mirror of
https://github.com/TrinityCore/TrinityCore.git
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91 lines
2.6 KiB
C++
91 lines
2.6 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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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 "WorldSession.h"
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#include "CombatPackets.h"
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#include "Common.h"
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#include "CreatureAI.h"
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#include "DB2Structure.h"
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#include "Log.h"
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#include "ObjectAccessor.h"
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#include "Player.h"
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#include "Vehicle.h"
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void WorldSession::HandleAttackSwingOpcode(WorldPackets::Combat::AttackSwing& packet)
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{
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Unit* enemy = ObjectAccessor::GetUnit(*_player, packet.Victim);
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if (!enemy)
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{
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// stop attack state at client
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SendAttackStop(nullptr);
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return;
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}
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if (!_player->IsValidAttackTarget(enemy))
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{
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// stop attack state at client
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SendAttackStop(enemy);
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return;
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}
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//! Client explicitly checks the following before sending CMSG_ATTACK_SWING 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->Flags & VEHICLE_SEAT_FLAG_CAN_ATTACK))
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{
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SendAttackStop(enemy);
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return;
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}
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}
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_player->Attack(enemy, true);
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}
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void WorldSession::HandleAttackStopOpcode(WorldPackets::Combat::AttackStop& /*packet*/)
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{
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GetPlayer()->AttackStop();
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}
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void WorldSession::HandleSetSheathedOpcode(WorldPackets::Combat::SetSheathed& packet)
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{
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if (packet.CurrentSheathState >= MAX_SHEATH_STATE)
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{
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TC_LOG_ERROR("network", "Unknown sheath state {} ??", packet.CurrentSheathState);
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return;
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}
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GetPlayer()->SetSheath(SheathState(packet.CurrentSheathState));
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}
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void WorldSession::SendAttackStop(Unit const* enemy)
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{
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WorldPackets::Combat::SAttackStop attackStop;
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attackStop.Attacker = _player->GetGUID();
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if (enemy)
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{
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attackStop.Victim = enemy->GetGUID();
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attackStop.NowDead = !enemy->IsAlive();
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}
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SendPacket(attackStop.Write());
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}
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