/*
* Copyright (C) 2008-2019 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 "WorldSession.h"
#include "Common.h"
#include "Config.h"
#include "DatabaseEnv.h"
#include "Log.h"
#include "DBCStores.h"
#include "GameObject.h"
#include "GameObjectAI.h"
#include "Item.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "Totem.h"
#include "World.h"
#include "WorldPacket.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());
HandleMovementOpcodes(recvPacket);
}
}
}
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
/// @todo add targets.read() check
Player* pUser = _player;
// ignore for remote control state
if (pUser->m_unitMovedByMe != 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; // cast 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;
}
TC_LOG_DEBUG("network", "WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, castCount: %u, spellId: %u, Item: %u, glyphIndex: %u, data length = %i", 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)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_OPEN_ITEM packet, data length = %i", (uint32)recvPacket.size());
Player* player = GetPlayer();
// ignore for remote control state
if (player->m_unitMovedByMe != player)
return;
// additional check, client outputs message on its own
if (!player->IsAlive())
{
player->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, nullptr, nullptr);
return;
}
uint8 bagIndex, slot;
recvPacket >> bagIndex >> slot;
TC_LOG_INFO("network", "bagIndex: %u, slot: %u", bagIndex, slot);
Item* item = player->GetItemByPos(bagIndex, slot);
if (!item)
{
player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
{
player->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))
{
player->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, item, nullptr);
TC_LOG_ERROR("entities.player.cheat", "Possible hacking attempt: Player %s [guid: %u] tried to open item [guid: %u, entry: %u] which is not openable!",
player->GetName().c_str(), player->GetGUID().GetCounter(), item->GetGUID().GetCounter(), proto->ItemId);
return;
}
// locked item
uint32 lockId = proto->LockID;
if (lockId)
{
LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
{
player->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
TC_LOG_ERROR("network", "WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", item->GetGUID().GetCounter(), lockId);
return;
}
// was not unlocked yet
if (item->IsLocked())
{
player->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
return;
}
}
if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))// wrapped?
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM);
stmt->setUInt32(0, item->GetGUID().GetCounter());
_queryProcessor.AddQuery(CharacterDatabase.AsyncQuery(stmt)
.WithPreparedCallback(std::bind(&WorldSession::HandleOpenWrappedItemCallback, this, item->GetPos(), item->GetGUID(), std::placeholders::_1)));
}
else
player->SendLoot(item->GetGUID(), LOOT_CORPSE);
}
void WorldSession::HandleOpenWrappedItemCallback(uint16 pos, ObjectGuid itemGuid, PreparedQueryResult result)
{
if (!GetPlayer())
return;
Item* item = GetPlayer()->GetItemByPos(pos);
if (!item)
return;
if (item->GetGUID() != itemGuid || !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED)) // during getting result, gift was swapped with another item
return;
if (!result)
{
TC_LOG_ERROR("network", "Wrapped item %u don't have record in character_gifts table and will deleted", itemGuid.GetCounter());
GetPlayer()->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return;
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 flags = fields[1].GetUInt32();
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);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->setUInt32(0, itemGuid.GetCounter());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleGameObjectUseOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_USE Message [%s]", guid.ToString().c_str());
if (GameObject* obj = GetPlayer()->GetGameObjectIfCanInteractWith(guid))
{
// ignore for remote control state
if (GetPlayer()->m_unitMovedByMe != GetPlayer())
if (!(GetPlayer()->IsOnVehicle(GetPlayer()->m_unitMovedByMe) || GetPlayer()->IsMounted()) && !obj->GetGOInfo()->IsUsableMounted())
return;
obj->Use(GetPlayer());
}
}
void WorldSession::HandleGameobjectReportUse(WorldPacket& recvPacket)
{
ObjectGuid guid;
recvPacket >> guid;
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [%s]", guid.ToString().c_str());
// ignore for remote control state
if (_player->m_unitMovedByMe != _player)
return;
if (GameObject* go = GetPlayer()->GetGameObjectIfCanInteractWith(guid))
{
if (go->AI()->OnReportUse(_player))
return;
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT, go->GetEntry());
}
}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
uint32 spellId;
uint8 castCount, castFlags;
recvPacket >> castCount >> spellId >> castFlags;
TC_LOG_DEBUG("network", "WORLD: got cast spell packet, castCount: %u, spellId: %u, castFlags: %u, data length = %u", castCount, spellId, castFlags, (uint32)recvPacket.size());
// ignore for remote control state (for player case)
Unit* mover = _player->m_unitMovedByMe;
if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
TC_LOG_ERROR("network", "WORLD: unknown spell id %u", spellId);
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
if (spellInfo->IsPassive())
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
Unit* caster = mover;
if (caster->GetTypeId() == TYPEID_UNIT && !caster->ToCreature()->HasSpell(spellId))
{
// If the vehicle creature does not have the spell but it allows the passenger to cast own spells
// change caster to player and let him cast
if (!_player->IsOnVehicle(caster) || spellInfo->CheckVehicle(_player) != SPELL_CAST_OK)
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
caster = _player;
}
if (caster->GetTypeId() == TYPEID_PLAYER && !caster->ToPlayer()->HasActiveSpell(spellId))
{
// not have spell in spellbook
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// can't use our own spells when we're in possession of another unit,
if (_player->isPossessing())
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// client provided targets
SpellCastTargets targets;
targets.Read(recvPacket, caster);
HandleClientCastFlags(recvPacket, castFlags, targets);
// Client is resending autoshot cast opcode when other spell is cast during shoot rotation
// Skip it to prevent "interrupt" message
// Also check targets! target may have changed and we need to interrupt current spell
if (spellInfo->IsAutoRepeatRangedSpell())
{
if (Spell* spell = caster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL))
{
if (spell->m_spellInfo == spellInfo && spell->m_targets.GetUnitTargetGUID() == targets.GetUnitTargetGUID())
{
recvPacket.rfinish();
return;
}
}
}
// auto-selection buff level base at target level (in spellInfo)
// TODO: is this even necessary? client already seems to send correct rank for "standard" buffs
if (spellInfo->IsPositive())
if (Unit* target = targets.GetUnitTarget())
{
SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(target->getLevel());
// if rank not found then function return NULL but in explicit cast case original spell can be cast and later failed with appropriate error message
if (actualSpellInfo)
spellInfo = actualSpellInfo;
}
Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE);
spell->m_cast_count = castCount; // set count of casts
spell->prepare(targets);
}
void WorldSession::HandleCancelCastOpcode(WorldPacket& recvPacket)
{
uint32 spellId;
recvPacket.read_skip(); // counter, increments with every CANCEL packet, don't use for now
recvPacket >> spellId;
if (_player->IsNonMeleeSpellCast(false))
_player->InterruptNonMeleeSpells(false, spellId, false);
}
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_CANT_CANCEL))
return;
// channeled spell case (it currently cast 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);
// If spell being removed is a resource tracker, see if player was tracking both (herbs / minerals) and remove the other
if (sWorld->getBoolConfig(CONFIG_ALLOW_TRACK_BOTH_RESOURCES) && spellInfo->HasAura(SPELL_AURA_TRACK_RESOURCES))
{
Unit::AuraEffectList const& auraEffects = _player->GetAuraEffectsByType(SPELL_AURA_TRACK_RESOURCES);
if (!auraEffects.empty())
{
// Build list of spell IDs to cancel. Trying to cancel the aura while iterating
// over AuraEffectList caused "incompatible iterator" errors on second pass
std::list spellIDs;
for (Unit::AuraEffectList::const_iterator auraEffect = auraEffects.begin(); auraEffect != auraEffects.end(); ++auraEffect)
spellIDs.push_back((*auraEffect)->GetId());
// Remove all auras related to resource tracking (only Herbs and Minerals in 3.3.5a)
for (std::list::iterator it = spellIDs.begin(); it != spellIDs.end(); ++it)
_player->RemoveOwnedAura(*it, 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)
{
TC_LOG_ERROR("network", "WORLD: unknown PET spell id %u", spellId);
return;
}
Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
if (!pet)
{
TC_LOG_ERROR("network", "HandlePetCancelAura: Attempt to cancel an aura for non-existant %s by player '%s'", guid.ToString().c_str(), GetPlayer()->GetName().c_str());
return;
}
if (pet != GetPlayer()->GetGuardianPet() && pet != GetPlayer()->GetCharmed())
{
TC_LOG_ERROR("network", "HandlePetCancelAura: %s is not a pet of player '%s'", guid.ToString().c_str(), GetPlayer()->GetName().c_str());
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(); // spellid, not used
// ignore for remote control state (for player case)
Unit* mover = _player->m_unitMovedByMe;
if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
return;
mover->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
void WorldSession::HandleTotemDestroyed(WorldPacket& recvPacket)
{
// ignore for remote control state
if (_player->m_unitMovedByMe != _player)
return;
uint8 slotId;
recvPacket >> slotId;
++slotId;
if (slotId >= MAX_TOTEM_SLOT)
return;
if (!_player->m_SummonSlot[slotId])
return;
Creature* totem = ObjectAccessor::GetCreature(*_player, _player->m_SummonSlot[slotId]);
if (totem && totem->IsTotem())
totem->ToTotem()->UnSummon();
}
void WorldSession::HandleSelfResOpcode(WorldPacket & /*recvData*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_SELF_RES"); // empty opcode
if (_player->HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
return; // silent return, client should display error by itself and not send this opcode
if (uint32 spellId = _player->GetUInt32Value(PLAYER_SELF_RES_SPELL))
{
_player->CastSpell(_player, spellId);
_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)
{
TC_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 << uint64(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, PLAYER_BYTES_OFFSET_SKIN_ID));
data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID));
data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID));
data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID));
data << uint8(player->GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE));
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->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
data << uint32(0);
else if (*itr == EQUIPMENT_SLOT_BACK && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
data << uint32(0);
else if (Item const* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, *itr))
data << uint32(item->GetTemplate()->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)
{
TC_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);
// we changed dest, recalculate flight time
spell->RecalculateDelayMomentForDst();
WorldPacket data(SMSG_SET_PROJECTILE_POSITION, 21);
data << uint64(casterGuid);
data << uint8(castCount);
data << float(x);
data << float(y);
data << float(z);
caster->SendMessageToSet(&data, true);
}