Files
TrinityCore/src/server/game/Handlers/CombatHandler.cpp
ForesterDev 3e54e798e6 Core/Opcodes: updated CMSG_SET_SHEATHED to new packet class (#24393)
* Core/Packets: Added SMSG_LEARNED_SPELLS packet

(cherry picked from commit 51026f28bd)

Co-authored-by: chemicstry <chemicstry@gmail.com>

* Core/Opcodes: updated CMSG_SET_SHEATHED to new packet class

(cherry picked from commit 7eb02e945f)

# Conflicts:
#	src/server/game/Entities/Unit/Unit.cpp
#	src/server/game/Handlers/CombatHandler.cpp
#	src/server/game/Server/Packets/CombatPackets.cpp
#	src/server/game/Server/Packets/CombatPackets.h
#	src/server/game/Server/Protocol/Opcodes.cpp

* rename opcode name CMSG_SETSHEATHED -> CMSG_SET_SHEATHED

* Revert "Core/Packets: Added SMSG_LEARNED_SPELLS packet"

This reverts commit 7beefdfb162f503067a519193f704ac15809779f.

Co-authored-by: chemicstry <chemicstry@gmail.com>
2020-04-11 19:48:16 +02:00

84 lines
2.5 KiB
C++

/*
* This file is part of the TrinityCore 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 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, see <http://www.gnu.org/licenses/>.
*/
#include "WorldSession.h"
#include "CombatPackets.h"
#include "Common.h"
#include "CreatureAI.h"
#include "DBCStructure.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "Vehicle.h"
#include "WorldPacket.h"
void WorldSession::HandleAttackSwingOpcode(WorldPackets::Combat::AttackSwing& packet)
{
Unit* enemy = ObjectAccessor::GetUnit(*_player, packet.Victim);
if (!enemy)
{
// stop attack state at client
SendAttackStop(nullptr);
return;
}
if (!_player->IsValidAttackTarget(enemy))
{
// stop attack state at client
SendAttackStop(enemy);
return;
}
//! Client explicitly checks the following before sending CMSG_ATTACK_SWING packet,
//! so we'll place the same check here. Note that it might be possible to reuse this snippet
//! in other places as well.
if (Vehicle* vehicle = _player->GetVehicle())
{
VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(_player);
ASSERT(seat);
if (!(seat->m_flags & VEHICLE_SEAT_FLAG_CAN_ATTACK))
{
SendAttackStop(enemy);
return;
}
}
_player->Attack(enemy, true);
}
void WorldSession::HandleAttackStopOpcode(WorldPackets::Combat::AttackStop& /*packet*/)
{
GetPlayer()->AttackStop();
}
void WorldSession::HandleSetSheathedOpcode(WorldPackets::Combat::SetSheathed& packet)
{
if (packet.CurrentSheathState >= MAX_SHEATH_STATE)
{
TC_LOG_ERROR("network", "Unknown sheath state %u ??", packet.CurrentSheathState);
return;
}
_player->SetSheath(SheathState(packet.CurrentSheathState));
}
void WorldSession::SendAttackStop(Unit const* enemy)
{
SendPacket(WorldPackets::Combat::SAttackStop(GetPlayer(), enemy).Write());
}