/*
* This file is part of the AzerothCore 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 "DBCStores.h"
#include "GameObjectAI.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "Totem.h"
#include "TotemPackets.h"
#include "Vehicle.h"
#include "WorldPacket.h"
#include "WorldSession.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_mover != 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; // casted 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;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
LOG_ERROR("network.opcode", "WORLD: unknown spell id {}", spellId);
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// fail if we are cancelling pending request
if (!_player->SpellQueue.empty())
{
PendingSpellCastRequest& request = _player->SpellQueue.front(); // Peek at the first spell
if (request.cancelInProgress)
{
pUser->SendEquipError(EQUIP_ERR_NONE, pItem, nullptr);
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
}
// try queue spell if it can't be executed right now
if (!_player->CanExecutePendingSpellCastRequest(spellInfo))
if (_player->CanRequestSpellCast(spellInfo))
{
WorldPacket packetCopy(recvPacket); // Copy the packet
packetCopy.rpos(0); // Reset read position to the start of the buffer.
_player->SpellQueue.emplace_back(
spellId,
spellInfo->GetCategory(),
std::move(packetCopy), // Move ownership of copied packet
true // itemCast
);
return;
}
if (pItem->GetGUID() != itemGUID)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
LOG_DEBUG("network", "WORLD: CMSG_USE_ITEM packet, bagIndex: {}, slot: {}, castCount: {}, spellId: {}, Item: {}, glyphIndex: {}, data length = {}", 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->HasFlag(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->HasFlag(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)
{
LOG_DEBUG("network", "WORLD: CMSG_OPEN_ITEM packet, data length = {}", (uint32)recvPacket.size());
Player* pUser = _player;
// ignore for remote control state
if (pUser->m_mover != pUser)
return;
// xinef: additional check, client outputs message on its own
if (!pUser->IsAlive())
{
pUser->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, nullptr, nullptr);
return;
}
uint8 bagIndex, slot;
recvPacket >> bagIndex >> slot;
LOG_DEBUG("network.opcode", "bagIndex: {}, slot: {}", bagIndex, slot);
Item* item = pUser->GetItemByPos(bagIndex, slot);
if (!item)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
return;
}
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
{
pUser->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->HasFlag(ITEM_FLAG_HAS_LOOT) && !item->IsWrapped())
{
pUser->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, item, nullptr);
LOG_ERROR("network.opcode", "Possible hacking attempt: Player {} [{}] tried to open item [{}, entry: {}] which is not openable!",
pUser->GetName(), pUser->GetGUID().ToString(), item->GetGUID().ToString(), proto->ItemId);
return;
}
// locked item
uint32 lockId = proto->LockID;
if (lockId)
{
LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
LOG_ERROR("network.opcode", "WORLD::OpenItem: item [{}] has an unknown lockId: {}!", item->GetGUID().ToString(), lockId);
return;
}
// was not unlocked yet
if (item->IsLocked())
{
pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
return;
}
}
if (sScriptMgr->OnPlayerBeforeOpenItem(pUser, item))
{
if (item->IsWrapped())// wrapped?
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM);
stmt->SetData(0, item->GetGUID().GetCounter());
_queryProcessor.AddCallback(CharacterDatabase.AsyncQuery(stmt)
.WithPreparedCallback(std::bind(&WorldSession::HandleOpenWrappedItemCallback, this, bagIndex, slot, item->GetGUID().GetCounter(), std::placeholders::_1)));
}
else
{
pUser->SendLoot(item->GetGUID(), LOOT_CORPSE);
}
}
}
void WorldSession::HandleOpenWrappedItemCallback(uint8 bagIndex, uint8 slot, ObjectGuid::LowType itemLowGUID, PreparedQueryResult result)
{
if (!GetPlayer())
return;
Item* item = GetPlayer()->GetItemByPos(bagIndex, slot);
if (!item)
return;
if (item->GetGUID().GetCounter() != itemLowGUID || !item->IsWrapped()) // during getting result, gift was swapped with another item
return;
if (!result)
{
LOG_ERROR("network", "Wrapped item {} don't have record in character_gifts table and will deleted", item->GetGUID().ToString());
GetPlayer()->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return;
}
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
Field* fields = result->Fetch();
uint32 entry = fields[0].Get();
uint32 flags = fields[1].Get();
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);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->SetData(0, item->GetGUID().GetCounter());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleGameObjectUseOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_USE Message [{}]", guid.ToString());
if (GameObject* obj = GetPlayer()->GetMap()->GetGameObject(guid))
{
if (!obj->IsWithinDistInMap(GetPlayer(), obj->GetInteractionDistance()))
return;
// ignore for remote control state
if (GetPlayer()->m_mover != GetPlayer())
if (!(GetPlayer()->IsOnVehicle(GetPlayer()->m_mover) || GetPlayer()->IsMounted()) && !obj->GetGOInfo()->IsUsableMounted())
return;
obj->Use(GetPlayer());
}
}
void WorldSession::HandleGameobjectReportUse(WorldPacket& recvPacket)
{
ObjectGuid guid;
recvPacket >> guid;
LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [{}]", guid.ToString());
// ignore for remote control state
if (_player->m_mover != _player)
return;
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
if (!go)
return;
// Prevent use of GameObject if it is not selectable. Fixes hack.
if (go->HasGameObjectFlag(GO_FLAG_NOT_SELECTABLE))
return;
if (!go->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
if (go->AI()->GossipHello(_player, true))
return;
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT, go->GetEntry());
}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
uint32 spellId;
uint8 castCount, castFlags;
if (recvPacket.empty())
return;
recvPacket >> castCount >> spellId >> castFlags;
TriggerCastFlags triggerFlag = TRIGGERED_NONE;
uint32 oldSpellId = spellId;
LOG_DEBUG("network", "WORLD: got cast spell packet, castCount: {}, spellId: {}, castFlags: {}, data length = {}", castCount, spellId, castFlags, (uint32)recvPacket.size());
// ignore for remote control state (for player case)
Unit* mover = _player->m_mover;
if (mover != _player && mover->IsPlayer())
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
LOG_ERROR("network.opcode", "WORLD: unknown spell id {}", spellId);
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// fail if we are cancelling pending request
if (!_player->SpellQueue.empty())
{
PendingSpellCastRequest& request = _player->SpellQueue.front(); // Peek at the first spell
if (request.cancelInProgress)
{
Spell* spell = new Spell(_player, spellInfo, TRIGGERED_NONE);
spell->m_cast_count = castCount;
spell->SendCastResult(SPELL_FAILED_DONT_REPORT);
spell->finish(false);
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
}
// try queue spell if it can't be executed right now
if (!_player->CanExecutePendingSpellCastRequest(spellInfo))
{
if (_player->CanRequestSpellCast(spellInfo))
{
WorldPacket packetCopy(recvPacket); // Copy the packet
packetCopy.rpos(0); // Reset read position to the start of the buffer.
_player->SpellQueue.emplace_back(
spellId,
spellInfo->GetCategory(),
std::move(packetCopy) // Move ownership of copied packet
);
return;
}
}
// client provided targets
SpellCastTargets targets;
targets.Read(recvPacket, mover);
HandleClientCastFlags(recvPacket, castFlags, targets);
// not have spell in spellbook
if (mover->IsPlayer())
{
// not have spell in spellbook or spell passive and not casted by client
if (!(spellInfo->Targets & TARGET_FLAG_GAMEOBJECT_ITEM) && (!mover->ToPlayer()->HasActiveSpell(spellId) || spellInfo->IsPassive()))
{
bool allow = false;
// allow casting of unknown spells for special lock cases
if (GameObject* go = targets.GetGOTarget())
{
if (go->GetSpellForLock(mover->ToPlayer()) == spellInfo)
{
allow = true;
}
}
/// @todo: Preparation for #23204
// allow casting of spells triggered by clientside periodic trigger auras
/*
if (caster->HasAuraTypeWithTriggerSpell(SPELL_AURA_PERIODIC_TRIGGER_SPELL_FROM_CLIENT, spellId))
{
allow = true;
triggerFlag = TRIGGERED_FULL_MASK;
}
*/
if (!allow)
return;
}
}
else
{
// pussywizard: casting player's spells from vehicle when seat allows it
// if ANYTHING CHANGES in this function, INFORM ME BEFORE applying!!!
if (Vehicle* veh = mover->GetVehicleKit())
if (const VehicleSeatEntry* seat = veh->GetSeatForPassenger(_player))
if (seat->m_flags & VEHICLE_SEAT_FLAG_CAN_ATTACK || spellInfo->Effects[EFFECT_0].Effect == SPELL_EFFECT_OPEN_LOCK /*allow looting from vehicle, but only if player has required spell (all necessary opening spells are in playercreateinfo_spell)*/)
if ((mover->IsCreature() && !mover->ToCreature()->HasSpell(spellId)) || spellInfo->IsPassive()) // the creature can't cast that spell, check player instead
{
if (!(spellInfo->Targets & TARGET_FLAG_GAMEOBJECT_ITEM) && (!_player->HasActiveSpell (spellId) || spellInfo->IsPassive()))
{
//cheater? kick? ban?
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// at this point, player is a valid caster
// swapping the mover will stop the check below at IsUnit, so everything works fine
mover = _player;
}
// not have spell in spellbook or spell passive and not casted by client
if ((mover->IsCreature() && !mover->ToCreature()->HasSpell(spellId)) || spellInfo->IsPassive())
{
//cheater? kick? ban?
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
}
sScriptMgr->ValidateSpellAtCastSpell(_player, oldSpellId, spellId, castCount, castFlags);
if (oldSpellId != spellId)
spellInfo = sSpellMgr->GetSpellInfo(spellId);
// Client is resending autoshot cast opcode when other spell is casted during shoot rotation
// Skip it to prevent "interrupt" message
if (spellInfo->IsAutoRepeatRangedSpell() && _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)
&& _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_spellInfo == spellInfo)
{
recvPacket.rfinish();
return;
}
// can't use our own spells when we're in possession of another unit,
if (_player->isPossessing())
{
return;
}
// pussywizard: HandleClientCastFlags calls HandleMovementOpcodes, which can result in pretty much anything. Caster not in map will crash at GetMap() for spell difficulty in Spell constructor.
if (!mover->FindMap())
{
recvPacket.rfinish(); // prevent spam at ignore packet
return;
}
// auto-selection buff level base at target level (in spellInfo)
if (targets.GetUnitTarget())
{
SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(targets.GetUnitTarget()->GetLevel());
// if rank not found then function return nullptr but in explicit cast case original spell can be casted and later failed with appropriate error message
if (actualSpellInfo)
spellInfo = actualSpellInfo;
}
Spell* spell = new Spell(mover, spellInfo, triggerFlag, ObjectGuid::Empty, false);
sScriptMgr->ValidateSpellAtCastSpellResult(_player, mover, spell, oldSpellId, spellId);
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;
_player->SpellQueue.clear();
_player->InterruptSpell(CURRENT_MELEE_SPELL);
if (_player->IsNonMeleeSpellCast(false))
_player->InterruptNonMeleeSpells(false, spellId, false, true);
}
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_NO_AURA_CANCEL
if (spellInfo->HasAttribute(SPELL_ATTR0_NO_AURA_CANCEL))
{
return;
}
// channeled spell case (it currently casted 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);
}
void WorldSession::HandlePetCancelAuraOpcode(WorldPacket& recvPacket)
{
ObjectGuid guid;
uint32 spellId;
recvPacket >> guid;
recvPacket >> spellId;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
LOG_ERROR("network.opcode", "WORLD: unknown PET spell id {}", spellId);
return;
}
Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
if (!pet)
{
LOG_ERROR("network.opcode", "HandlePetCancelAura: Attempt to cancel an aura for non-existant pet {} by player {}", guid.ToString(), GetPlayer()->GetName());
return;
}
if (pet != GetPlayer()->GetGuardianPet() && pet != GetPlayer()->GetCharm())
{
LOG_ERROR("network.opcode", "HandlePetCancelAura: Pet {} is not a pet of player {}", guid.ToString(), GetPlayer()->GetName());
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)
{
uint32 spellID = 0;
recvData >> spellID;
// ignore for remote control state (for player case)
Unit* mover = _player->m_mover;
if (!mover)
{
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
if (!spellInfo)
{
return;
}
// not allow remove spells with attr SPELL_ATTR0_NO_AURA_CANCEL
if (spellInfo->HasAttribute(SPELL_ATTR0_NO_AURA_CANCEL))
{
return;
}
Spell* spell = mover->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
if (!spell || spell->GetSpellInfo()->Id != spellInfo->Id)
{
return;
}
mover->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
void WorldSession::HandleTotemDestroyed(WorldPackets::Totem::TotemDestroyed& totemDestroyed)
{
// ignore for remote control state
if (_player->m_mover != _player)
return;
uint8 slotId = totemDestroyed.Slot;
slotId += SUMMON_SLOT_TOTEM_FIRE;
if (slotId >= MAX_TOTEM_SLOT)
return;
if (!_player->m_SummonSlot[slotId])
return;
Creature* totem = GetPlayer()->GetMap()->GetCreature(_player->m_SummonSlot[slotId]);
// Don't unsummon sentry totem
if (totem && totem->IsTotem())
totem->ToTotem()->UnSummon();
}
void WorldSession::HandleSelfResOpcode(WorldPacket& /*recvData*/)
{
LOG_DEBUG("network", "WORLD: CMSG_SELF_RES"); // empty opcode
if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(_player->GetUInt32Value(PLAYER_SELF_RES_SPELL)))
{
if (_player->HasPreventResurectionAura() && !spell->HasAttribute(SPELL_ATTR7_BYPASS_NO_RESURRECTION_AURA))
{
return; // silent return, client should display error by itself and not send this opcode
}
_player->CastSpell(_player, spell->Id);
_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)
{
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->HasCloneCasterAura())
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 << guid;
data << uint32(creator->GetDisplayId());
data << uint8(creator->getRace());
data << uint8(creator->getGender());
data << uint8(creator->getClass());
if (creator->IsPlayer())
{
Player* player = creator->ToPlayer();
data << uint8(player->GetByteValue(PLAYER_BYTES, 0)); // skin
data << uint8(player->GetByteValue(PLAYER_BYTES, 1)); // face
data << uint8(player->GetByteValue(PLAYER_BYTES, 2)); // hair
data << uint8(player->GetByteValue(PLAYER_BYTES, 3)); // haircolor
data << uint8(player->GetByteValue(PLAYER_BYTES_2, 0)); // facialhair
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->HasPlayerFlag(PLAYER_FLAGS_HIDE_HELM))
data << uint32(0);
else if (*itr == EQUIPMENT_SLOT_BACK && player->HasPlayerFlag(PLAYER_FLAGS_HIDE_CLOAK))
data << uint32(0);
else if (Item const* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, *itr))
{
uint32 displayInfoId = item->GetTemplate()->DisplayInfoID;
sScriptMgr->OnGlobalMirrorImageDisplayItem(item, displayInfoId);
data << uint32(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)
{
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 << casterGuid;
data << uint8(castCount);
data << float(x);
data << float(y);
data << float(z);
caster->SendMessageToSet(&data, true);
}