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Implemented:ca83e14f8bee1c1b97be18e4ab6911bf37446b3ccb854a2b7b* This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396e * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update * Added new function to return but not increment guid * Adjusted .debug loadcells to show low guid in map before/after load * Added debug messages for creature spawn/destroy, for map guid debugging * Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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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 "Vehicle.h"
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#include "Player.h"
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void WorldSession::HandleAttackSwingOpcode(WorldPacket& recvData)
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{
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ObjectGuid guid;
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recvData >> guid;
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TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_ATTACKSWING Message %s", guid.ToString().c_str());
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Unit* pEnemy = ObjectAccessor::GetUnit(*_player, guid);
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if (!pEnemy)
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{
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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->IsValidAttackTarget(pEnemy))
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{
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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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//! Client explicitly checks the following before sending CMSG_ATTACKSWING packet,
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//! so we'll place the same check here. Note that it might be possible to reuse this snippet
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//! in other places as well.
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if (Vehicle* vehicle = _player->GetVehicle())
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{
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VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(_player);
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ASSERT(seat);
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if (!(seat->m_flags & VEHICLE_SEAT_FLAG_CAN_ATTACK))
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{
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SendAttackStop(pEnemy);
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return;
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}
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}
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_player->Attack(pEnemy, true);
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}
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void WorldSession::HandleAttackStopOpcode(WorldPacket & /*recvData*/)
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{
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GetPlayer()->AttackStop();
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}
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void WorldSession::HandleSetSheathedOpcode(WorldPacket& recvData)
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{
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uint32 sheathed;
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recvData >> sheathed;
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//TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_SETSHEATHED Message guidlow:%u value1:%u", GetPlayer()->GetGUID().GetCounter(), sheathed);
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if (sheathed >= MAX_SHEATH_STATE)
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{
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TC_LOG_ERROR("network", "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, (8+8+4)); // we guess size
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data << GetPlayer()->GetPackGUID();
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if (enemy)
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data << enemy->GetPackGUID();
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else
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data << uint8(0);
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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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