server/src/game/CombatHandler.cpp
VladimirMangos 45cdc67f58 [10338] Create Map version for GetPlayer/GetUnit fucntions
* This let make map local way access for cases when player/all units
  expected to be at same map (for scripts cases for example).
  Ofc, still exist many places where code expect world wide player search.
  Spell casting for support far target cases, groups/guilds/chat/etc packets

* Function Unit::GetUnit depricated and will removed soon.
* Function GetCreatureOrPetOrVehicle renamed to less horriable GetAnyTypeCreature name.
2010-08-10 23:22:11 +04:00

99 lines
3 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "Log.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
#include "ObjectGuid.h"
void WorldSession::HandleAttackSwingOpcode( WorldPacket & recv_data )
{
ObjectGuid guid;
recv_data >> guid;
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Recvd CMSG_ATTACKSWING Message %s", guid.GetString().c_str());
if(!guid.IsUnit())
{
sLog.outError("WORLD: %s isn't unit", guid.GetString().c_str());
return;
}
Unit *pEnemy = _player->GetMap()->GetUnit(guid);
if(!pEnemy)
{
sLog.outError( "WORLD: Enemy %s not found", guid.GetString().c_str());
// stop attack state at client
SendAttackStop(NULL);
return;
}
if(_player->IsFriendlyTo(pEnemy) || pEnemy->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
{
sLog.outError( "WORLD: Enemy %s is friendly",guid.GetString().c_str());
// stop attack state at client
SendAttackStop(pEnemy);
return;
}
if(!pEnemy->isAlive())
{
// client can generate swing to known dead target if autoswitch between autoshot and autohit is enabled in client options
// stop attack state at client
SendAttackStop(pEnemy);
return;
}
_player->Attack(pEnemy,true);
}
void WorldSession::HandleAttackStopOpcode( WorldPacket & /*recv_data*/ )
{
GetPlayer()->AttackStop();
}
void WorldSession::HandleSetSheathedOpcode( WorldPacket & recv_data )
{
uint32 sheathed;
recv_data >> sheathed;
//DEBUG_LOG( "WORLD: Recvd CMSG_SETSHEATHED Message guidlow:%u value1:%u", GetPlayer()->GetGUIDLow(), sheathed );
if(sheathed >= MAX_SHEATH_STATE)
{
sLog.outError("Unknown sheath state %u ??",sheathed);
return;
}
GetPlayer()->SetSheath(SheathState(sheathed));
}
void WorldSession::SendAttackStop(Unit const* enemy)
{
WorldPacket data( SMSG_ATTACKSTOP, (4+20) ); // we guess size
data << GetPlayer()->GetPackGUID();
data << (enemy ? enemy->GetPackGUID() : PackedGuid()); // must be packed guid
data << uint32(0); // unk, can be 1 also
SendPacket(&data);
}