSG_BG_EVENT_ALLIANCE, plr->GetGUID(), "%s captured the Horde flag!", plr->GetName());

		SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_ALLIANCE_FLAG_DISPLAY : WORLDSTATE_WSG_HORDE_FLAG_DISPLAY, 1);

		// Remove the Other Flag
		if(m_homeFlags[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE]->IsInWorld())
			m_homeFlags[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE]->RemoveFromWorld(false);

		// Add the Event to respawn the Flags
		sEventMgr.AddEvent(this, &WarsongGulch::EventReturnFlags, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG, 20000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);

		/* give each player on that team bonus honor and reputation*/
		uint32 honorToAdd = 2 * m_honorPerKill;
		uint32 repToAdd = m_isWeekend ? 45 : 35;
		uint32 fact = plr->IsTeamHorde() ? 889 : 890; /*Warsong Outriders : Sliverwing Sentinels*/
		for(set<Player*>::iterator itr = m_players[plr->GetTeam()].begin(); itr != m_players[plr->GetTeam()].end(); ++itr)
		{
			(*itr)->m_bgScore.BonusHonor += honorToAdd;
			HonorHandler::AddHonorPointsToPlayer((*itr), honorToAdd);
			plr->ModStanding(fact, repToAdd);
		}

		m_scores[plr->GetTeam()]++;
		if(m_scores[plr->GetTeam()] == 3)
		{
			/* victory! */
			m_ended = true;
			m_winningteam = (uint8)plr->GetTeam();
			m_nextPvPUpdateTime = 0;

			sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_CLOSE);
			sEventMgr.AddEvent(TO< CBattleground* >(this), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);

			AddHonorToTeam( m_winningteam, 3 * 185 );

			CastSpellOnTeam( m_winningteam, 69158 );
			CastSpellOnTeam( m_winningteam, 69496 );
			CastSpellOnTeam( m_winningteam, 69497 );
			CastSpellOnTeam( m_winningteam, 69498 );

			if( m_winningteam == TEAM_ALLIANCE )
				AddHonorToTeam( TEAM_HORDE, 1 * 185 );
			else
				AddHonorToTeam( TEAM_ALLIANCE, 1 * 185 );

			m_mainLock.Release();
		}

		/* increment the score world state */
		SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_HORDE_SCORE : WORLDSTATE_WSG_ALLIANCE_SCORE, m_scores[plr->GetTeam()]);

		UpdatePvPData();
	}
}
Esempio n. 24
0
void EyeOfTheStorm::HookOnAreaTrigger(Player* plr, uint32 id)
{
	int32 tid = -1;
	int32 bonusid = -1;
	switch(id)
	{
	case 4476: // BE Tower
		tid = EOTS_TOWER_BE;
		break;
	case 4568: // BE Tower bonus
		bonusid = EOTS_TOWER_BE;
		break;
	case 4514: // Fel Reaver Tower
		tid = EOTS_TOWER_FELREAVER;
		break;
	case 4569: // Fel Reaver Tower bonus
		bonusid = EOTS_TOWER_FELREAVER;
		break;
	case 4518: // Draenei Tower
		tid = EOTS_TOWER_DRAENEI;
		break;
	case 4571: // Draenei Tower bonus
		bonusid = EOTS_TOWER_DRAENEI;
		break;
	case 4516: // Mage Tower
		tid = EOTS_TOWER_MAGE;
		break;
	case 4570: // Mage Tower bonus
		bonusid = EOTS_TOWER_MAGE;
		break;
	}

	if(bonusid > -1)
	{
		uint32 spellid = 0;
		uint32 x = (uint32)bonusid;
		if(m_EOTSbuffs[x] && m_EOTSbuffs[x]->IsInWorld())
		{
			spellid = m_EOTSbuffs[x]->GetInfo()->sound3;
			SpellEntry * sp = dbcSpell.LookupEntryForced(spellid);
			if(sp)
			{
				Spell* pSpell = (new Spell(plr, sp, true, NULL));
				SpellCastTargets targets(plr->GetGUID());
				pSpell->prepare(&targets);
			}
			m_EOTSbuffs[x]->Despawn(EOTS_BUFF_RESPAWN_TIME);
		}
	}

	if( tid < 0 )
		return;

#ifdef BG_ANTI_CHEAT
	if(!m_started || m_ended)
	{
		SendChatMessage(CHAT_MSG_BG_SYSTEM_NEUTRAL, plr->GetGUID(), "%s has removed from the battleground for cheating.",  plr->GetName());
		plr->SoftDisconnect();
		return;
	}
#endif

	uint32 team = plr->GetTeam();
	if( plr->GetLowGUID() != m_flagHolder )
		return;

	uint32 i;
	uint32 towers = 0;

	if( m_CPStatus[tid] < 50 && team == 0 )
		return;

	if( m_CPStatus[tid] > 50 && team == 1 )
		return;

	for(i = 0; i < EOTS_TOWER_COUNT; ++i)
	{
		if(m_CPStatus[i] < 50 && team == 1)
			towers++;

		if(m_CPStatus[i] > 50 && team == 0)
			towers++;
	}

	/*
	* Points from flag captures
	*   1 towers controlled = 75 points
	*   2 towers controlled = 85 points
	*   3 towers controlled = 100 points
	*   4 towers controlled = 500 points
	*/

	// 25 is guessed
	const static uint32 points[5] = { 25, 75, 85, 100, 500 };
	const char * msgs[2] = { "The Alliance have captured the flag.", "The Horde have captured the flag." };

	plr->m_bgScore.MiscData[BG_SCORE_EOTS_FLAG_CAPTURES]++;
	plr->m_bgHasFlag = false;
	SendChatMessage( CHAT_MSG_BG_SYSTEM_ALLIANCE + team, 0, msgs[team] );
	if( !GivePoints( team, points[towers] ) )
	{
		PlaySoundToAll( plr->GetTeam() ? SOUND_HORDE_SCORES : SOUND_ALLIANCE_SCORES );
		UpdatePvPData();
		m_standFlag->PushToWorld( m_mapMgr );
		m_flagHolder = 0;
		m_mapMgr->GetStateManager().UpdateWorldState( WORLDSTATE_EOTS_FLAG_NEUTRAL_DISPLAY, 1 );
	}
	// else bg ended

	plr->RemoveAura( EOTS_NETHERWING_FLAG_SPELL );
}
Esempio n. 25
0
void WarsongGulch::HookFlagDrop(Player* plr, GameObject* obj)
{
	/* picking up a dropped flag */
	if(m_dropFlags[plr->GetTeam()] != obj)
	{
		/* are we returning it? */
		if((obj->GetEntry() == 179785 && plr->IsTeamAlliance()) ||
		        (obj->GetEntry() == 179786 && plr->IsTeamHorde()))
		{
			uint32 x = plr->GetTeam() ? 0 : 1;
			sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG + (plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE));

			if(m_dropFlags[x]->IsInWorld())
				m_dropFlags[x]->RemoveFromWorld(false);

			if(m_homeFlags[x]->IsInWorld() == false)
				m_homeFlags[x]->PushToWorld(m_mapMgr);

			plr->m_bgScore.MiscData[BG_SCORE_WSG_FLAGS_RETURNED]++;
			UpdatePvPData();

			if(plr->IsTeamHorde())
				SendChatMessage(CHAT_MSG_BG_EVENT_HORDE, plr->GetGUID(), "The Horde flag was returned to its base by %s!", plr->GetName());
			else
				SendChatMessage(CHAT_MSG_BG_EVENT_ALLIANCE, plr->GetGUID(), "The Alliance flag was returned to its base by %s!", plr->GetName());

			SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_ALLIANCE_FLAG_DISPLAY : WORLDSTATE_WSG_HORDE_FLAG_DISPLAY, 1);
			PlaySoundToAll(plr->IsTeamHorde() ? SOUND_HORDE_RETURNED : SOUND_ALLIANCE_RETURNED);
		}
		return;
	}

	map<uint32, uint32>::iterator itr = plr->m_forcedReactions.find(1059);
	if(itr != plr->m_forcedReactions.end())
	{
		return;
	}

	if(plr->IsTeamAlliance())
		sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG);
	else
		sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG + 1);

	if(m_dropFlags[plr->GetTeam()]->IsInWorld())
		m_dropFlags[plr->GetTeam()]->RemoveFromWorld(false);

	m_flagHolders[plr->GetTeam()] = plr->GetLowGUID();
	plr->m_bgHasFlag = true;

	/* This is *really* strange. Even though the A9 create sent to the client is exactly the same as the first one, if
	 * you spawn and despawn it, then spawn it again it will not show. So we'll assign it a new guid, hopefully that
	 * will work.
	 * - Burlex
	 */
	m_dropFlags[plr->GetTeam()]->SetNewGuid(m_mapMgr->GenerateGameobjectGuid());

	SpellEntry* pSp = dbcSpell.LookupEntry(23333 + (plr->GetTeam() * 2));
	Spell* sp = sSpellFactoryMgr.NewSpell(plr, pSp, true, 0);
	SpellCastTargets targets(plr->GetGUID());
	sp->prepare(&targets);
	SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_ALLIANCE_FLAG_DISPLAY : WORLDSTATE_WSG_HORDE_FLAG_DISPLAY, 2);
	if(plr->IsTeamHorde())
		SendChatMessage(CHAT_MSG_BG_EVENT_HORDE, plr->GetGUID(), "The Alliance's flag has been taken by %s !", plr->GetName());
	else
		SendChatMessage(CHAT_MSG_BG_EVENT_ALLIANCE, plr->GetGUID(), "The Horde's flag has been taken by %s !", plr->GetName());
}
Esempio n. 26
0
void PetAI::UpdateAI(const uint32 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())
        {
            DEBUG_LOG("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

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

        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->GetGlobalCooldown() == 0 && !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;

            // 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(TargetSpellList::value_type(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(TargetSpellList::value_type(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->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

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

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
            if (me->isPet())
                ((Pet*)me)->CheckLearning(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;
    }
}
Esempio n. 27
0
void WorldSession::HandlePetAction(WorldPacket& recv_data)
{
    ObjectGuid petGuid;
    uint32 data;
    ObjectGuid targetGuid;
    recv_data >> petGuid;
    recv_data >> data;
    recv_data >> targetGuid;

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

    DETAIL_LOG("HandlePetAction: %s flag is %u, spellid is %u, target %s.", petGuid.GetString().c_str(), uint32(flag), spellid, targetGuid.GetString().c_str());

    // used also for charmed creature/player
    Unit* pet = _player->GetMap()->GetUnit(petGuid);
    if (!pet)
    {
        sLog.outError("HandlePetAction: %s not exist.", petGuid.GetString().c_str());
        return;
    }

    if (GetPlayer()->GetObjectGuid() != pet->GetCharmerOrOwnerGuid())
    {
        sLog.outError("HandlePetAction: %s isn't controlled by %s.", petGuid.GetString().c_str(), GetPlayer()->GetGuidStr().c_str());
        return;
    }

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

    if (pet->GetTypeId() == TYPEID_PLAYER)
    {
        // controller player can only do melee attack
        if (!(flag == ACT_COMMAND && spellid == COMMAND_ATTACK))
            return;
    }
    else if (((Creature*)pet)->IsPet())
    {
        // pet can have action bar disabled
        if (((Pet*)pet)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)
            return;
    }

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

    switch (flag)
    {
        case ACT_COMMAND:                                   // 0x07
            switch (spellid)
            {
                case COMMAND_STAY:                          // flat=1792  // STAY
                    pet->StopMoving();
                    pet->GetMotionMaster()->Clear(false);
                    pet->GetMotionMaster()->MoveIdle();
                    charmInfo->SetCommandState(COMMAND_STAY);
                    break;
                case COMMAND_FOLLOW:                        // spellid=1792  // FOLLOW
                    pet->AttackStop();
                    pet->GetMotionMaster()->MoveFollow(_player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
                    charmInfo->SetCommandState(COMMAND_FOLLOW);
                    break;
                case COMMAND_ATTACK:                        // spellid=1792  // ATTACK
                {
                    Unit* TargetUnit = _player->GetMap()->GetUnit(targetGuid);
                    if (!TargetUnit)
                        return;

                    // not let attack friendly units.
                    if (GetPlayer()->IsFriendlyTo(TargetUnit))
                        return;
                    // Not let attack through obstructions
                    if (!pet->IsWithinLOSInMap(TargetUnit))
                        return;

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

                        if (pet->hasUnitState(UNIT_STAT_CONTROLLED))
                        {
                            pet->Attack(TargetUnit, true);
                            pet->SendPetAIReaction();
                        }
                        else
                        {
                            pet->GetMotionMaster()->Clear();

                            if (((Creature*)pet)->AI())
                                ((Creature*)pet)->AI()->AttackStart(TargetUnit);

                            // 10% chance to play special pet attack talk, else growl
                            if (((Creature*)pet)->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && roll_chance_i(10))
                                pet->SendPetTalk((uint32)PET_TALK_ATTACK);
                            else
                            {
                                // 90% chance for pet and 100% chance for charmed creature
                                pet->SendPetAIReaction();
                            }
                        }
                    }
                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                    if (((Creature*)pet)->IsPet())
                    {
                        Pet* p = (Pet*)pet;
                        if (p->getPetType() == HUNTER_PET)
                            p->Unsummon(PET_SAVE_AS_DELETED, _player);
                        else
                            // dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                            p->SetDeathState(CORPSE);
                    }
                    else                                    // charmed
                        _player->Uncharm();
                    break;
                default:
                    sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x6
            switch (spellid)
            {
                case REACT_PASSIVE:                         // passive
                case REACT_DEFENSIVE:                       // recovery
                case REACT_AGGRESSIVE:                      // activete
                    charmInfo->SetReactState(ReactStates(spellid));
                    break;
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            Unit* unit_target = nullptr;
            if (targetGuid)
                unit_target = _player->GetMap()->GetUnit(targetGuid);

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

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

            for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
            {
                if (spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_INSTANT || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
                    return;
            }

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

            pet->clearUnitState(UNIT_STAT_MOVING);

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

            SpellCastResult result = spell->CheckPetCast(unit_target);

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

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

                if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS))
                {
                    // This is true if pet has no target or has target but targets differs.
                    if (pet->getVictim() != unit_target)
                    {
                        if (pet->getVictim())
                            pet->AttackStop();
                        pet->GetMotionMaster()->Clear();
                        if (((Creature*)pet)->AI())
                            ((Creature*)pet)->AI()->AttackStart(unit_target);
                    }
                }

                spell->prepare(&(spell->m_targets));
            }
            else
            {
                if (pet->HasAuraType(SPELL_AURA_MOD_POSSESS))
                    Spell::SendCastResult(GetPlayer(), spellInfo, 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);
    }
}
Esempio n. 28
0
void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid, uint16 flag, uint64 guid2, float x, float y, float z)
{
    CharmInfo* charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        sLog->outError(LOG_FILTER_NETWORKIO, "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->StopMoving();
                    pet->GetMotionMaster()->Clear(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->IsValidAttackTarget(TargetUnit))
                            return;

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

                    pet->ClearUnitState(UNIT_STATE_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();

                        // Summon gargoyle should attack the same target as ghoul
                        if (Unit* owner = pet->GetOwner())
                        {
                            if (owner->getClass() == CLASS_DEATH_KNIGHT)
                            {
                                for (Unit::ControlList::iterator itr = owner->m_Controlled.begin(); itr != owner->m_Controlled.end(); ++itr)
                                {
                                    if ((*itr)->GetEntry() == 27829 && !(*itr)->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
                                    {
                                        owner->AddAura(49206, TargetUnit);
                                        break;
                                    }
                                }
                            }
                        }

                        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->ToPet()->getPetType() == HUNTER_PET)
                                GetPlayer()->RemovePet(pet->ToPet(), PET_SLOT_DELETED, false, pet->ToPet()->m_Stampeded);
                            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;
                case COMMAND_MOVE_TO:
                    pet->StopMoving();
                    pet->GetMotionMaster()->Clear(false);
                    pet->GetMotionMaster()->MovePoint(0, x, y, z);
                    charmInfo->SetCommandState(COMMAND_MOVE_TO);
                    charmInfo->SetIsCommandAttack(false);
                    charmInfo->SetIsAtStay(true);
                    charmInfo->SetIsFollowing(false);
                    charmInfo->SetIsReturning(false);
                    charmInfo->SaveStayPosition();
                    break;

                default:
                    sLog->outError(LOG_FILTER_NETWORKIO, "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();
                    break;
                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                case REACT_HELPER:
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->SetReactState(ReactStates(spellid));
                    break;
                default:
                    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(LOG_FILTER_NETWORKIO, "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_SRC_AREA_ENEMY || 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(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Esempio n. 29
0
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
    recvPacket.hexlike();
    recvPacket.print_storage();

    //2 - 0 - 0 - 43 - 129 - 0 - 80 - 241 | - 42 - 211 - 253 - 0 | - 0 | - 2 |- 96 - 0 - 0 - 0 | - 0 - 26
    //- 164 - 59 - 196 - 174 - 98 - 131 | - 194 - 182 - 171 - 218| - 67 - 0 - 48 - 93| - 0 - 196 - 32
    //- 177| - 242 - 193 - 22 - 110 - 224 - 67 - 203 - 166 | - 68 - 61 - 133 - 1| - 240 - 66 - 1 - 183 |
    //- 0 - 0 - 0 - 217| - 2 - 43 - 129 - 80 - 241 - 0 - 10 - 0 - 0 - 0 - 0 - 76 - 109 - 175 - 0
    //- 238 - 115 - 58 - 196 - 20 - 110 - 121 - 194 - 187 - 107 - 217 - 67 - 32 - 44 - 27 - 62 - 217
    //- 1 - 36 - 129 - 80 - 241 - 0 - 0 - 160 - 64 - 0 - 0 - 160 - 64 - 0 - 0 - 160 - 64 - 192 - 233
    //- 172 - 62 - 4 - 0 - 0 - 0 - 7 - 230 - 0 - 0 - 0 -

    //5 - 0 - 0 - 43 - 129 - 0 - 80 - 241 | - 85 - 211 - 253 - 0 | - 0 | - 2 | - 96 - 0 - 0 - 0 | - 0 - 69 - 60 - 61
    //- 196 - 171 - 248 - 107| - 194 - 8 - 236 - 218 | - 67 - 0 - 177 - 11 | - 46 - 196 - 89 - 16 | - 14 - 195
    //- 5 - 38 - 231 - 67 - 23 - 221 | - 110 - 62 - 15 - 3 | - 240 - 66 -| 1 - 183 | - 0 - 0 - 0 - 217 | - 5 - 43
    //- 129 - 80 - 241 - 0 - 10 - 0 - 0 - 0 - 0 - 233 - 41 - 203 - 0 - 106 - 207 - 59 - 196 - 179 - 173 - 83
    //- 194 - 8 - 108 - 217 - 67 - 127 - 153 - 170 - 64 - 217 - 4 - 36 - 129 - 80 - 241 - 0 - 0 - 160 - 64
    //- 0 - 0 - 160 - 64 - 0 - 0 - 160 - 64 - 7 - 77 - 175 - 64 - 4 - 0 - 0 - 0 - 7 - 195 - 0 - 0 - 0 -

    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;

    DEBUG_LOG("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::GetAnyTypeCreature(*_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(spellInfo))
        return;

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(pet);

    pet->clearUnitState(UNIT_STAT_MOVING);

    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;
    }
}