[7648] Resolve problems with expected fall damage at near teleport.

Move near teleport landing code to WorldSession::HandleMoveTeleportAck.
This make Player::TeleportTo code working in same way for both far/near teleports.
Move mSemaphoreTeleport from WorldObject to Player and merge with DoNotMove (using 2 fields for far/near teleport flag).
Skip movement packets until landing confirmation for near teleport from client.
This commit is contained in:
VladimirMangos 2009-04-11 09:43:33 +04:00
parent 55e1cc16d1
commit 199c09640d
9 changed files with 87 additions and 101 deletions

View file

@ -39,6 +39,10 @@ void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ )
void WorldSession::HandleMoveWorldportAckOpcode()
{
// ignore unexpected far teleports
if(!GetPlayer()->IsBeingTeleportedFar())
return;
// get the teleport destination
WorldLocation &loc = GetPlayer()->GetTeleportDest();
@ -57,7 +61,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
if(GetPlayer()->m_InstanceValid == false && !mInstance)
GetPlayer()->m_InstanceValid = true;
GetPlayer()->SetSemaphoreTeleport(false);
GetPlayer()->SetSemaphoreTeleportFar(false);
// relocate the player to the teleport destination
GetPlayer()->SetMapId(loc.mapid);
@ -77,7 +81,6 @@ void WorldSession::HandleMoveWorldportAckOpcode()
{
sLog.outDebug("WORLD: teleport of player %s (%d) to location %d,%f,%f,%f,%f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.x, loc.y, loc.z, loc.o);
// teleport the player home
GetPlayer()->SetDontMove(false);
if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
{
// the player must always be able to teleport home
@ -114,7 +117,6 @@ void WorldSession::HandleMoveWorldportAckOpcode()
if(!_player->InBattleGround())
{
// short preparations to continue flight
GetPlayer()->SetDontMove(false);
FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
flight->Initialize(*GetPlayer());
return;
@ -156,8 +158,52 @@ void WorldSession::HandleMoveWorldportAckOpcode()
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
}
GetPlayer()->SetDontMove(false);
void WorldSession::HandleMoveTeleportAck(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data,8+4);
sLog.outDebug("MSG_MOVE_TELEPORT_ACK");
uint64 guid;
uint32 flags, time;
recv_data >> guid;
recv_data >> flags >> time;
DEBUG_LOG("Guid " I64FMTD,guid);
DEBUG_LOG("Flags %u, time %u",flags, time/IN_MILISECONDS);
Unit *mover = _player->m_mover;
Player *plMover = mover->GetTypeId()==TYPEID_PLAYER ? (Player*)mover : NULL;
if(!plMover || !plMover->IsBeingTeleportedNear())
return;
if(guid != plMover->GetGUID())
return;
plMover->SetSemaphoreTeleportNear(false);
uint32 old_zone = plMover->GetZoneId();
WorldLocation const& dest = plMover->GetTeleportDest();
plMover->SetPosition(dest.x, dest.y, dest.z, dest.o, true);
uint32 newzone, newarea;
plMover->GetZoneAndAreaId(newzone,newarea);
plMover->UpdateZone(newzone,newarea);
// new zone
if(old_zone != newzone)
{
// honorless target
if(plMover->pvpInfo.inHostileArea)
plMover->CastSpell(plMover, 2479, true);
}
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
}
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
@ -165,7 +211,11 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
uint32 opcode = recv_data.GetOpcode();
sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
if(GetPlayer()->GetDontMove())
Unit *mover = _player->m_mover;
Player *plMover = mover->GetTypeId()==TYPEID_PLAYER ? (Player*)mover : NULL;
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if(plMover && plMover->IsBeingTeleported())
return;
/* extract packet */
@ -183,9 +233,6 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
if (!MaNGOS::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
return;
Unit *mover = _player->m_mover;
Player *plMover = mover->GetTypeId()==TYPEID_PLAYER ? (Player*)mover : NULL;
/* handle special cases */
if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
{
@ -249,7 +296,6 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
plMover->m_movementInfo = movementInfo;
plMover->SetUnitMovementFlags(movementInfo.flags);
plMover->UpdateFallInformationIfNeed(movementInfo,recv_data.GetOpcode());
if(plMover->isMovingOrTurning())