[8465] Fixed exploit of z-axis described in http://getmangos.com/community/showthread.php?t=9652

Little code style clean up.

Signed-off-by: ApoC <apoc@nymfe.net>
This commit is contained in:
elecyb 2009-09-04 10:59:13 +02:00 committed by ApoC
parent bb30afb6f3
commit bba20b92a5
4 changed files with 25 additions and 24 deletions

View file

@ -54,7 +54,7 @@ class MANGOS_DLL_DECL DestinationHolder
uint32 StartTravel(TRAVELLER &traveller, bool sendMove = true); uint32 StartTravel(TRAVELLER &traveller, bool sendMove = true);
void GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D = false) const; void GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D = false) const;
void GetLocationNowNoMicroMovement(float &x, float &y, float &z) const; // For use without micro movement void GetLocationNowNoMicroMovement(float &x, float &y, float &z) const; // For use without micro movement
float GetDistance2dFromDestSq(const WorldObject &obj) const; float GetDistance3dFromDestSq(const WorldObject &obj) const;
private: private:
void _findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y); void _findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y);

View file

@ -93,19 +93,20 @@ template<typename TRAVELLER>
bool bool
DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff, bool force_update, bool micro_movement) DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff, bool force_update, bool micro_movement)
{ {
if(!micro_movement) if (!micro_movement)
{ {
i_tracker.Update(diff); i_tracker.Update(diff);
i_timeElapsed += diff; i_timeElapsed += diff;
if( i_tracker.Passed() || force_update ) if (i_tracker.Passed() || force_update)
{ {
ResetUpdate(); ResetUpdate();
if(!i_destSet) return true; if (!i_destSet) return true;
float x,y,z; float x,y,z;
GetLocationNowNoMicroMovement(x, y, z); GetLocationNowNoMicroMovement(x, y, z);
if( x == -431602080 ) if( x == -431602080 )
return false; return false;
if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y ) if (traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y || traveller.GetTraveller().GetPositionZ() != z)
{ {
float ori = traveller.GetTraveller().GetAngle(x, y); float ori = traveller.GetTraveller().GetAngle(x, y);
traveller.Relocation(x, y, z, ori); traveller.Relocation(x, y, z, ori);
@ -116,16 +117,16 @@ DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff,
} }
i_tracker.Update(diff); i_tracker.Update(diff);
i_timeElapsed += diff; i_timeElapsed += diff;
if( i_tracker.Passed() || force_update ) if (i_tracker.Passed() || force_update)
{ {
ResetUpdate(); ResetUpdate();
if(!i_destSet) return true; if (!i_destSet) return true;
float x,y,z;
if(!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT)) if (!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT))
return true; return true;
if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT)) float x,y,z;
if (traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
GetLocationNow(traveller.GetTraveller().GetBaseMap() ,x, y, z, true); // Should reposition Object with right Coord, so I can bypass some Grid Relocation GetLocationNow(traveller.GetTraveller().GetBaseMap() ,x, y, z, true); // Should reposition Object with right Coord, so I can bypass some Grid Relocation
else else
GetLocationNow(traveller.GetTraveller().GetBaseMap(), x, y, z, false); GetLocationNow(traveller.GetTraveller().GetBaseMap(), x, y, z, false);
@ -133,7 +134,7 @@ DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff,
if( x == -431602080 ) if( x == -431602080 )
return false; return false;
if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y ) if (traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y || traveller.GetTraveller().GetPositionZ() != z)
{ {
float ori = traveller.GetTraveller().GetAngle(x, y); float ori = traveller.GetTraveller().GetAngle(x, y);
traveller.Relocation(x, y, z, ori); traveller.Relocation(x, y, z, ori);
@ -160,13 +161,13 @@ template<typename TRAVELLER>
void void
DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D) const DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D) const
{ {
if( HasArrived() ) if (HasArrived())
{ {
x = i_destX; x = i_destX;
y = i_destY; y = i_destY;
z = i_destZ; z = i_destZ;
} }
else if(HasDestination()) else if (HasDestination())
{ {
double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime; double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime;
const float distanceX = ((i_destX - i_fromX) * percent_passed); const float distanceX = ((i_destX - i_fromX) * percent_passed);
@ -176,7 +177,7 @@ DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y
y = i_fromY + distanceY; y = i_fromY + distanceY;
float z2 = i_fromZ + distanceZ; float z2 = i_fromZ + distanceZ;
// All that is not finished but previous code neither... Traveller need be able to swim. // All that is not finished but previous code neither... Traveller need be able to swim.
if(is3D) if (is3D)
z = z2; z = z2;
else else
{ {
@ -193,11 +194,11 @@ DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y
template<typename TRAVELLER> template<typename TRAVELLER>
float float
DestinationHolder<TRAVELLER>::GetDistance2dFromDestSq(const WorldObject &obj) const DestinationHolder<TRAVELLER>::GetDistance3dFromDestSq(const WorldObject &obj) const
{ {
float x,y,z; float x,y,z;
obj.GetPosition(x,y,z); obj.GetPosition(x,y,z);
return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y); return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y)+(i_destZ-z)*(i_destZ-z);
} }
template<typename TRAVELLER> template<typename TRAVELLER>
@ -211,7 +212,7 @@ template<typename TRAVELLER>
void void
DestinationHolder<TRAVELLER>::GetLocationNowNoMicroMovement(float &x, float &y, float &z) const DestinationHolder<TRAVELLER>::GetLocationNowNoMicroMovement(float &x, float &y, float &z) const
{ {
if( HasArrived() ) if (HasArrived())
{ {
x = i_destX; x = i_destX;
y = i_destY; y = i_destY;

View file

@ -136,7 +136,7 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
return true; return true;
// prevent movement while casting spells with cast time or channel time // prevent movement while casting spells with cast time or channel time
if ( owner.IsNonMeleeSpellCasted(false, false, true)) if (owner.IsNonMeleeSpellCasted(false, false, true))
{ {
if (!owner.IsStopped()) if (!owner.IsStopped())
owner.StopMoving(); owner.StopMoving();
@ -149,9 +149,9 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
Traveller<T> traveller(owner); Traveller<T> traveller(owner);
if( !i_destinationHolder.HasDestination() ) if (!i_destinationHolder.HasDestination())
_setTargetLocation(owner); _setTargetLocation(owner);
if( owner.IsStopped() && !i_destinationHolder.HasArrived() ) if (owner.IsStopped() && !i_destinationHolder.HasArrived())
{ {
owner.addUnitState(UNIT_STAT_CHASE); owner.addUnitState(UNIT_STAT_CHASE);
if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly()) if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
@ -172,16 +172,16 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
//More distance let have better performance, less distance let have more sensitive reaction at target move. //More distance let have better performance, less distance let have more sensitive reaction at target move.
// try to counter precision differences // try to counter precision differences
if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist) if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) >= dist * dist)
{ {
owner.SetInFront(i_target.getTarget()); // Set new Angle For Map:: owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
_setTargetLocation(owner); //Calculate New Dest and Send data To Player _setTargetLocation(owner); //Calculate New Dest and Send data To Player
} }
// Update the Angle of the target only for Map::, no need to send packet for player // Update the Angle of the target only for Map::, no need to send packet for player
else if ( !i_angle && !owner.HasInArc( 0.01f, i_target.getTarget() ) ) else if (!i_angle && !owner.HasInArc(0.01f, i_target.getTarget()))
owner.SetInFront(i_target.getTarget()); owner.SetInFront(i_target.getTarget());
if(( owner.IsStopped() && !i_destinationHolder.HasArrived() ) || i_recalculateTravel ) if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
{ {
i_recalculateTravel = false; i_recalculateTravel = false;
//Angle update will take place into owner.StopMoving() //Angle update will take place into owner.StopMoving()

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "8464" #define REVISION_NR "8465"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__