void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid, uint16 flag, uint64 guid2, float x, float y, float z) { CharmInfo* charmInfo = pet->GetCharmInfo(); if (!charmInfo) { sLog->outError(LOG_FILTER_NETWORKIO, "WorldSession::HandlePetAction(petGuid: " UI64FMTD ", tagGuid: " UI64FMTD ", spellId: %u, flag: %u): object (entry: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", guid1, guid2, spellid, flag, pet->GetGUIDLow(), pet->GetTypeId()); return; } switch (flag) { case ACT_COMMAND: //0x07 switch (spellid) { case COMMAND_STAY: //flat=1792 //STAY pet->StopMoving(); pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MoveIdle(); charmInfo->SetCommandState(COMMAND_STAY); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(true); charmInfo->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); if (pet->GetOwner() != NULL && pet->GetOwner()->GetTypeId() == TYPEID_PLAYER) if (Player* owner = pet->GetOwner()->ToPlayer()) for (Unit::ControlList::iterator itr = owner->m_Controlled.begin(); itr != owner->m_Controlled.end(); ++itr) if ((*itr) && (*itr)->isGuardian()) (*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->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_SLOT_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: sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch (spellid) { case REACT_PASSIVE: //passive pet->AttackStop(); case REACT_DEFENSIVE: //recovery case REACT_AGGRESSIVE: //activete if (pet->GetTypeId() == TYPEID_UNIT) pet->ToCreature()->SetReactState(ReactStates(spellid)); break; case REACT_ASSIST: if (pet->GetTypeId() == TYPEID_UNIT) pet->ToCreature()->SetReactState(ReactStates(REACT_ASSIST)); break; } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { Unit* unit_target = NULL; if (guid2) unit_target = ObjectAccessor::GetUnit(*_player, guid2); // do not cast unknown spells SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid); if (!spellInfo) { sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET spell id %i", spellid); return; } if (spellInfo->StartRecoveryCategory > 0) if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY) return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || spellInfo->IsPassive()) return; // Clear the flags as if owner clicked 'attack'. AI will reset them // after AttackStart, even if spell failed if (pet->GetCharmInfo()) { pet->GetCharmInfo()->SetIsAtStay(false); pet->GetCharmInfo()->SetIsCommandAttack(true); pet->GetCharmInfo()->SetIsReturning(false); pet->GetCharmInfo()->SetIsFollowing(false); } Spell* spell = new Spell(pet, spellInfo, TRIGGERED_NONE); SpellCastResult result = spell->CheckPetCast(unit_target); //auto turn to target unless possessed if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->isPossessed() && !pet->IsVehicle()) { if (unit_target) { pet->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer((Player*)unit_target); } else if (Unit* unit_target2 = spell->m_targets.GetUnitTarget()) { pet->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer((Player*)unit_target2); } if (Unit* powner = pet->GetCharmerOrOwner()) if (powner->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer(powner->ToPlayer()); result = SPELL_CAST_OK; } if (result == SPELL_FAILED_LINE_OF_SIGHT || result == SPELL_FAILED_OUT_OF_RANGE) { if (pet->ToPet()) { uint32 spellId = spell->GetSpellInfo()->Id; unit_target = spell->m_targets.GetUnitTarget(); if (unit_target) { if (!unit_target->IsFriendlyTo(pet)) { if (pet->GetVictim() != unit_target || (pet->GetVictim() == unit_target && !charmInfo->IsCommandAttack())) { if (pet->GetVictim()) pet->AttackStop(); pet->GetMotionMaster()->Clear(); if (pet->ToCreature()->IsAIEnabled) pet->GetAI()->AttackStart(unit_target, spellId); } } else { pet->AttackStop(); pet->InterruptNonMeleeSpells(false); pet->GetMotionMaster()->MoveFollow(unit_target, PET_FOLLOW_DIST, pet->GetFollowAngle(), MOTION_SLOT_ACTIVE, spellId); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(false); charmInfo->SetIsReturning(true); charmInfo->SetIsCommandFollow(true); charmInfo->SetIsFollowing(false); } charmInfo->SetIsMovingForCast(true); } } } 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 (!pet->ToCreature()->HasReactState(REACT_PASSIVE) && 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(0, spellInfo, result); if (!pet->ToCreature()->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; // reset specific flags in case of spell fail. AI will reset other flags if (pet->GetCharmInfo()) pet->GetCharmInfo()->SetIsCommandAttack(false); } break; } default: sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }