Build error fixes

43 errors left at this point
This commit is contained in:
Charles A Edwards 2016-01-30 19:17:47 +00:00 committed by Antz
parent 3abc31c429
commit 924d182855
18 changed files with 123 additions and 71 deletions

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@ -53,7 +53,7 @@ void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket& recv_data)
if (!pCreature) if (!pCreature)
return; return;
if (!pCreature->isBattleMaster()) // it's not battlemaster if (!pCreature->IsBattleMaster()) // it's not battlemaster
return; return;
// Stop the npc if moving // Stop the npc if moving

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@ -110,7 +110,7 @@ void AggressorAI::EnterEvadeMode()
// i_tracker.Reset(TIME_INTERVAL_LOOK); // i_tracker.Reset(TIME_INTERVAL_LOOK);
} }
if (!m_creature->isCharmed()) if (!m_creature->IsCharmed())
{ {
m_creature->RemoveAllAurasOnEvade(); m_creature->RemoveAllAurasOnEvade();

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@ -883,7 +883,7 @@ bool Creature::IsTrainerOf(Player* pPlayer, bool msg) const
bool Creature::CanInteractWithBattleMaster(Player* pPlayer, bool msg) const bool Creature::CanInteractWithBattleMaster(Player* pPlayer, bool msg) const
{ {
if (!isBattleMaster()) if (!IsBattleMaster())
return false; return false;
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry()); BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry());
@ -1772,7 +1772,7 @@ void Creature::SendAIReaction(AiReaction reactionType)
void Creature::CallAssistance() void Creature::CallAssistance()
{ {
// FIXME: should player pets call for assistance? // FIXME: should player pets call for assistance?
if (!m_AlreadyCallAssistance && getVictim() && !isCharmed()) if (!m_AlreadyCallAssistance && getVictim() && !IsCharmed())
{ {
SetNoCallAssistance(true); SetNoCallAssistance(true);
AI()->SendAIEventAround(AI_EVENT_CALL_ASSISTANCE, getVictim(), sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY), sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_ASSISTANCE_RADIUS)); AI()->SendAIEventAround(AI_EVENT_CALL_ASSISTANCE, getVictim(), sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY), sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_ASSISTANCE_RADIUS));
@ -1781,7 +1781,7 @@ void Creature::CallAssistance()
void Creature::CallForHelp(float fRadius) void Creature::CallForHelp(float fRadius)
{ {
if (fRadius <= 0.0f || !getVictim() || IsPet() || isCharmed()) if (fRadius <= 0.0f || !getVictim() || IsPet() || IsCharmed())
return; return;
MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius); MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
@ -2408,7 +2408,7 @@ void Creature::ClearTemporaryFaction()
// No restore if creature is charmed/possessed. // No restore if creature is charmed/possessed.
// For later we may consider extend to restore to charmer faction where charmer is creature. // For later we may consider extend to restore to charmer faction where charmer is creature.
// This can also be done by update any pet/charmed of creature at any faction change to charmer. // This can also be done by update any pet/charmed of creature at any faction change to charmer.
if (isCharmed()) if (IsCharmed())
return; return;
// Reset to original faction // Reset to original faction

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@ -728,6 +728,8 @@ class Creature : public Unit
void SetVirtualItem(VirtualItemSlot slot, uint32 item_id) { SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + slot, item_id); } void SetVirtualItem(VirtualItemSlot slot, uint32 item_id) { SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + slot, item_id); }
bool IsReputationGainDisabled() { return DisableReputationGain; }
protected: protected:
bool MeetsSelectAttackingRequirement(Unit* pTarget, SpellEntry const* pSpellInfo, uint32 selectFlags) const; bool MeetsSelectAttackingRequirement(Unit* pTarget, SpellEntry const* pSpellInfo, uint32 selectFlags) const;
@ -781,6 +783,8 @@ class Creature : public Unit
Position m_respawnPos; Position m_respawnPos;
bool DisableReputationGain;
private: private:
GridReference<Creature> m_gridRef; GridReference<Creature> m_gridRef;
CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry()) CreatureInfo const* m_creatureInfo; // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())

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@ -39,7 +39,7 @@ namespace FactorySelector
CreatureAI* selectAI(Creature* creature) CreatureAI* selectAI(Creature* creature)
{ {
// Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets) // Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed()) if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->IsCharmed())
if (CreatureAI* scriptedAI = sScriptMgr.GetCreatureAI(creature)) if (CreatureAI* scriptedAI = sScriptMgr.GetCreatureAI(creature))
return scriptedAI; return scriptedAI;
@ -53,7 +53,7 @@ namespace FactorySelector
// excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI // excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI
Unit* owner = NULL; Unit* owner = NULL;
if ((creature->IsPet() && ((Pet*)creature)->isControlled() && if ((creature->IsPet() && ((Pet*)creature)->isControlled() &&
((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->isCharmed()) ((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->IsCharmed())
ai_factory = ai_registry.GetRegistryItem("PetAI"); ai_factory = ai_registry.GetRegistryItem("PetAI");
else if (creature->IsTotem()) else if (creature->IsTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI"); ai_factory = ai_registry.GetRegistryItem("TotemAI");

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@ -102,7 +102,7 @@ bool PetAI::IsVisible(Unit* pl) const
bool PetAI::_needToStop() const bool PetAI::_needToStop() const
{ {
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if (m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer()) if (m_creature->IsCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
return true; return true;
return !m_creature->getVictim()->IsTargetableForAttack(); return !m_creature->getVictim()->IsTargetableForAttack();

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@ -1060,8 +1060,15 @@ class Player : public Unit
void SetInWater(bool apply); void SetInWater(bool apply);
bool IsInWater() const override { return m_isInWater; } bool IsInWater() const override
{
return m_isInWater;
}
bool IsUnderWater() const override; bool IsUnderWater() const override;
bool IsFalling()
{
return GetPositionZ() < m_lastFallZ;
}
void SendInitialPacketsBeforeAddToMap(); void SendInitialPacketsBeforeAddToMap();
void SendInitialPacketsAfterAddToMap(); void SendInitialPacketsAfterAddToMap();
@ -1095,7 +1102,7 @@ class Player : public Unit
void SetGameMaster(bool on); void SetGameMaster(bool on);
bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); } bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); }
void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; } void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; } bool IsTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; } void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); } bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
void SetGMVisible(bool on); void SetGMVisible(bool on);

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@ -8312,7 +8312,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (isCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet())) if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
// interrupt all delayed non-combat casts // interrupt all delayed non-combat casts
@ -8355,7 +8355,7 @@ void Unit::ClearInCombat()
m_CombatTimer = 0; m_CombatTimer = 0;
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (isCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet())) if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
// Player's state will be cleared in Player::UpdateContestedPvP // Player's state will be cleared in Player::UpdateContestedPvP

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@ -1684,6 +1684,9 @@ class Unit : public WorldObject
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); } bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
/** /**
* Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth() * Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth()
* @return the current percent of the health * @return the current percent of the health
@ -1691,6 +1694,8 @@ class Unit : public WorldObject
* \see GetMaxHealth * \see GetMaxHealth
*/ */
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); } float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
/** /**
* Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though * Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though
* @param val the value to set the health to * @param val the value to set the health to
@ -2159,18 +2164,18 @@ class Unit : public WorldObject
bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); } bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); } bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); } bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
bool isGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); } bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool isTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); } bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool isGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); } bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool isBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); } bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool isBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); } bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool isInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); } bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool isSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); } bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool isSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); } bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool isTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); } bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); } bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
bool isArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); } bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool isServiceProvider() const bool IsServiceProvider() const
{ {
return HasFlag(UNIT_NPC_FLAGS, return HasFlag(UNIT_NPC_FLAGS,
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER | UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
@ -2178,7 +2183,7 @@ class Unit : public WorldObject
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER); UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
} }
bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); } bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); } bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
@ -2558,9 +2563,32 @@ class Unit : public WorldObject
void SendThreatRemove(HostileReference* pHostileReference); void SendThreatRemove(HostileReference* pHostileReference);
void SendThreatUpdate(); void SendThreatUpdate();
/**
* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::ALIVE
* @return true if this \ref Unit is alive, false otherwise
*/
bool IsAlive() const { return (m_deathState == ALIVE); }; bool IsAlive() const { return (m_deathState == ALIVE); };
bool IsDying() const { return (m_deathState == JUST_DIED); }
/**
* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
*/
bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); }; bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
/**
* Returns the current \ref DeathState for this \ref Unit.
* @return the value of the member \ref Unit::m_deathState
*/
DeathState getDeathState() const { return m_deathState; }; DeathState getDeathState() const { return m_deathState; };
/**
* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
* happen when that changes happen, ie: you just died, then you're auras should be removed,
* any combopoints that you had should be removed etc.
*
* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
* @param s the new \ref DeathState this \ref Unit should get
*/
virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); } ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
@ -2708,7 +2736,7 @@ class Unit : public WorldObject
* @return true if the \ref Unit has a charmer, false otherwise * @return true if the \ref Unit has a charmer, false otherwise
* \see Unit::GetCharmerGuid * \see Unit::GetCharmerGuid
*/ */
bool isCharmed() const { return !GetCharmerGuid().IsEmpty(); } bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
/** /**
* There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone * There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone
@ -3052,6 +3080,7 @@ class Unit : public WorldObject
SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const; SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
Stats GetStatByAuraGroup(UnitMods unitMod) const; Stats GetStatByAuraGroup(UnitMods unitMod) const;
Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const; Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
void SetPowerType(Powers new_powertype);
bool CanModifyStats() const { return m_canModifyStats; } bool CanModifyStats() const { return m_canModifyStats; }
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; } void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
virtual bool UpdateStats(Stats stat) = 0; virtual bool UpdateStats(Stats stat) = 0;

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@ -258,6 +258,7 @@ class WorldSession
void SendLfgJoinResult(LfgJoinResult result); void SendLfgJoinResult(LfgJoinResult result);
void SendLfgUpdate(bool isGroup, LfgUpdateType updateType, uint32 id); void SendLfgUpdate(bool isGroup, LfgUpdateType updateType, uint32 id);
void SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res); void SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res);
void SendGuildInvite(Player* player, bool alreadyInGuild = false);
void SendGroupInvite(Player* player, bool alreadyInGroup = false); void SendGroupInvite(Player* player, bool alreadyInGroup = false);
void SendAreaTriggerMessage(const char* Text, ...) ATTR_PRINTF(2, 3); void SendAreaTriggerMessage(const char* Text, ...) ATTR_PRINTF(2, 3);
void SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg = 0); void SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg = 0);

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@ -846,7 +846,7 @@ namespace MaNGOS
bool operator()(Unit* u) bool operator()(Unit* u)
{ {
if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
(u->isCharmed() || u->IsFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT))) (u->IsCharmed() || u->IsFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
{ {
return true; return true;
} }

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@ -74,6 +74,17 @@ void WorldSession::HandleGuildCreateOpcode(WorldPacket& recvPacket)
sGuildMgr.AddGuild(guild); sGuildMgr.AddGuild(guild);
} }
void WorldSession::SendGuildInvite(Player* player, bool alreadyInGuild /*= false*/)
{
Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId());
player->SetGuildIdInvited(GetPlayer()->GetGuildId());
WorldPacket data(SMSG_GUILD_INVITE, (8 + 10)); // guess size
data << GetPlayer()->GetName();
data << guild->GetName();
player->GetSession()->SendPacket(&data); // unk
}
void WorldSession::HandleGuildInviteOpcode(WorldPacket& recvPacket) void WorldSession::HandleGuildInviteOpcode(WorldPacket& recvPacket)
{ {
DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_INVITE"); DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_INVITE");

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@ -354,7 +354,7 @@ void WorldSession::HandleGossipHelloOpcode(WorldPacket& recv_data)
pCreature->StopMoving(); pCreature->StopMoving();
if (pCreature->isSpiritGuide()) if (pCreature->IsSpiritGuide())
pCreature->SendAreaSpiritHealerQueryOpcode(_player); pCreature->SendAreaSpiritHealerQueryOpcode(_player);
if (!sScriptMgr.OnGossipHello(_player, pCreature)) if (!sScriptMgr.OnGossipHello(_player, pCreature))

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@ -462,7 +462,7 @@ void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
// sign for autocast // sign for autocast
if (act_state == ACT_ENABLED && spell_id) if (act_state == ACT_ENABLED && spell_id)
{ {
if (pet->isCharmed()) if (pet->IsCharmed())
charmInfo->ToggleCreatureAutocast(spell_id, true); charmInfo->ToggleCreatureAutocast(spell_id, true);
else else
((Pet*)pet)->ToggleAutocast(spell_id, true); ((Pet*)pet)->ToggleAutocast(spell_id, true);
@ -470,7 +470,7 @@ void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
// sign for no/turn off autocast // sign for no/turn off autocast
else if (act_state == ACT_DISABLED && spell_id) else if (act_state == ACT_DISABLED && spell_id)
{ {
if (pet->isCharmed()) if (pet->IsCharmed())
charmInfo->ToggleCreatureAutocast(spell_id, false); charmInfo->ToggleCreatureAutocast(spell_id, false);
else else
((Pet*)pet)->ToggleAutocast(spell_id, false); ((Pet*)pet)->ToggleAutocast(spell_id, false);
@ -632,7 +632,7 @@ void WorldSession::HandlePetSpellAutocastOpcode(WorldPacket& recvPacket)
return; return;
} }
if (pet->isCharmed()) if (pet->IsCharmed())
// state can be used as boolean // state can be used as boolean
pet->GetCharmInfo()->ToggleCreatureAutocast(spellid, state); pet->GetCharmInfo()->ToggleCreatureAutocast(spellid, state);
else else

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@ -5756,7 +5756,7 @@ SpellCastResult Spell::CheckCast(bool strict)
Creature* target = (Creature*)m_targets.getUnitTarget(); Creature* target = (Creature*)m_targets.getUnitTarget();
if (target->IsPet() || target->isCharmed()) if (target->IsPet() || target->IsCharmed())
{ {
plrCaster->SendPetTameFailure(PETTAME_CREATUREALREADYOWNED); plrCaster->SendPetTameFailure(PETTAME_CREATUREALREADYOWNED);
return SPELL_FAILED_DONT_REPORT; return SPELL_FAILED_DONT_REPORT;
@ -6325,7 +6325,7 @@ SpellCastResult Spell::CheckPetCast(Unit* target)
if (m_caster->IsInCombat() && IsNonCombatSpell(m_spellInfo)) if (m_caster->IsInCombat() && IsNonCombatSpell(m_spellInfo))
return SPELL_FAILED_AFFECTING_COMBAT; return SPELL_FAILED_AFFECTING_COMBAT;
if (m_caster->GetTypeId() == TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->isCharmed())) if (m_caster->GetTypeId() == TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->IsCharmed()))
{ {
// dead owner (pets still alive when owners ressed?) // dead owner (pets still alive when owners ressed?)
if (m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->IsAlive()) if (m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->IsAlive())

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@ -111,7 +111,7 @@ void WorldSession::SendTaxiMenu(Creature* unit)
data << uint32(1); data << uint32(1);
data << unit->GetObjectGuid(); data << unit->GetObjectGuid();
data << uint32(curloc); data << uint32(curloc);
GetPlayer()->m_taxi.AppendTaximaskTo(data, GetPlayer()->isTaxiCheater()); GetPlayer()->m_taxi.AppendTaximaskTo(data, GetPlayer()->IsTaxiCheater());
SendPacket(&data); SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_SHOWTAXINODES"); DEBUG_LOG("WORLD: Sent SMSG_SHOWTAXINODES");
@ -240,7 +240,7 @@ void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource(); uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();
// Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path) // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
if (GetPlayer()->isTaxiCheater()) if (GetPlayer()->IsTaxiCheater())
{ {
if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode)) if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
{ {

View file

@ -534,14 +534,14 @@ namespace LuaPlayer
/** /**
* Returns 'true' if the [Player] has taxi cheat activated, 'false' otherwise. * Returns 'true' if the [Player] has taxi cheat activated, 'false' otherwise.
* *
* @return bool isTaxiCheater * @return bool IsTaxiCheater
*/ */
int IsTaxiCheater(Eluna* /*E*/, lua_State* L, Player* player) int IsTaxiCheater(Eluna* /*E*/, lua_State* L, Player* player)
{ {
#ifdef MANGOS #ifdef MANGOS
Eluna::Push(L, player->IsTaxiCheater()); Eluna::Push(L, player->IsTaxiCheater());
#else #else
Eluna::Push(L, player->isTaxiCheater()); Eluna::Push(L, player->IsTaxiCheater());
#endif #endif
return 1; return 1;
} }

View file

@ -130,12 +130,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] a guild master. * Returns true if the [Unit] a guild master.
* *
* @return bool isGuildMaster * @return bool IsGuildMaster
*/ */
int IsGuildMaster(Eluna* /*E*/, lua_State* L, Unit* unit) int IsGuildMaster(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isGuildMaster()); Eluna::Push(L, unit->IsGuildMaster());
#else #else
Eluna::Push(L, unit->IsGuildMaster()); Eluna::Push(L, unit->IsGuildMaster());
#endif #endif
@ -145,12 +145,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] an innkeeper. * Returns true if the [Unit] an innkeeper.
* *
* @return bool isInnkeeper * @return bool IsInnkeeper
*/ */
int IsInnkeeper(Eluna* /*E*/, lua_State* L, Unit* unit) int IsInnkeeper(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isInnkeeper()); Eluna::Push(L, unit->IsInnkeeper());
#else #else
Eluna::Push(L, unit->IsInnkeeper()); Eluna::Push(L, unit->IsInnkeeper());
#endif #endif
@ -180,7 +180,7 @@ namespace LuaUnit
int IsGossip(Eluna* /*E*/, lua_State* L, Unit* unit) int IsGossip(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isGossip()); Eluna::Push(L, unit->IsGossip());
#else #else
Eluna::Push(L, unit->IsGossip()); Eluna::Push(L, unit->IsGossip());
#endif #endif
@ -190,12 +190,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a taxi master. * Returns true if the [Unit] is a taxi master.
* *
* @return bool isTaxi * @return bool IsTaxi
*/ */
int IsTaxi(Eluna* /*E*/, lua_State* L, Unit* unit) int IsTaxi(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isTaxi()); Eluna::Push(L, unit->IsTaxi());
#else #else
Eluna::Push(L, unit->IsTaxi()); Eluna::Push(L, unit->IsTaxi());
#endif #endif
@ -205,12 +205,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a spirit healer. * Returns true if the [Unit] is a spirit healer.
* *
* @return bool isSpiritHealer * @return bool IsSpiritHealer
*/ */
int IsSpiritHealer(Eluna* /*E*/, lua_State* L, Unit* unit) int IsSpiritHealer(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isSpiritHealer()); Eluna::Push(L, unit->IsSpiritHealer());
#else #else
Eluna::Push(L, unit->IsSpiritHealer()); Eluna::Push(L, unit->IsSpiritHealer());
#endif #endif
@ -220,12 +220,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a spirit guide. * Returns true if the [Unit] is a spirit guide.
* *
* @return bool isSpiritGuide * @return bool IsSpiritGuide
*/ */
int IsSpiritGuide(Eluna* /*E*/, lua_State* L, Unit* unit) int IsSpiritGuide(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isSpiritGuide()); Eluna::Push(L, unit->IsSpiritGuide());
#else #else
Eluna::Push(L, unit->IsSpiritGuide()); Eluna::Push(L, unit->IsSpiritGuide());
#endif #endif
@ -235,12 +235,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a tabard designer. * Returns true if the [Unit] is a tabard designer.
* *
* @return bool isTabardDesigner * @return bool IsTabardDesigner
*/ */
int IsTabardDesigner(Eluna* /*E*/, lua_State* L, Unit* unit) int IsTabardDesigner(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isTabardDesigner()); Eluna::Push(L, unit->IsTabardDesigner());
#else #else
Eluna::Push(L, unit->IsTabardDesigner()); Eluna::Push(L, unit->IsTabardDesigner());
#endif #endif
@ -250,12 +250,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] provides services like vendor, training and auction. * Returns true if the [Unit] provides services like vendor, training and auction.
* *
* @return bool isTabardDesigner * @return bool IsServiceProvider
*/ */
int IsServiceProvider(Eluna* /*E*/, lua_State* L, Unit* unit) int IsServiceProvider(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isServiceProvider()); Eluna::Push(L, unit->IsServiceProvider());
#else #else
Eluna::Push(L, unit->IsServiceProvider()); Eluna::Push(L, unit->IsServiceProvider());
#endif #endif
@ -265,12 +265,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a spirit guide or spirit healer. * Returns true if the [Unit] is a spirit guide or spirit healer.
* *
* @return bool isSpiritService * @return bool IsSpiritService
*/ */
int IsSpiritService(Eluna* /*E*/, lua_State* L, Unit* unit) int IsSpiritService(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isSpiritService()); Eluna::Push(L, unit->IsSpiritService());
#else #else
Eluna::Push(L, unit->IsSpiritService()); Eluna::Push(L, unit->IsSpiritService());
#endif #endif
@ -310,14 +310,14 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is dying. * Returns true if the [Unit] is dying.
* *
* @return bool isDying * @return bool IsDying
*/ */
int IsDying(Eluna* /*E*/, lua_State* L, Unit* unit) int IsDying(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef MANGOS #ifdef MANGOS
Eluna::Push(L, unit->IsDying()); Eluna::Push(L, unit->IsDying());
#else #else
Eluna::Push(L, unit->isDying()); Eluna::Push(L, unit->IsDying());
#endif #endif
return 1; return 1;
} }
@ -325,12 +325,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a banker. * Returns true if the [Unit] is a banker.
* *
* @return bool isBanker * @return bool IsBanker
*/ */
int IsBanker(Eluna* /*E*/, lua_State* L, Unit* unit) int IsBanker(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isBanker()); Eluna::Push(L, unit->IsBanker());
#else #else
Eluna::Push(L, unit->IsBanker()); Eluna::Push(L, unit->IsBanker());
#endif #endif
@ -355,12 +355,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a battle master. * Returns true if the [Unit] is a battle master.
* *
* @return bool isBattleMaster * @return bool IsBattleMaster
*/ */
int IsBattleMaster(Eluna* /*E*/, lua_State* L, Unit* unit) int IsBattleMaster(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isBattleMaster()); Eluna::Push(L, unit->IsBattleMaster());
#else #else
Eluna::Push(L, unit->IsBattleMaster()); Eluna::Push(L, unit->IsBattleMaster());
#endif #endif
@ -370,12 +370,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is a charmed. * Returns true if the [Unit] is a charmed.
* *
* @return bool isCharmed * @return bool IsCharmed
*/ */
int IsCharmed(Eluna* /*E*/, lua_State* L, Unit* unit) int IsCharmed(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isCharmed()); Eluna::Push(L, unit->IsCharmed());
#else #else
Eluna::Push(L, unit->IsCharmed()); Eluna::Push(L, unit->IsCharmed());
#endif #endif
@ -385,12 +385,12 @@ namespace LuaUnit
/** /**
* Returns true if the [Unit] is an armorer and can repair equipment. * Returns true if the [Unit] is an armorer and can repair equipment.
* *
* @return bool isArmorer * @return bool IsArmorer
*/ */
int IsArmorer(Eluna* /*E*/, lua_State* L, Unit* unit) int IsArmorer(Eluna* /*E*/, lua_State* L, Unit* unit)
{ {
#ifdef CMANGOS #ifdef CMANGOS
Eluna::Push(L, unit->isArmorer()); Eluna::Push(L, unit->IsArmorer());
#else #else
Eluna::Push(L, unit->IsArmorer()); Eluna::Push(L, unit->IsArmorer());
#endif #endif