void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket) { sLog->outDetail("WORLD: CMSG_PET_CAST_SPELL"); uint64 guid; uint8 castCount; uint32 spellId; uint8 castFlags; recvPacket >> guid >> castCount >> spellId >> castFlags; sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL, guid: " UI64FMTD ", castCount: %u, spellId %u, castFlags %u", guid, castCount, spellId, castFlags); // This opcode is also sent from charmed and possessed units (players and creatures) if (!_player->GetGuardianPet() && !_player->GetCharm()) return; Unit* caster = ObjectAccessor::GetUnit(*_player, guid); if (!caster || (caster != _player->GetGuardianPet() && caster != _player->GetCharm())) { sLog->outError("HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .", uint32(GUID_LOPART(guid)), GetPlayer()->GetName()); return; } SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) { sLog->outError("WORLD: unknown PET spell id %i", spellId); return; } if (spellInfo->StartRecoveryCategory > 0) // Check if spell is affected by GCD if (caster->GetTypeId() == TYPEID_UNIT && caster->GetCharmInfo() && caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) { caster->SendPetCastFail(spellId, SPELL_FAILED_NOT_READY); return; } // do not cast not learned spells if (!caster->HasSpell(spellId) || spellInfo->IsPassive()) return; SpellCastTargets targets; targets.Read(recvPacket, caster); HandleClientCastFlags(recvPacket, castFlags, targets); caster->ClearUnitState(UNIT_STATE_FOLLOW); Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE); spell->m_cast_count = castCount; // probably pending spell cast spell->m_targets = targets; // TODO: need to check victim? SpellCastResult result; if (caster->m_movedPlayer) result = spell->CheckPetCast(caster->m_movedPlayer->GetSelectedUnit()); else result = spell->CheckPetCast(NULL); if (result == SPELL_CAST_OK) { if (caster->GetTypeId() == TYPEID_UNIT) { Creature* pet = caster->ToCreature(); pet->AddCreatureSpellCooldown(spellId); if (pet->isPet()) { Pet* p = (Pet*)pet; // 10% chance to play special pet attack talk, else growl // actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if (p->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else pet->SendPetAIReaction(guid); } } spell->prepare(&(spell->m_targets)); } else { caster->SendPetCastFail(spellId, result); if (caster->GetTypeId() == TYPEID_PLAYER) { if (!caster->ToPlayer()->HasSpellCooldown(spellId)) GetPlayer()->SendClearCooldown(spellId, caster); } else { if (!caster->ToCreature()->HasSpellCooldown(spellId)) GetPlayer()->SendClearCooldown(spellId, caster); } spell->finish(false); delete spell; } }
void Item::ApplyEnchantmentBonus( uint32 Slot, bool Apply ) { if( m_owner == NULL ) return; EnchantmentMap::iterator itr = Enchantments.find( Slot ); if( itr == Enchantments.end() ) return; EnchantEntry* Entry = itr->second.Enchantment; uint32 RandomSuffixAmount = itr->second.RandomSuffix; if( itr->second.BonusApplied == Apply ) return; itr->second.BonusApplied = Apply; if( Apply ) { // Send the enchantment time update packet. SendEnchantTimeUpdate( itr->second.Slot, itr->second.Duration ); } // Apply the visual on the player. uint32 ItemSlot = m_owner->GetItemInterface()->GetInventorySlotByGuid( GetGUID() ); if(ItemSlot < EQUIPMENT_SLOT_END) { uint32 VisibleBase = PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + ItemSlot * PLAYER_VISIBLE_ITEM_LENGTH; m_owner->SetUInt32Value( VisibleBase, Apply ? Entry->Id : 0 ); } // Another one of those for loop that where not indented properly god knows what will break // but i made it actually affect the code below it for( uint32 c = 0; c < 3; c++ ) { if( Entry->type[c] ) { // Depending on the enchantment type, take the appropriate course of action. switch( Entry->type[c] ) { case 1: // Trigger spell on melee attack. { if( Apply && Entry->spell[c] != 0 ) { // Create a proc trigger spell ProcTriggerSpell TS; TS.caster = m_owner->GetGUID(); TS.origId = 0; TS.procFlags = PROC_ON_MELEE_ATTACK; if(ItemSlot == EQUIPMENT_SLOT_MAINHAND * PLAYER_VISIBLE_ITEM_LENGTH) TS.weapon_damage_type = 1; // Proc only on main hand attacks else if(ItemSlot == EQUIPMENT_SLOT_OFFHAND * PLAYER_VISIBLE_ITEM_LENGTH) TS.weapon_damage_type = 2; // Proc only on off hand attacks else TS.weapon_damage_type = 0; // Doesn't depend on weapon TS.procCharges = 0; /* This needs to be modified based on the attack speed of the weapon. * Secondly, need to assign some static chance for instant attacks (ss, * gouge, etc.) */ if( !Entry->min[c] && GetProto()->Class == ITEM_CLASS_WEAPON ) { float speed = (float)GetProto()->Delay; /////// procChance calc /////// float ppm = 0; SpellEntry* sp = dbcSpell.LookupEntry( Entry->spell[c] ); if( sp ) { switch( sp->NameHash ) { case SPELL_HASH_FROSTBRAND_ATTACK: ppm = 9; break; } } if( ppm != 0 ) { float pcount = 60/ppm; float chance = (speed/10) / pcount; TS.procChance = (uint32)chance; } else TS.procChance = (uint32)( speed / 600.0f ); /////////////////////////////// } else TS.procChance = Entry->min[c]; DEBUG_LOG( "Enchant", "Setting procChance to %u%%.", TS.procChance ); TS.deleted = false; TS.spellId = Entry->spell[c]; m_owner->m_procSpells.push_back( TS ); } else { // Remove the proctriggerspell uint32 SpellId; list< struct ProcTriggerSpell >::iterator itr/*, itr2*/; for( itr = m_owner->m_procSpells.begin(); itr != m_owner->m_procSpells.end(); ) { SpellId = itr->spellId; /*itr2 = itr++;*/ if( SpellId == Entry->spell[c] ) { //m_owner->m_procSpells.erase(itr2); itr->deleted = true; } itr++; } } }break; case 2: // Mod damage done. { int32 val = Entry->min[c]; if( RandomSuffixAmount ) val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() ); if( Apply ) m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, val ); else m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, -val ); m_owner->CalcDamage(); }break; case 3: // Cast spell (usually means apply aura) { if( Apply ) { SpellCastTargets targets( m_owner->GetGUID() ); SpellEntry* sp; if( Entry->spell[c] != 0 ) { sp = dbcSpell.LookupEntryForced( Entry->spell[c] ); if( sp == NULL ) continue; Spell* spell = NULLSPELL; //Never found out why, //but this Blade of Life's Inevitability spell must be casted by the item, not owner. if( m_itemProto->ItemId != 34349 ) spell = (new Spell( m_owner, sp, true, NULLAURA )); else spell = (new Spell( TO_ITEM(this), sp, true, NULLAURA )); spell->i_caster = TO_ITEM(this); spell->prepare( &targets ); } } else { if( Entry->spell[c] != 0 ) m_owner->RemoveAura( Entry->spell[c] ); } }break; case 4: // Modify physical resistance { int32 val = Entry->min[c]; if( RandomSuffixAmount ) val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() ); if( Apply ) { m_owner->FlatResistanceModifierPos[Entry->spell[c]] += val; } else { m_owner->FlatResistanceModifierPos[Entry->spell[c]] -= val; } m_owner->CalcResistance( Entry->spell[c] ); }break; case 5: //Modify rating ...order is PLAYER_FIELD_COMBAT_RATING_1 and above { //spellid is enum ITEM_STAT_TYPE //min=max is amount int32 val = Entry->min[c]; if( RandomSuffixAmount ) val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() ); m_owner->ModifyBonuses( Entry->spell[c], Apply ? val : -val ); m_owner->UpdateStats(); }break; case 6: // Rockbiter weapon (increase damage per second... how the hell do you calc that) { if( Apply ) { //m_owner->ModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, Entry->min[c]); //if i'm not wrong then we should apply DMPS formula for this. This will have somewhat a larger value 28->34 int32 val = Entry->min[c]; if( RandomSuffixAmount ) val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() ); int32 value = GetProto()->Delay * val / 1000; m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, value ); } else { int32 val = Entry->min[c]; if( RandomSuffixAmount ) val = RANDOM_SUFFIX_MAGIC_CALCULATION( RandomSuffixAmount, GetItemRandomSuffixFactor() ); int32 value =- (int32)(GetProto()->Delay * val / 1000 ); m_owner->ModUnsigned32Value( PLAYER_FIELD_MOD_DAMAGE_DONE_POS, value ); } m_owner->CalcDamage(); }break; default: { DEBUG_LOG( "Enchant","Unknown enchantment type: %u (%u)", Entry->type[c], Entry->Id ); }break; } } } }
void GameObject::Use(Unit* user) { // by default spell caster is user Unit* spellCaster = user; uint32 spellId = 0; switch(GetGoType()) { case GAMEOBJECT_TYPE_DOOR: //0 case GAMEOBJECT_TYPE_BUTTON: //1 //doors/buttons never really despawn, only reset to default state/flags UseDoorOrButton(); // activate script sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this); return; case GAMEOBJECT_TYPE_QUESTGIVER: //2 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; player->PrepareQuestMenu( GetGUID() ); player->SendPreparedQuest( GetGUID() ); return; } //Sitting: Wooden bench, chairs enzz case GAMEOBJECT_TYPE_CHAIR: //7 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one // check if the db is sane if(info->chair.slots > 0) { float lowestDist = DEFAULT_VISIBILITY_DISTANCE; float x_lowest = GetPositionX(); float y_lowest = GetPositionY(); // the object orientation + 1/2 pi // every slot will be on that straight line float orthogonalOrientation = GetOrientation()+M_PI*0.5f; // find nearest slot for(uint32 i=0; i<info->chair.slots; i++) { // the distance between this slot and the center of the go - imagine a 1D space float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f); float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation); float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation); // calculate the distance between the player and this slot float thisDistance = player->GetDistance2d(x_i, y_i); /* debug code. It will spawn a npc on each slot to visualize them. Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000); std::ostringstream output; output << i << ": thisDist: " << thisDistance; helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0); */ if(thisDistance <= lowestDist) { lowestDist = thisDistance; x_lowest = x_i; y_lowest = y_i; } } player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } else { // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height); return; } //big gun, its a spell/aura case GAMEOBJECT_TYPE_GOOBER: //10 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()==TYPEID_PLAYER) { Player* player = (Player*)user; // show page if(info->goober.pageId) { WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8); data << GetGUID(); player->GetSession()->SendPacket(&data); } // possible quest objective for active quests player->CastedCreatureOrGO(info->id, GetGUID(), 0); } // cast this spell later if provided spellId = info->goober.spellId; break; } case GAMEOBJECT_TYPE_CAMERA: //13 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if(info->camera.cinematicId) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << info->camera.cinematicId; player->GetSession()->SendPacket(&data); } return; } //fishing bobber case GAMEOBJECT_TYPE_FISHINGNODE: //17 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if(player->GetGUID() != GetOwnerGUID()) return; switch(getLootState()) { case GO_READY: // ready for loot { // 1) skill must be >= base_zone_skill // 2) if skill == base_zone_skill => 5% chance // 3) chance is linear dependence from (base_zone_skill-skill) uint32 subzone = GetAreaId(); int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone ); if(!zone_skill) zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() ); //provide error, no fishable zone or area should be 0 if(!zone_skill) sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone); int32 skill = player->GetSkillValue(SKILL_FISHING); int32 chance = skill - zone_skill + 5; int32 roll = irand(1,100); DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll); if(skill >= zone_skill && chance >= roll) { // prevent removing GO at spell cancel player->RemoveGameObject(this,false); SetOwnerGUID(player->GetGUID()); //fish catched player->UpdateFishingSkill(); GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE); if (ok) { player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE); SetLootState(GO_JUST_DEACTIVATED); } else player->SendLoot(GetGUID(),LOOT_FISHING); } else { // fish escaped, can be deleted now SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_ESCAPED, 0); player->GetSession()->SendPacket(&data); } break; } case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update break; default: { SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_NOT_HOOKED, 0); player->GetSession()->SendPacket(&data); break; } } if(player->m_currentSpells[CURRENT_CHANNELED_SPELL]) { player->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); player->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); } return; } case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Unit* caster = GetOwner(); GameObjectInfo const* info = GetGOInfo(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; // accept only use by player from same group for caster except caster itself if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player)) return; AddUniqueUse(player); // full amount unique participants including original summoner if(GetUniqueUseCount() < info->summoningRitual.reqParticipants) return; // in case summoning ritual caster is GO creator spellCaster = caster; if(!caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) return; spellId = info->summoningRitual.spellId; // finish spell caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); // can be deleted now SetLootState(GO_JUST_DEACTIVATED); // go to end function to spell casting break; } case GAMEOBJECT_TYPE_SPELLCASTER: //22 { SetUInt32Value(GAMEOBJECT_FLAGS,2); GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(info->spellcaster.partyOnly) { Unit* caster = GetOwner(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; if(user->GetTypeId()!=TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster)) return; } spellId = info->spellcaster.spellId; AddUse(); break; } case GAMEOBJECT_TYPE_MEETINGSTONE: //23 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection()); // accept only use by player from same group for caster except caster itself if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player)) return; //required lvl checks! uint8 level = player->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; level = targetPlayer->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; spellId = 23598; break; } case GAMEOBJECT_TYPE_FLAGSTAND: // 24 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); if(!bg) return; // BG flag click // AB: // 15001 // 15002 // 15003 // 15004 // 15005 bg->EventPlayerClickedOnFlag(player, this); return; //we don;t need to delete flag ... it is despawned! } break; } case GAMEOBJECT_TYPE_FLAGDROP: // 26 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); if(!bg) return; // BG flag dropped // WS: // 179785 - Silverwing Flag // 179786 - Warsong Flag // EotS: // 184142 - Netherstorm Flag GameObjectInfo const* info = GetGOInfo(); if(info) { switch(info->id) { case 179785: // Silverwing Flag // check if it's correct bg if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 179786: // Warsong Flag if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 184142: // Netherstorm Flag if(bg->GetTypeID() == BATTLEGROUND_EY) bg->EventPlayerClickedOnFlag(player, this); break; } } //this cause to call return, all flags must be deleted here!! spellId = 0; Delete(); } break; } case GAMEOBJECT_TYPE_BARBER_CHAIR: //32 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0); player->GetSession()->SendPacket(&data); player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight); return; } default: sLog.outDebug("Unknown Object Type %u", GetGoType()); break; } if(!spellId) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType()); return; } Spell *spell = new Spell(spellCaster, spellInfo, false); // spell target is user of GO SpellCastTargets targets; targets.setUnitTarget( user ); spell->prepare(&targets); }
void AiAgentHealSupport::Update(uint32 p_time) { _UpdateTimer(p_time); _UpdateMovement(p_time); if( !m_PetOwner ) return; //oh noez, our master has abandoned us ! Where is te luv ? //we used this spell to create healbot. To avoid logout / login recreate we need to remove aura // lol, this will never work :( if( !m_Unit->isAlive() ) m_PetOwner->RemoveAura( 36765 ); if( m_Unit->GetMapMgr() != m_PetOwner->GetMapMgr() ) { m_PetOwner->RemoveAura( 36765 ); m_Unit->EventSummonPetExpire(); } if( m_Unit->isCasting() ) return; // we are already supporting someone ...get back later //we should be at same level at owner so we profit of fighting formulas same as owner if( m_Unit->GetUInt32Value( UNIT_FIELD_LEVEL ) != m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) ) { m_Unit->SetUInt32Value( UNIT_FIELD_LEVEL, m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) ); DifficultyLevel = m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) / 80.0f; //printf("difficulty changed to %f \n",DifficultyLevel); //scale health and mana.when we level we max out our stats m_Unit->SetUInt32Value( UNIT_FIELD_MAXHEALTH , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_BASE_HEALTH ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) ); m_Unit->SetUInt32Value( UNIT_FIELD_MAXPOWER1 , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_BASE_MANA ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) ); m_Unit->SetUInt32Value( UNIT_FIELD_HEALTH , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) ); m_Unit->SetUInt32Value( UNIT_FIELD_POWER1 , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_POWER1 ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) ); } //if owner fights a long combat then we he desrvers to get lasy at the end ? if( m_PetOwner->CombatStatus.IsInCombat() ) CombatDifficultyLevel += DIFFICULTY_UPDATE_SPEED; else CombatDifficultyLevel = 0; if( CombatDifficultyLevel > 1 ) CombatDifficultyLevel = 1; uint32 Time_Now = getMSTime(); std::list<healagentspell*>::iterator itr; SpellCastTargets targets( m_PetOwner->GetGUID() ); healagentspell *m_castingSpell = NULL; Unit *SpellTarget = m_PetOwner; //poor thing died. Res him. //will never work if( !m_PetOwner->isAlive() && CheckCanCast( revive_spell.sp, SpellTarget ) ) { m_castingSpell = &revive_spell; //printf("master died, we are going to resurect him\n"); } //if we are injusred we should try to survive it if ( m_castingSpell== NULL && m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ) < m_Unit->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) ) { //printf("we are injured, diff is %u \n",m_Unit->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) - m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH )); if( !Protect_self() ) //first we try to escape combat { m_castingSpell = PickSpellFromList( &m_healspells, m_Unit ); SpellTarget = m_Unit; } else { m_castingSpell = &m_defend_self; SpellTarget = m_Unit; } } //select an augment spell if we have nothing better to do if( m_castingSpell== NULL && m_PetOwner->GetUInt32Value( UNIT_FIELD_HEALTH ) == m_PetOwner->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) ) { //printf("master is ok, we can try augment someone\n"); m_castingSpell = PickSpellFromList( &m_AugmentSelf, m_Unit ); //try augment owner ? if( !m_castingSpell ) { m_castingSpell = PickSpellFromList( &m_AugmentTarget, m_PetOwner ); SpellTarget = m_Unit; } } //master is injured, this should be most common case if( m_castingSpell==NULL && m_PetOwner->GetUInt32Value( UNIT_FIELD_HEALTH ) < m_PetOwner->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) ) { //printf("master is injured, will try to heal him\n"); m_castingSpell = PickSpellFromList( &m_healspells , m_PetOwner); SpellTarget = m_PetOwner; } if( m_castingSpell ) { //printf("we have a spell to cast\n"); SpellCastTime *sd = dbcSpellCastTime.LookupEntry( m_castingSpell->sp->CastingTimeIndex ); //do not stop for instant casts if(GetCastTime(sd) != 0) { StopMovement(0); //printf("spell is not instant so we are going to stop movement \n"); } float distance = m_Unit->GetDistanceSq( SpellTarget ); if( distance <= m_castingSpell->sp->base_range_or_radius_sqr || m_castingSpell->sp->base_range_or_radius_sqr == 0 ) { //printf("we are in range and going to cast spell \n"); m_AIState = STATE_CASTING; Spell *nspell = SpellPool.PooledNew(); nspell->Init(m_Unit, m_castingSpell->sp, false, NULL); #ifdef SPELL_EFF_PCT_SCALE_WITH_DIFFICULTY if( m_castingSpell->max_scale ) { nspell->forced_basepoints[ 0 ] = (uint32)( m_castingSpell->max_scale * ( DifficultyLevel + CombatDifficultyLevel) ); if( nspell->forced_basepoints[ 0 ] > m_castingSpell->max_scale * 2) nspell->forced_basepoints[ 0 ] = m_castingSpell->max_scale * 2; } #endif targets.m_unitTarget = SpellTarget->GetGUID(); nspell->prepare( &targets ); CastSpell( m_Unit, m_castingSpell->sp, targets ); SetSpellDuration( m_castingSpell ); //mana regen is to big, he can cast forever, double mana usage maybe regulates this m_Unit->ModSignedInt32Value( UNIT_FIELD_POWER1, -m_castingSpell->sp->manaCost ); } else // Target out of Range -> Run to it { //printf("we are going to move closer \n"); m_moveRun = true; _CalcDestinationAndMove( SpellTarget, sqrt( m_castingSpell->sp->base_range_or_radius_sqr ) ); } } // check if pets regenrate mana, If not then we should implement that too //if owner is mounted then we mount too. Speed is not set though if( m_PetOwner->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) && m_Unit->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) == 0 ) { if( Owner_side == OWNER_SIDE_ALIANCE ) m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, HELPER_MOUNT_A_DISPLAY ); else m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, OWNER_SIDE_HORDE ); m_moveSprint = true; } else if( m_PetOwner->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) == 0 && m_Unit->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) != 0 ) { m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, 0 ); m_moveSprint = false; } //for fun : mimic master standstate. Note that this might give strange results if( m_PetOwner->GetStandState() != m_Unit->GetStandState() ) m_Unit->SetStandState( m_PetOwner->GetStandState() ); if( m_castingSpell == NULL ) { if( First_noaction_stamp == 0 ) First_noaction_stamp = Time_Now; float dist = m_Unit->CalcDistance( m_PetOwner ); //printf("we are far from owner, we should move closer , dist %f from %f \n",dist,(FollowDistance*FollowDistance)); if ( dist > FollowDistance ) //if out of range { m_moveRun = true; if(dist > 20.0f) m_moveSprint = true; float delta_x = UnitToFollow->GetPositionX(); float delta_y = UnitToFollow->GetPositionY(); float d = 3; MoveTo(delta_x+(d*(cosf(m_fallowAngle+m_PetOwner->GetOrientation()))), delta_y+(d*(sinf(m_fallowAngle+m_PetOwner->GetOrientation()))), m_PetOwner->GetPositionZ(),m_PetOwner->GetOrientation()); } } else if(m_castingSpell != NULL ) First_noaction_stamp = 0; //if( First_noaction_stamp )printf("ms to say something %u and ms for say cooldown %u\n",First_noaction_stamp + BOREDOM_TIMER_TO_START_TRIGGERING - Time_Now,Boredom_cooldown - Time_Now ); if( First_noaction_stamp && First_noaction_stamp + BOREDOM_TIMER_TO_START_TRIGGERING < Time_Now && Boredom_cooldown < Time_Now ) { //some chance to say something if( Rand( 50 ) ) m_Unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, bored_texts[ RandomUInt( BOREDOM_TEXTCOUNT ) ]); else m_Unit->SetUInt32Value ( UNIT_NPC_EMOTESTATE, bored_emotes[ RandomUInt( BOREDOM_EMOTECOUNT ) ] ); Boredom_cooldown = Time_Now + BOREDOM_TRIGGER_INTERVAL; } }
void WorldSession::HandleTrainerBuySpellOpcode(WorldPacket& recv_data) { ObjectGuid guid; uint32 spellId = 0; recv_data >> guid >> spellId; DEBUG_LOG("WORLD: Received opcode CMSG_TRAINER_BUY_SPELL Trainer: %s, learn spell id is: %u", guid.GetString().c_str(), spellId); Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_TRAINER); if (!unit) { DEBUG_LOG("WORLD: HandleTrainerBuySpellOpcode - %s not found or you can't interact with him.", guid.GetString().c_str()); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) { GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); } if (!unit->IsTrainerOf(_player, true)) { return; } // check present spell in trainer spell list TrainerSpellData const* cSpells = unit->GetTrainerSpells(); TrainerSpellData const* tSpells = unit->GetTrainerTemplateSpells(); if (!cSpells && !tSpells) { return; } // Try find spell in npc_trainer TrainerSpell const* trainer_spell = cSpells ? cSpells->Find(spellId) : NULL; // Not found, try find in npc_trainer_template if (!trainer_spell && tSpells) { trainer_spell = tSpells->Find(spellId); } // Not found anywhere, cheating? if (!trainer_spell) { return; } // can't be learn, cheat? Or double learn with lags... uint32 reqLevel = 0; if (!_player->IsSpellFitByClassAndRace(trainer_spell->spell, &reqLevel)) { return; } reqLevel = trainer_spell->isProvidedReqLevel ? trainer_spell->reqLevel : std::max(reqLevel, trainer_spell->reqLevel); if (_player->GetTrainerSpellState(trainer_spell, reqLevel) != TRAINER_SPELL_GREEN) { return; } SpellEntry const* proto = sSpellStore.LookupEntry(trainer_spell->spell); SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->EffectTriggerSpell[0]); // apply reputation discount uint32 nSpellCost = uint32(floor(trainer_spell->spellCost * _player->GetReputationPriceDiscount(unit))); // check money requirement if (_player->GetMoney() < nSpellCost) { return; } _player->ModifyMoney(-int32(nSpellCost)); SendPlaySpellVisual(guid, 0xB3); // visual effect on trainer WorldPacket data(SMSG_PLAY_SPELL_IMPACT, 8 + 4); // visual effect on player data << _player->GetObjectGuid(); data << uint32(0x016A); // index from SpellVisualKit.dbc SendPacket(&data); // learn explicitly to prevent lost money at lags, learning spell will be only show spell animation //[-ZERO] _player->learnSpell(trainer_spell->spell, false); data.Initialize(SMSG_TRAINER_BUY_SUCCEEDED, 12); data << ObjectGuid(guid); data << uint32(spellId); // should be same as in packet from client SendPacket(&data); Spell* spell; if (proto->SpellVisual == 222) { spell = new Spell(_player, proto, false); } else { spell = new Spell(unit, proto, false); } SpellCastTargets targets; targets.setUnitTarget(_player); spell->prepare(&targets); }
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); }
void WorldSession::HandleCastSpellOpcode(WorldPacket & recvPacket) { CHECK_INWORLD_RETURN uint32 spellId; uint8 cn, unk; //Alice : Added to 3.0.2 recvPacket >> cn >> spellId >> unk; // check for spell id SpellEntry* spellInfo = dbcSpell.LookupEntryForced(spellId); if (!spellInfo) { LOG_ERROR("WORLD: unknown spell id %i", spellId); return; } if (!_player->isAlive() && _player->GetShapeShift() != FORM_SPIRITOFREDEMPTION && !(spellInfo->Attributes & ATTRIBUTES_DEAD_CASTABLE)) //They're dead, not in spirit of redemption and the spell can't be cast while dead. return; LOG_DETAIL("WORLD: got cast spell packet, spellId - %i (%s), data length = %i", spellId, spellInfo->Name, recvPacket.size()); // Cheat Detection only if player and not from an item // this could f**k up things but meh it's needed ALOT of the newbs are using WPE now // WPE allows them to mod the outgoing packet and basically choose what ever spell they want :( if (!GetPlayer()->HasSpell(spellId)) { sCheatLog.writefromsession(this, "Cast spell %lu but doesn't have that spell.", spellId); LOG_DETAIL("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName()); return; } if (spellInfo->Attributes & ATTRIBUTES_PASSIVE) { sCheatLog.writefromsession(this, "Cast passive spell %lu.", spellId); LOG_DETAIL("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName()); return; } if (GetPlayer()->GetOnMeleeSpell() != spellId) { //autoshot 75 if ((spellInfo->AttributesExB & ATTRIBUTESEXB_ACTIVATE_AUTO_SHOT) /*spellInfo->Attributes == 327698*/) // auto shot.. { //sLog.outString( "HandleSpellCast: Auto Shot-type spell cast (id %u, name %s)" , spellInfo->Id , spellInfo->Name ); Item* weapon = GetPlayer()->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_RANGED); if (!weapon) return; uint32 spellid; switch (weapon->GetProto()->SubClass) { case 2: // bows case 3: // guns case 18: // crossbow spellid = SPELL_RANGED_GENERAL; break; case 16: // thrown spellid = SPELL_RANGED_THROW; break; case 19: // wands spellid = SPELL_RANGED_WAND; break; default: spellid = 0; break; } if (!spellid) spellid = spellInfo->Id; if (!_player->m_onAutoShot) { _player->m_AutoShotTarget = _player->GetSelection(); uint32 duration = _player->GetBaseAttackTime(RANGED); SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID()); if (!targets.m_unitTarget) { LOG_DEBUG("Cancelling auto-shot cast because targets.m_unitTarget is null!"); return; } SpellEntry* sp = dbcSpell.LookupEntry(spellid); _player->m_AutoShotSpell = sp; _player->m_AutoShotDuration = duration; //This will fix fast clicks if (_player->m_AutoShotAttackTimer < 500) _player->m_AutoShotAttackTimer = 500; _player->m_onAutoShot = true; } return; } if (_player->m_currentSpell) { if (_player->m_currentSpell->getState() == SPELL_STATE_CASTING) { // cancel the existing channel spell, cast this one _player->m_currentSpell->cancel(); } else { // send the error message _player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0); return; } } SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID()); // some anticheat stuff if (spellInfo->self_cast_only) { if (targets.m_unitTarget && targets.m_unitTarget != _player->GetGUID()) { // send the error message _player->SendCastResult(spellInfo->Id, SPELL_FAILED_BAD_TARGETS, cn, 0); return; } } Spell* spell = sSpellFactoryMgr.NewSpell(GetPlayer(), spellInfo, false, NULL); spell->extra_cast_number = cn; spell->prepare(&targets); } }
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket) { if (!_player->IsInWorld()) return; if (_player->getDeathState() == CORPSE) return; uint32 spellId; uint8 cn; recvPacket >> spellId >> cn; // check for spell id SpellEntry *spellInfo = dbcSpell.LookupEntryForced(spellId); if (!spellInfo || !sHookInterface.OnCastSpell(_player, spellInfo)) { sLog.outError("WORLD: unknown spell id %i\n", spellId); return; } /* this is breaks capturing flags at arathi basin (marcelo) if (spellInfo->Attributes & ATTRIBUTES_NO_CAST) { sLog.outError("WORLD: attempt to cast spell %i, %s which has ATTRIBUTES_NO_CAST\n", spellId, spellInfo->Name); return; }*/ sLog.outDetail("WORLD: got cast spell packet, spellId - %i (%s), data length = %i", spellId, spellInfo->Name, recvPacket.size()); // Cheat Detection only if player and not from an item // this could f**k up things but meh it's needed ALOT of the newbs are using WPE now // WPE allows them to mod the outgoing packet and basicly choose what ever spell they want :( if (!GetPlayer()->HasSpell(spellId) || spellInfo->Attributes & ATTRIBUTES_PASSIVE) { sLog.outDetail("WORLD: Spell isn't casted because player \"%s\" is cheating", GetPlayer()->GetName()); return; } if (GetPlayer()->GetOnMeleeSpell() != spellId) { //autoshot 75 if ((spellInfo->AttributesExB & FLAGS3_ACTIVATE_AUTO_SHOT) /*spellInfo->Attributes == 327698*/) // auto shot.. { //sLog.outString( "HandleSpellCast: Auto Shot-type spell cast (id %u, name %s)" , spellInfo->Id , spellInfo->Name ); Item *weapon = GetPlayer()->GetItemInterface()->GetInventoryItem(EQUIPMENT_SLOT_RANGED); if (!weapon) return; uint32 spellid; switch (weapon->GetProto()->SubClass) { case 2: // bows case 3: // guns case 18: // crossbow spellid = SPELL_RANGED_GENERAL; break; case 16: // thrown spellid = SPELL_RANGED_THROW; break; case 19: // wands spellid = SPELL_RANGED_WAND; break; default: spellid = 0; break; } if (!spellid) spellid = spellInfo->Id; if (!_player->m_onAutoShot) { _player->m_AutoShotTarget = _player->GetSelection(); uint32 duration = _player->GetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME); SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID()); if (!targets.m_unitTarget) { sLog.outString("Cancelling auto-shot cast because targets.m_unitTarget is null!"); return; } SpellEntry *sp = dbcSpell.LookupEntry(spellid); _player->m_AutoShotSpell = sp; _player->m_AutoShotDuration = duration; //This will fix fast clicks if (_player->m_AutoShotAttackTimer < 500) _player->m_AutoShotAttackTimer = 500; _player->m_onAutoShot = true; } return; } /*const char * name = sSpellStore.LookupString(spellInfo->Name); if(name) sChatHandler.SystemMessageToPlr(_player, "%sSpell Cast:%s %s %s[Group %u, family %u]", MSG_COLOR_LIGHTBLUE, MSG_COLOR_SUBWHITE, name, MSG_COLOR_YELLOW, spellInfo->SpellGroupType, spellInfo->SpellFamilyName);*/ if (_player->m_currentSpell) { if (_player->m_currentSpell->getState() == SPELL_STATE_CASTING) { // cancel the existing channel spell, cast this one _player->m_currentSpell->cancel(); } else { // send the error message _player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0); return; } } SpellCastTargets targets(recvPacket, GetPlayer()->GetGUID()); // some anticheat stuff if (spellInfo->self_cast_only) { if (targets.m_unitTarget && targets.m_unitTarget != _player->GetGUID()) { // send the error message _player->SendCastResult(spellInfo->Id, SPELL_FAILED_BAD_TARGETS, cn, 0); return; } } Spell *spell = SpellPool.PooledNew(); spell->Init(GetPlayer(), spellInfo, false, NULL); spell->extra_cast_number = cn; spell->prepare(&targets); } }
void WorldSession::HandleUseItemOpcode(WorldPacket & recvPacket) { CHECK_INWORLD_RETURN typedef std::list<Aura*> AuraList; Player* p_User = GetPlayer(); LOG_DETAIL("WORLD: got use Item packet, data length = %i", recvPacket.size()); int8 tmp1, slot; uint8 unk; //Alice : added in 3.0.2 uint64 item_guid; uint8 cn; uint32 spellId = 0; uint32 glyphIndex; bool found = false; recvPacket >> tmp1; recvPacket >> slot; recvPacket >> cn; recvPacket >> spellId; recvPacket >> item_guid; recvPacket >> glyphIndex; recvPacket >> unk; Item* tmpItem = NULL; tmpItem = p_User->GetItemInterface()->GetInventoryItem(tmp1, slot); if (!tmpItem) tmpItem = p_User->GetItemInterface()->GetInventoryItem(slot); if (!tmpItem) return; ItemPrototype* itemProto = tmpItem->GetProto(); // only some consumable items can be used in arenas if ((itemProto->Class == ITEM_CLASS_CONSUMABLE) && !itemProto->HasFlag(ITEM_FLAG_USEABLE_IN_ARENA) && (GetPlayer()->m_bg != NULL) && IS_ARENA(GetPlayer()->m_bg->GetType())) { GetPlayer()->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_NOT_DURING_ARENA_MATCH); return; } if (tmpItem->IsSoulbound()) // SouldBind item will be used after SouldBind() { if (sScriptMgr.CallScriptedItem(tmpItem, _player)) return; } if (_player->getDeathState() == CORPSE) return; if (itemProto->Bonding == ITEM_BIND_ON_USE) tmpItem->SoulBind(); if (sScriptMgr.CallScriptedItem(tmpItem, _player)) return; if (itemProto->InventoryType != 0 && !_player->GetItemInterface()->IsEquipped(itemProto->ItemId)) //Equipable items cannot be used before they're equipped. Prevents exploits return;//Prevents exploits such as keeping an on-use trinket in your bag and using WPE to use it from your bag in mid-combat. if (itemProto->QuestId) { // Item Starter Quest* qst = QuestStorage.LookupEntry(itemProto->QuestId); if (!qst) return; WorldPacket data; sQuestMgr.BuildQuestDetails(&data, qst, tmpItem, 0, language, _player); SendPacket(&data); } // Let's check if the item even has that spell for (int i = 0; i < 5; ++i) { if (itemProto->Spells[i].Trigger == USE && itemProto->Spells[i].Id == spellId) { found = true; break;//found 1 already } } // Let's see if it is an onuse spellid if (tmpItem->HasOnUseSpellID(spellId)) found = true; // We didn't find the spell, so the player is probably trying to cheat // with an edited itemcache.wdb // // Altough this could also happen after a DB update // if he/she didn't delete his/her cache. if (found == false) { this->Disconnect(); Anticheat_Log->writefromsession(this, "Player tried to use an item with a spell that didn't match the spell in the database."); Anticheat_Log->writefromsession(this, "Possibly corrupted or intentionally altered itemcache.wdb"); Anticheat_Log->writefromsession(this, "Itemid: %lu", itemProto->ItemId); Anticheat_Log->writefromsession(this, "Spellid: %lu", spellId); Anticheat_Log->writefromsession(this, "Player was disconnected"); return; } SpellCastTargets targets(recvPacket, _player->GetGUID()); SpellEntry* spellInfo = dbcSpell.LookupEntryForced(spellId); if (spellInfo == NULL) { LOG_ERROR("WORLD: unknown spell id %i", spellId); return; } if (spellInfo->AuraInterruptFlags & AURA_INTERRUPT_ON_STAND_UP) { if (p_User->CombatStatus.IsInCombat() || p_User->IsMounted()) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_CANT_DO_IN_COMBAT); return; } if (p_User->GetStandState() != 1) p_User->SetStandState(STANDSTATE_SIT); // loop through the auras and removing existing eating spells } else // cebernic: why not stand up { if (!p_User->CombatStatus.IsInCombat() && !p_User->IsMounted()) { if (p_User->GetStandState()) { p_User->SetStandState(STANDSTATE_STAND); } } } // cebernic: remove stealth on using item if (!(spellInfo->AuraInterruptFlags & ATTRIBUTESEX_NOT_BREAK_STEALTH)) { if (p_User->IsStealth()) p_User->RemoveAllAuraType(SPELL_AURA_MOD_STEALTH); } if (itemProto->RequiredLevel) { if (_player->getLevel() < itemProto->RequiredLevel) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH); return; } } if (itemProto->RequiredSkill) { if (!_player->_HasSkillLine(itemProto->RequiredSkill)) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH); return; } if (itemProto->RequiredSkillRank) { if (_player->_GetSkillLineCurrent(itemProto->RequiredSkill, false) < itemProto->RequiredSkillRank) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH); return; } } } if ((itemProto->AllowableClass && !(_player->getClassMask() & itemProto->AllowableClass)) || (itemProto->AllowableRace && !(_player->getRaceMask() & itemProto->AllowableRace))) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_YOU_CAN_NEVER_USE_THAT_ITEM); return; } if (!_player->Cooldown_CanCast(spellInfo)) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_NOT_READY, cn, 0); return; } if (_player->m_currentSpell) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0); return; } if (itemProto->ForcedPetId >= 0) { if (itemProto->ForcedPetId == 0) { if (_player->GetGUID() != targets.m_unitTarget) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_BAD_TARGETS, cn, 0); return; } } else { if (!_player->GetSummon() || _player->GetSummon()->GetEntry() != (uint32)itemProto->ForcedPetId) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0); return; } } } Spell* spell = sSpellFactoryMgr.NewSpell(_player, spellInfo, false, NULL); spell->extra_cast_number = cn; spell->i_caster = tmpItem; spell->m_glyphslot = glyphIndex; //GetPlayer()->setCurrentSpell(spell); spell->prepare(&targets); #ifdef ENABLE_ACHIEVEMENTS _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, itemProto->ItemId, 0, 0); #endif }
void WorldSession::HandleSpellClick(WorldPacket & recvPacket) { CHECK_INWORLD_RETURN LOG_DETAIL("WORLD: got CMSG_SPELLCLICK packet, data length = %i", recvPacket.size()); if (_player->getDeathState() == CORPSE) return; uint64 target_guid; // this will store the guid of the object we are going to use it's spell. There must be a dbc that indicates what spells a unit has recvPacket >> target_guid; //we have only 1 example atm for entry : 28605 Unit* target_unit = _player->GetMapMgr()->GetUnit(target_guid); if (!target_unit) return; if (!_player->isInRange(target_unit, MAX_INTERACTION_RANGE)) return; if (target_unit->IsVehicle()){ if (target_unit->GetVehicleComponent() != NULL) target_unit->GetVehicleComponent()->AddPassenger(_player); return; } uint32 creature_id = target_unit->GetEntry(); uint32 cast_spell_id = 0; if (!_player->HasAurasWithNameHash(SPELL_HASH_LIGHTWELL_RENEW) && target_unit->RemoveAura(59907)) { SpellClickSpell *sp = SpellClickSpellStorage.LookupEntry(creature_id); if (sp == NULL){ if (target_unit->IsCreature()){ Creature *c = TO< Creature* >(target_unit); sChatHandler.BlueSystemMessage(this, "NPC Id %u ( %s ) has no spellclick spell associated with it.", c->GetProto()->Id, c->GetCreatureInfo()->Name); LOG_ERROR("Spellclick packet received for creature %u but there is no spell associated with it.", creature_id); return; } } cast_spell_id = sp->SpellID; target_unit->CastSpell(_player, cast_spell_id, true); if (!target_unit->HasAura(59907)) TO_CREATURE(target_unit)->Despawn(0, 0); //IsCreature() check is not needed, refer to r2387 and r3230 return; } SpellClickSpell *sp = SpellClickSpellStorage.LookupEntry(creature_id); if (sp == NULL){ if (target_unit->IsCreature()){ Creature *c = TO< Creature* >(target_unit); sChatHandler.BlueSystemMessage(this, "NPC Id %u ( %s ) has no spellclick spell associated with it.", c->GetProto()->Id, c->GetCreatureInfo()->Name); LOG_ERROR("Spellclick packet received for creature %u but there is no spell associated with it.", creature_id); return; } } cast_spell_id = sp->SpellID; if (cast_spell_id == 0) return; SpellEntry* spellInfo = dbcSpell.LookupEntryForced(cast_spell_id); if (spellInfo == NULL) return; Spell* spell = sSpellFactoryMgr.NewSpell(_player, spellInfo, false, NULL); SpellCastTargets targets(target_guid); spell->prepare(&targets); }
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket ) { sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL"); uint64 guid; uint32 spellid; uint8 cast_count; uint8 unk_flags; // flags (if 0x02 - some additional data are received) recvPacket >> guid >> cast_count >> spellid >> unk_flags; sLog.outDebug("WORLD: CMSG_PET_CAST_SPELL, cast_count: %u, spellid %u, unk_flags %u", cast_count, spellid, unk_flags); if (!_player->GetPet() && !_player->GetCharm()) return; if (GUID_HIPART(guid) == HIGHGUID_PLAYER) return; Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player,guid); if (!pet || (pet != _player->GetPet() && pet!= _player->GetCharm())) { sLog.outError( "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .", uint32(GUID_LOPART(guid)),GetPlayer()->GetName() ); return; } if (pet->GetGlobalCooldown() > 0) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || IsPassiveSpell(spellid)) return; SpellCastTargets targets; if (!targets.read(&recvPacket,pet,spellInfo)) return; pet->clearUnitState(UNIT_STAT_FOLLOW); pet->InterruptNonMeleeSpells(false); Spell *spell = new Spell(pet, spellInfo, false); spell->m_cast_count = cast_count; // probably pending spell cast spell->m_targets = targets; SpellCastResult result = spell->CheckPetCast(NULL); if (result == SPELL_CAST_OK) { pet->AddCreatureSpellCooldown(spellid); if (pet->isPet()) { //10% chance to play special pet attack talk, else growl //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if(((Pet*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else pet->SendPetAIReaction(guid); } spell->prepare(&(spell->m_targets)); } else { pet->SendPetCastFail(spellid, result); if (!pet->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }
void WorldSession::HandleSpellClick(WorldPacket& recvPacket) { LOG_DETAIL("WORLD: got CMSG_SPELLCLICK packet, data length = %i", recvPacket.size()); if (_player->getDeathState() == CORPSE) return; uint64_t unitGuid; // this will store the guid of the object we are going to use it's spell. There must be a dbc that indicates what spells a unit has recvPacket >> unitGuid; //we have only 1 example atm for entry : 28605 Unit* unitTarget = _player->GetMapMgr()->GetUnit(unitGuid); if (!unitTarget) return; if (!_player->isInRange(unitTarget, MAX_INTERACTION_RANGE)) return; if (unitTarget->isVehicle()) { if (unitTarget->GetVehicleComponent() != nullptr) unitTarget->GetVehicleComponent()->AddPassenger(_player); return; } uint32_t creature_id = unitTarget->getEntry(); uint32_t cast_spell_id = 0; if (unitTarget->RemoveAura(59907)) { uint32 lightwellRenew[] = { //SPELL_HASH_LIGHTWELL_RENEW 7001, 27873, 27874, 28276, 48084, 48085, 60123, 0 }; if (!_player->hasAurasWithId(lightwellRenew)) { SpellClickSpell const* sp = sMySQLStore.getSpellClickSpell(creature_id); if (sp == nullptr) { if (unitTarget->isCreature()) { Creature* c = static_cast<Creature*>(unitTarget); sChatHandler.BlueSystemMessage(this, "NPC Id %u (%s) has no spellclick spell associated with it.", c->GetCreatureProperties()->Id, c->GetCreatureProperties()->Name.c_str()); LOG_ERROR("Spellclick packet received for creature %u but there is no spell associated with it.", creature_id); return; } } else { cast_spell_id = sp->SpellID; unitTarget->CastSpell(_player, cast_spell_id, true); } if (!unitTarget->HasAura(59907)) static_cast<Creature*>(unitTarget)->Despawn(0, 0); //IsCreature() check is not needed, refer to r2387 and r3230 return; } } SpellClickSpell const* sp = sMySQLStore.getSpellClickSpell(creature_id); if (sp == nullptr) { if (unitTarget->isCreature()) { Creature* c = static_cast< Creature* >(unitTarget); sChatHandler.BlueSystemMessage(this, "NPC Id %u (%s) has no spellclick spell associated with it.", c->GetCreatureProperties()->Id, c->GetCreatureProperties()->Name.c_str()); LOG_ERROR("Spellclick packet received for creature %u but there is no spell associated with it.", creature_id); return; } } else { cast_spell_id = sp->SpellID; SpellInfo* spellInfo = sSpellCustomizations.GetSpellInfo(cast_spell_id); if (spellInfo == nullptr) return; Spell* spell = sSpellFactoryMgr.NewSpell(_player, spellInfo, false, nullptr); SpellCastTargets targets(unitGuid); spell->prepare(&targets); } }
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket) { uint32_t spellId; uint8_t castCount; uint32_t glyphSlot; uint8_t missileflag; recvPacket >> castCount; recvPacket >> spellId; recvPacket >> glyphSlot; recvPacket >> missileflag; // check for spell id SpellInfo* spellInfo = sSpellCustomizations.GetSpellInfo(spellId); if (!spellInfo) { LogError("WORLD: unknown spell id %i", spellId); return; } if (!_player->isAlive() && _player->getShapeShiftForm() != FORM_SPIRITOFREDEMPTION && !(spellInfo->getAttributes() & ATTRIBUTES_DEAD_CASTABLE)) //They're dead, not in spirit of redemption and the spell can't be cast while dead. return; LogDetail("WORLD: got cast spell packet, spellId - %i (%s), data length = %i", spellId, spellInfo->getName().c_str(), recvPacket.size()); // Check does player have the spell if (!GetPlayer()->HasSpell(spellId)) { sCheatLog.writefromsession(this, "Cast spell %lu but doesn't have that spell.", spellId); LogDetail("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName()); return; } // Check is player trying to cast a passive spell if (spellInfo->isPassive()) { sCheatLog.writefromsession(this, "Cast passive spell %lu.", spellId); LogDetail("WORLD: Spell isn't cast because player \'%s\' is cheating", GetPlayer()->GetName()); return; } // Check are we already casting this autorepeat spell if ((spellInfo->getAttributesExB() & ATTRIBUTESEXB_AUTOREPEAT) && _player->getCurrentSpell(CURRENT_AUTOREPEAT_SPELL) != nullptr && spellInfo == _player->getCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->GetSpellInfo()) { return; } // TODO: move this check to new Spell::prepare() and clean it if (_player->isCastingNonMeleeSpell(false, true, true, spellInfo->getId() == 75)) { _player->SendCastResult(spellId, SPELL_FAILED_SPELL_IN_PROGRESS, castCount, 0); return; } SpellCastTargets targets(recvPacket, GetPlayer()->getGuid()); // some anticheat stuff if (spellInfo->custom_self_cast_only) { if (targets.m_unitTarget && targets.m_unitTarget != _player->getGuid()) { // send the error message _player->SendCastResult(spellInfo->getId(), SPELL_FAILED_BAD_TARGETS, castCount, 0); return; } } Spell* spell = sSpellFactoryMgr.NewSpell(GetPlayer(), spellInfo, false, nullptr); spell->extra_cast_number = castCount; spell->m_glyphslot = glyphSlot; spell->prepare(&targets); }
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket) { DETAIL_LOG("WORLD: CMSG_PET_CAST_SPELL"); ObjectGuid guid; uint32 spellid; recvPacket >> guid >> spellid; DEBUG_LOG("WORLD: CMSG_PET_CAST_SPELL, %s, spellid %u", guid.GetString().c_str(), spellid); Creature* pet = _player->GetMap()->GetAnyTypeCreature(guid); if (!pet || (guid != _player->GetPetGuid() && guid != _player->GetCharmGuid())) { sLog.outError("HandlePetCastSpellOpcode: %s isn't pet of %s .", guid.GetString().c_str(), GetPlayer()->GetGuidStr().c_str()); return; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; // do not cast not learned spells if (!pet->HasSpell(spellid) || IsPassiveSpell(spellInfo)) return; SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pet); pet->clearUnitState(UNIT_STAT_MOVING); Spell* spell = new Spell(pet, spellInfo, false); spell->m_targets = targets; SpellCastResult result = spell->CheckPetCast(nullptr); if (result == SPELL_CAST_OK) { pet->AddCreatureSpellCooldown(spellid); if (pet->IsPet()) { ((Pet*)pet)->CheckLearning(spellid); // 10% chance to play special pet attack talk, else growl // actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if (((Pet*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else pet->SendPetAIReaction(); } spell->prepare(&(spell->m_targets)); } else { pet->SendPetCastFail(spellid, result); if (!pet->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }
void PetAI::UpdateAI(const uint32 diff) { if (!me->isAlive()) return; Unit* owner = me->GetCharmerOrOwner(); if (m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc. // Must also check if victim is alive if (me->getVictim() && me->getVictim()->isAlive()) { // is only necessary to stop casting, the pet must not exit combat if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me)) { me->InterruptNonMeleeSpells(false); return; } if (_needToStop()) { sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow()); _stopAttack(); return; } DoMeleeAttackIfReady(); } else if (owner && me->GetCharmInfo()) //no victim { // Only aggressive pets do target search every update. // Defensive pets do target search only in these cases: // * Owner attacks something - handled by OwnerAttacked() // * Owner receives damage - handled by OwnerDamagedBy() // * Pet is in combat and current target dies - handled by KilledUnit() if (me->HasReactState(REACT_AGGRESSIVE)) { Unit* nextTarget = SelectNextTarget(); if (nextTarget) AttackStart(nextTarget); else { me->GetCharmInfo()->SetIsCommandAttack(false); HandleReturnMovement(); } } else { me->GetCharmInfo()->SetIsCommandAttack(false); HandleReturnMovement(); } } else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim HandleReturnMovement(); if (!me->GetCharmInfo()) return; // Autocast (casted only in combat or persistent spells in any state) if (!me->HasUnitState(UNIT_STATE_CASTING)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i) { uint32 spellID = me->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID); if (!spellInfo) continue; if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; if (spellInfo->IsPositive()) { if (spellInfo->CanBeUsedInCombat()) { // check spell cooldown if (me->HasSpellCooldown(spellInfo->Id)) continue; // Check if we're in combat or commanded to attack if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack()) continue; } Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0); bool spellUsed = false; // Some spells can target enemy or friendly (DK Ghoul's Leap) // Check for enemy first (pet then owner) Unit* target = me->getAttackerForHelper(); if (!target && owner) target = owner->getAttackerForHelper(); if (target) { if (CanAttack(target) && spell->CanAutoCast(target)) { targetSpellStore.push_back(std::make_pair(target, spell)); spellUsed = true; } } // No enemy, check friendly if (!spellUsed) { for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* ally = ObjectAccessor::GetUnit(*me, *tar); //only buff targets that are in combat, unless the spell can only be cast while out of combat if (!ally) continue; if (spell->CanAutoCast(ally)) { targetSpellStore.push_back(std::make_pair(ally, spell)); spellUsed = true; break; } } } // No valid targets at all if (!spellUsed) delete spell; } else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat()) { Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0); if (spell->CanAutoCast(me->getVictim())) targetSpellStore.push_back(std::make_pair(me->getVictim(), spell)); else delete spell; } } //found units to cast on to if (!targetSpellStore.empty()) { uint32 index = urand(0, targetSpellStore.size() - 1); Spell* spell = targetSpellStore[index].second; Unit* target = targetSpellStore[index].first; targetSpellStore.erase(targetSpellStore.begin() + index); SpellCastTargets targets; targets.SetUnitTarget(target); if (!me->HasInArc(M_PI, target)) { me->SetInFront(target); if (target && target->GetTypeId() == TYPEID_PLAYER) me->SendUpdateToPlayer(target->ToPlayer()); if (owner && owner->GetTypeId() == TYPEID_PLAYER) me->SendUpdateToPlayer(owner->ToPlayer()); } me->AddCreatureSpellCooldown(spell->m_spellInfo->Id); spell->prepare(&targets); } // deleted cached Spell objects for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr) delete itr->second; } }
void PetAI::UpdateAI(const uint32 diff) { if (!m_creature->isAlive()) return; // spawn animation and any other preparing stuff if (!m_bIsReady) { if (!m_bIsSpawned) { if (m_creature->GetEntry() == 26125) { m_creature->HandleEmote(EMOTE_ONESHOT_EMERGE); m_bIsSpawned = true; } } if (m_uiReadyTimer <= diff) m_bIsReady = true; else m_uiReadyTimer -= diff; return; } Unit* owner = m_creature->GetCharmerOrOwner(); if (m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; if (inCombat && (!m_creature->getVictim() || (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS))) _stopAttack(); // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. if (m_creature->getVictim()) { if (_needToStop()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow()); _stopAttack(); return; } bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim()); if (m_creature->IsStopped() || meleeReach) { // required to be stopped cases if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false)) { if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE)) m_creature->InterruptNonMeleeSpells(false); else return; } // not required to be stopped case else if (m_creature->isAttackReady() && meleeReach) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); if (!m_creature->getVictim()) return; //if pet misses its target, it will also be the first in threat list m_creature->getVictim()->AddThreat(m_creature); if (_needToStop()) _stopAttack(); } } } else if (owner && m_creature->GetCharmInfo()) { if (owner->isInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY))) { AttackStart(owner->getAttackerForHelper()); } else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW)) { if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) ) { m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE); } } } // Autocast (casted only in combat or persistent spells in any state) if (!m_creature->IsNonMeleeSpellCasted(false)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i) { uint32 spellID = m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this reqs: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { // allow only spell without spell cost or with spell cost but not duration limit int32 duration = GetSpellDuration(spellInfo); if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0) continue; // allow only spell without cooldown > duration int32 cooldown = GetSpellRecoveryTime(spellInfo); if (cooldown >= 0 && duration >= 0 && cooldown > duration) continue; } } else { // just ignore non-combat spells if (IsNonCombatSpell(spellInfo)) continue; } Spell *spell = new Spell(m_creature, spellInfo, false); if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim())) { targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell)); continue; } else { bool spellUsed = false; for(std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar); //only buff targets that are in combat, unless the spell can only be cast while out of combat if(!Target) continue; if(spell->CanAutoCast(Target)) { targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell)); spellUsed = true; break; } } if (!spellUsed) delete spell; } } //found units to cast on to if (!targetSpellStore.empty()) { uint32 index = urand(0, targetSpellStore.size() - 1); Spell* spell = targetSpellStore[index].second; Unit* target = targetSpellStore[index].first; targetSpellStore.erase(targetSpellStore.begin() + index); SpellCastTargets targets; targets.setUnitTarget( target ); if (!m_creature->HasInArc(M_PI_F, target)) { m_creature->SetInFront(target); if (target->GetTypeId() == TYPEID_PLAYER) m_creature->SendCreateUpdateToPlayer((Player*)target); if (owner && owner->GetTypeId() == TYPEID_PLAYER) m_creature->SendCreateUpdateToPlayer( (Player*)owner ); } m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id); spell->prepare(&targets); } // deleted cached Spell objects for(TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr) delete itr->second; } }
void PetAI::UpdateAI(uint32 diff) { if (!me->isAlive() || !me->GetCharmInfo()) return; Unit* owner = me->GetCharmerOrOwner(); if (m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; if (me->getVictim() && me->getVictim()->isAlive()) { // is only necessary to stop casting, the pet must not exit combat if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me)) { me->InterruptNonMeleeSpells(false); return; } if (_needToStop()) { sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow()); _stopAttack(); return; } // Check before attacking to prevent pets from leaving stay position if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY)) { if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->getVictim()))) DoMeleeAttackIfReady(); } else DoMeleeAttackIfReady(); } else { if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay()) { // Every update we need to check targets only in certain cases // Aggressive - Allow auto select if owner or pet don't have a target // Stay - Only pick from pet or owner targets / attackers so targets won't run by // while chasing our owner. Don't do auto select. // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc. Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE)); if (nextTarget) AttackStart(nextTarget); else HandleReturnMovement(); } else HandleReturnMovement(); } // Autocast (casted only in combat or persistent spells in any state) if (!me->HasUnitState(UNIT_STATE_CASTING)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i) { uint32 spellID = me->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID); if (!spellInfo) continue; if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; if (spellInfo->IsPositive()) { if (spellInfo->CanBeUsedInCombat()) { // check spell cooldown if (me->HasSpellCooldown(spellInfo->Id)) continue; // Check if we're in combat or commanded to attack if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack()) continue; } Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0); bool spellUsed = false; // Some spells can target enemy or friendly (DK Ghoul's Leap) // Check for enemy first (pet then owner) Unit* target = me->getAttackerForHelper(); if (!target && owner) target = owner->getAttackerForHelper(); if (target) { if (CanAttack(target) && spell->CanAutoCast(target)) { targetSpellStore.push_back(std::make_pair(target, spell)); spellUsed = true; } } if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST)) continue; // Pets must only jump to target // No enemy, check friendly if (!spellUsed) { for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* ally = ObjectAccessor::GetUnit(*me, *tar); //only buff targets that are in combat, unless the spell can only be cast while out of combat if (!ally) continue; if (spell->CanAutoCast(ally)) { targetSpellStore.push_back(std::make_pair(ally, spell)); spellUsed = true; break; } } } // No valid targets at all if (!spellUsed) delete spell; } else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat()) { Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0); if (spell->CanAutoCast(me->getVictim())) targetSpellStore.push_back(std::make_pair(me->getVictim(), spell)); else delete spell; } } //found units to cast on to if (!targetSpellStore.empty()) { uint32 index = urand(0, targetSpellStore.size() - 1); Spell* spell = targetSpellStore[index].second; Unit* target = targetSpellStore[index].first; targetSpellStore.erase(targetSpellStore.begin() + index); SpellCastTargets targets; targets.SetUnitTarget(target); if (!me->HasInArc(M_PI, target)) { me->SetInFront(target); if (target && target->GetTypeId() == TYPEID_PLAYER) me->SendUpdateToPlayer(target->ToPlayer()); if (owner && owner->GetTypeId() == TYPEID_PLAYER) me->SendUpdateToPlayer(owner->ToPlayer()); } me->AddCreatureSpellCooldown(spell->m_spellInfo->Id); spell->prepare(&targets); } // deleted cached Spell objects for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr) delete itr->second; } // Update speed as needed to prevent dropping too far behind and despawning me->UpdateSpeed(MOVE_RUN, true); me->UpdateSpeed(MOVE_WALK, true); me->UpdateSpeed(MOVE_FLIGHT, true); }
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket) { if (!_player->IsInWorld()) return; typedef std::list<Aura*> AuraList; Player* p_User = GetPlayer(); sLog.outDetail("WORLD: got use Item packet, data length = %i", recvPacket.size()); int8 tmp1, slot, tmp3; uint64 item_guid; uint8 cn; uint32 spellId = 0; recvPacket >> tmp1 >> slot >> tmp3 >> cn >> item_guid; Item* tmpItem = NULL; tmpItem = p_User->GetItemInterface()->GetInventoryItem(tmp1, slot); if (!tmpItem) tmpItem = p_User->GetItemInterface()->GetInventoryItem(slot); if (!tmpItem) return; ItemPrototype *itemProto = tmpItem->GetProto(); if (!itemProto) return; if (tmpItem->IsSoulbound()) { // SouldBind item will be used after SouldBind() if (sScriptMgr.CallScriptedItem(tmpItem, _player)) return; } if (_player->getDeathState() == CORPSE) return; if (itemProto->Bonding == ITEM_BIND_ON_USE) tmpItem->SoulBind(); if (itemProto->QuestId) { // Item Starter Quest *qst = QuestStorage.LookupEntry(itemProto->QuestId); if (!qst) return; WorldPacket data; sQuestMgr.BuildQuestDetails(&data, qst, tmpItem, 0, language, _player); SendPacket(&data); } SpellCastTargets targets(recvPacket, _player->GetGUID()); uint32 x; for (x = 0; x < 5; x++) { if (itemProto->Spells[x].Trigger == USE) { if (itemProto->Spells[x].Id) { spellId = itemProto->Spells[x].Id; // check for spell id SpellEntry *spellInfo = dbcSpell.LookupEntryForced(spellId); if (!spellInfo || !sHookInterface.OnCastSpell(_player, spellInfo)) { sLog.outError("WORLD: unknown spell id %i\n", spellId); return; } if (spellInfo->AuraInterruptFlags & AURA_INTERRUPT_ON_STAND_UP) { if (p_User->CombatStatus.IsInCombat() || p_User->IsMounted()) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_CANT_DO_IN_COMBAT); return; } if (p_User->GetStandState() != 1) p_User->SetStandState(STANDSTATE_SIT); // loop through the auras and removing existing eating spells } else { // cebernic: why not stand up if (!p_User->CombatStatus.IsInCombat() && !p_User->IsMounted()) { if (p_User->GetStandState())//not standing-> standup { p_User->SetStandState(STANDSTATE_STAND);//probably mobs also must standup } } } // cebernic: remove stealth on using item if (!(spellInfo->AuraInterruptFlags & ATTRIBUTESEX_NOT_BREAK_STEALTH)) { if (p_User->IsStealth()) p_User->RemoveAllAuraType(SPELL_AURA_MOD_STEALTH); } if (itemProto->RequiredLevel) { if (_player->getLevel() < itemProto->RequiredLevel) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH); return; } } if (itemProto->RequiredSkill) { if (!_player->_HasSkillLine(itemProto->RequiredSkill)) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH); return; } if (itemProto->RequiredSkillRank) { if (_player->_GetSkillLineCurrent(itemProto->RequiredSkill, false) < itemProto->RequiredSkillRank) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_ITEM_RANK_NOT_ENOUGH); return; } } } if (itemProto->AllowableClass && !(_player->getClassMask() & itemProto->AllowableClass) || itemProto->AllowableRace && !(_player->getRaceMask() & itemProto->AllowableRace)) { _player->GetItemInterface()->BuildInventoryChangeError(tmpItem, NULL, INV_ERR_YOU_CAN_NEVER_USE_THAT_ITEM); return; } if (!_player->Cooldown_CanCast(itemProto, x)) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_NOT_READY, cn, 0); return; } if (_player->m_currentSpell) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0); return; } if (itemProto->ForcedPetId >= 0) { if (itemProto->ForcedPetId == 0) { if (_player->GetGUID() != targets.m_unitTarget) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_BAD_TARGETS, cn, 0); return; } } else { if (!_player->GetSummon() || _player->GetSummon()->GetEntry() != (uint32)itemProto->ForcedPetId) { _player->SendCastResult(spellInfo->Id, SPELL_FAILED_SPELL_IN_PROGRESS, cn, 0); return; } } } Spell *spell = SpellPool.PooledNew(); spell->Init(_player, spellInfo, false, NULL); uint8 result; spell->extra_cast_number = cn; spell->i_caster = tmpItem; //GetPlayer()->setCurrentSpell(spell); result = spell->prepare(&targets); } } } }
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; } }
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; } }
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket) { uint32 spellId; uint8 cast_count, unk_flags; recvPacket >> cast_count; recvPacket >> spellId; recvPacket >> unk_flags; // flags (if 0x02 - some additional data are received) // ignore for remote control state (for player case) Unit* _mover = GetPlayer()->GetMover(); if (_mover != GetPlayer() && _mover->GetTypeId()==TYPEID_PLAYER) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at ignore packet return; } DEBUG_LOG("WORLD: got cast spell packet, spellId - %u, cast_count: %u, unk_flags %u, data length = %i", spellId, cast_count, unk_flags, (uint32)recvPacket.size()); /* process anticheat check */ if (!GetPlayer()->GetAntiCheat()->DoAntiCheatCheck(CHECK_SPELL, spellId, CMSG_CAST_SPELL)) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId ); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %u", spellId); recvPacket.rpos(recvPacket.wpos()); // prevent spam at ignore packet return; } // Players on vehicles may cast many simple spells (like knock) from self Unit* mover = NULL; if (spellInfo->HasAttribute(SPELL_ATTR_EX6_CASTABLE_ON_VEHICLE) && _mover->IsCharmerOrOwnerPlayerOrPlayerItself()) mover = _mover->GetCharmerOrOwnerPlayerOrPlayerItself(); else mover = _mover; // casting own spells on some vehicles if (mover->IsVehicle() && mover->GetCharmerOrOwnerPlayerOrPlayerItself()) { Player *plr = mover->GetCharmerOrOwnerPlayerOrPlayerItself(); if (mover->GetVehicleKit()->GetSeatInfo(plr) && ((mover->GetVehicleKit()->GetSeatInfo(plr)->m_flags & SEAT_FLAG_CAN_ATTACK) || (mover->GetVehicleKit()->GetSeatInfo(plr)->m_flags & SEAT_FLAG_CAN_CAST) )) mover = plr; } bool triggered = false; SpellEntry const* triggeredBy = NULL; Aura const* triggeredByAura = mover->GetTriggeredByClientAura(spellId); if (triggeredByAura) { triggered = true; triggeredBy = triggeredByAura->GetSpellProto(); cast_count = 0; } if (mover->GetTypeId()==TYPEID_PLAYER) { // not have spell in spellbook or spell passive and not casted by client if (((((Player*)mover)->GetUInt16Value(PLAYER_FIELD_BYTES2, 0) == 0 && (!((Player*)mover)->HasActiveSpell(spellId) && !triggered)) || IsPassiveSpell(spellInfo)) && spellId != 1843) { sLog.outError("WorldSession::HandleCastSpellOpcode: %s casts spell %u which he shouldn't have", mover->GetObjectGuid().GetString().c_str(), spellId); //cheater? kick? ban? recvPacket.rpos(recvPacket.wpos()); // prevent spam at ignore packet return; } } else { // not have spell in spellbook or spell passive and not casted by client if ((!((Creature*)mover)->HasSpell(spellId) && !triggered) || IsPassiveSpell(spellInfo)) { sLog.outError("WorldSession::HandleCastSpellOpcode: %s try casts spell %u which he shouldn't have", mover->GetObjectGuid().GetString().c_str(), spellId); //cheater? kick? ban? recvPacket.rpos(recvPacket.wpos()); // prevent spam at ignore packet return; } } // client provided targets SpellCastTargets targets; recvPacket >> targets.ReadForCaster(mover); // some spell cast packet including more data (for projectiles?) if (unk_flags & 0x02) targets.ReadAdditionalData(recvPacket); // auto-selection buff level base at target level (in spellInfo) if (Unit* target = targets.getUnitTarget()) { // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message if (SpellEntry const *actualSpellInfo = sSpellMgr.SelectAuraRankForLevel(spellInfo, target->getLevel())) spellInfo = actualSpellInfo; } Spell *spell = new Spell(mover, spellInfo, triggered, mover->GetObjectGuid(), triggeredBy); spell->m_cast_count = cast_count; // set count of casts spell->prepare(&targets, triggeredByAura); }
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); } }
void WarsongGulch::HookOnAreaTrigger(Player* plr, uint32 id) { int32 buffslot = -1; switch(id) { case 3686: // Speed buffslot = 0; break; case 3687: // Speed (Horde) buffslot = 1; break; case 3706: // Restoration buffslot = 2; break; case 3708: // Restoration (Horde) buffslot = 3; break; case 3707: // Berserking buffslot = 4; break; case 3709: // Berserking (Horde) buffslot = 5; break; } if(buffslot >= 0) { if(m_buffs[buffslot] != 0 && m_buffs[buffslot]->IsInWorld()) { /* apply the buff */ SpellEntry* sp = dbcSpell.LookupEntry(m_buffs[buffslot]->GetInfo()->sound3); Spell* s = sSpellFactoryMgr.NewSpell(plr, sp, true, 0); SpellCastTargets targets(plr->GetGUID()); s->prepare(&targets); /* despawn the gameobject (not delete!) */ m_buffs[buffslot]->Despawn(0, BUFF_RESPAWN_TIME); } return; } if(((id == 3646 && plr->IsTeamAlliance()) || (id == 3647 && plr->IsTeamHorde())) && (plr->m_bgHasFlag && m_flagHolders[plr->GetTeam()] == plr->GetLowGUID())) { if(m_flagHolders[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE] != 0 || m_dropFlags[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE]->IsInWorld()) { /* can't cap while flag dropped */ return; } float distance = plr->IsTeamAlliance() ? plr->CalcDistance(1540.29f, 1481.34f, 352.64f) : plr->CalcDistance(915.367f, 1433.78f, 346.089f); if(distance > 50.0f) { //50 yards from the spawn, gtfo hacker. sCheatLog.writefromsession(plr->GetSession(), "Tried to capture the flag in WSG while being more then 50 yards away. (%f yards)", plr->CalcDistance(915.367f, 1433.78f, 346.089f)); plr->GetSession()->Disconnect(); return; } /* remove the bool from the player so the flag doesn't drop */ m_flagHolders[plr->GetTeam()] = 0; plr->m_bgHasFlag = 0; /* remove flag aura from player */ plr->RemoveAura(23333 + (plr->GetTeam() * 2)); /* capture flag points */ plr->m_bgScore.MiscData[BG_SCORE_WSG_FLAGS_CAPTURED]++; PlaySoundToAll(plr->IsTeamHorde() ? SOUND_HORDE_SCORES : SOUND_ALLIANCE_SCORES); if(plr->IsTeamHorde()) SendChatMessage(CHAT_MSG_BG_EVENT_HORDE, plr->GetGUID(), "%s captured the Alliance flag!", plr->GetName()); else SendChatMessage(CHAT_MSG_BG_EVENT_ALLIANCE, plr->GetGUID(), "%s captured the Horde flag!", plr->GetName()); SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_ALLIANCE_FLAG_DISPLAY : WORLDSTATE_WSG_HORDE_FLAG_DISPLAY, 1); // Remove the Other Flag if(m_homeFlags[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE]->IsInWorld()) m_homeFlags[plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE]->RemoveFromWorld(false); // Add the Event to respawn the Flags sEventMgr.AddEvent(this, &WarsongGulch::EventReturnFlags, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG, 20000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT); /* give each player on that team bonus honor and reputation*/ uint32 honorToAdd = 2 * m_honorPerKill; uint32 repToAdd = m_isWeekend ? 45 : 35; uint32 fact = plr->IsTeamHorde() ? 889 : 890; /*Warsong Outriders : Sliverwing Sentinels*/ for(set<Player*>::iterator itr = m_players[plr->GetTeam()].begin(); itr != m_players[plr->GetTeam()].end(); ++itr) { (*itr)->m_bgScore.BonusHonor += honorToAdd; HonorHandler::AddHonorPointsToPlayer((*itr), honorToAdd); plr->ModStanding(fact, repToAdd); } m_scores[plr->GetTeam()]++; if(m_scores[plr->GetTeam()] == 3) { /* victory! */ m_ended = true; m_winningteam = (uint8)plr->GetTeam(); m_nextPvPUpdateTime = 0; sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_CLOSE); sEventMgr.AddEvent(TO< CBattleground* >(this), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT); AddHonorToTeam( m_winningteam, 3 * 185 ); CastSpellOnTeam( m_winningteam, 69158 ); CastSpellOnTeam( m_winningteam, 69496 ); CastSpellOnTeam( m_winningteam, 69497 ); CastSpellOnTeam( m_winningteam, 69498 ); if( m_winningteam == TEAM_ALLIANCE ) AddHonorToTeam( TEAM_HORDE, 1 * 185 ); else AddHonorToTeam( TEAM_ALLIANCE, 1 * 185 ); m_mainLock.Release(); } /* increment the score world state */ SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_HORDE_SCORE : WORLDSTATE_WSG_ALLIANCE_SCORE, m_scores[plr->GetTeam()]); UpdatePvPData(); } }
void EyeOfTheStorm::HookOnAreaTrigger(Player* plr, uint32 id) { int32 tid = -1; int32 bonusid = -1; switch(id) { case 4476: // BE Tower tid = EOTS_TOWER_BE; break; case 4568: // BE Tower bonus bonusid = EOTS_TOWER_BE; break; case 4514: // Fel Reaver Tower tid = EOTS_TOWER_FELREAVER; break; case 4569: // Fel Reaver Tower bonus bonusid = EOTS_TOWER_FELREAVER; break; case 4518: // Draenei Tower tid = EOTS_TOWER_DRAENEI; break; case 4571: // Draenei Tower bonus bonusid = EOTS_TOWER_DRAENEI; break; case 4516: // Mage Tower tid = EOTS_TOWER_MAGE; break; case 4570: // Mage Tower bonus bonusid = EOTS_TOWER_MAGE; break; } if(bonusid > -1) { uint32 spellid = 0; uint32 x = (uint32)bonusid; if(m_EOTSbuffs[x] && m_EOTSbuffs[x]->IsInWorld()) { spellid = m_EOTSbuffs[x]->GetInfo()->sound3; SpellEntry * sp = dbcSpell.LookupEntryForced(spellid); if(sp) { Spell* pSpell = (new Spell(plr, sp, true, NULL)); SpellCastTargets targets(plr->GetGUID()); pSpell->prepare(&targets); } m_EOTSbuffs[x]->Despawn(EOTS_BUFF_RESPAWN_TIME); } } if( tid < 0 ) return; #ifdef BG_ANTI_CHEAT if(!m_started || m_ended) { SendChatMessage(CHAT_MSG_BG_SYSTEM_NEUTRAL, plr->GetGUID(), "%s has removed from the battleground for cheating.", plr->GetName()); plr->SoftDisconnect(); return; } #endif uint32 team = plr->GetTeam(); if( plr->GetLowGUID() != m_flagHolder ) return; uint32 i; uint32 towers = 0; if( m_CPStatus[tid] < 50 && team == 0 ) return; if( m_CPStatus[tid] > 50 && team == 1 ) return; for(i = 0; i < EOTS_TOWER_COUNT; ++i) { if(m_CPStatus[i] < 50 && team == 1) towers++; if(m_CPStatus[i] > 50 && team == 0) towers++; } /* * Points from flag captures * 1 towers controlled = 75 points * 2 towers controlled = 85 points * 3 towers controlled = 100 points * 4 towers controlled = 500 points */ // 25 is guessed const static uint32 points[5] = { 25, 75, 85, 100, 500 }; const char * msgs[2] = { "The Alliance have captured the flag.", "The Horde have captured the flag." }; plr->m_bgScore.MiscData[BG_SCORE_EOTS_FLAG_CAPTURES]++; plr->m_bgHasFlag = false; SendChatMessage( CHAT_MSG_BG_SYSTEM_ALLIANCE + team, 0, msgs[team] ); if( !GivePoints( team, points[towers] ) ) { PlaySoundToAll( plr->GetTeam() ? SOUND_HORDE_SCORES : SOUND_ALLIANCE_SCORES ); UpdatePvPData(); m_standFlag->PushToWorld( m_mapMgr ); m_flagHolder = 0; m_mapMgr->GetStateManager().UpdateWorldState( WORLDSTATE_EOTS_FLAG_NEUTRAL_DISPLAY, 1 ); } // else bg ended plr->RemoveAura( EOTS_NETHERWING_FLAG_SPELL ); }
void WarsongGulch::HookFlagDrop(Player* plr, GameObject* obj) { /* picking up a dropped flag */ if(m_dropFlags[plr->GetTeam()] != obj) { /* are we returning it? */ if((obj->GetEntry() == 179785 && plr->IsTeamAlliance()) || (obj->GetEntry() == 179786 && plr->IsTeamHorde())) { uint32 x = plr->GetTeam() ? 0 : 1; sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG + (plr->IsTeamHorde() ? TEAM_ALLIANCE : TEAM_HORDE)); if(m_dropFlags[x]->IsInWorld()) m_dropFlags[x]->RemoveFromWorld(false); if(m_homeFlags[x]->IsInWorld() == false) m_homeFlags[x]->PushToWorld(m_mapMgr); plr->m_bgScore.MiscData[BG_SCORE_WSG_FLAGS_RETURNED]++; UpdatePvPData(); if(plr->IsTeamHorde()) SendChatMessage(CHAT_MSG_BG_EVENT_HORDE, plr->GetGUID(), "The Horde flag was returned to its base by %s!", plr->GetName()); else SendChatMessage(CHAT_MSG_BG_EVENT_ALLIANCE, plr->GetGUID(), "The Alliance flag was returned to its base by %s!", plr->GetName()); SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_ALLIANCE_FLAG_DISPLAY : WORLDSTATE_WSG_HORDE_FLAG_DISPLAY, 1); PlaySoundToAll(plr->IsTeamHorde() ? SOUND_HORDE_RETURNED : SOUND_ALLIANCE_RETURNED); } return; } map<uint32, uint32>::iterator itr = plr->m_forcedReactions.find(1059); if(itr != plr->m_forcedReactions.end()) { return; } if(plr->IsTeamAlliance()) sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG); else sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_WSG_AUTO_RETURN_FLAG + 1); if(m_dropFlags[plr->GetTeam()]->IsInWorld()) m_dropFlags[plr->GetTeam()]->RemoveFromWorld(false); m_flagHolders[plr->GetTeam()] = plr->GetLowGUID(); plr->m_bgHasFlag = true; /* This is *really* strange. Even though the A9 create sent to the client is exactly the same as the first one, if * you spawn and despawn it, then spawn it again it will not show. So we'll assign it a new guid, hopefully that * will work. * - Burlex */ m_dropFlags[plr->GetTeam()]->SetNewGuid(m_mapMgr->GenerateGameobjectGuid()); SpellEntry* pSp = dbcSpell.LookupEntry(23333 + (plr->GetTeam() * 2)); Spell* sp = sSpellFactoryMgr.NewSpell(plr, pSp, true, 0); SpellCastTargets targets(plr->GetGUID()); sp->prepare(&targets); SetWorldState(plr->IsTeamHorde() ? WORLDSTATE_WSG_ALLIANCE_FLAG_DISPLAY : WORLDSTATE_WSG_HORDE_FLAG_DISPLAY, 2); if(plr->IsTeamHorde()) SendChatMessage(CHAT_MSG_BG_EVENT_HORDE, plr->GetGUID(), "The Alliance's flag has been taken by %s !", plr->GetName()); else SendChatMessage(CHAT_MSG_BG_EVENT_ALLIANCE, plr->GetGUID(), "The Horde's flag has been taken by %s !", plr->GetName()); }
void PetAI::UpdateAI(const uint32 diff) { Unit* owner = me->GetCharmerOrOwner(); if (m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc. if (me->getVictim()) { if (_needToStop()) { DEBUG_LOG("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow()); _stopAttack(); return; } DoMeleeAttackIfReady(); } else if (owner && me->GetCharmInfo()) //no victim { Unit* nextTarget = SelectNextTarget(); if (nextTarget) AttackStart(nextTarget); else HandleReturnMovement(); } else if (owner && !me->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim me->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, me->GetFollowAngle()); if (!me->GetCharmInfo()) return; // Autocast (casted only in combat or persistent spells in any state) if (me->GetGlobalCooldown() == 0 && !me->hasUnitState(UNIT_STAT_CASTING)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i) { uint32 spellID = me->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; // ignore some combinations of combat state and combat/noncombat spells if (!me->getVictim()) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this reqs: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { // allow only spell without spell cost or with spell cost but not duration limit int32 duration = GetSpellDuration(spellInfo); if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0) continue; // allow only spell without cooldown > duration int32 cooldown = GetSpellRecoveryTime(spellInfo); if (cooldown >= 0 && duration >= 0 && cooldown > duration) continue; } } else { // just ignore non-combat spells if (IsNonCombatSpell(spellInfo)) continue; } Spell *spell = new Spell(me, spellInfo, false, 0); // Fix to allow pets on STAY to autocast if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim())) { targetSpellStore.push_back(TargetSpellList::value_type(me->getVictim(), spell)); continue; } else { bool spellUsed = false; for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = ObjectAccessor::GetUnit(*me,*tar); //only buff targets that are in combat, unless the spell can only be cast while out of combat if (!Target) continue; if (spell->CanAutoCast(Target)) { targetSpellStore.push_back(TargetSpellList::value_type(Target, spell)); spellUsed = true; break; } } if (!spellUsed) delete spell; } } //found units to cast on to if (!targetSpellStore.empty()) { uint32 index = urand(0, targetSpellStore.size() - 1); Spell* spell = targetSpellStore[index].second; Unit* target = targetSpellStore[index].first; targetSpellStore.erase(targetSpellStore.begin() + index); SpellCastTargets targets; targets.setUnitTarget(target); if (!me->HasInArc(M_PI, target)) { me->SetInFront(target); if (target->GetTypeId() == TYPEID_PLAYER) me->SendUpdateToPlayer(target->ToPlayer()); if (owner && owner->GetTypeId() == TYPEID_PLAYER) me->SendUpdateToPlayer(owner->ToPlayer()); } me->AddCreatureSpellCooldown(spell->m_spellInfo->Id); if (me->isPet()) ((Pet*)me)->CheckLearning(spell->m_spellInfo->Id); spell->prepare(&targets); } // deleted cached Spell objects for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr) delete itr->second; } }
void WorldSession::HandlePetAction(WorldPacket& recv_data) { ObjectGuid petGuid; uint32 data; ObjectGuid targetGuid; recv_data >> petGuid; recv_data >> data; recv_data >> targetGuid; uint32 spellid = UNIT_ACTION_BUTTON_ACTION(data); uint8 flag = UNIT_ACTION_BUTTON_TYPE(data); // delete = 0x07 CastSpell = C1 DETAIL_LOG("HandlePetAction: %s flag is %u, spellid is %u, target %s.", petGuid.GetString().c_str(), uint32(flag), spellid, targetGuid.GetString().c_str()); // used also for charmed creature/player Unit* pet = _player->GetMap()->GetUnit(petGuid); if (!pet) { sLog.outError("HandlePetAction: %s not exist.", petGuid.GetString().c_str()); return; } if (GetPlayer()->GetObjectGuid() != pet->GetCharmerOrOwnerGuid()) { sLog.outError("HandlePetAction: %s isn't controlled by %s.", petGuid.GetString().c_str(), GetPlayer()->GetGuidStr().c_str()); return; } if (!pet->isAlive()) return; if (pet->GetTypeId() == TYPEID_PLAYER) { // controller player can only do melee attack if (!(flag == ACT_COMMAND && spellid == COMMAND_ATTACK)) return; } else if (((Creature*)pet)->IsPet()) { // pet can have action bar disabled if (((Pet*)pet)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) return; } CharmInfo* charmInfo = pet->GetCharmInfo(); if (!charmInfo) { sLog.outError("WorldSession::HandlePetAction: object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId()); return; } switch (flag) { case ACT_COMMAND: // 0x07 switch (spellid) { case COMMAND_STAY: // flat=1792 // STAY pet->StopMoving(); pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MoveIdle(); charmInfo->SetCommandState(COMMAND_STAY); break; case COMMAND_FOLLOW: // spellid=1792 // FOLLOW pet->AttackStop(); pet->GetMotionMaster()->MoveFollow(_player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); charmInfo->SetCommandState(COMMAND_FOLLOW); break; case COMMAND_ATTACK: // spellid=1792 // ATTACK { Unit* TargetUnit = _player->GetMap()->GetUnit(targetGuid); if (!TargetUnit) return; // not let attack friendly units. if (GetPlayer()->IsFriendlyTo(TargetUnit)) return; // Not let attack through obstructions if (!pet->IsWithinLOSInMap(TargetUnit)) return; // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != TargetUnit) { if (pet->getVictim()) pet->AttackStop(); if (pet->hasUnitState(UNIT_STAT_CONTROLLED)) { pet->Attack(TargetUnit, true); pet->SendPetAIReaction(); } else { pet->GetMotionMaster()->Clear(); if (((Creature*)pet)->AI()) ((Creature*)pet)->AI()->AttackStart(TargetUnit); // 10% chance to play special pet attack talk, else growl if (((Creature*)pet)->IsPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && roll_chance_i(10)) pet->SendPetTalk((uint32)PET_TALK_ATTACK); else { // 90% chance for pet and 100% chance for charmed creature pet->SendPetAIReaction(); } } } break; } case COMMAND_ABANDON: // abandon (hunter pet) or dismiss (summoned pet) if (((Creature*)pet)->IsPet()) { Pet* p = (Pet*)pet; if (p->getPetType() == HUNTER_PET) p->Unsummon(PET_SAVE_AS_DELETED, _player); else // dismissing a summoned pet is like killing them (this prevents returning a soulshard...) p->SetDeathState(CORPSE); } else // charmed _player->Uncharm(); break; default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch (spellid) { case REACT_PASSIVE: // passive case REACT_DEFENSIVE: // recovery case REACT_AGGRESSIVE: // activete charmInfo->SetReactState(ReactStates(spellid)); break; } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { Unit* unit_target = nullptr; if (targetGuid) unit_target = _player->GetMap()->GetUnit(targetGuid); // do not cast unknown spells SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; for (int i = 0; i < MAX_EFFECT_INDEX; ++i) { if (spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_INSTANT || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED) return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || IsPassiveSpell(spellInfo)) return; pet->clearUnitState(UNIT_STAT_MOVING); Spell* spell = new Spell(pet, spellInfo, false); SpellCastResult result = spell->CheckPetCast(unit_target); // auto turn to target unless possessed if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) { if (unit_target) { pet->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)unit_target); } else if (Unit* unit_target2 = spell->m_targets.getUnitTarget()) { pet->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)unit_target2); } if (Unit* powner = pet->GetCharmerOrOwner()) if (powner->GetTypeId() == TYPEID_PLAYER) pet->SendCreateUpdateToPlayer((Player*)powner); result = SPELL_CAST_OK; } if (result == SPELL_CAST_OK) { ((Creature*)pet)->AddCreatureSpellCooldown(spellid); if (((Creature*)pet)->IsPet()) ((Pet*)pet)->CheckLearning(spellid); unit_target = spell->m_targets.getUnitTarget(); // 10% chance to play special pet attack talk, else growl // actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if (((Creature*)pet)->IsPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else { pet->SendPetAIReaction(); } if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) { // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != unit_target) { if (pet->getVictim()) pet->AttackStop(); pet->GetMotionMaster()->Clear(); if (((Creature*)pet)->AI()) ((Creature*)pet)->AI()->AttackStart(unit_target); } } spell->prepare(&(spell->m_targets)); } else { if (pet->HasAuraType(SPELL_AURA_MOD_POSSESS)) Spell::SendCastResult(GetPlayer(), spellInfo, result); else pet->SendPetCastFail(spellid, result); if (!((Creature*)pet)->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } break; } default: sLog.outError("WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }
void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint32 spellid, uint16 flag, uint64 guid2, float x, float y, float z) { CharmInfo* charmInfo = pet->GetCharmInfo(); if (!charmInfo) { sLog->outError(LOG_FILTER_NETWORKIO, "WorldSession::HandlePetAction(petGuid: " UI64FMTD ", tagGuid: " UI64FMTD ", spellId: %u, flag: %u): object (entry: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", guid1, guid2, spellid, flag, pet->GetGUIDLow(), pet->GetTypeId()); return; } switch (flag) { case ACT_COMMAND: //0x07 switch (spellid) { case COMMAND_STAY: //flat=1792 //STAY pet->StopMoving(); pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MoveIdle(); charmInfo->SetCommandState(COMMAND_STAY); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(true); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); charmInfo->SaveStayPosition(); break; case COMMAND_FOLLOW: //spellid=1792 //FOLLOW pet->AttackStop(); pet->InterruptNonMeleeSpells(false); pet->GetMotionMaster()->MoveFollow(_player, PET_FOLLOW_DIST, pet->GetFollowAngle()); charmInfo->SetCommandState(COMMAND_FOLLOW); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(false); charmInfo->SetIsReturning(true); charmInfo->SetIsFollowing(false); break; case COMMAND_ATTACK: //spellid=1792 //ATTACK { // Can't attack if owner is pacified if (_player->HasAuraType(SPELL_AURA_MOD_PACIFY)) { //pet->SendPetCastFail(spellid, SPELL_FAILED_PACIFIED); //TODO: Send proper error message to client return; } // only place where pet can be player Unit* TargetUnit = ObjectAccessor::GetUnit(*_player, guid2); if (!TargetUnit) return; if (Unit* owner = pet->GetOwner()) if (!owner->IsValidAttackTarget(TargetUnit)) return; // Not let attack through obstructions if (sWorld->getBoolConfig(CONFIG_PET_LOS)) { if (!pet->IsWithinLOSInMap(TargetUnit)) return; } pet->ClearUnitState(UNIT_STATE_FOLLOW); // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != TargetUnit || (pet->getVictim() == TargetUnit && !pet->GetCharmInfo()->IsCommandAttack())) { if (pet->getVictim()) pet->AttackStop(); // Summon gargoyle should attack the same target as ghoul if (Unit* owner = pet->GetOwner()) { if (owner->getClass() == CLASS_DEATH_KNIGHT) { for (Unit::ControlList::iterator itr = owner->m_Controlled.begin(); itr != owner->m_Controlled.end(); ++itr) { if ((*itr)->GetEntry() == 27829 && !(*itr)->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE)) { owner->AddAura(49206, TargetUnit); break; } } } } if (pet->GetTypeId() != TYPEID_PLAYER && pet->ToCreature()->IsAIEnabled) { charmInfo->SetIsCommandAttack(true); charmInfo->SetIsAtStay(false); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); pet->ToCreature()->AI()->AttackStart(TargetUnit); //10% chance to play special pet attack talk, else growl if (pet->ToCreature()->isPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && urand(0, 100) < 10) pet->SendPetTalk((uint32)PET_TALK_ATTACK); else { // 90% chance for pet and 100% chance for charmed creature pet->SendPetAIReaction(guid1); } } else // charmed player { if (pet->getVictim() && pet->getVictim() != TargetUnit) pet->AttackStop(); charmInfo->SetIsCommandAttack(true); charmInfo->SetIsAtStay(false); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); pet->Attack(TargetUnit, true); pet->SendPetAIReaction(guid1); } } break; } case COMMAND_ABANDON: // abandon (hunter pet) or dismiss (summoned pet) if (pet->GetCharmerGUID() == GetPlayer()->GetGUID()) _player->StopCastingCharm(); else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID()) { ASSERT(pet->GetTypeId() == TYPEID_UNIT); if (pet->isPet()) { if (pet->ToPet()->getPetType() == HUNTER_PET) GetPlayer()->RemovePet(pet->ToPet(), PET_SLOT_DELETED, false, pet->ToPet()->m_Stampeded); else //dismissing a summoned pet is like killing them (this prevents returning a soulshard...) pet->setDeathState(CORPSE); } else if (pet->HasUnitTypeMask(UNIT_MASK_MINION)) { ((Minion*)pet)->UnSummon(); } } break; case COMMAND_MOVE_TO: pet->StopMoving(); pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MovePoint(0, x, y, z); charmInfo->SetCommandState(COMMAND_MOVE_TO); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(true); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); charmInfo->SaveStayPosition(); break; default: sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch (spellid) { case REACT_PASSIVE: //passive pet->AttackStop(); break; case REACT_DEFENSIVE: //recovery case REACT_AGGRESSIVE: //activete case REACT_HELPER: if (pet->GetTypeId() == TYPEID_UNIT) pet->ToCreature()->SetReactState(ReactStates(spellid)); break; default: break; } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { Unit* unit_target = NULL; if (guid2) unit_target = ObjectAccessor::GetUnit(*_player, guid2); // do not cast unknown spells SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid); if (!spellInfo) { sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET spell id %i", spellid); return; } if (spellInfo->StartRecoveryCategory > 0) if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY) return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || spellInfo->IsPassive()) return; // Clear the flags as if owner clicked 'attack'. AI will reset them // after AttackStart, even if spell failed if (pet->GetCharmInfo()) { pet->GetCharmInfo()->SetIsAtStay(false); pet->GetCharmInfo()->SetIsCommandAttack(true); pet->GetCharmInfo()->SetIsReturning(false); pet->GetCharmInfo()->SetIsFollowing(false); } Spell* spell = new Spell(pet, spellInfo, TRIGGERED_NONE); SpellCastResult result = spell->CheckPetCast(unit_target); //auto turn to target unless possessed if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->isPossessed() && !pet->IsVehicle()) { if (unit_target) { pet->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer((Player*)unit_target); } else if (Unit* unit_target2 = spell->m_targets.GetUnitTarget()) { pet->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer((Player*)unit_target2); } if (Unit* powner = pet->GetCharmerOrOwner()) if (powner->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer(powner->ToPlayer()); result = SPELL_CAST_OK; } if (result == SPELL_CAST_OK) { pet->ToCreature()->AddCreatureSpellCooldown(spellid); unit_target = spell->m_targets.GetUnitTarget(); //10% chance to play special pet attack talk, else growl //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if (pet->ToCreature()->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else { pet->SendPetAIReaction(guid1); } if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->isPossessed() && !pet->IsVehicle()) { // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != unit_target) { if (pet->getVictim()) pet->AttackStop(); pet->GetMotionMaster()->Clear(); if (pet->ToCreature()->IsAIEnabled) pet->ToCreature()->AI()->AttackStart(unit_target); } } spell->prepare(&(spell->m_targets)); } else { if (pet->isPossessed() || pet->IsVehicle()) Spell::SendCastResult(GetPlayer(), spellInfo, 0, result); else pet->SendPetCastFail(spellid, result); if (!pet->ToCreature()->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; // reset specific flags in case of spell fail. AI will reset other flags if (pet->GetCharmInfo()) pet->GetCharmInfo()->SetIsCommandAttack(false); } break; } default: sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket ) { recvPacket.hexlike(); recvPacket.print_storage(); //2 - 0 - 0 - 43 - 129 - 0 - 80 - 241 | - 42 - 211 - 253 - 0 | - 0 | - 2 |- 96 - 0 - 0 - 0 | - 0 - 26 //- 164 - 59 - 196 - 174 - 98 - 131 | - 194 - 182 - 171 - 218| - 67 - 0 - 48 - 93| - 0 - 196 - 32 //- 177| - 242 - 193 - 22 - 110 - 224 - 67 - 203 - 166 | - 68 - 61 - 133 - 1| - 240 - 66 - 1 - 183 | //- 0 - 0 - 0 - 217| - 2 - 43 - 129 - 80 - 241 - 0 - 10 - 0 - 0 - 0 - 0 - 76 - 109 - 175 - 0 //- 238 - 115 - 58 - 196 - 20 - 110 - 121 - 194 - 187 - 107 - 217 - 67 - 32 - 44 - 27 - 62 - 217 //- 1 - 36 - 129 - 80 - 241 - 0 - 0 - 160 - 64 - 0 - 0 - 160 - 64 - 0 - 0 - 160 - 64 - 192 - 233 //- 172 - 62 - 4 - 0 - 0 - 0 - 7 - 230 - 0 - 0 - 0 - //5 - 0 - 0 - 43 - 129 - 0 - 80 - 241 | - 85 - 211 - 253 - 0 | - 0 | - 2 | - 96 - 0 - 0 - 0 | - 0 - 69 - 60 - 61 //- 196 - 171 - 248 - 107| - 194 - 8 - 236 - 218 | - 67 - 0 - 177 - 11 | - 46 - 196 - 89 - 16 | - 14 - 195 //- 5 - 38 - 231 - 67 - 23 - 221 | - 110 - 62 - 15 - 3 | - 240 - 66 -| 1 - 183 | - 0 - 0 - 0 - 217 | - 5 - 43 //- 129 - 80 - 241 - 0 - 10 - 0 - 0 - 0 - 0 - 233 - 41 - 203 - 0 - 106 - 207 - 59 - 196 - 179 - 173 - 83 //- 194 - 8 - 108 - 217 - 67 - 127 - 153 - 170 - 64 - 217 - 4 - 36 - 129 - 80 - 241 - 0 - 0 - 160 - 64 //- 0 - 0 - 160 - 64 - 0 - 0 - 160 - 64 - 7 - 77 - 175 - 64 - 4 - 0 - 0 - 0 - 7 - 195 - 0 - 0 - 0 - uint64 guid; uint32 spellid; uint8 cast_count; uint8 unk_flags; // flags (if 0x02 - some additional data are received) recvPacket >> guid >> cast_count >> spellid >> unk_flags; DEBUG_LOG("WORLD: CMSG_PET_CAST_SPELL, cast_count: %u, spellid %u, unk_flags %u", cast_count, spellid, unk_flags); if (!_player->GetPet() && !_player->GetCharm()) return; if (GUID_HIPART(guid) == HIGHGUID_PLAYER) return; Creature* pet = ObjectAccessor::GetAnyTypeCreature(*_player,guid); if (!pet || (pet != _player->GetPet() && pet!= _player->GetCharm())) { sLog.outError( "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .", uint32(GUID_LOPART(guid)),GetPlayer()->GetName() ); return; } if (pet->GetGlobalCooldown() > 0) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { sLog.outError("WORLD: unknown PET spell id %i", spellid); return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || IsPassiveSpell(spellInfo)) return; SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pet); pet->clearUnitState(UNIT_STAT_MOVING); Spell *spell = new Spell(pet, spellInfo, false); spell->m_cast_count = cast_count; // probably pending spell cast spell->m_targets = targets; SpellCastResult result = spell->CheckPetCast(NULL); if (result == SPELL_CAST_OK) { pet->AddCreatureSpellCooldown(spellid); if (pet->isPet()) { //10% chance to play special pet attack talk, else growl //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if(((Pet*)pet)->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else pet->SendPetAIReaction(guid); } spell->prepare(&(spell->m_targets)); } else { pet->SendPetCastFail(spellid, result); if (!pet->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; } }