/* * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #include "Common.h" #include "Log.h" #include "WorldPacket.h" #include "WorldSession.h" #include "ObjectAccessor.h" #include "CreatureAI.h" #include "Vehicle.h" #include "Player.h" #include "CombatPackets.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_ATTACKSWING 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->Flags[0] & VEHICLE_SEAT_FLAG_CAN_ATTACK)) { SendAttackStop(enemy); return; } } _player->Attack(enemy, true); } void WorldSession::HandleAttackStopOpcode(WorldPackets::Combat::AttackStop& /*recvData*/) { 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; } GetPlayer()->SetSheath(SheathState(packet.CurrentSheathState)); } void WorldSession::SendAttackStop(Unit const* enemy) { SendPacket(WorldPackets::Combat::SAttackStop(GetPlayer(), enemy).Write()); }