[7533] Redirect movement packet in proper way to controlled target.

* In creature case ignore fall/etc damage
* In player case apply fall damage/etc to controlled player, apply other movement effect to it also.
This commit is contained in:
VladimirMangos 2009-03-24 14:01:00 +03:00
parent f4482f247f
commit cc11ff40fe
2 changed files with 48 additions and 55 deletions

View file

@ -190,6 +190,9 @@ 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)
{
@ -203,24 +206,24 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
return;
// if we boarded a transport, add us to it
if (!GetPlayer()->m_transport)
if (plMover && plMover->m_transport)
{
// elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
{
if ((*iter)->GetGUID() == movementInfo.t_guid)
{
GetPlayer()->m_transport = (*iter);
(*iter)->AddPassenger(GetPlayer());
plMover->m_transport = (*iter);
(*iter)->AddPassenger(plMover);
break;
}
}
}
}
else if (GetPlayer()->m_transport) // if we were on a transport, leave
else if (plMover && plMover->m_transport) // if we were on a transport, leave
{
GetPlayer()->m_transport->RemovePassenger(GetPlayer());
GetPlayer()->m_transport = NULL;
plMover->m_transport->RemovePassenger(plMover);
plMover->m_transport = NULL;
movementInfo.t_x = 0.0f;
movementInfo.t_y = 0.0f;
movementInfo.t_z = 0.0f;
@ -230,78 +233,68 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
}
// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if (opcode == MSG_MOVE_FALL_LAND && !GetPlayer()->isInFlight())
GetPlayer()->HandleFall(movementInfo);
if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->isInFlight())
plMover->HandleFall(movementInfo);
if(((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != GetPlayer()->IsInWater())
if (plMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plMover->IsInWater())
{
// now client not include swimming flag in case jumping under water
GetPlayer()->SetInWater( !GetPlayer()->IsInWater() || GetPlayer()->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
}
/*----------------------*/
/* process position-change */
Unit *mover = _player->m_mover;
recv_data.put<uint32>(6, getMSTime()); // fix time, offset flags(4) + unk(2)
WorldPacket data(recv_data.GetOpcode(), (mover->GetPackGUID().size()+recv_data.size()));
data.append(mover->GetPackGUID()); // use mover guid
data.append(recv_data.contents(), recv_data.size());
GetPlayer()->SendMessageToSet(&data, false);
if(!_player->GetCharmGUID()) // nothing is charmed
if(plMover) // nothing is charmed, or player charmed
{
_player->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
_player->m_movementInfo = movementInfo;
_player->SetUnitMovementFlags(movementInfo.flags);
}
else
{
if(mover->GetTypeId() != TYPEID_PLAYER) // unit, creature, pet, vehicle...
{
if(Map *map = mover->GetMap())
map->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
mover->SetUnitMovementFlags(movementInfo.flags);
}
else // player
{
((Player*)mover)->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
((Player*)mover)->m_movementInfo = movementInfo;
((Player*)mover)->SetUnitMovementFlags(movementInfo.flags);
}
}
plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
plMover->m_movementInfo = movementInfo;
plMover->SetUnitMovementFlags(movementInfo.flags);
GetPlayer()->UpdateFallInformationIfNeed(movementInfo,MSG_MOVE_FALL_LAND);
plMover->UpdateFallInformationIfNeed(movementInfo,recv_data.GetOpcode());
if(GetPlayer()->isMovingOrTurning())
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
if(plMover->isMovingOrTurning())
plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
if(movementInfo.z < -500.0f)
{
if(GetPlayer()->InBattleGround()
&& GetPlayer()->GetBattleGround()
&& GetPlayer()->GetBattleGround()->HandlePlayerUnderMap(_player))
if(movementInfo.z < -500.0f)
{
// do nothing, the handle already did if returned true
}
else
{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
if(GetPlayer()->isAlive())
if(plMover->InBattleGround()
&& plMover->GetBattleGround()
&& plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
{
GetPlayer()->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
GetPlayer()->KillPlayer();
GetPlayer()->BuildPlayerRepop();
// do nothing, the handle already did if returned true
}
else
{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
if(plMover->isAlive())
{
plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
plMover->KillPlayer();
plMover->BuildPlayerRepop();
}
// cancel the death timer here if started
GetPlayer()->RepopAtGraveyard();
// cancel the death timer here if started
plMover->RepopAtGraveyard();
}
}
}
else // creature charmed
{
if(Map *map = mover->GetMap())
map->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
mover->SetUnitMovementFlags(movementInfo.flags);
}
}
void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recv_data)

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7532"
#define REVISION_NR "7533"
#endif // __REVISION_NR_H__