/* * 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); }