From cc11ff40fee9e84a7fb76519b81b0c9c64a392bd Mon Sep 17 00:00:00 2001 From: VladimirMangos Date: Tue, 24 Mar 2009 14:01:00 +0300 Subject: [PATCH] [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. --- src/game/MovementHandler.cpp | 101 ++++++++++++++++------------------- src/shared/revision_nr.h | 2 +- 2 files changed, 48 insertions(+), 55 deletions(-) diff --git a/src/game/MovementHandler.cpp b/src/game/MovementHandler.cpp index 36590cbac..02f0ea727 100644 --- a/src/game/MovementHandler.cpp +++ b/src/game/MovementHandler.cpp @@ -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(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) diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index d7eca5059..454fc0f81 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "7532" + #define REVISION_NR "7533" #endif // __REVISION_NR_H__