void RandomMovementGenerator<Creature>::Finalize(Creature &creature) { creature.clearUnitState(UNIT_STAT_ROAMING); creature.SetWalk(false); }
void RandomMovementGenerator<Creature>::Finalize(Creature &creature) { creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE); }
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(NULL); 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; } }
void WaypointMovementGenerator<Creature>::Finalize( Creature &u ) { u.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE); }
void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature) { if (!i_path || i_path->empty()) return; m_lastReachedWaypoint = i_currentNode; if (m_isArrivalDone) return; creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); m_isArrivalDone = true; WaypointPath::const_iterator currPoint = i_path->find(i_currentNode); MANGOS_ASSERT(currPoint != i_path->end()); WaypointNode const& node = currPoint->second; if (node.script_id) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for %s.", node.script_id, i_currentNode, creature.GetGuidStr().c_str()); creature.GetMap()->ScriptsStart(sCreatureMovementScripts, node.script_id, &creature, &creature); } // We have reached the destination and can process behavior if (WaypointBehavior* behavior = node.behavior) { if (behavior->emote != 0) creature.HandleEmote(behavior->emote); if (behavior->spell != 0) creature.CastSpell(&creature, behavior->spell, false); if (behavior->model1 != 0) creature.SetDisplayId(behavior->model1); if (behavior->textid[0]) { int32 textId = behavior->textid[0]; // Not only one text is set if (behavior->textid[1]) { // Select one from max 5 texts (0 and 1 already checked) int i = 2; for (; i < MAX_WAYPOINT_TEXT; ++i) { if (!behavior->textid[i]) break; } textId = behavior->textid[urand(0, i - 1)]; } if (MangosStringLocale const* textData = sObjectMgr.GetMangosStringLocale(textId)) creature.MonsterText(textData, nullptr); else sLog.outErrorDb("%s reached waypoint %u, attempted to do text %i, but required text-data could not be found", creature.GetGuidStr().c_str(), i_currentNode, textId); } } // Inform script if (creature.AI()) { uint32 type = WAYPOINT_MOTION_TYPE; if (m_PathOrigin == PATH_FROM_EXTERNAL && m_pathId > 0) type = EXTERNAL_WAYPOINT_MOVE + m_pathId; creature.AI()->MovementInform(type, i_currentNode); } // Wait delay ms Stop(node.delay); }
void WaypointMovementGenerator<Creature>::Interrupt(Creature &creature) { creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE); }
void RandomMovementGenerator<Creature>::Finalize(Creature &creature) { creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE); creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE), false); }
void WaypointMovementGenerator<Creature>::Initialize(Creature& creature) { creature.addUnitState(UNIT_STAT_ROAMING); creature.clearUnitState(UNIT_STAT_WAYPOINT_PAUSED); }
void WaypointMovementGenerator<Creature>::Finalize(Creature& creature) { creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE); creature.SetWalk(false); }
void FleeingMovementGenerator<Creature>::Finalize(Creature& owner) const { owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE), false); owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); }
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit) { unit.clearUnitState(UNIT_STAT_CONFUSED); unit.AddMonsterMoveFlag(MONSTER_MOVE_WALK); }
void FleeingMovementGenerator<Creature>::Finalize(Creature &owner) { owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK); owner.clearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE); }
void FleeingMovementGenerator<Creature>::Finalize(Creature& owner) const { owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); }
void WaypointMovementGenerator<Creature>::StartMoveNow(Creature& creature) { i_nextMoveTime.Reset(0); creature.clearUnitState(UNIT_STAT_WAYPOINT_PAUSED); StartMove(creature); }
void ConfusedMovementGenerator<Creature>::Finalize(Creature& unit) { unit.clearUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_CONFUSED_MOVE); }
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; Creature* pet = _player->GetMap()->GetCreatureOrPetOrVehicle(guid); if (!pet || (pet != _player->GetPet() && pet!= _player->GetCharm())) { sLog.outError( "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .", uint32(GUID_LOPART(guid)),GetPlayer()->GetName() ); return; } if (pet->GetGlobalCooldown() > 0) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || IsPassiveSpell(spellid)) return; SpellCastTargets targets; if (!targets.read(&recvPacket,pet)) return; pet->clearUnitState(UNIT_STAT_FOLLOW); Spell *spell = new Spell(pet, spellInfo, false); spell->m_cast_count = cast_count; // probably pending spell cast spell->m_targets = targets; SpellCastResult result = spell->CheckPetCast(NULL); if (result == SPELL_CAST_OK) { pet->AddCreatureSpellCooldown(spellid); if (pet->isPet()) { //10% chance to play special pet attack talk, else growl //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if(((Pet*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else pet->SendPetAIReaction(guid); } spell->prepare(&(spell->m_targets)); } else { pet->SendPetCastFail(spellid, result); if (!pet->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit) { unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE); unit.AddSplineFlag(SPLINEFLAG_WALKMODE); }
void WaypointMovementGenerator<Creature>::Interrupt(Creature& creature) { creature.InterruptMoving(); creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE); creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE), false); }
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket) { DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL"); ObjectGuid guid; uint32 spellid; uint8 cast_count; uint8 unk_flags; // flags (if 0x02 - some additional data are received) recvPacket >> guid >> cast_count >> spellid >> unk_flags; DEBUG_LOG("WORLD: CMSG_PET_CAST_SPELL, %s, cast_count: %u, spellid %u, unk_flags %u", guid.GetString().c_str(), cast_count, spellid, unk_flags); Creature* pet = _player->GetMap()->GetAnyTypeCreature(guid); if (!pet || (guid != _player->GetPetGuid() && guid != _player->GetCharmGuid())) { sLog.outError("HandlePetCastSpellOpcode: %s isn't pet of %s .", guid.GetString().c_str(), 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; Aura* triggeredByAura = pet->GetTriggeredByClientAura(spellid); // do not cast not learned spells if ((!triggeredByAura && !pet->HasSpell(spellid)) || IsPassiveSpell(spellInfo)) return; SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pet); pet->clearUnitState(UNIT_STAT_MOVING); Spell* spell = new Spell(pet, spellInfo, triggeredByAura ? true : false, pet->GetObjectGuid(), triggeredByAura ? triggeredByAura->GetSpellProto() : NULL); spell->m_cast_count = cast_count; // probably pending spell cast spell->m_targets = targets; SpellCastResult result = triggeredByAura ? SPELL_CAST_OK : 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(); } spell->prepare(&(spell->m_targets), triggeredByAura); } else { Unit* owner = pet->GetCharmerOrOwner(); if (owner && owner->GetTypeId() == TYPEID_PLAYER && !triggeredByAura) Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true); if (!pet->HasSpellCooldown(spellid) && !triggeredByAura) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }
bool WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff) { if (!&unit) return true; if (!path_id) return false; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return true; // Clear the generator if the path doesn't exist if (!waypoints || !waypoints->size()) return false; Traveller<Creature> traveller(unit); i_nextMoveTime.Update(diff); i_destinationHolder.UpdateTraveller(traveller, diff, true); if (i_nextMoveTime.GetExpiry() < TIMEDIFF_NEXT_WP) { if (unit.IsStopped()) { if (StopedByPlayer) { ASSERT(node); InitTraveller(unit, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); StopedByPlayer = false; return true; } if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint { if (repeating) // If the movement is repeating i_currentNode = 0; // Start moving all over again else { unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation()); unit.GetMotionMaster()->Initialize(); return false; // Clear the waypoint movement } } else ++i_currentNode; node = waypoints->at(i_currentNode); InitTraveller(unit, *node); i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); //Call for creature formation update if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit) unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else { //Determine waittime if (node->delay) i_nextMoveTime.Reset(node->delay); //note: disable "start" for mtmap if (node->event_id && rand()%100 < node->event_chance) unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/); i_destinationHolder.ResetTravelTime(); MovementInform(unit); unit.UpdateWaypointID(i_currentNode); unit.clearUnitState(UNIT_STAT_ROAMING); unit.Relocate(node->x, node->y, node->z); } } else { if (unit.IsStopped() && !i_destinationHolder.HasArrived()) { if (!StopedByPlayer) { i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); StopedByPlayer = true; } } } return true; }
void SetData(uint32 type, uint32 data) { switch (type) { case DATA_MAGTHERIDON_EVENT: Encounters[0] = data; if (data == NOT_STARTED) RespawnTimer = 10000; if (data != IN_PROGRESS) { if (GameObject* Door = instance->GetGameObject(DoorGUID)) Door->SetGoState(GO_STATE_ACTIVE); } break; case DATA_CHANNELER_EVENT: switch (data) { case NOT_STARTED: // Reset all channelers once one is reset. if (Encounters[1] != NOT_STARTED) { Encounters[1] = NOT_STARTED; for (std::set<uint64>::iterator i = ChannelerGUID.begin(); i != ChannelerGUID.end(); ++i) { if (Creature* Channeler = instance->GetCreature(*i)) { if (Channeler->isAlive()) Channeler->AI()->EnterEvadeMode(); else Channeler->Respawn(); } } CageTimer = 0; if (GameObject* Door = instance->GetGameObject(DoorGUID)) Door->SetGoState(GO_STATE_ACTIVE); }break; case IN_PROGRESS: // Event start. if (Encounters[1] != IN_PROGRESS) { Encounters[1] = IN_PROGRESS; // Let all five channelers aggro. for (std::set<uint64>::iterator i = ChannelerGUID.begin(); i != ChannelerGUID.end(); ++i) { Creature* Channeler = instance->GetCreature(*i); if (Channeler && Channeler->isAlive()) Channeler->AI()->AttackStart(Channeler->SelectNearestTarget(999)); } // Release Magtheridon after two minutes. Creature* Magtheridon = instance->GetCreature(MagtheridonGUID); if (Magtheridon && Magtheridon->isAlive()) { Magtheridon->TextEmote("'s bonds begin to weaken!", 0); CageTimer = 120000; } if (GameObject* Door = instance->GetGameObject(DoorGUID)) Door->SetGoState(GO_STATE_READY); }break; case DONE: // Add buff and check if all channelers are dead. for (std::set<uint64>::iterator i = ChannelerGUID.begin(); i != ChannelerGUID.end(); ++i) { Creature* Channeler = instance->GetCreature(*i); if (Channeler && Channeler->isAlive()) { //Channeler->CastSpell(Channeler, SPELL_SOUL_TRANSFER, true); data = IN_PROGRESS; break; } } Creature* Magtheridon = instance->GetCreature(MagtheridonGUID); if (data == DONE && Magtheridon && Magtheridon->isAlive()) { Magtheridon->clearUnitState(UNIT_STAT_STUNNED); Magtheridon->AI()->AttackStart(Magtheridon->SelectNearestTarget(999)); } break; } Encounters[1] = data; break; case DATA_COLLAPSE: // true - collapse / false - reset for (std::set<uint64>::iterator i = ColumnGUID.begin(); i != ColumnGUID.end(); ++i) HandleGameObject(*i, data); break; default: break; } }
void FleeingMovementGenerator<Creature>::Finalize(Creature &owner) { owner.AddSplineFlag(SPLINEFLAG_WALKMODE); owner.clearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE); }
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket ) { DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL"); 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::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(spellInfo)) return; SpellCastTargets targets; //float elevation, speed; //uint8 pos1, pos2; recvPacket >> targets.ReadForCaster(pet); //recvPacket >> elevation >> speed; //recvPacket >> pos1 >> pos2; pet->clearUnitState(UNIT_STAT_MOVING); //mask: 96, elevation: 0.167906, speed: 120.002441, pos1: 1, pos: 183 //sLog.outDebug("mask: %u, elevation: %f, speed: %f, pos1: %u, pos: %u", targets.m_targetMask, elevation, speed, pos1, pos2); sLog.outDebug("guid: %u, sX: %f, sY:%f, sZ: %f", targets.getUnitTargetGUID(),targets.m_srcX,targets.m_srcY,targets.m_srcZ); sLog.outDebug("guid: %u, sX: %f, sY:%f, sZ: %f", targets.getUnitTargetGUID(),targets.m_destX,targets.m_destY,targets.m_destZ); 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; } }
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) { if (!&creature) return true; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (creature.hasUnitState(UNIT_STAT_NOT_MOVE)) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } // prevent a crash at empty waypoint path. if (!i_path || i_path->empty()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } if (i_currentNode >= i_path->size()) { sLog.outError("WaypointMovement currentNode (%u) is equal or bigger than path size (creature entry %u)", i_currentNode, creature.GetEntry()); i_currentNode = 0; } CreatureTraveller traveller(creature); i_nextMoveTime.Update(diff); if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true)) { if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost } // creature has been stopped in middle of the waypoint segment if (!i_destinationHolder.HasArrived() && creature.IsStopped()) { // Timer has elapsed, meaning this part controlled it if (i_nextMoveTime.Passed()) { SetStoppedByPlayer(false); creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (creature.canFly()) creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); // Now we re-set destination to same node and start travel const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } else // if( !i_nextMoveTime.Passed()) { // unexpected end of timer && creature stopped && not at end of segment if (!IsStoppedByPlayer()) { // Put 30 seconds delay i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); SetStoppedByPlayer(true); // Mark we did it } } return true; // Abort here this update } if (creature.IsStopped()) { if (!m_isArrivalDone) { if (i_path->at(i_currentNode).orientation != 100) creature.SetOrientation(i_path->at(i_currentNode).orientation); if (i_path->at(i_currentNode).script_id) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for creature %u (entry %u).", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetDBTableGUIDLow(), creature.GetEntry()); creature.GetMap()->ScriptsStart(sCreatureMovementScripts, i_path->at(i_currentNode).script_id, &creature, &creature); } // We have reached the destination and can process behavior if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior) { if (behavior->emote != 0) creature.HandleEmote(behavior->emote); if (behavior->spell != 0) { creature.CastSpell(&creature, behavior->spell, false); if (!IsActive(creature)) // force stop processing (cast can change movegens list) return true; // not expire now, but already lost } if (behavior->model1 != 0) creature.SetDisplayId(behavior->model1); if (behavior->textid[0]) { // Not only one text is set if (behavior->textid[1]) { // Select one from max 5 texts (0 and 1 already checked) int i = 2; for(; i < MAX_WAYPOINT_TEXT; ++i) { if (!behavior->textid[i]) break; } creature.Say(behavior->textid[rand() % i], 0, 0); } else creature.Say(behavior->textid[0], 0, 0); } } // wpBehaviour found // Can only do this once for the node m_isArrivalDone = true; // Inform script MovementInform(creature); if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost // prevent a crash at empty waypoint path. if (!i_path || i_path->empty() || i_currentNode >= i_path->size()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } } } // i_creature.IsStopped() // This is at the end of waypoint segment (incl. was previously stopped by player, extending the time) if (i_nextMoveTime.Passed()) { // If stopped then begin a new move segment if (creature.IsStopped()) { creature.addUnitState(UNIT_STAT_ROAMING_MOVE); if (creature.canFly()) creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7); if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior) { if (behavior->model2 != 0) creature.SetDisplayId(behavior->model2); creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); } // behavior for "departure" of the current node is done m_isArrivalDone = false; // Proceed with increment current node and then send to the next destination ++i_currentNode; // Oops, end of the line so need to start from the beginning if (i_currentNode >= i_path->size()) i_currentNode = 0; if (i_path->at(i_currentNode).orientation != 100) creature.SetOrientation(i_path->at(i_currentNode).orientation); const WaypointNode &node = i_path->at(i_currentNode); i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); } else { // If not stopped then stop it creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); SetStoppedByPlayer(false); // Set TimeTracker to waittime for the current node i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); } } return true; }
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket) { DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL"); ObjectGuid guid; uint32 spellid; uint8 cast_count; uint8 unk_flags; // flags (if 0x02 - some additional data are received) recvPacket >> guid >> cast_count >> spellid >> unk_flags; DEBUG_LOG("WORLD: CMSG_PET_CAST_SPELL, %s, cast_count: %u, spellid %u, unk_flags %u", guid.GetString().c_str(), cast_count, spellid, unk_flags); Creature* pet = _player->GetMap()->GetAnyTypeCreature(guid); if (!pet || (guid != _player->GetPetGuid() && guid != _player->GetCharmGuid())) { sLog.outError("HandlePetCastSpellOpcode: %s isn't pet of %s .", guid.GetString().c_str(), _player->GetGuidStr().c_str()); return; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; Aura* triggeredByAura = pet->GetTriggeredByClientAura(spellid); // do not cast not learned spells if ((!triggeredByAura && !pet->HasSpell(spellid)) || IsPassiveSpell(spellInfo)) return; SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pet); pet->clearUnitState(UNIT_STAT_MOVING); Spell* spell = new Spell(pet, spellInfo, triggeredByAura ? true : false, pet->GetObjectGuid(), triggeredByAura ? triggeredByAura->GetSpellProto() : nullptr); spell->m_cast_count = cast_count; // probably pending spell cast spell->m_targets = targets; SpellCastResult result = triggeredByAura ? SPELL_CAST_OK : spell->CheckPetCast(nullptr); if (result == SPELL_CAST_OK) { pet->AddCreatureSpellCooldown(spellid); spell->SpellStart(&(spell->m_targets), triggeredByAura); } else { Unit* owner = pet->GetCharmerOrOwner(); if (owner && owner->GetTypeId() == TYPEID_PLAYER && !triggeredByAura) Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true); if (!pet->HasSpellCooldown(spellid) && !triggeredByAura) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }