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* For better fit name to related map type class InstanceMap renamed -> DungeonMap. This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps. * InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes: - MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable()) - DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen()) - BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena()) Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it. * Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version return DungeonPersistentState (same pointer in fact with proper subcalss type) * InstanceResetScheduler renamed to DungeonResetScheduler
634 lines
24 KiB
C++
634 lines
24 KiB
C++
/*
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* Copyright (C) 2005-2011 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 "Corpse.h"
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#include "Player.h"
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#include "Vehicle.h"
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#include "SpellAuras.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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#include "ObjectMgr.h"
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void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ )
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{
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DEBUG_LOG( "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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// ignore unexpected far teleports
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if(!GetPlayer()->IsBeingTeleportedFar())
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return;
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// get start teleport coordinates (will used later in fail case)
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WorldLocation old_loc;
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GetPlayer()->GetPosition(old_loc);
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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 (only cheating case possible)
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if (!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
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{
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sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to a not valid location "
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"(map:%u, x:%f, y:%f, z:%f) We port him to his homebind instead..",
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GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
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// stop teleportation else we would try this again and again in LogoutPlayer...
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GetPlayer()->SetSemaphoreTeleportFar(false);
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// and teleport the player to a valid place
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GetPlayer()->TeleportToHomebind();
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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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Map* map = NULL;
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// prevent crash at attempt landing to not existed battleground instance
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if(mEntry->IsBattleGroundOrArena())
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{
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if (GetPlayer()->GetBattleGroundId())
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map = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId());
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if (!map)
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{
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DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to nonexisten battleground instance "
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" (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
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GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
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GetPlayer()->SetSemaphoreTeleportFar(false);
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// Teleport to previous place, if cannot be ported back TP to homebind place
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if (!GetPlayer()->TeleportTo(old_loc))
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{
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DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...",
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GetPlayer()->GetGuidStr().c_str());
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GetPlayer()->TeleportToHomebind();
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}
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return;
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}
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}
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InstanceTemplate const* mInstance = ObjectMgr::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()->SetSemaphoreTeleportFar(false);
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// relocate the player to the teleport destination
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if (!map)
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map = sMapMgr.CreateMap(loc.mapid, GetPlayer());
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GetPlayer()->SetMap(map);
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GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
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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 (!GetPlayer()->GetMap()->Add(GetPlayer()))
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{
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// if player wasn't added to map, reset his map pointer!
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GetPlayer()->ResetMap();
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DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far but couldn't be added to map "
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" (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
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GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
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// Teleport to previous place, if cannot be ported back TP to homebind place
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if (!GetPlayer()->TeleportTo(old_loc))
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{
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DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...",
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GetPlayer()->GetGuidStr().c_str());
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GetPlayer()->TeleportToHomebind();
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}
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return;
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}
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// battleground state prepare (in case join to BG), at relogin/tele player not invited
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// only add to bg group and object, if the player was invited (else he entered through command)
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if(_player->InBattleGround())
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{
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// cleanup setting if outdated
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if(!mEntry->IsBattleGroundOrArena())
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{
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// We're not in BG
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_player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
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// reset destination bg team
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_player->SetBGTeam(TEAM_NONE);
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}
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// join to bg case
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else if(BattleGround *bg = _player->GetBattleGround())
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{
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if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
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bg->AddPlayer(_player);
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}
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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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FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
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flight->Reset(*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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}
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}
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if (mInstance)
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{
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Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
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if(MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID,diff))
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{
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if (mapDiff->resetTime)
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{
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if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff))
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{
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uint32 timeleft = uint32(timeReset - time(NULL));
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GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft);
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}
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}
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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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// 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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GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
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//lets process all delayed operations on successful teleport
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GetPlayer()->ProcessDelayedOperations();
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}
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void WorldSession::HandleMoveTeleportAckOpcode(WorldPacket& recv_data)
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{
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DEBUG_LOG("MSG_MOVE_TELEPORT_ACK");
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ObjectGuid guid;
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recv_data >> guid.ReadAsPacked();
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uint32 counter, time;
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recv_data >> counter >> time;
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DEBUG_LOG("Guid: %s", guid.GetString().c_str());
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DEBUG_LOG("Counter %u, time %u", counter, time/IN_MILLISECONDS);
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Unit *mover = _player->GetMover();
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Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
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if(!plMover || !plMover->IsBeingTeleportedNear())
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return;
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if(guid != plMover->GetObjectGuid())
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return;
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plMover->SetSemaphoreTeleportNear(false);
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uint32 old_zone = plMover->GetZoneId();
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WorldLocation const& dest = plMover->GetTeleportDest();
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plMover->SetPosition(dest.coord_x, dest.coord_y, dest.coord_z, dest.orientation, true);
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uint32 newzone, newarea;
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plMover->GetZoneAndAreaId(newzone, newarea);
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plMover->UpdateZone(newzone, newarea);
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// new zone
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if(old_zone != newzone)
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{
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// honorless target
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if(plMover->pvpInfo.inHostileArea)
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plMover->CastSpell(plMover, 2479, true);
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}
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// resummon pet
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GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
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//lets process all delayed operations on successful teleport
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GetPlayer()->ProcessDelayedOperations();
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}
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void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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{
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uint32 opcode = recv_data.GetOpcode();
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DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
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recv_data.hexlike();
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Unit *mover = _player->GetMover();
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Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
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// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
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if(plMover && plMover->IsBeingTeleported())
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{
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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/* extract packet */
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ObjectGuid guid;
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MovementInfo movementInfo;
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recv_data >> guid.ReadAsPacked();
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recv_data >> movementInfo;
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/*----------------*/
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if (!VerifyMovementInfo(movementInfo, guid))
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return;
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// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
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if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->IsTaxiFlying())
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plMover->HandleFall(movementInfo);
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/* process position-change */
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HandleMoverRelocation(movementInfo);
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if (plMover)
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plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
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// after move info set
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if (opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE)
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mover->UpdateWalkMode(mover, false);
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WorldPacket data(opcode, recv_data.size());
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data << mover->GetPackGUID(); // write guid
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movementInfo.Write(data); // write data
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mover->SendMessageToSetExcept(&data, _player);
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}
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void WorldSession::HandleForceSpeedChangeAckOpcodes(WorldPacket &recv_data)
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{
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uint32 opcode = recv_data.GetOpcode();
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DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
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/* extract packet */
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ObjectGuid guid;
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MovementInfo movementInfo;
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float newspeed;
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recv_data >> guid.ReadAsPacked();
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recv_data >> Unused<uint32>(); // counter or moveEvent
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recv_data >> movementInfo;
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recv_data >> newspeed;
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// now can skip not our packet
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if(_player->GetObjectGuid() != guid)
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{
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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/*----------------*/
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// client ACK send one packet for mounted/run case and need skip all except last from its
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// in other cases anti-cheat check can be fail in false case
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UnitMoveType move_type;
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UnitMoveType force_move_type;
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static char const* move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" };
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switch(opcode)
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{
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case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break;
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case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break;
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case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; force_move_type = MOVE_RUN_BACK; break;
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case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break;
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case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; force_move_type = MOVE_SWIM_BACK; break;
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case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; force_move_type = MOVE_TURN_RATE; break;
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case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT; force_move_type = MOVE_FLIGHT; break;
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case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT_BACK; force_move_type = MOVE_FLIGHT_BACK; break;
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case CMSG_FORCE_PITCH_RATE_CHANGE_ACK: move_type = MOVE_PITCH_RATE; force_move_type = MOVE_PITCH_RATE; break;
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default:
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sLog.outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
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return;
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}
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// skip all forced speed changes except last and unexpected
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// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
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if(_player->m_forced_speed_changes[force_move_type] > 0)
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{
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--_player->m_forced_speed_changes[force_move_type];
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if(_player->m_forced_speed_changes[force_move_type] > 0)
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return;
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}
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if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
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{
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if(_player->GetSpeed(move_type) > newspeed) // must be greater - just correct
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{
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sLog.outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
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move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), newspeed);
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_player->SetSpeedRate(move_type,_player->GetSpeedRate(move_type),true);
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}
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else // must be lesser - cheating
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{
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BASIC_LOG("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
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_player->GetName(),_player->GetSession()->GetAccountId(),_player->GetSpeed(move_type), newspeed);
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_player->GetSession()->KickPlayer();
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}
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}
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}
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void WorldSession::HandleSetActiveMoverOpcode(WorldPacket &recv_data)
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{
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DEBUG_LOG("WORLD: Recvd CMSG_SET_ACTIVE_MOVER");
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recv_data.hexlike();
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ObjectGuid guid;
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recv_data >> guid;
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if(_player->GetMover()->GetObjectGuid() != guid)
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{
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sLog.outError("HandleSetActiveMoverOpcode: incorrect mover guid: mover is %s and should be %s",
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_player->GetMover()->GetGuidStr().c_str(), guid.GetString().c_str());
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return;
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}
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}
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void WorldSession::HandleMoveNotActiveMoverOpcode(WorldPacket &recv_data)
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{
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DEBUG_LOG("WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER");
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recv_data.hexlike();
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ObjectGuid old_mover_guid;
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MovementInfo mi;
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recv_data >> old_mover_guid.ReadAsPacked();
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recv_data >> mi;
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if(_player->GetMover()->GetObjectGuid() == old_mover_guid)
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{
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sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is %s and should be %s instead of %s",
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_player->GetMover()->GetGuidStr().c_str(),
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_player->GetGuidStr().c_str(),
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old_mover_guid.GetString().c_str());
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recv_data.rpos(recv_data.wpos()); // prevent warnings spam
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return;
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}
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_player->m_movementInfo = mi;
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}
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void WorldSession::HandleDismissControlledVehicle(WorldPacket &recv_data)
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{
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DEBUG_LOG("WORLD: Recvd CMSG_DISMISS_CONTROLLED_VEHICLE");
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recv_data.hexlike();
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ObjectGuid guid;
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MovementInfo mi;
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recv_data >> guid.ReadAsPacked();
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recv_data >> mi;
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ObjectGuid vehicleGUID = _player->GetCharmGuid();
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if (vehicleGUID.IsEmpty()) // something wrong here...
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return;
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_player->m_movementInfo = mi;
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// using charm guid, because we don't have vehicle guid...
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if(Vehicle *vehicle = _player->GetMap()->GetVehicle(vehicleGUID))
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{
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// Aura::HandleAuraControlVehicle will call Player::ExitVehicle
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vehicle->RemoveSpellsCausingAura(SPELL_AURA_CONTROL_VEHICLE);
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}
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}
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void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvdata*/)
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{
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//DEBUG_LOG("WORLD: Recvd CMSG_MOUNTSPECIAL_ANIM");
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|
|
|
WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8);
|
|
data << GetPlayer()->GetObjectGuid();
|
|
|
|
GetPlayer()->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveKnockBackAck( WorldPacket & recv_data )
|
|
{
|
|
DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");
|
|
|
|
Unit *mover = _player->GetMover();
|
|
Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
|
|
|
|
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
|
|
if(plMover && plMover->IsBeingTeleported())
|
|
{
|
|
recv_data.rpos(recv_data.wpos()); // prevent warnings spam
|
|
return;
|
|
}
|
|
|
|
ObjectGuid guid;
|
|
MovementInfo movementInfo;
|
|
|
|
recv_data >> guid.ReadAsPacked();
|
|
recv_data >> Unused<uint32>(); // knockback packets counter
|
|
recv_data >> movementInfo;
|
|
|
|
if (!VerifyMovementInfo(movementInfo, guid))
|
|
return;
|
|
|
|
HandleMoverRelocation(movementInfo);
|
|
|
|
WorldPacket data(MSG_MOVE_KNOCK_BACK, recv_data.size() + 15);
|
|
data << mover->GetPackGUID();
|
|
data << movementInfo;
|
|
data << movementInfo.GetJumpInfo().sinAngle;
|
|
data << movementInfo.GetJumpInfo().cosAngle;
|
|
data << movementInfo.GetJumpInfo().xyspeed;
|
|
data << movementInfo.GetJumpInfo().velocity;
|
|
mover->SendMessageToSetExcept(&data, _player);
|
|
}
|
|
|
|
void WorldSession::HandleMoveHoverAck( WorldPacket& recv_data )
|
|
{
|
|
DEBUG_LOG("CMSG_MOVE_HOVER_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
MovementInfo movementInfo;
|
|
|
|
recv_data >> guid.ReadAsPacked();
|
|
recv_data >> Unused<uint32>(); // unk1
|
|
recv_data >> movementInfo;
|
|
recv_data >> Unused<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recv_data)
|
|
{
|
|
DEBUG_LOG("CMSG_MOVE_WATER_WALK_ACK");
|
|
|
|
ObjectGuid guid; // guid - unused
|
|
MovementInfo movementInfo;
|
|
|
|
recv_data >> guid.ReadAsPacked();
|
|
recv_data >> Unused<uint32>(); // unk1
|
|
recv_data >> movementInfo;
|
|
recv_data >> Unused<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
|
|
{
|
|
if(!_player->isAlive() || _player->isInCombat() )
|
|
return;
|
|
|
|
uint64 summoner_guid;
|
|
bool agree;
|
|
recv_data >> summoner_guid;
|
|
recv_data >> agree;
|
|
|
|
_player->SummonIfPossible(agree);
|
|
}
|
|
|
|
bool WorldSession::VerifyMovementInfo(MovementInfo const& movementInfo, ObjectGuid const& guid) const
|
|
{
|
|
// ignore wrong guid (player attempt cheating own session for not own guid possible...)
|
|
if (guid != _player->GetMover()->GetObjectGuid())
|
|
return false;
|
|
|
|
if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
|
|
return false;
|
|
|
|
if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
|
|
{
|
|
// transports size limited
|
|
// (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
|
|
if( movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100 )
|
|
return false;
|
|
|
|
if( !MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
|
|
movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o) )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void WorldSession::HandleMoverRelocation(MovementInfo& movementInfo)
|
|
{
|
|
movementInfo.UpdateTime(WorldTimer::getMSTime());
|
|
|
|
Unit *mover = _player->GetMover();
|
|
|
|
if (Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL)
|
|
{
|
|
if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
|
|
{
|
|
if (!plMover->m_transport)
|
|
{
|
|
// elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
|
|
for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
|
|
{
|
|
if ((*iter)->GetObjectGuid() == movementInfo.GetTransportGuid())
|
|
{
|
|
plMover->m_transport = (*iter);
|
|
(*iter)->AddPassenger(plMover);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (plMover->m_transport) // if we were on a transport, leave
|
|
{
|
|
plMover->m_transport->RemovePassenger(plMover);
|
|
plMover->m_transport = NULL;
|
|
movementInfo.ClearTransportData();
|
|
}
|
|
|
|
if (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater())
|
|
{
|
|
// now client not include swimming flag in case jumping under water
|
|
plMover->SetInWater( !plMover->IsInWater() || plMover->GetTerrain()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
|
|
}
|
|
|
|
plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
|
|
plMover->m_movementInfo = movementInfo;
|
|
|
|
if(movementInfo.GetPos()->z < -500.0f)
|
|
{
|
|
if(plMover->InBattleGround()
|
|
&& plMover->GetBattleGround()
|
|
&& plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
|
|
{
|
|
// 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, plMover->GetMaxHealth());
|
|
// pl can be alive if GM/etc
|
|
if(!plMover->isAlive())
|
|
{
|
|
// 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
|
|
plMover->RepopAtGraveyard();
|
|
}
|
|
}
|
|
}
|
|
else // creature charmed
|
|
{
|
|
if (mover->IsInWorld())
|
|
mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
|
|
}
|
|
}
|