예제 #1
0
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    recvPacket >> spellId;

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

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

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

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

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

    // client provided targets
    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(_player);

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

    Spell* spell = new Spell(_player, spellInfo, false);
	spell->SpellStart(&targets);
}
예제 #2
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* petUnit = _player->GetMap()->GetUnit(petGuid);
    if (!petUnit)
    {
        sLog.outError("HandlePetAction: %s not exist.", petGuid.GetString().c_str());
        return;
    }

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

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

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

    Pet* pet = nullptr;
    Creature* creature = nullptr;

    if (petUnit->GetTypeId() == TYPEID_UNIT)
    {
        creature = static_cast<Creature*>(petUnit);

        if (creature->IsPet())
        {
            pet = static_cast<Pet*>(petUnit);

            if (pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)
                return;
        }
    }

    if (!pet)
    {
        if (petUnit->hasUnitState(UNIT_STAT_POSSESSED))
        {
            // possess case
            if (flag != uint8(ACT_COMMAND))
            {
                sLog.outError("PetHAndler: unknown PET flag Action %i and spellid %i. For possessed %s", uint32(flag), spellid, petUnit->GetGuidStr().c_str());
                return;
            }

            switch (spellid)
            {
                case COMMAND_STAY:
                case COMMAND_FOLLOW:
                    charmInfo->SetCommandState(CommandStates(spellid));
                    break;
                case COMMAND_ATTACK:
                {
                    Unit* targetUnit = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr;

                    if (targetUnit && targetUnit != petUnit && petUnit->CanAttack(targetUnit))
                    {
                        // This is true if pet has no target or has target but targets differs.
                        if (petUnit->getVictim() != targetUnit)
                            petUnit->Attack(targetUnit, true);
                    }
                    break;
                }
                case COMMAND_DISMISS:
                    _player->BreakCharmOutgoing(petUnit);
                    break;
                default:
                    sLog.outError("PetHandler: Not allowed action %i and spellid %i. Pet %s owner is %s", uint32(flag), spellid, petUnit->GetGuidStr().c_str(), _player->GetGuidStr().c_str());
                    break;
            }
        }

        if (!petUnit->HasCharmer())
            return;
    }

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

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

                    if (targetUnit && targetUnit != petUnit && petUnit->CanAttack(targetUnit) && targetUnit->isInAccessablePlaceFor((Creature*)petUnit))
                    {
                        // This is true if pet has no target or has target but targets differs.
                        if (petUnit->getVictim() != targetUnit)
                        {
                            petUnit->AttackStop();
                            if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED))
                            {
                                petUnit->GetMotionMaster()->Clear();

                                petUnit->AI()->AttackStart(targetUnit);

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

                                    pet->SendPetAIReaction();
                                }
                            }
                            else
                                petUnit->Attack(targetUnit, true);
                        }
                    }
                    break;
                }
                case COMMAND_DISMISS:                       // dismiss permanent pet, remove temporary pet, uncharm unit
                {
                    if (pet)
                    {
                        pet->PlayDismissSound();
                        // No action for Hunter pets, Hunters must use their Dismiss Pet spell
                        if (pet->getPetType() != HUNTER_PET)
                            pet->ForcedDespawn();
                    }
                    else
                    {
                        // dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                        if (creature && creature->IsTemporarySummon())
                            creature->ForcedDespawn();
                        else
                            _player->BreakCharmOutgoing(petUnit);
                    }

                    charmInfo->SetStayPosition();
                    break;
                }
                default:
                    sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x6
            switch (spellid)
            {
                case REACT_PASSIVE:                         // passive
                {
                    petUnit->AttackStop(true, true);
                    charmInfo->SetSpellOpener();
                }
                case REACT_DEFENSIVE:                       // recovery
                case REACT_AGGRESSIVE:                      // activete
                {
                    petUnit->AI()->SetReactState(ReactStates(spellid));
                    break;
                }
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            charmInfo->SetIsRetreating();
            charmInfo->SetSpellOpener();

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

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

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

            if (!petUnit->IsSpellReady(*spellInfo))
                return;

            for (unsigned int i : spellInfo->EffectImplicitTargetA)
            {
                if (i == TARGET_ENUM_UNITS_ENEMY_AOE_AT_SRC_LOC
                        || i == TARGET_ENUM_UNITS_ENEMY_AOE_AT_DEST_LOC
                        || i == TARGET_ENUM_UNITS_ENEMY_AOE_AT_DYNOBJ_LOC)
                    return;
            }

            petUnit->clearUnitState(UNIT_STAT_MOVING);

            uint32 flags = TRIGGERED_NONE;
            if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED))
                flags |= TRIGGERED_PET_CAST;

            Spell* spell = new Spell(petUnit, spellInfo, flags);

            SpellCastResult result = spell->CheckPetCast(unit_target);

            const SpellRangeEntry* sRange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);

            if (unit_target && !(petUnit->IsWithinDistInMap(unit_target, sRange->maxRange) && petUnit->IsWithinLOSInMap(unit_target))
                    && petUnit->CanAttackNow(unit_target))
            {
                charmInfo->SetSpellOpener(spellid, sRange->minRange, sRange->maxRange);
                spell->finish(false);
                delete spell;

                petUnit->AttackStop();

                if (!petUnit->hasUnitState(UNIT_STAT_POSSESSED))
                {
                    petUnit->GetMotionMaster()->Clear();

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

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

                return;
            }

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

            if (result == SPELL_CAST_OK)
            {
                charmInfo->SetSpellOpener();
                spell->SpellStart(&(spell->m_targets));
            }
            else
            {
                if (creature && creature->IsSpellReady(*spellInfo))
                    GetPlayer()->SendClearCooldown(spellid, petUnit);

                charmInfo->SetSpellOpener();
                spell->finish(false);
                delete spell;
            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
예제 #3
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);

    Unit* petUnit = _player->GetMap()->GetUnit(guid);
    if (!petUnit || (guid != _player->GetPetGuid() && !_player->HasCharm(guid)))
    {
        sLog.outError("HandlePetSpellAutocastOpcode. %s isn't pet of %s .", guid.GetString().c_str(), _player->GetGuidStr().c_str());
        return;
    }

    //TODO: all those typecasting are probably not needed anymore
    Creature* petCreature = petUnit->GetTypeId() == TYPEID_UNIT ? static_cast<Creature*>(petUnit) : nullptr;
    Pet* pet = (petCreature && petCreature->IsPet()) ? static_cast<Pet*>(petUnit) : nullptr;

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

    if (!petUnit->IsSpellReady(*spellInfo))
        return;


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

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(petUnit);

    petUnit->clearUnitState(UNIT_STAT_MOVING);

    Spell* spell = new Spell(petUnit, spellInfo, TRIGGERED_PET_CAST);
    spell->m_targets = targets;

    SpellCastResult result = spell->CheckPetCast(nullptr);
    if (result == SPELL_CAST_OK)
    {
        if (pet)
            pet->CheckLearning(spellid);

        spell->SpellStart(&(spell->m_targets));
    }
    else
    {
        petUnit->SendPetCastFail(spellid, result);
        if (petCreature && petCreature->IsSpellReady(spellid))
            GetPlayer()->SendClearCooldown(spellid, petUnit);

        spell->finish(false);
        delete spell;
    }
}
예제 #4
0
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
    DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL");

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

    recvPacket >> guid >> cast_count >> spellid >> cast_flags;

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

    targets.ReadAdditionalData(recvPacket, cast_flags);

    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;
    }
}
예제 #5
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_unit->isAlive())
        return;
    Creature* creature = (m_unit->GetTypeId() == TYPEID_UNIT) ? static_cast<Creature*>(m_unit) : nullptr;
    Pet* pet = (creature && creature->IsPet()) ? static_cast<Pet*>(m_unit) : nullptr;
    
    Unit* owner = m_unit->GetMaster();
    if (!owner)
        return;

    Unit* victim = (pet && pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) ? nullptr : m_unit->getVictim();

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

    if (inCombat && !victim)
    {
        m_unit->AttackStop(true, true);
        inCombat = false;
    }

    CharmInfo* charminfo = m_unit->GetCharmInfo();
    MANGOS_ASSERT(charminfo);

    if (charminfo->GetIsRetreating())
    {
        if (!owner->IsWithinDistInMap(m_unit, (PET_FOLLOW_DIST * 2)))
        {
            if (!m_unit->hasUnitState(UNIT_STAT_FOLLOW))
                m_unit->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);

            return;
        }
        else
            charminfo->SetIsRetreating();
    }
    else if (charminfo->GetSpellOpener() != 0) // have opener stored
    {
        uint32 minRange = charminfo->GetSpellOpenerMinRange();

        if (!(victim = m_unit->getVictim())
            || (minRange != 0 && m_unit->IsWithinDistInMap(victim, minRange)))
            charminfo->SetSpellOpener();
        else if (m_unit->IsWithinDistInMap(victim, charminfo->GetSpellOpenerMaxRange())
                && m_unit->IsWithinLOSInMap(victim))
        {
            // stop moving
            m_unit->clearUnitState(UNIT_STAT_MOVING);

            // auto turn to target
            m_unit->SetInFront(victim);

            if (victim->GetTypeId() == TYPEID_PLAYER)
                m_unit->SendCreateUpdateToPlayer((Player*)victim);

            if (owner->GetTypeId() == TYPEID_PLAYER)
                m_unit->SendCreateUpdateToPlayer((Player*)owner);

            uint32 spell_id = charminfo->GetSpellOpener();
            SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spell_id);

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

            SpellCastResult result = spell->CheckPetCast(victim);

            if (result == SPELL_CAST_OK)
                spell->SpellStart(&(spell->m_targets));
            else
                delete spell;

            charminfo->SetSpellOpener();
        }
        else
            return;
    }
    // Auto cast (casted only in combat or persistent spells in any state)
    else if (!m_unit->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;
        if (pet)
        {
            for (uint8 i = 0; i < pet->GetPetAutoSpellSize(); ++i)
            {
                uint32 spellID = pet->GetPetAutoSpellOnPos(i);
                if (!spellID)
                    continue;

                SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellID);
                if (!spellInfo)
                    continue;

                if (!m_unit->IsSpellReady(*spellInfo))
                    continue;

                // ignore some combinations of combat state and combat/non combat 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 requirements:
                    // Consume Shadows, Lesser Invisibility, so ignore checks for its
                    if (!IsNonCombatSpell(spellInfo))
                    {
                        int32 duration = GetSpellDuration(spellInfo);
                        int32 cooldown = GetSpellRecoveryTime(spellInfo);

                        // allow only spell not on cooldown
                        if (cooldown != 0 && duration < cooldown)
                            continue;

                        // not allow instant kill auto casts as full health cost
                        if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL))
                            continue;
                    }
                }
                // just ignore non-combat spells
                else if (IsNonCombatSpell(spellInfo))
                    continue;

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

                if (inCombat && !m_unit->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(victim))
                {
                    targetSpellStore.push_back(TargetSpellList::value_type(victim, spell));
                    continue;
                }
                else
                {
                    bool spellUsed = false;
                    for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* Target = m_unit->GetMap()->GetUnit(*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 (!m_unit->HasInArc(M_PI_F, target))
            {
                m_unit->SetInFront(target);
                if (target->GetTypeId() == TYPEID_PLAYER)
                    m_unit->SendCreateUpdateToPlayer((Player*)target);

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

            spell->SpellStart(&targets);
        }

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

    // Stop here if casting spell (No melee and no movement)
    if (m_unit->IsNonMeleeSpellCasted(false))
        return;

    // we may get our actions disabled during spell casting, so do entire recheck for victim
    victim = (pet && pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) ? nullptr : m_unit->getVictim();

    if (victim)
    {
        // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
        // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
        if (!victim->isTargetableForAttack())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_unit->GetGUIDLow());
            m_unit->CombatStop();
            inCombat = false;
            
            return;
        }

        // if pet misses its target, it will also be the first in threat list
        if ((!creature || !(creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_MELEE))
            && m_unit->CanReachWithMeleeAttack(victim))
        {
            if (!m_unit->HasInArc(2 * M_PI_F / 3, victim))
            {
                m_unit->SetInFront(victim);
                if (victim->GetTypeId() == TYPEID_PLAYER)
                    m_unit->SendCreateUpdateToPlayer((Player*)victim);

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

            DoMeleeAttackIfReady();
        }
        else if (!m_unit->hasUnitState(UNIT_STAT_MOVING))
            AttackStart(victim);
    }
    else if (owner)
    {
        CharmInfo* charmInfo = m_unit->GetCharmInfo();

        if (owner->isInCombat() && !(charmInfo && charmInfo->HasReactState(REACT_PASSIVE)))
            AttackStart(owner->getAttackerForHelper());
        else
        {
            if (charmInfo && charmInfo->HasCommandState(COMMAND_STAY))
            {
                //if stay command is set but we don't have stay pos set then we need to establish current pos as stay position
                if (!charminfo->IsStayPosSet())
                    charminfo->SetStayPosition(true);

                float stayPosX = charminfo->GetStayPosX();
                float stayPosY = charminfo->GetStayPosY();
                float stayPosZ = charminfo->GetStayPosZ();

                if (m_unit->GetPositionX() == stayPosX
                    && m_unit->GetPositionY() == stayPosY
                    && m_unit->GetPositionZ() == stayPosZ)
                {
                    float StayPosO = charminfo->GetStayPosO();

                    if (m_unit->hasUnitState(UNIT_STAT_MOVING))
                    {
                        m_unit->GetMotionMaster()->Clear(false);
                        m_unit->GetMotionMaster()->MoveIdle();
                    }
                    else if (m_unit->GetOrientation() != StayPosO)
                        m_unit->SetOrientation(StayPosO);
                }
                else
                    m_unit->GetMotionMaster()->MovePoint(0, stayPosX, stayPosY, stayPosZ, false);
            }
            else if (m_unit->hasUnitState(UNIT_STAT_FOLLOW))
            {
                if (owner->IsWithinDistInMap(m_unit, PET_FOLLOW_DIST))
                {
                    m_unit->GetMotionMaster()->Clear(false);
                    m_unit->GetMotionMaster()->MoveIdle();
                }
            }
            else if (charmInfo && charmInfo->HasCommandState(COMMAND_FOLLOW)
                && !owner->IsWithinDistInMap(m_unit, (PET_FOLLOW_DIST * 2)))
                m_unit->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
        }
    }
}
예제 #6
0
void WorldSession::HandlePetAction(WorldPacket& recv_data)
{
    ObjectGuid petGuid;
    uint32 data;
    ObjectGuid targetGuid;
    float x, y, z;
    recv_data >> petGuid;
    recv_data >> data;
    recv_data >> targetGuid;
    recv_data >> x >> y >> z;

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

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

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

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

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

    if (pet->GetTypeId() == TYPEID_PLAYER && pet->GetCharmer()->GetTypeId() == TYPEID_PLAYER)
    {
        // controller player cannot use controlled player's spells
        if (flag != (ACT_COMMAND || ACT_REACTION))
            return;
    }
    else if (((Creature*)pet)->IsPet())
    {
        // pet can have action bar disabled
        if (((Pet*)pet)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)
            return;
    }

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

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

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

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

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

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

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

                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                {
                    Creature* petC = (Creature*)pet;
                    if (petC->IsPet())

                    {
                        Pet* p = (Pet*)petC;
                        if (p->getPetType() == HUNTER_PET)
                            p->Unsummon(PET_SAVE_AS_DELETED, _player);
                        else
                            // dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                            p->SetDeathState(CORPSE);
                    }
                    else                                    // charmed
                        _player->Uncharm();

                    if (petC->IsTemporarySummon()) // special case when pet was temporary summon through DoSummonPossesed
                    {
                        petC->ForcedDespawn();
                        return;
                    }

                    ((Pet*)pet)->SetStayPosition();
                    break;
                }
                default:
                    sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x6
            switch (spellid)
            {
                case REACT_PASSIVE:                         // passive
                {
                    pet->AttackStop(true, true);
                    ((Pet*)pet)->SetSpellOpener();
                }
                case REACT_DEFENSIVE:                       // recovery
                case REACT_AGGRESSIVE:                      // activete
                {
                    charmInfo->SetReactState(ReactStates(spellid));
                    break;
                }
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            ((Pet*)pet)->SetIsRetreating();
            ((Pet*)pet)->SetSpellOpener();

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

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

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

            for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
            {
                SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(SpellEffectIndex(i));
                if (!spellEffect)
                    continue;

                if (spellEffect->EffectImplicitTargetA == TARGET_ALL_ENEMY_IN_AREA
                    || spellEffect->EffectImplicitTargetA == TARGET_ALL_ENEMY_IN_AREA_INSTANT
                    || spellEffect->EffectImplicitTargetA == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
                    return;
            }

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

            pet->clearUnitState(UNIT_STAT_MOVING);

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

            SpellCastResult result = spell->CheckPetCast(unit_target);

            const SpellRangeEntry* sRange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);

            if (unit_target && !(pet->IsWithinDistInMap(unit_target, sRange->maxRange) && pet->IsWithinLOSInMap(unit_target)) 
                && !(GetPlayer()->IsFriendlyTo(unit_target) || pet->HasAuraType(SPELL_AURA_MOD_POSSESS)))
            {
                ((Pet*)pet)->SetSpellOpener(spellid, sRange->minRange, sRange->maxRange);
                spell->finish(false);
                delete spell;

                pet->AttackStop();
                pet->GetMotionMaster()->Clear();

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

                pet->SendPetAIReaction();

                return;
            }

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

            if (result == SPELL_CAST_OK)
            {
                ((Creature*)pet)->AddCreatureSpellCooldown(spellid);

                unit_target = spell->m_targets.getUnitTarget();

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

                        _player->SetInCombatState(true, unit_target);

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

                            pet->SendPetAIReaction();
                        }

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

                ((Pet*)pet)->SetSpellOpener();
                spell->SpellStart(&(spell->m_targets));
            }
            else
            {
                if (pet->HasAuraType(SPELL_AURA_MOD_POSSESS))
                    Spell::SendCastResult(GetPlayer(), spellInfo, 0, result);
                else
                {
                    Unit* owner = pet->GetCharmerOrOwner();
                    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                        Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true);
                }

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

                ((Pet*)pet)->SetSpellOpener();
                spell->finish(false);
                delete spell;
            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
예제 #7
0
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    uint8  cast_count, cast_flags;
    recvPacket >> cast_count;
    recvPacket >> spellId;
    recvPacket >> cast_flags;                               // flags (if 0x02 - some additional data are received)

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

    DEBUG_LOG("WORLD: CMSG_CAST_SPELL, spellId - %u, cast_count: %u, unk_flags %u, data length = " SIZEFMTD,
              spellId, cast_count, cast_flags, recvPacket.size());

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

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

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

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

    // client provided targets
    SpellCastTargets targets;

#ifdef BUILD_PLAYERBOT
    recvPacket >> targets.ReadForCaster(mover);
#else
    recvPacket >> targets.ReadForCaster(_player);
#endif

    // some spell cast packet including more data (for projectiles)
    targets.ReadAdditionalSpellData(recvPacket, cast_flags);

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

    Spell* spell = new Spell(mover, spellInfo, triggeredByAura ? TRIGGERED_OLD_TRIGGERED : TRIGGERED_NONE, mover->GetObjectGuid(), triggeredByAura ? triggeredByAura->GetSpellProto() : nullptr);
    spell->m_cast_count = cast_count;                       // set count of casts
    spell->SpellStart(&targets, triggeredByAura);
}
예제 #8
0
파일: PetAI.cpp 프로젝트: Ccaz/mangos-tbc
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();
    Unit* victim = m_creature->getVictim();

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

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

    if (((Pet*)m_creature)->GetIsRetreating())
    {
        if (!owner->_IsWithinDist(m_creature, (PET_FOLLOW_DIST * 2), true))
        {
            if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW))
                m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);

            return;
        }
        else
           ((Pet*)m_creature)->SetIsRetreating();
    }
    else if (((Pet*)m_creature)->GetSpellOpener() != 0) // have opener stored
    {
        uint32 minRange = ((Pet*)m_creature)->GetSpellOpenerMinRange();

        if (!(victim = m_creature->getVictim())
            || (minRange != 0 && m_creature->IsWithinDistInMap(victim, minRange)))
            ((Pet*)m_creature)->SetSpellOpener();
        else if (m_creature->IsWithinDistInMap(victim, ((Pet*)m_creature)->GetSpellOpenerMaxRange()) && m_creature->IsWithinLOSInMap(victim))
        {
            // stop moving
            m_creature->clearUnitState(UNIT_STAT_MOVING);

            // auto turn to target
            m_creature->SetInFront(victim);

            if (victim->GetTypeId() == TYPEID_PLAYER)
                m_creature->SendCreateUpdateToPlayer((Player*)victim);

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

            uint32 spell_id = ((Pet*)m_creature)->GetSpellOpener();
            SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);

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

            SpellCastResult result = spell->CheckPetCast(victim);

            if (result == SPELL_CAST_OK)
            {
                m_creature->AddCreatureSpellCooldown(spell_id);

                spell->SpellStart(&(spell->m_targets));
            }
            else
                delete spell;

            ((Pet*)m_creature)->SetSpellOpener();
        }

        else
            return;
    }
    // Autocast (casted only in combat or persistent spells in any state)
    else 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))
                {
                    int32 duration = GetSpellDuration(spellInfo);
                    int32 cooldown = GetSpellRecoveryTime(spellInfo);

                    // allow only spell not on cooldown
                    if (cooldown != 0 && duration < cooldown)
                        continue;

                    // not allow instant kill autocasts as full health cost
                    if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL))
                        continue;
                }
            }
            // just ignore non-combat spells
            else 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(TargetSpellList::value_type(m_creature->getVictim(), spell));
                continue;
            }
            else
            {
                bool spellUsed = false;
                for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* Target = m_creature->GetMap()->GetUnit(*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 (!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);
            if (m_creature->IsPet())
                ((Pet*)m_creature)->CheckLearning(spell->m_spellInfo->Id);

            spell->SpellStart(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
    else if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
        m_creature->InterruptNonMeleeSpells(false);

    if (victim = m_creature->getVictim())
    {
        // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
        if (_needToStop())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }

        // 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 if (m_creature->CanReachWithMeleeAttack(victim))
        {
            if (DoMeleeAttackIfReady())
                // if pet misses its target, it will also be the first in threat list
                victim->AddThreat(m_creature);
            else
                AttackStart(victim);
        }
    }
    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))
        {
            // The distance is to prevent the pet from running around to reach the owners back when  walking towards it
            //  and the reason for increasing it more than the follow distance is to prevent the same thing
            // from happening when the owner turns and twists (as this increases the distance between them)
            if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) && !owner->IsWithinDistInMap(m_creature, (PET_FOLLOW_DIST * 2)))
                m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
            // This is to stop the pet from following you when you're close to each other, to support the above condition.
            else if (m_creature->hasUnitState(UNIT_STAT_FOLLOW))
            {
                m_creature->GetMotionMaster()->Clear(false);
                m_creature->GetMotionMaster()->MoveIdle();
            }
        }
    }
}
예제 #9
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);

        spell->SpellStart(&(spell->m_targets));
    }
    else
    {
        Unit* owner = pet->GetCharmerOrOwner();
        if (owner && owner->GetTypeId() == TYPEID_PLAYER)
            Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true);

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

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

    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) : nullptr;

    // 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 = sSpellTemplate.LookupEntry<SpellEntry>(trainer_spell->spell);
    SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(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->SpellStart(&targets);
}