Files
azerothcore-wotlk/src/server/game/Handlers/SpellHandler.cpp
UltraNix 99f1cd84e2 fix(Core/Spells): Improvements to Far Sight spell: (#11683)
* fix(Core/Spells): Improvements to Far Sight spell:

Far Sight should not interrupt while casting another spell.
Corrected setting Far Sight object as an active object.
Fixed grid activation range for active dynamic objects.
When Far Sight is over, the camera be reset to player.
Enable swapping camera between Far Sight and Sentry Totem.
Fixes #6368

* Update.

* Update.
2022-05-23 04:26:51 -03:00

766 lines
25 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "DBCStores.h"
#include "GameObjectAI.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "TotemPackets.h"
#include "Vehicle.h"
#include "WorldPacket.h"
#include "WorldSession.h"
void WorldSession::HandleClientCastFlags(WorldPacket& recvPacket, uint8 castFlags, SpellCastTargets& targets)
{
// some spell cast packet including more data (for projectiles?)
if (castFlags & 0x02)
{
// not sure about these two
float elevation, speed;
recvPacket >> elevation;
recvPacket >> speed;
targets.SetElevation(elevation);
targets.SetSpeed(speed);
uint8 hasMovementData;
recvPacket >> hasMovementData;
if (hasMovementData)
{
recvPacket.SetOpcode(recvPacket.read<uint32>());
HandleMovementOpcodes(recvPacket);
}
}
}
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
// TODO: add targets.read() check
Player* pUser = _player;
// ignore for remote control state
if (pUser->m_mover != pUser)
return;
uint8 bagIndex, slot, castFlags;
uint8 castCount; // next cast if exists (single or not)
ObjectGuid itemGUID;
uint32 glyphIndex; // something to do with glyphs?
uint32 spellId; // casted spell id
recvPacket >> bagIndex >> slot >> castCount >> spellId >> itemGUID >> glyphIndex >> castFlags;
if (glyphIndex >= MAX_GLYPH_SLOT_INDEX)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
Item* pItem = pUser->GetUseableItemByPos(bagIndex, slot);
if (!pItem)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
if (pItem->GetGUID() != itemGUID)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
LOG_DEBUG("network", "WORLD: CMSG_USE_ITEM packet, bagIndex: {}, slot: {}, castCount: {}, spellId: {}, Item: {}, glyphIndex: {}, data length = {}", bagIndex, slot, castCount, spellId, pItem->GetEntry(), glyphIndex, (uint32)recvPacket.size());
ItemTemplate const* proto = pItem->GetTemplate();
if (!proto)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr);
return;
}
// some item classes can be used only in equipped state
if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr);
return;
}
InventoryResult msg = pUser->CanUseItem(pItem);
if (msg != EQUIP_ERR_OK)
{
pUser->SendEquipError(msg, pItem, nullptr);
return;
}
// only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAG_IGNORE_DEFAULT_ARENA_RESTRICTIONS) && pUser->InArena())
{
pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr);
return;
}
// don't allow items banned in arena
if (proto->Flags & ITEM_FLAG_NOT_USEABLE_IN_ARENA && pUser->InArena())
{
pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr);
return;
}
if (pUser->IsInCombat())
{
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[i].SpellId))
{
if (!spellInfo->CanBeUsedInCombat())
{
pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, nullptr);
return;
}
}
}
}
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if (pItem->GetTemplate()->Bonding == BIND_WHEN_USE || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM)
{
if (!pItem->IsSoulBound())
{
pItem->SetState(ITEM_CHANGED, pUser);
pItem->SetBinding(true);
}
}
SpellCastTargets targets;
targets.Read(recvPacket, pUser);
HandleClientCastFlags(recvPacket, castFlags, targets);
// Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
if (!sScriptMgr->OnItemUse(pUser, pItem, targets))
{
// no script or script not process request by self
pUser->CastItemUseSpell(pItem, targets, castCount, glyphIndex);
}
}
void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
{
LOG_DEBUG("network", "WORLD: CMSG_OPEN_ITEM packet, data length = {}", (uint32)recvPacket.size());
Player* pUser = _player;
// ignore for remote control state
if (pUser->m_mover != pUser)
return;
// xinef: additional check, client outputs message on its own
if (!pUser->IsAlive())
{
pUser->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, nullptr, nullptr);
return;
}
uint8 bagIndex, slot;
recvPacket >> bagIndex >> slot;
LOG_DEBUG("network.opcode", "bagIndex: {}, slot: {}", bagIndex, slot);
Item* item = pUser->GetItemByPos(bagIndex, slot);
if (!item)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr);
return;
}
// Verify that the bag is an actual bag or wrapped item that can be used "normally"
if (!(proto->Flags & ITEM_FLAG_HAS_LOOT) && !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
{
pUser->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, item, nullptr);
LOG_ERROR("network.opcode", "Possible hacking attempt: Player {} [{}] tried to open item [{}, entry: {}] which is not openable!",
pUser->GetName(), pUser->GetGUID().ToString(), item->GetGUID().ToString(), proto->ItemId);
return;
}
// locked item
uint32 lockId = proto->LockID;
if (lockId)
{
LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
LOG_ERROR("network.opcode", "WORLD::OpenItem: item [{}] has an unknown lockId: {}!", item->GetGUID().ToString(), lockId);
return;
}
// was not unlocked yet
if (item->IsLocked())
{
pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
return;
}
}
if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))// wrapped?
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM);
stmt->SetData(0, item->GetGUID().GetCounter());
_queryProcessor.AddCallback(CharacterDatabase.AsyncQuery(stmt)
.WithPreparedCallback(std::bind(&WorldSession::HandleOpenWrappedItemCallback, this, bagIndex, slot, item->GetGUID().GetCounter(), std::placeholders::_1)));
}
else
{
pUser->SendLoot(item->GetGUID(), LOOT_CORPSE);
}
}
void WorldSession::HandleOpenWrappedItemCallback(uint8 bagIndex, uint8 slot, ObjectGuid::LowType itemLowGUID, PreparedQueryResult result)
{
if (!GetPlayer())
return;
Item* item = GetPlayer()->GetItemByPos(bagIndex, slot);
if (!item)
return;
if (item->GetGUID().GetCounter() != itemLowGUID || !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED)) // during getting result, gift was swapped with another item
return;
if (!result)
{
LOG_ERROR("network", "Wrapped item {} don't have record in character_gifts table and will deleted", item->GetGUID().ToString());
GetPlayer()->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return;
}
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
Field* fields = result->Fetch();
uint32 entry = fields[0].Get<uint32>();
uint32 flags = fields[1].Get<uint32>();
item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid::Empty);
item->SetEntry(entry);
item->SetUInt32Value(ITEM_FIELD_FLAGS, flags);
item->SetUInt32Value(ITEM_FIELD_MAXDURABILITY, item->GetTemplate()->MaxDurability);
item->SetState(ITEM_CHANGED, GetPlayer());
GetPlayer()->SaveInventoryAndGoldToDB(trans);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->SetData(0, item->GetGUID().GetCounter());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleGameObjectUseOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_USE Message [{}]", guid.ToString());
if (GameObject* obj = GetPlayer()->GetMap()->GetGameObject(guid))
{
if (!obj->IsWithinDistInMap(GetPlayer(), obj->GetInteractionDistance()))
return;
// ignore for remote control state
if (GetPlayer()->m_mover != GetPlayer())
if (!(GetPlayer()->IsOnVehicle(GetPlayer()->m_mover) || GetPlayer()->IsMounted()) && !obj->GetGOInfo()->IsUsableMounted())
return;
obj->Use(GetPlayer());
}
}
void WorldSession::HandleGameobjectReportUse(WorldPacket& recvPacket)
{
ObjectGuid guid;
recvPacket >> guid;
LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [{}]", guid.ToString());
// ignore for remote control state
if (_player->m_mover != _player)
return;
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
if (!go)
return;
if (!go->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
if (go->AI()->GossipHello(_player, true))
return;
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT, go->GetEntry());
}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
uint32 spellId;
uint8 castCount, castFlags;
recvPacket >> castCount >> spellId >> castFlags;
TriggerCastFlags triggerFlag = TRIGGERED_NONE;
uint32 oldSpellId = spellId;
LOG_DEBUG("network", "WORLD: got cast spell packet, castCount: {}, spellId: {}, castFlags: {}, data length = {}", castCount, spellId, castFlags, (uint32)recvPacket.size());
// ignore for remote control state (for player case)
Unit* mover = _player->m_mover;
if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
LOG_ERROR("network.opcode", "WORLD: unknown spell id {}", spellId);
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// client provided targets
SpellCastTargets targets;
targets.Read(recvPacket, mover);
HandleClientCastFlags(recvPacket, castFlags, targets);
// not have spell in spellbook
if (mover->GetTypeId() == TYPEID_PLAYER)
{
// not have spell in spellbook or spell passive and not casted by client
if( !(spellInfo->Targets & TARGET_FLAG_GAMEOBJECT_ITEM) && (!mover->ToPlayer()->HasActiveSpell(spellId) || spellInfo->IsPassive()) )
{
bool allow = false;
// allow casting of unknown spells for special lock cases
if (GameObject* go = targets.GetGOTarget())
{
if (go->GetSpellForLock(mover->ToPlayer()) == spellInfo)
{
allow = true;
}
}
// TODO: Preparation for #23204
// allow casting of spells triggered by clientside periodic trigger auras
/*
if (caster->HasAuraTypeWithTriggerSpell(SPELL_AURA_PERIODIC_TRIGGER_SPELL_FROM_CLIENT, spellId))
{
allow = true;
triggerFlag = TRIGGERED_FULL_MASK;
}
*/
if (!allow)
return;
}
}
else
{
// pussywizard: casting player's spells from vehicle when seat allows it
// if ANYTHING CHANGES in this function, INFORM ME BEFORE applying!!!
if (Vehicle* veh = mover->GetVehicleKit())
if (const VehicleSeatEntry* seat = veh->GetSeatForPassenger(_player))
if (seat->m_flags & VEHICLE_SEAT_FLAG_CAN_ATTACK || spellInfo->Effects[EFFECT_0].Effect == SPELL_EFFECT_OPEN_LOCK /*allow looting from vehicle, but only if player has required spell (all necessary opening spells are in playercreateinfo_spell)*/)
if ((mover->GetTypeId() == TYPEID_UNIT && !mover->ToCreature()->HasSpell(spellId)) || spellInfo->IsPassive()) // the creature can't cast that spell, check player instead
{
if( !(spellInfo->Targets & TARGET_FLAG_GAMEOBJECT_ITEM) && (!_player->HasActiveSpell (spellId) || spellInfo->IsPassive()) )
{
//cheater? kick? ban?
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// at this point, player is a valid caster
// swapping the mover will stop the check below at == TYPEID_UNIT, so everything works fine
mover = _player;
}
// not have spell in spellbook or spell passive and not casted by client
if ((mover->GetTypeId() == TYPEID_UNIT && !mover->ToCreature()->HasSpell(spellId)) || spellInfo->IsPassive())
{
//cheater? kick? ban?
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
}
sScriptMgr->ValidateSpellAtCastSpell(_player, oldSpellId, spellId, castCount, castFlags);
if (oldSpellId != spellId)
spellInfo = sSpellMgr->GetSpellInfo(spellId);
// Client is resending autoshot cast opcode when other spell is casted during shoot rotation
// Skip it to prevent "interrupt" message
if (spellInfo->IsAutoRepeatRangedSpell() && _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)
&& _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_spellInfo == spellInfo)
{
recvPacket.rfinish();
return;
}
// can't use our own spells when we're in possession of another unit,
if (_player->isPossessing())
{
return;
}
// pussywizard: HandleClientCastFlags calls HandleMovementOpcodes, which can result in pretty much anything. Caster not in map will crash at GetMap() for spell difficulty in Spell constructor.
if (!mover->FindMap())
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// auto-selection buff level base at target level (in spellInfo)
if (targets.GetUnitTarget())
{
SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(targets.GetUnitTarget()->getLevel());
// if rank not found then function return nullptr but in explicit cast case original spell can be casted and later failed with appropriate error message
if (actualSpellInfo)
spellInfo = actualSpellInfo;
}
Spell* spell = new Spell(mover, spellInfo, triggerFlag, ObjectGuid::Empty, false);
sScriptMgr->ValidateSpellAtCastSpellResult(_player, mover, spell, oldSpellId, spellId);
spell->m_cast_count = castCount; // set count of casts
spell->prepare(&targets);
}
void WorldSession::HandleCancelCastOpcode(WorldPacket& recvPacket)
{
uint32 spellId;
recvPacket.read_skip<uint8>(); // counter, increments with every CANCEL packet, don't use for now
recvPacket >> spellId;
_player->InterruptSpell(CURRENT_MELEE_SPELL);
if (_player->IsNonMeleeSpellCast(false))
_player->InterruptNonMeleeSpells(false, spellId, false, true);
}
void WorldSession::HandleCancelAuraOpcode(WorldPacket& recvPacket)
{
uint32 spellId;
recvPacket >> spellId;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return;
// not allow remove spells with attr SPELL_ATTR0_CANT_CANCEL
if (spellInfo->HasAttribute(SPELL_ATTR0_NO_AURA_CANCEL))
{
return;
}
// channeled spell case (it currently casted then)
if (spellInfo->IsChanneled())
{
if (Spell* curSpell = _player->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (curSpell->m_spellInfo->Id == spellId)
_player->InterruptSpell(CURRENT_CHANNELED_SPELL);
return;
}
// non channeled case:
// don't allow remove non positive spells
// don't allow cancelling passive auras (some of them are visible)
if (!spellInfo->IsPositive() || spellInfo->IsPassive())
{
return;
}
// maybe should only remove one buff when there are multiple?
_player->RemoveOwnedAura(spellId, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL);
}
void WorldSession::HandlePetCancelAuraOpcode(WorldPacket& recvPacket)
{
ObjectGuid guid;
uint32 spellId;
recvPacket >> guid;
recvPacket >> spellId;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
LOG_ERROR("network.opcode", "WORLD: unknown PET spell id {}", spellId);
return;
}
Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
if (!pet)
{
LOG_ERROR("network.opcode", "HandlePetCancelAura: Attempt to cancel an aura for non-existant pet {} by player {}", guid.ToString(), GetPlayer()->GetName());
return;
}
if (pet != GetPlayer()->GetGuardianPet() && pet != GetPlayer()->GetCharm())
{
LOG_ERROR("network.opcode", "HandlePetCancelAura: Pet {} is not a pet of player {}", guid.ToString(), GetPlayer()->GetName());
return;
}
if (!pet->IsAlive())
{
pet->SendPetActionFeedback(FEEDBACK_PET_DEAD);
return;
}
pet->RemoveOwnedAura(spellId, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL);
}
void WorldSession::HandleCancelGrowthAuraOpcode(WorldPacket& /*recvPacket*/)
{
}
void WorldSession::HandleCancelAutoRepeatSpellOpcode(WorldPacket& /*recvPacket*/)
{
// may be better send SMSG_CANCEL_AUTO_REPEAT?
// cancel and prepare for deleting
_player->InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
void WorldSession::HandleCancelChanneling(WorldPacket& recvData)
{
recvData.read_skip<uint32>(); // spellid, not used
// ignore for remote control state (for player case)
Unit* mover = _player->m_mover;
if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
return;
mover->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
void WorldSession::HandleTotemDestroyed(WorldPackets::Totem::TotemDestroyed& totemDestroyed)
{
// ignore for remote control state
if (_player->m_mover != _player)
return;
uint8 slotId = totemDestroyed.Slot;
slotId += SUMMON_SLOT_TOTEM;
if (slotId >= MAX_TOTEM_SLOT)
return;
if (!_player->m_SummonSlot[slotId])
return;
Creature* totem = GetPlayer()->GetMap()->GetCreature(_player->m_SummonSlot[slotId]);
// Don't unsummon sentry totem
if (totem && totem->IsTotem())
totem->ToTotem()->UnSummon();
}
void WorldSession::HandleSelfResOpcode(WorldPacket& /*recvData*/)
{
LOG_DEBUG("network", "WORLD: CMSG_SELF_RES"); // empty opcode
if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(_player->GetUInt32Value(PLAYER_SELF_RES_SPELL)))
{
if (_player->HasAuraType(SPELL_AURA_PREVENT_RESURRECTION) && !spell->HasAttribute(SPELL_ATTR7_BYPASS_NO_RESURRECTION_AURA))
{
return; // silent return, client should display error by itself and not send this opcode
}
_player->CastSpell(_player, spell->Id);
_player->SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
}
}
void WorldSession::HandleSpellClick(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
// this will get something not in world. crash
Creature* unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
if (!unit)
return;
// TODO: Unit::SetCharmedBy: 28782 is not in world but 0 is trying to charm it! -> crash
if (!unit->IsInWorld())
return;
unit->HandleSpellClick(_player);
}
void WorldSession::HandleMirrorImageDataRequest(WorldPacket& recvData)
{
LOG_DEBUG("network", "WORLD: CMSG_GET_MIRRORIMAGE_DATA");
ObjectGuid guid;
recvData >> guid;
// Get unit for which data is needed by client
Unit* unit = ObjectAccessor::GetUnit(*_player, guid);
if (!unit)
return;
if (!unit->HasAuraType(SPELL_AURA_CLONE_CASTER))
return;
// Get creator of the unit (SPELL_AURA_CLONE_CASTER does not stack)
Unit* creator = unit->GetAuraEffectsByType(SPELL_AURA_CLONE_CASTER).front()->GetCaster();
if (!creator)
return;
WorldPacket data(SMSG_MIRRORIMAGE_DATA, 68);
data << guid;
data << uint32(creator->GetDisplayId());
data << uint8(creator->getRace());
data << uint8(creator->getGender());
data << uint8(creator->getClass());
if (creator->GetTypeId() == TYPEID_PLAYER)
{
Player* player = creator->ToPlayer();
data << uint8(player->GetByteValue(PLAYER_BYTES, 0)); // skin
data << uint8(player->GetByteValue(PLAYER_BYTES, 1)); // face
data << uint8(player->GetByteValue(PLAYER_BYTES, 2)); // hair
data << uint8(player->GetByteValue(PLAYER_BYTES, 3)); // haircolor
data << uint8(player->GetByteValue(PLAYER_BYTES_2, 0)); // facialhair
data << uint32(player->GetGuildId()); // unk
static EquipmentSlots const itemSlots[] =
{
EQUIPMENT_SLOT_HEAD,
EQUIPMENT_SLOT_SHOULDERS,
EQUIPMENT_SLOT_BODY,
EQUIPMENT_SLOT_CHEST,
EQUIPMENT_SLOT_WAIST,
EQUIPMENT_SLOT_LEGS,
EQUIPMENT_SLOT_FEET,
EQUIPMENT_SLOT_WRISTS,
EQUIPMENT_SLOT_HANDS,
EQUIPMENT_SLOT_BACK,
EQUIPMENT_SLOT_TABARD,
EQUIPMENT_SLOT_END
};
// Display items in visible slots
for (EquipmentSlots const* itr = &itemSlots[0]; *itr != EQUIPMENT_SLOT_END; ++itr)
{
if (*itr == EQUIPMENT_SLOT_HEAD && player->HasPlayerFlag(PLAYER_FLAGS_HIDE_HELM))
data << uint32(0);
else if (*itr == EQUIPMENT_SLOT_BACK && player->HasPlayerFlag(PLAYER_FLAGS_HIDE_CLOAK))
data << uint32(0);
else if (Item const* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, *itr))
{
uint32 displayInfoId = item->GetTemplate()->DisplayInfoID;
sScriptMgr->OnGlobalMirrorImageDisplayItem(item, displayInfoId);
data << uint32(displayInfoId);
}
else
data << uint32(0);
}
}
else
{
// Skip player data for creatures
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
}
SendPacket(&data);
}
void WorldSession::HandleUpdateProjectilePosition(WorldPacket& recvPacket)
{
LOG_DEBUG("network", "WORLD: CMSG_UPDATE_PROJECTILE_POSITION");
ObjectGuid casterGuid;
uint32 spellId;
uint8 castCount;
float x, y, z; // Position of missile hit
recvPacket >> casterGuid;
recvPacket >> spellId;
recvPacket >> castCount;
recvPacket >> x;
recvPacket >> y;
recvPacket >> z;
Unit* caster = ObjectAccessor::GetUnit(*_player, casterGuid);
if (!caster)
return;
Spell* spell = caster->FindCurrentSpellBySpellId(spellId);
if (!spell || !spell->m_targets.HasDst())
return;
Position pos = *spell->m_targets.GetDstPos();
pos.Relocate(x, y, z);
spell->m_targets.ModDst(pos);
WorldPacket data(SMSG_SET_PROJECTILE_POSITION, 21);
data << casterGuid;
data << uint8(castCount);
data << float(x);
data << float(y);
data << float(z);
caster->SendMessageToSet(&data, true);
}