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