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Conflicts: contrib/extractor/System.cpp contrib/extractor/ad.exe src/game/WorldSocket.cpp
590 lines
23 KiB
C++
590 lines
23 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Opcodes.h"
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#include "Log.h"
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#include "World.h"
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#include "Corpse.h"
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#include "Player.h"
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#include "MapManager.h"
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#include "Transports.h"
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#include "BattleGround.h"
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#include "WaypointMovementGenerator.h"
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#include "InstanceSaveMgr.h"
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void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ )
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{
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sLog.outDebug( "WORLD: got MSG_MOVE_WORLDPORT_ACK." );
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HandleMoveWorldportAckOpcode();
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}
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void WorldSession::HandleMoveWorldportAckOpcode()
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{
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// get the teleport destination
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WorldLocation &loc = GetPlayer()->GetTeleportDest();
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// possible errors in the coordinate validity check
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if(!MapManager::IsValidMapCoord(loc.mapid,loc.x,loc.y,loc.z,loc.o))
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{
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LogoutPlayer(false);
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return;
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}
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// get the destination map entry, not the current one, this will fix homebind and reset greeting
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MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
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InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid);
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// reset instance validity, except if going to an instance inside an instance
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if(GetPlayer()->m_InstanceValid == false && !mInstance)
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GetPlayer()->m_InstanceValid = true;
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GetPlayer()->SetSemaphoreTeleport(false);
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// relocate the player to the teleport destination
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GetPlayer()->SetMapId(loc.mapid);
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GetPlayer()->Relocate(loc.x, loc.y, loc.z, loc.o);
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// since the MapId is set before the GetInstance call, the InstanceId must be set to 0
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// to let GetInstance() determine the proper InstanceId based on the player's binds
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GetPlayer()->SetInstanceId(0);
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// check this before Map::Add(player), because that will create the instance save!
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bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);
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GetPlayer()->SendInitialPacketsBeforeAddToMap();
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// the CanEnter checks are done in TeleporTo but conditions may change
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// while the player is in transit, for example the map may get full
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if(!MapManager::Instance().GetMap(GetPlayer()->GetMapId(), GetPlayer())->Add(GetPlayer()))
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{
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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);
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// teleport the player home
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GetPlayer()->SetDontMove(false);
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if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
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{
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// the player must always be able to teleport home
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sLog.outError("WORLD: failed to teleport player %s (%d) to homebind location %d,%f,%f,%f,%f!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
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assert(false);
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}
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return;
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}
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GetPlayer()->SendInitialPacketsAfterAddToMap();
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// flight fast teleport case
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if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
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{
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if(!_player->InBattleGround())
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{
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// short preparations to continue flight
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GetPlayer()->SetDontMove(false);
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FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
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flight->Initialize(*GetPlayer());
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return;
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}
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// battleground state prepare, stop flight
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GetPlayer()->GetMotionMaster()->MovementExpired();
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GetPlayer()->m_taxi.ClearTaxiDestinations();
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}
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// resurrect character at enter into instance where his corpse exist after add to map
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Corpse *corpse = GetPlayer()->GetCorpse();
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if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
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{
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if( mEntry->IsDungeon() )
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{
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GetPlayer()->ResurrectPlayer(0.5f);
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GetPlayer()->SpawnCorpseBones();
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GetPlayer()->SaveToDB();
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}
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}
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if(mEntry->IsRaid() && mInstance)
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{
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if(reset_notify)
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{
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uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
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GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
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}
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}
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// mount allow check
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if(!mEntry->IsMountAllowed())
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_player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
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// battleground state preper
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if(_player->InBattleGround())
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{
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BattleGround *bg = _player->GetBattleGround();
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if(bg)
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{
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if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg
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{
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if(!bg->GetBgRaid(_player->GetTeam())) // first player joined
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{
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Group *group = new Group;
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bg->SetBgRaid(_player->GetTeam(), group);
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group->Create(_player->GetGUIDLow(), _player->GetName());
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}
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else // raid already exist
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{
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bg->GetBgRaid(_player->GetTeam())->AddMember(_player->GetGUID(), _player->GetName());
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}
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}
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}
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}
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// honorless target
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if(GetPlayer()->pvpInfo.inHostileArea)
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GetPlayer()->CastSpell(GetPlayer(), 2479, true);
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// resummon pet
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if(GetPlayer()->m_temporaryUnsummonedPetNumber)
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{
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Pet* NewPet = new Pet;
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if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
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delete NewPet;
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GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
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}
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GetPlayer()->SetDontMove(false);
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}
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void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data, 4+2+4+4+4+4+4);
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if(GetPlayer()->GetDontMove())
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return;
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/* extract packet */
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MovementInfo movementInfo;
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uint32 MovementFlags;
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recv_data >> MovementFlags;
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recv_data >> movementInfo.unk1;
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recv_data >> movementInfo.time;
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recv_data >> movementInfo.x;
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recv_data >> movementInfo.y;
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recv_data >> movementInfo.z;
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recv_data >> movementInfo.o;
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//Save movement flags
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_player->SetUnitMovementFlags(MovementFlags);
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if(MovementFlags & MOVEMENTFLAG_ONTRANSPORT)
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+8+4+4+4+4+4+1);
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recv_data >> movementInfo.t_guid;
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recv_data >> movementInfo.t_x;
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recv_data >> movementInfo.t_y;
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recv_data >> movementInfo.t_z;
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recv_data >> movementInfo.t_o;
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recv_data >> movementInfo.t_time;
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recv_data >> movementInfo.t_unk;
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}
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if((MovementFlags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (movementInfo.unk1 & 0x20))
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
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recv_data >> movementInfo.s_pitch; // pitch, -1.55=looking down, 0=looking straight forward, +1.55=looking up
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}
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
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recv_data >> movementInfo.fallTime; // duration of last jump (when in jump duration from jump begin to now)
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if(MovementFlags & MOVEMENTFLAG_JUMPING)
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4+4+4+4);
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recv_data >> movementInfo.j_unk; // constant, but different when jumping in water and on land?
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recv_data >> movementInfo.j_sinAngle; // sin of angle between orientation0 and players orientation
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recv_data >> movementInfo.j_cosAngle; // cos of angle between orientation0 and players orientation
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recv_data >> movementInfo.j_xyspeed; // speed of xy movement
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}
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if(MovementFlags & MOVEMENTFLAG_SPLINE)
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
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recv_data >> movementInfo.u_unk1; // unknown
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}
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/*----------------*/
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if(recv_data.size() != recv_data.rpos())
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{
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sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is %u bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), recv_data.GetOpcode(), recv_data.size() - recv_data.rpos());
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KickPlayer();
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return;
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}
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if (!MaNGOS::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
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return;
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/* handle special cases */
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if (MovementFlags & MOVEMENTFLAG_ONTRANSPORT)
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{
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// transports size limited
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// (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
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if( movementInfo.t_x > 50 || movementInfo.t_y > 50 || movementInfo.t_z > 50 )
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return;
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if( !MaNGOS::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y+movementInfo.t_y,
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movementInfo.z+movementInfo.t_z, movementInfo.o+movementInfo.t_o) )
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return;
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// if we boarded a transport, add us to it
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if (!GetPlayer()->m_transport)
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{
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// elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
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for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
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{
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if ((*iter)->GetGUID() == movementInfo.t_guid)
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{
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// unmount before boarding
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_player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
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GetPlayer()->m_transport = (*iter);
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(*iter)->AddPassenger(GetPlayer());
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break;
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}
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}
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}
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}
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else if (GetPlayer()->m_transport) // if we were on a transport, leave
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{
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GetPlayer()->m_transport->RemovePassenger(GetPlayer());
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GetPlayer()->m_transport = NULL;
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movementInfo.t_x = 0.0f;
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movementInfo.t_y = 0.0f;
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movementInfo.t_z = 0.0f;
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movementInfo.t_o = 0.0f;
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movementInfo.t_time = 0;
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}
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// fall damage generation (ignore in flight case that can be triggred also at lags in moment teleportation to another map).
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if (recv_data.GetOpcode() == MSG_MOVE_FALL_LAND && !GetPlayer()->isInFlight())
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{
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Player *target = GetPlayer();
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//Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
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if (movementInfo.fallTime > 1100 && !target->isDead() && !target->isGameMaster() &&
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!target->HasAuraType(SPELL_AURA_HOVER) && !target->HasAuraType(SPELL_AURA_FEATHER_FALL) &&
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!target->HasAuraType(SPELL_AURA_FLY) && !target->IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
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{
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//Safe fall, fall time reduction
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int32 safe_fall = target->GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
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uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
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if(fall_time > 1100) //Prevent damage if fall time < 1100
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{
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//Fall Damage calculation
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float fallperc = float(fall_time)/1100;
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uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * target->GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL));
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float height = movementInfo.z;
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target->UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
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if (damage > 0)
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{
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//Prevent fall damage from being more than the player maximum health
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if (damage > target->GetMaxHealth())
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damage = target->GetMaxHealth();
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// Gust of Wind
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if (target->GetDummyAura(43621))
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damage = target->GetMaxHealth()/2;
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target->EnvironmentalDamage(target->GetGUID(), DAMAGE_FALL, damage);
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if(target->isAlive())
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target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, movementInfo.fallTime);
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}
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//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
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DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, target->GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
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}
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}
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//handle fall and logout at the same time (logout started before fall finished)
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/* outdated and create problems with sit at stun sometime
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if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE))
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{
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target->SetStandState(PLAYER_STATE_SIT);
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// Can't move
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WorldPacket data( SMSG_FORCE_MOVE_ROOT, 12 );
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data.append(target->GetPackGUID());
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data << (uint32)2;
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SendPacket( &data );
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}
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*/
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}
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if(((MovementFlags & MOVEMENTFLAG_SWIMMING) != 0) != GetPlayer()->IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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GetPlayer()->SetInWater( !GetPlayer()->IsInWater() || GetPlayer()->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
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}
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/*----------------------*/
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/* process position-change */
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recv_data.put<uint32>(6, getMSTime()); // offset flags(4) + unk(2)
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WorldPacket data(recv_data.GetOpcode(), (GetPlayer()->GetPackGUID().size()+recv_data.size()));
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data.append(GetPlayer()->GetPackGUID());
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data.append(recv_data.contents(), recv_data.size());
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GetPlayer()->SendMessageToSet(&data, false);
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GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
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GetPlayer()->m_movementInfo = movementInfo;
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if(GetPlayer()->isMovingOrTurning())
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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if(movementInfo.z < -500.0f)
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{
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// NOTE: this is actually called many times while falling
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// even after the player has been teleported away
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// TODO: discard movement packets after the player is rooted
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if(GetPlayer()->isAlive())
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{
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GetPlayer()->EnvironmentalDamage(GetPlayer()->GetGUID(),DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
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// change the death state to CORPSE to prevent the death timer from
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// starting in the next player update
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GetPlayer()->KillPlayer();
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GetPlayer()->BuildPlayerRepop();
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}
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// cancel the death timer here if started
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GetPlayer()->RepopAtGraveyard();
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}
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}
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void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recv_data)
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{
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CHECK_PACKET_SIZE(recv_data, 8+4+4+2+4+4+4+4+4);
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/* extract packet */
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uint64 guid;
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uint16 unkB;
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uint32 unk1, flags, time, fallTime;
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float x, y, z, orientation;
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uint64 t_GUID;
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float t_x, t_y, t_z, t_o;
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uint32 t_time;
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uint8 t_unk;
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float s_pitch;
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float j_unk1, j_sinAngle, j_cosAngle, j_xyspeed;
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float u_unk1;
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float newspeed;
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recv_data >> guid;
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// now can skip not our packet
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if(_player->GetGUID() != guid)
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return;
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// continue parse packet
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recv_data >> unk1;
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recv_data >> flags >> unkB >> time;
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recv_data >> x >> y >> z >> orientation;
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if (flags & MOVEMENTFLAG_ONTRANSPORT)
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+8+4+4+4+4+4+1);
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recv_data >> t_GUID;
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recv_data >> t_x >> t_y >> t_z >> t_o >> t_time >> t_unk;
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}
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if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (unkB & 0x20))
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
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recv_data >> s_pitch; // pitch, -1.55=looking down, 0=looking straight forward, +1.55=looking up
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}
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
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recv_data >> fallTime; // duration of last jump (when in jump duration from jump begin to now)
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if ((flags & MOVEMENTFLAG_JUMPING) || (flags & MOVEMENTFLAG_FALLING))
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4+4+4+4);
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recv_data >> j_unk1; // ?constant, but different when jumping in water and on land?
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recv_data >> j_sinAngle >> j_cosAngle; // sin + cos of angle between orientation0 and players orientation
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recv_data >> j_xyspeed; // speed of xy movement
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}
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if(flags & MOVEMENTFLAG_SPLINE)
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{
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// recheck
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CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
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|
|
recv_data >> u_unk1; // unknown
|
|
}
|
|
|
|
// recheck
|
|
CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);
|
|
|
|
recv_data >> newspeed;
|
|
/*----------------*/
|
|
|
|
// client ACK send one packet for mounted/run case and need skip all except last from its
|
|
// in other cases anti-cheat check can be fail in false case
|
|
UnitMoveType move_type;
|
|
UnitMoveType force_move_type;
|
|
|
|
static char const* move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "Walkback", "Swim", "Swimback", "Turn", "Fly", "Flyback", "Pitch" };
|
|
|
|
uint16 opcode = recv_data.GetOpcode();
|
|
switch(opcode)
|
|
{
|
|
case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break;
|
|
case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break;
|
|
case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_WALKBACK; force_move_type = MOVE_WALKBACK; break;
|
|
case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break;
|
|
case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIMBACK; force_move_type = MOVE_SWIMBACK; break;
|
|
case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN; force_move_type = MOVE_TURN; break;
|
|
case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLY; force_move_type = MOVE_FLY; break;
|
|
case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLYBACK; force_move_type = MOVE_FLYBACK; break;
|
|
default:
|
|
sLog.outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
|
|
return;
|
|
}
|
|
|
|
// skip all forced speed changes except last and unexpected
|
|
// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
|
|
if(_player->m_forced_speed_changes[force_move_type] > 0)
|
|
{
|
|
--_player->m_forced_speed_changes[force_move_type];
|
|
if(_player->m_forced_speed_changes[force_move_type] > 0)
|
|
return;
|
|
}
|
|
|
|
if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
|
|
{
|
|
if(_player->GetSpeed(move_type) > newspeed) // must be greater - just correct
|
|
{
|
|
sLog.outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
|
|
move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), newspeed);
|
|
_player->SetSpeed(move_type,_player->GetSpeedRate(move_type),true);
|
|
}
|
|
else // must be lesser - cheating
|
|
{
|
|
sLog.outBasic("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
|
|
_player->GetName(),_player->GetSession()->GetAccountId(),_player->GetSpeed(move_type), newspeed);
|
|
_player->GetSession()->KickPlayer();
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleSetActiveMoverOpcode(WorldPacket &recv_data)
|
|
{
|
|
sLog.outDebug("WORLD: Recvd CMSG_SET_ACTIVE_MOVER");
|
|
|
|
CHECK_PACKET_SIZE(recv_data,8);
|
|
|
|
uint64 guid;
|
|
recv_data >> guid;
|
|
|
|
WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
|
|
data << uint32(0x00000000); // on blizz it increments periodically
|
|
SendPacket(&data);
|
|
}
|
|
|
|
void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvdata*/)
|
|
{
|
|
//sLog.outDebug("WORLD: Recvd CMSG_MOUNTSPECIAL_ANIM");
|
|
|
|
WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8);
|
|
data << uint64(GetPlayer()->GetGUID());
|
|
|
|
GetPlayer()->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveKnockBackAck( WorldPacket & /*recv_data*/ )
|
|
{
|
|
// CHECK_PACKET_SIZE(recv_data,?);
|
|
sLog.outDebug("CMSG_MOVE_KNOCK_BACK_ACK");
|
|
// Currently not used but maybe use later for recheck final player position
|
|
// (must be at call same as into "recv_data >> x >> y >> z >> orientation;"
|
|
|
|
/*
|
|
uint32 flags, time;
|
|
float x, y, z, orientation;
|
|
uint64 guid;
|
|
uint32 sequence;
|
|
uint32 ukn1;
|
|
float xdirection,ydirection,hspeed,vspeed;
|
|
|
|
recv_data >> guid;
|
|
recv_data >> sequence;
|
|
recv_data >> flags >> time;
|
|
recv_data >> x >> y >> z >> orientation;
|
|
recv_data >> ukn1; //unknown
|
|
recv_data >> vspeed >> xdirection >> ydirection >> hspeed;
|
|
|
|
// skip not personal message;
|
|
if(GetPlayer()->GetGUID()!=guid)
|
|
return;
|
|
|
|
// check code
|
|
*/
|
|
}
|
|
|
|
void WorldSession::HandleMoveHoverAck( WorldPacket& /*recv_data*/ )
|
|
{
|
|
sLog.outDebug("CMSG_MOVE_HOVER_ACK");
|
|
}
|
|
|
|
void WorldSession::HandleMoveWaterWalkAck(WorldPacket& /*recv_data*/)
|
|
{
|
|
sLog.outDebug("CMSG_MOVE_WATER_WALK_ACK");
|
|
}
|
|
|
|
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
|
|
{
|
|
CHECK_PACKET_SIZE(recv_data,8+1);
|
|
|
|
if(!_player->isAlive() || _player->isInCombat() )
|
|
return;
|
|
|
|
uint64 summoner_guid;
|
|
bool agree;
|
|
recv_data >> summoner_guid;
|
|
recv_data >> agree;
|
|
|
|
_player->SummonIfPossible(agree);
|
|
}
|