Пример #1
0
void WorldSession::HandlePetCastSpellOpcode(WorldPackets::Spells::PetCastSpell& petCastSpell)
{
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(petCastSpell.Cast.SpellID);
    if (!spellInfo)
    {
        TC_LOG_ERROR("network", "WORLD: unknown PET spell id %i", petCastSpell.Cast.SpellID);
        return;
    }

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

    Unit* caster = ObjectAccessor::GetUnit(*_player, petCastSpell.PetGUID);

    if (!caster || (caster != _player->GetGuardianPet() && caster != _player->GetCharm()))
    {
        TC_LOG_ERROR("network", "HandlePetCastSpellOpcode: %s isn't pet of player %s (%s).", petCastSpell.PetGUID.ToString().c_str(), GetPlayer()->GetName().c_str(), GetPlayer()->GetGUID().ToString().c_str());
        return;
    }

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

    SpellCastTargets targets(caster, petCastSpell.Cast);

    caster->ClearUnitState(UNIT_STATE_FOLLOW);

    Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE);
    spell->m_cast_count = petCastSpell.Cast.CastID;
    spell->m_misc.Data = petCastSpell.Cast.Misc;
    spell->m_targets = targets;

    SpellCastResult result = spell->CheckPetCast(NULL);
    if (result == SPELL_CAST_OK)
    {
        if (Creature* creature = caster->ToCreature())
        {
            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(petCastSpell.PetGUID);
            }
        }

        spell->prepare(&targets);
    }
    else
    {
        spell->SendPetCastResult(result);

        if (!caster->GetSpellHistory()->HasCooldown(spellInfo->Id))
            caster->GetSpellHistory()->ResetCooldown(spellInfo->Id, true);

        spell->finish(false);
        delete spell;
    }
}
Пример #2
0
/*
void WorldSession::HandleDismissCritter(WorldPacket& recvData)
{
    uint64 guid;
    recvData >> guid;

    IC_LOG_DEBUG("network", "WORLD: Received CMSG_DISMISS_CRITTER for GUID " UI64FMTD, guid);

    Unit* pet = ObjectAccessor::GetCreatureOrPet(*_player, guid);

    if (!pet)
    {
        IC_LOG_DEBUG("network", "Vanitypet (guid: %u) does not exist - player '%s' (guid: %u / account: %u) attempted to dismiss it (possibly lagged out)",
            uint32(GUID_LOPART(guid)), GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow(), GetAccountId());
        return;
    }

    if (_player->GetCritterGUID() == pet->GetGUID())
    {
         if (pet->GetTypeId() == TYPEID_UNIT && pet->ToCreature()->IsSummon())
             pet->ToTempSummon()->UnSummon();
    }
}
*/
void WorldSession::HandlePetAction(WorldPacket& recvData)
{
    uint64 guid1;
    uint32 data;
    uint64 guid2;
    recvData >> guid1;                                     //pet guid
    recvData >> data;
    recvData >> guid2;                                     //tag guid

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

    // used also for charmed creature
    Unit* pet= ObjectAccessor::GetUnit(*_player, guid1);
    IC_LOG_INFO("network", "HandlePetAction: Pet %u - flag: %u, spellid: %u, target: %u.", uint32(GUID_LOPART(guid1)), uint32(flag), spellid, uint32(GUID_LOPART(guid2)));

    if (!pet)
    {
        IC_LOG_ERROR("network", "HandlePetAction: Pet (GUID: %u) doesn't exist for player %s (GUID: %u)", uint32(GUID_LOPART(guid1)), GetPlayer()->GetName().c_str(), GUID_LOPART(GetPlayer()->GetGUID()));
        return;
    }

    if (pet != GetPlayer()->GetFirstControlled())
    {
        IC_LOG_ERROR("network", "HandlePetAction: Pet (GUID: %u) does not belong to player %s (GUID: %u)", uint32(GUID_LOPART(guid1)), GetPlayer()->GetName().c_str(), GUID_LOPART(GetPlayer()->GetGUID()));
        return;
    }

    if (!pet->IsAlive())
    {
        SpellInfo const* spell = (flag == ACT_ENABLED || flag == ACT_PASSIVE) ? sSpellMgr->GetSpellInfo(spellid) : NULL;
        if (!spell)
            return;
        if (!(spell->Attributes & SPELL_ATTR0_CASTABLE_WHILE_DEAD))
            return;
    }

    /// @todo allow control charmed player?
    if (pet->GetTypeId() == TYPEID_PLAYER && !(flag == ACT_COMMAND && spellid == COMMAND_ATTACK))
        return;


        //If a pet is dismissed, m_Controlled will change
        std::vector<Unit*> controlled;
        for (Unit::ControlList::iterator itr = GetPlayer()->m_Controlled.begin(); itr != GetPlayer()->m_Controlled.end(); ++itr)
            if ((*itr)->GetEntry() == pet->GetEntry() && (*itr)->IsAlive())
                controlled.push_back(*itr);


    CharmInfo* charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        IC_LOG_ERROR("network", "WorldSession::HandlePetAction(petGuid: " UI64FMTD ", tagGuid: " UI64FMTD ", spellId: %u, flag: %u): object (GUID: %u Entry: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!",
            guid1, guid2, spellid, flag, pet->GetGUIDLow(), pet->GetEntry(), 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->SetIsCommandFollow(false);
                    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->SetIsCommandFollow(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;

                    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();

                        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->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->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())
                        _player->StopCastingCharm();
                    else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID())
                    {
                        ASSERT(pet->GetTypeId() == TYPEID_UNIT);
                        if (pet->IsPet())
                        {
                            if (((Pet*)pet)->getPetType() == HUNTER_PET)
                                GetPlayer()->RemovePet((Pet*)pet, PET_SAVE_AS_DELETED);
                            else
                                //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                                pet->setDeathState(CORPSE);
                        }
                        else if (pet->HasUnitTypeMask(UNIT_MASK_MINION))
                        {
                            ((Minion*)pet)->UnSummon();
                        }
                    }
                    break;
                default:
                    IC_LOG_ERROR("network", "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x6
            switch (spellid)
            {
                case REACT_PASSIVE:                         //passive
                    pet->AttackStop();

                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->SetReactState(ReactStates(spellid));
                    break;
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            Unit* unit_target = NULL;

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

            // do not cast unknown spells
            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid);
            if (!spellInfo)
            {
                IC_LOG_ERROR("network", "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
            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())
            {
                if (unit_target)
                {
                    pet->SetInFront(unit_target);
                    if (Player* player = unit_target->ToPlayer())
                        pet->SendUpdateToPlayer(player);
                }
                else if (Unit* unit_target2 = spell->m_targets.GetUnitTarget())
                {
                    pet->SetInFront(unit_target2);
                    if (Player* player = unit_target2->ToPlayer())
                        pet->SendUpdateToPlayer(player);
                }

                if (Unit* powner = pet->GetCharmerOrOwner())
                    if (Player* player = powner->ToPlayer())
                        pet->SendUpdateToPlayer(player);

                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())
                {
                    // 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()) /// @todo: confirm this check
                    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
                if (pet->GetCharmInfo())
                    pet->GetCharmInfo()->SetIsCommandAttack(false);
            }
            break;
        }
        default:
            IC_LOG_ERROR("network", "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Пример #3
0
void WorldSession::HandlePetAction(WorldPacket& recv_data)
{
    ObjectGuid petGuid;
    uint32 data;
    ObjectGuid targetGuid;
    recv_data >> petGuid;
    recv_data >> data;
    recv_data >> targetGuid;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            pet->clearUnitState(UNIT_STAT_MOVING);

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

            SpellCastResult result = spell->CheckPetCast(unit_target);

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

            if (result == SPELL_CAST_OK)
            {
                ((Creature*)pet)->AddCreatureSpellCooldown(spellid);
                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, 0, result);
                else
                    pet->SendPetCastFail(spellid, result);

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

                spell->finish(false);
                delete spell;
            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Пример #4
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)
    {
        TC_LOG_ERROR("network", "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);
                            if (Unit* owner = pet->GetOwner())
                                if (Player* playerOwner = owner->ToPlayer())
                                    for (Unit::ControlList::iterator itr = playerOwner->m_Controlled.begin(); itr != playerOwner->m_Controlled.end(); ++itr)
                                        if ((*itr)->isGuardian() && (*itr)->IsAIEnabled)
                                            (*itr)->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())
                        {
                            PetRemoveMode removeMode = (static_cast<Pet*>(pet)->getPetType() == HUNTER_PET)
                                    ? PET_REMOVE_ABANDON
                                    : PET_REMOVE_DISMISS;
                            GetPlayer()->RemovePet(removeMode, PET_REMOVE_FLAG_RESET_CURRENT);
                        }
                        else if (pet->HasUnitTypeMask(UNIT_MASK_MINION))
                        {
                            ((Minion*)pet)->UnSummon();
                        }
                    }
                    break;
                case COMMAND_MOVE_TO:
                    pet->StopMoving();
                    pet->GetMotionMaster()->Clear(false);
                    pet->GetMotionMaster()->MoveIdle();
                    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:
                    TC_LOG_ERROR("network", "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x6
            switch (spellid)
            {
                case REACT_PASSIVE:                         //passive
                    pet->AttackStop();
                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                case REACT_ASSIST:
                    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)
            {
                TC_LOG_ERROR("network", "WORLD: unknown PET spell id %i", spellid);
                return;
            }

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

            for (auto const &spellEffect : spellInfo->Effects)
            {
                if (spellEffect.TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY
                        || spellEffect.TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY
                        || spellEffect.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, NULL, 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:
            TC_LOG_ERROR("network", "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Пример #5
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);

    // 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;
    }

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(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->ToCreature()->GetGlobalCooldown() > 0)
        {
            caster->SendPetCastFail(spellid, SPELL_FAILED_NOT_READY);
            return;
        }

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

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

    caster->clearUnitState(UNIT_STAT_FOLLOW);

    Spell *spell = new Spell(caster, spellInfo, spellid == 33395); // water elemental can cast freeze as triggered
    spell->m_cast_count = spellid == 33395 ? 0 : cast_count;                       // 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;
    }
}
Пример #6
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;
    }
}
Пример #7
0
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
    sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");

    CHECK_PACKET_SIZE(recvPacket,8+4);
    uint64 guid;
    uint32 spellid;

    recvPacket >> guid >> spellid;

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

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

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

    if(!pet || (pet != _player->GetPet() && pet!= _player->GetCharm()))
    {
        sLog.outError( "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .\n", 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\n", 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_targets = targets;

    int16 result = spell->PetCanCast(NULL);
    if(result == -1)
    {
        pet->AddCreatureSpellCooldown(spellid);
        if(pet->isPet())
        {
            Pet* p = (Pet*)pet;
            p->CheckLearning(spellid);
            //10% chance to play special pet attack talk, else growl
            //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
            if(p->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
            else
                pet->SendPetAIReaction(guid);
        }

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

        spell->finish(false);
        delete spell;
    }
}
Пример #8
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(LOG_FILTER_NETWORKIO, "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(LOG_FILTER_NETWORKIO, "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;
    }
}
Пример #9
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(), 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);

    targets.ReadAdditionalData(recvPacket, cast_flags);

    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;
    }
}
Пример #10
0
void WorldSession::HandlePetAction(WorldPacket & recv_data)
{
    uint64 guid1;
    uint16 spellid;
    uint16 flag;
    uint64 guid2;
    recv_data >> guid1;                                     //pet guid
    recv_data >> spellid;
    recv_data >> flag;                                      //delete = 0x0700 CastSpell = C100
    recv_data >> guid2;                                     //tag guid

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

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

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

    if (pet->GetTypeId() == TYPEID_PLAYER && !(flag == ACT_COMMAND && spellid == COMMAND_ATTACK))
        return;

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

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

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

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

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

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

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

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

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

                    }

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


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

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

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

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

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

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

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

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

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

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

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

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

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

            int16 result = spell->PetCanCast(unit_target);

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

            if (result == -1)
            {
                pet->ToCreature()->AddCreatureSpellCooldown(spellid);
                if (pet->ToCreature()->isPet())
                    ((Pet*)pet)->CheckLearning(spellid);

                unit_target = spell->m_targets.getUnitTarget();

                //10% chance to play special pet attack talk, else growl
                //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
                if (pet->ToCreature()->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10))
                    pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                else
                {
                    pet->SendPetAIReaction(guid1);
                }

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

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

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

                spell->finish(false);
                delete spell;

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

            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", flag, spellid);
    }
}
Пример #11
0
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
    sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");

    CHECK_PACKET_SIZE(recvPacket,8+4);
    uint64 guid;
    uint32 spellid;

    recvPacket >> guid >> spellid;

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

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

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

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

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

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

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

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

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

    int16 result = spell->PetCanCast(NULL);
    if(result == -1)
    {
        if(caster->GetTypeId() == TYPEID_UNIT)
        {
            Creature* pet = (Creature*)caster;
            pet->AddCreatureSpellCooldown(spellid);
            if(pet->isPet())
            {
                Pet* p = (Pet*)pet;
                p->CheckLearning(spellid);
                // 10% chance to play special pet attack talk, else growl
                // actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
                if(p->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                    pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                else
                    pet->SendPetAIReaction(guid);
            }
        }

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

        spell->finish(false);
        delete spell;
    }
}
bool TargetedMovementGeneratorMedium<T,D>::DoUpdate(T* owner, uint32 time_diff)
{
    if (!i_target.isValid() || !i_target->IsInWorld())
        return false;

    if (!owner || !owner->isAlive())
        return false;

    if (owner->HasUnitState(UNIT_STATE_NOT_MOVE))
    {
        D::_clearUnitStateMove(owner);
        return true;
    }

    // prevent movement while casting spells with cast time or channel time
    if (owner->HasUnitState(UNIT_STATE_CASTING))
    {
        if (!owner->IsStopped())
            owner->StopMoving();
        return true;
    }

    // prevent crash after creature killed pet
    if (static_cast<D*>(this)->_lostTarget(owner))
    {
        D::_clearUnitStateMove(owner);
        return true;
    }

    // Check whether pet got send to cast a spell
    if (i_spell)
    {
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(i_spell);
        Spell* spell = new Spell(owner->ToUnit(), spellInfo, TRIGGERED_NONE);
        SpellCastResult result = spell->CheckPetCast(i_target.getTarget());
        if (result == SPELL_CAST_OK)
        {
            spell->prepare(&(spell->m_targets));
            // Reset i_spell here to prevent chaincasting.
            i_spell = 0;
        }
        else
        {
            spell->finish(false);
            delete spell;
        }
    }

    bool targetMoved = false;
    i_recheckDistance.Update(time_diff);
    if (i_recheckDistance.Passed())
    {
        i_recheckDistance.Reset(100);
        //More distance let have better performance, less distance let have more sensitive reaction at target move.
        float allowed_dist = owner->GetCombatReach() + sWorld->getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
        G3D::Vector3 dest = owner->movespline->FinalDestination();

        targetMoved = !(i_target->IsWithinDist3d(dest.x, dest.y, dest.z, allowed_dist) && i_target->IsWithinLOS(dest.x, dest.y, dest.z));
    }

    if (i_recalculateTravel || targetMoved)
        _setTargetLocation(owner, targetMoved);

    if (owner->movespline->Finalized())
    {
        static_cast<D*>(this)->MovementInform(owner);
        if (i_angle == 0.f && !owner->HasInArc(0.01f, i_target.getTarget()))
            owner->SetInFront(i_target.getTarget());

        if (!i_targetReached)
        {
            i_targetReached = true;
            static_cast<D*>(this)->_reachTarget(owner);
        }
    }

    return true;
}
Пример #13
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;
    }
}
Пример #14
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;
    }
}
Пример #15
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;
    }
}
Пример #16
0
void WorldSession::HandlePetAction( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 8+2+2+8);

    uint64 guid1;
    uint16 spellid;
    uint16 flag;
    uint64 guid2;
    recv_data >> guid1;                                     //pet guid
    recv_data >> spellid;
    recv_data >> flag;                                      //delete = 0x0700 CastSpell = C100
    recv_data >> guid2;                                     //tag guid

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

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

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

    if(pet->GetTypeId() == TYPEID_PLAYER && !(flag == ACT_COMMAND && spellid == COMMAND_ATTACK))
        return;

    CharmInfo *charmInfo = pet->GetCharmInfo();
    if(!charmInfo)
    {
        sLog.outError("WorldSession::HandlePetAction: object "I64FMTD" is considered pet-like but doesn't have a charminfo!", pet->GetGUID());
        return;
    }

    switch(flag)
    {
    case ACT_COMMAND:                                   //0x0700
        switch(spellid)
        {
        case COMMAND_STAY:                          //flat=1792  //STAY
            pet->StopMoving();
            pet->GetMotionMaster()->Clear();
            pet->GetMotionMaster()->MoveIdle();
            charmInfo->SetCommandState( COMMAND_STAY );
            break;
        case COMMAND_FOLLOW:                        //spellid=1792  //FOLLOW
            pet->AttackStop();
            pet->GetMotionMaster()->MoveFollow(_player,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
            charmInfo->SetCommandState( COMMAND_FOLLOW );
            break;
        case COMMAND_ATTACK:                        //spellid=1792  //ATTACK
        {
            const uint64& selguid = _player->GetSelection();
            Unit *TargetUnit = ObjectAccessor::GetUnit(*_player, selguid);
            if(!TargetUnit)
                return;

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

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

                if(pet->GetTypeId() != TYPEID_PLAYER)
                {
                    pet->GetMotionMaster()->Clear();
                    if (((Creature*)pet)->AI())
                        ((Creature*)pet)->AI()->AttackStart(TargetUnit);

                    //10% chance to play special pet attack talk, else growl
                    if(((Creature*)pet)->isPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && urand(0, 100) < 10)
                        pet->SendPetTalk((uint32)PET_TALK_ATTACK);
                    else
                    {
                        // 90% chance for pet and 100% chance for charmed creature
                        pet->SendPetAIReaction(guid1);
                    }
                }
                else                                    // charmed player
                {
                    pet->Attack(TargetUnit,true);
                    pet->SendPetAIReaction(guid1);
                }
            }
            break;
        }
        case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
            if(((Creature*)pet)->isPet())
            {
                Pet* p = (Pet*)pet;
                if(p->getPetType() == HUNTER_PET)
                    _player->RemovePet(p,PET_SAVE_AS_DELETED);
                else
                    //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                    p->setDeathState(CORPSE);
            }
            else                                    // charmed
                _player->Uncharm();
            break;
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", flag, spellid);
        }
        break;
    case ACT_REACTION:                                  // 0x600
        switch(spellid)
        {
        case REACT_PASSIVE:                         //passive
        case REACT_DEFENSIVE:                       //recovery
        case REACT_AGGRESSIVE:                      //activete
            charmInfo->SetReactState( ReactStates(spellid) );
            break;
        }
        break;
    case ACT_DISABLED:                                  // 0x8100    spell (disabled), ignore
    case ACT_PASSIVE:                                   // 0x0100
    case ACT_ENABLED:                                   // 0xC100    spell
    {
        Unit* unit_target = NULL;
        if (((Creature*)pet)->GetGlobalCooldown() > 0)
            return;

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

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

        for(uint32 i = 0; i < 3; ++i)
        {
            if(spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_INSTANT || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
                return;
        }

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

        pet->clearUnitState(UNIT_STAT_FOLLOW);

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

        SpellCastResult result = spell->CheckPetCast(unit_target);

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

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

            unit_target = spell->m_targets.getUnitTarget();

            //10% chance to play special pet attack talk, else growl
            //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
            if(((Creature*)pet)->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10))
                pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
            else
            {
                pet->SendPetAIReaction(guid1);
            }

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

            spell->prepare(&(spell->m_targets));
        }
        else
        {
            if(pet->HasAuraType(SPELL_AURA_MOD_POSSESS))
            {
                WorldPacket data(SMSG_CAST_FAILED, (4+1+1));
                data << uint8(0) << uint32(spellid) << uint8(result);
                switch (result)
                {
                case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
                    data << uint32(spellInfo->RequiresSpellFocus);
                    break;
                default:
                    break;
                }
                SendPacket(&data);
            }
            else
                pet->SendPetCastFail(spellid, result);

            if(!((Creature*)pet)->HasSpellCooldown(spellid))
                pet->SendPetClearCooldown(spellid);

            spell->finish(false);
            delete spell;
        }
        break;
    }
    default:
        sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", flag, spellid);
    }
}
Пример #17
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);
}
Пример #18
0
void WorldSession::HandlePetActionHelper(Unit *pet, uint64 guid1, uint16 spellid, uint16 flag, uint64 guid2)
{
    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->AttackStop();
                    pet->InterruptNonMeleeSpells(false);
                    pet->GetMotionMaster()->MoveIdle();
                    charmInfo->SetCommandState(COMMAND_STAY);

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

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

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

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

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

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

                    }

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

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

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

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

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

                            pet->Attack(TargetUnit,true);
                            pet->SendPetAIReaction(guid1);
                        }
                    }
                    break;
                }
                case COMMAND_ABANDON:                       // abandon (hunter pet) or dismiss (summoned pet)
                    if (pet->GetCharmerGUID() == GetPlayer()->GetGUID())
                        _player->StopCastingCharm();
                    else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID())
                    {
                        assert(pet->GetTypeId() == TYPEID_UNIT);
                        if (pet->isPet())
                        {
                            if (((Pet*)pet)->getPetType() == HUNTER_PET)
                                GetPlayer()->RemovePet((Pet*)pet, PET_SAVE_AS_DELETED);
                            else
                                //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                                pet->setDeathState(CORPSE);
                        }
                        else if (pet->HasUnitTypeMask(UNIT_MASK_MINION))
                        {
                            ((Minion*)pet)->UnSummon();
                        }
                    }
                    break;
                default:
                    sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
            }
            break;
        case ACT_REACTION:                                  // 0x6
            switch(spellid)
            {
                case REACT_PASSIVE:                         //passive
                    pet->AttackStop();

                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->SetReactState(ReactStates(spellid));
                    break;
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            Unit* unit_target = NULL;

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

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

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

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

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

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

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

            SpellCastResult result = spell->CheckPetCast(unit_target);

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

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

                unit_target = spell->m_targets.getUnitTarget();

                //10% chance to play special pet attack talk, else growl
                //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
                if (pet->ToCreature()->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10))
                    pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                else
                {
                    pet->SendPetAIReaction(guid1);
                }

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

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

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

                spell->finish(false);
                delete spell;

                // reset specific flags in case of spell fail. AI will reset other flags
                if (pet->GetCharmInfo())
                    pet->GetCharmInfo()->SetIsCommandAttack(false);
            }
            break;
        }
        default:
            sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Пример #19
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);
    }
}
Пример #20
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);
    }
}
Пример #21
0
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::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;
    }
}
Пример #22
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);

    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;
    }
}
Пример #23
0
void WorldSession::HandlePetActionHelper(Unit* pet, ObjectGuid guid1, uint32 spellid, uint16 flag, ObjectGuid guid2, float x, float y, float z)
{
    CharmInfo* charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        TC_LOG_DEBUG("network", "WorldSession::HandlePetAction(petGuid: %s, tagGuid: %s, spellId: %u, flag: %u): object (%s Entry: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!",
            guid1.ToString().c_str(), guid2.ToString().c_str(), spellid, flag, pet->GetGUID().ToString().c_str(), pet->GetEntry(), 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->SetIsCommandFollow(false);
                    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->SetIsCommandFollow(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;

                    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();

                        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->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->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())
                        _player->StopCastingCharm();
                    else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID())
                    {
                        ASSERT(pet->GetTypeId() == TYPEID_UNIT);
                        if (pet->IsPet())
                        {
                            if (((Pet*)pet)->getPetType() == HUNTER_PET)
                                GetPlayer()->RemovePet((Pet*)pet, PET_SAVE_AS_DELETED);
                            else
                                //dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
                                pet->setDeathState(CORPSE);
                        }
                        else if (pet->HasUnitTypeMask(UNIT_MASK_MINION))
                        {
                            ((Minion*)pet)->UnSummon();
                        }
                    }
                    break;
                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:
                    TC_LOG_ERROR("network", "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();
                    // no break;
                case REACT_DEFENSIVE:                       //recovery
                case REACT_AGGRESSIVE:                      //activete
                    if (pet->GetTypeId() == TYPEID_UNIT)
                        pet->ToCreature()->SetReactState(ReactStates(spellid));
                    break;
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            Unit* unit_target = NULL;

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

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

            for (SpellEffectInfo const* effect: spellInfo->GetEffectsForDifficulty(DIFFICULTY_NONE))
            {
                if (effect && (effect->TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || effect->TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || effect->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 (Player* player = unit_target->ToPlayer())
                        pet->SendUpdateToPlayer(player);
                }
                else if (Unit* unit_target2 = spell->m_targets.GetUnitTarget())
                {
                    pet->SetInFront(unit_target2);
                    if (Player* player = unit_target2->ToPlayer())
                        pet->SendUpdateToPlayer(player);
                }

                if (Unit* powner = pet->GetCharmerOrOwner())
                    if (Player* player = powner->ToPlayer())
                        pet->SendUpdateToPlayer(player);

                result = SPELL_CAST_OK;
            }

            if (result == SPELL_CAST_OK)
            {
                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()) /// @todo: confirm this check
                    Spell::SendCastResult(GetPlayer(), spellInfo, 0, result);
                else
                    spell->SendPetCastResult(result);

                if (!pet->GetSpellHistory()->HasCooldown(spellid))
                    pet->GetSpellHistory()->ResetCooldown(spellid, true);

                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:
            TC_LOG_ERROR("network", "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid);
    }
}
Пример #24
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(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;
    }
}
Пример #25
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() && guid != _player->GetCharmGuid()))
    {
        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, false);
    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
    {
        Unit* owner = petCreature ? petCreature->GetMaster() : nullptr;
        if (owner && owner->GetTypeId() == TYPEID_PLAYER)
        {
            Spell::SendCastResult((Player*)owner, spellInfo, 0, result, true);

            if (petUnit->IsSpellReady(*spellInfo))
                GetPlayer()->SendClearCooldown(spellid, petUnit);
        }

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