Example #1
0
void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ )
{
    sLog.outDebug( "WORLD: got MSG_MOVE_WORLDPORT_ACK." );

    MapEntry const* mEntry = sMapStore.LookupEntry(GetPlayer()->GetMapId());
    if(!mEntry || !MaNGOS::IsValidMapCoord(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY()))
    {
        LogoutPlayer(false);
        return;
    }

    // reset instance validity
    GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleport(false);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    MapManager::Instance().GetMap(GetPlayer()->GetMapId(), GetPlayer())->Add(GetPlayer());
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->top()->GetMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());

            SendPath(flight->GetPath(),flight->GetCurrentNode(),flight->GetPathAtMapEnd());

            GetPlayer()->SetDontMove(false);
            return;
        }

        // battleground state prepre, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->FlightComplete();
        GetPlayer()->ClearTaxiDestinations();
        GetPlayer()->StopMoving();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() == CORPSE_RESURRECTABLE && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry && (mEntry->map_type == MAP_INSTANCE || mEntry->map_type == MAP_RAID) )
        {
            GetPlayer()->ResurrectPlayer(0.5f,false);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    // mount allow check
    if(!_player->GetBaseMap()->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state preper
    if(_player->InBattleGround())
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                if(!bg->GetBgRaid(_player->GetTeam()))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(_player->GetTeam(), group);
                    group->ConvertToRaid();
                    group->AddMember(_player->GetGUID(), _player->GetName());
                    group->ChangeLeader(_player->GetGUID());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(_player->GetTeam())->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if(GetPlayer()->m_oldpetnumber)
    {
        Pet* NewPet = new Pet(GetPlayer());
        if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_oldpetnumber, true))
            delete NewPet;

        GetPlayer()->m_oldpetnumber = 0;
    }

    GetPlayer()->SetDontMove(false);
}
Example #2
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    Map * oldMap = GetPlayer()->GetMap();
    ASSERT(oldMap);
    if (GetPlayer()->IsInWorld())
    {
        sLog->outCrash("Player (Name %s) is still in world when teleported from map %u to new map %u", GetPlayer()->GetName(), oldMap->GetId(), loc.GetMapId());
        oldMap->Remove(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    Map * newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer(), 0);
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        sLog->outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }
    else
        GetPlayer()->Relocate(&loc);

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog->outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if (_player->InBattleground())
    {
        // cleanup setting if outdated
        if (!mEntry->IsBattlegroundOrArena())
        {
            // We're not in BG
            _player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if (Battleground *bg = _player->GetBattleground())
        {
            if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if (!_player->InBattleground())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->CleanupAfterTaxiFlight();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if (mEntry->IsDungeon())
        {
            GetPlayer()->ResurrectPlayer(0.5f, false);
            GetPlayer()->SpawnCorpseBones();
        }
    }

    bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
    if (mInstance)
    {
        Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
        if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID, diff))
        {
            if (mapDiff->resetTime)
            {
                if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->MapID, diff))
                {
                    uint32 timeleft = uint32(timeReset - time(NULL));
                    GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft);
                }
            }
        }
        allowMount = mInstance->AllowMount;
    }

    // mount allow check
    if (!allowMount)
        _player->RemoveAurasByType(SPELL_AURA_MOUNTED);

    // update zone immediately, otherwise leave channel will cause crash in mtmap
    uint32 newzone, newarea;
    GetPlayer()->GetZoneAndAreaId(newzone, newarea);
    GetPlayer()->UpdateZone(newzone, newarea);

    // honorless target
    if (GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // in friendly area
    else if (GetPlayer()->IsPvP() && !GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
        GetPlayer()->UpdatePvP(false, false);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
Example #3
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid,loc.x,loc.y,loc.z,loc.o))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleport(false);

    // relocate the player to the teleport destination
    GetPlayer()->SetMapId(loc.mapid);
    GetPlayer()->Relocate(loc.x, loc.y, loc.z, loc.o);

    // since the MapId is set before the GetInstance call, the InstanceId must be set to 0
    // to let GetInstance() determine the proper InstanceId based on the player's binds
    GetPlayer()->SetInstanceId(0);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        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);
        // teleport the player home
        GetPlayer()->SetDontMove(false);
        if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
        {
            // the player must always be able to teleport home
            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());
            assert(false);
        }
        return;
    }
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            GetPlayer()->SetDontMove(false);
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    if(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state prepare
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            bg->AddPlayer(_player);
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                // get the team this way, because arenas might 'override' the teams.
                uint32 team = bg->GetPlayerTeam(_player->GetGUID());
                if(!team)
                    team = _player->GetTeam();
                if(!bg->GetBgRaid(team))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(team, group);
                    group->Create(_player->GetGUIDLow(), _player->GetName());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if(GetPlayer()->m_temporaryUnsummonedPetNumber)
    {
        Pet* NewPet = new Pet;
        if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
            delete NewPet;

        GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
    }

    GetPlayer()->SetDontMove(false);
}
Example #4
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    // relocate the player to the teleport destination
    GetPlayer()->SetMapId(loc.mapid);
    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

    // since the MapId is set before the GetInstance call, the InstanceId must be set to 0
    // to let GetInstance() determine the proper InstanceId based on the player's binds
    GetPlayer()->SetInstanceId(0);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outDebug("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
        // teleport the player home
        if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
        {
            // the player must always be able to teleport home
            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());
            assert(false);
        }
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround())
    {
        // cleanup setting if outdated
        if(!mEntry->IsBattleGroundOrArena())
        {
            // We're not in BG
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if(BattleGround *bg = _player->GetBattleGround())
        {
            if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    if((mEntry->IsRaid() || (mEntry->IsNonRaidDungeon() && mEntry->SupportsHeroicMode() && GetPlayer()->IsHeroic())) && mInstance)
    {
        uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
        GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty(), timeleft);
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
}
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    bool seamlessTeleport = GetPlayer()->IsBeingTeleportedSeamlessly();
    GetPlayer()->SetSemaphoreTeleportFar(false);

    // get the teleport destination
    WorldLocation const& loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    Map* oldMap = GetPlayer()->GetMap();
    Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());

    if (GetPlayer()->IsInWorld())
    {
        TC_LOG_ERROR("network", "%s %s is still in world when teleported from map %s (%u) to new map %s (%u)", GetPlayer()->GetGUID().ToString().c_str(), GetPlayer()->GetName().c_str(), oldMap->GetMapName(), oldMap->GetId(), newMap ? newMap->GetMapName() : "Unknown", loc.GetMapId());
        oldMap->RemovePlayerFromMap(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    // the CannotEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || newMap->CannotEnter(GetPlayer()))
    {
        TC_LOG_ERROR("network", "Map %d (%s) could not be created for %s (%s), porting player to homebind", loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown", GetPlayer()->GetGUID().ToString().c_str(), GetPlayer()->GetName().c_str());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    float z = loc.GetPositionZ();
    if (GetPlayer()->HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
        z += GetPlayer()->GetFloatValue(UNIT_FIELD_HOVERHEIGHT);

    GetPlayer()->Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation());

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    if (!seamlessTeleport)
        GetPlayer()->SendInitialPacketsBeforeAddToMap();

    if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer(), !seamlessTeleport))
    {
        TC_LOG_ERROR("network", "WORLD: failed to teleport player %s (%s) to map %d (%s) because of unknown reason!",
            GetPlayer()->GetName().c_str(), GetPlayer()->GetGUID().ToString().c_str(), loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown");
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if (_player->InBattleground())
    {
        // cleanup setting if outdated
        if (!mEntry->IsBattlegroundOrArena())
        {
            // We're not in BG
            _player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if (Battleground* bg = _player->GetBattleground())
        {
            if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId()))
                bg->AddPlayer(_player);
        }
    }

    if (!seamlessTeleport)
        GetPlayer()->SendInitialPacketsAfterAddToMap();
    else
    {
        GetPlayer()->UpdateVisibilityForPlayer();
        if (Garrison* garrison = GetPlayer()->GetGarrison())
            garrison->SendRemoteInfo();
    }

    // flight fast teleport case
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if (!_player->InBattleground())
        {
            if (!seamlessTeleport)
            {
                // short preparations to continue flight
                FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
                flight->Initialize(GetPlayer());
            }
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->CleanupAfterTaxiFlight();
    }

    // resurrect character at enter into instance where his corpse exist after add to map

    if (mEntry->IsDungeon() && !GetPlayer()->IsAlive())
        if (GetPlayer()->GetCorpseLocation().GetMapId() == mEntry->ID)
        {
            GetPlayer()->ResurrectPlayer(0.5f, false);
            GetPlayer()->SpawnCorpseBones();
        }

    bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
    if (mInstance)
    {
        // check if this instance has a reset time and send it to player if so
        Difficulty diff = GetPlayer()->GetDifficultyID(mEntry);
        if (MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mEntry->ID, diff))
        {
            if (mapDiff->RaidDuration)
            {
                if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->ID, diff))
                {
                    uint32 timeleft = uint32(timeReset - time(NULL));
                    GetPlayer()->SendInstanceResetWarning(mEntry->ID, diff, timeleft, true);
                }
            }
        }

        // check if instance is valid
        if (!GetPlayer()->CheckInstanceValidity(false))
            GetPlayer()->m_InstanceValid = false;

        // instance mounting is handled in InstanceTemplate
        allowMount = mInstance->AllowMount;
    }

    // mount allow check
    if (!allowMount)
        _player->RemoveAurasByType(SPELL_AURA_MOUNTED);

    // update zone immediately, otherwise leave channel will cause crash in mtmap
    uint32 newzone, newarea;
    GetPlayer()->GetZoneAndAreaId(newzone, newarea);
    GetPlayer()->UpdateZone(newzone, newarea);

    // honorless target
    if (GetPlayer()->pvpInfo.IsHostile)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // in friendly area
    else if (GetPlayer()->IsPvP() && !GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
        GetPlayer()->UpdatePvP(false, false);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
Example #6
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
    {
        sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player got's teleported far to a not valid location. (map:%u, x:%f, y:%f, z:%f) We log him out and don't save him..", loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        // stop teleportation else we would try this again in the beginning of WorldSession::LogoutPlayer...
        GetPlayer()->SetSemaphoreTeleportFar(false);
        // player don't gets saved - so his coords will stay at the point where
        // he was last saved
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    // relocate the player to the teleport destination
    GetPlayer()->SetMap(sMapMgr.CreateMap(loc.mapid, GetPlayer()));
    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
    GetPlayer()->m_anti_TeleTime=time(NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        //if player wasn't added to map, reset his map pointer!
        GetPlayer()->ResetMap();

        sLog.outDebug("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
        // teleport the player home
        if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
        {
            // the player must always be able to teleport home
            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());
            assert(false);
        }
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround())
    {
        // cleanup setting if outdated
        if(!mEntry->IsBattleGroundOrArena())
        {
            // We're not in BG
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if(BattleGround *bg = _player->GetBattleGround())
        {
            if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
        }
    }

    if (mInstance && mEntry->IsDungeon())
    {
        Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
        if (uint32 timeReset = sInstanceSaveMgr.GetResetTimeFor(GetPlayer()->GetMapId(),diff))
        {
            uint32 timeleft = timeReset - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), diff, timeleft);
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
    GetPlayer()->Anti__SetLastTeleTime(::time(NULL));
    GetPlayer()->m_anti_BeginFallZ=INVALID_HEIGHT;

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far to a not valid location. (map:%u, x:%f, y:%f, "
            "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
        // stop teleportation else we would try this again and again in LogoutPlayer...
        GetPlayer()->SetSemaphoreTeleportFar(false);
        // and teleport the player to a valid place
        GetPlayer()->TeleportToHomebind();
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.GetMapId());

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    Map* oldMap = GetPlayer()->GetMap();
    ASSERT(oldMap);
    if (GetPlayer()->IsInWorld())
    {
        sLog.outCrash("Player is still in world when teleported from map %u! to new map %u", oldMap->GetId(), loc.GetMapId());
        oldMap->Remove(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    Map* newMap = MapManager::Instance().CreateMap(loc.GetMapId(), GetPlayer(), 0);
    if (!newMap)
    {
        sLog.outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportToHomebind();
        return;
    }
    else
        GetPlayer()->Relocate(&loc);

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportToHomebind();
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if (GetPlayer()->InBattleGround())
    {
        // cleanup setting if outdated
        if (!mEntry->IsBattleGroundOrArena())
        {
            // We're not in BG
            GetPlayer()->SetBattleGroundId(0);                          // We're not in BG.
            // reset destination bg team
            GetPlayer()->SetBGTeam(0);
        }
        // join to bg case
        else if (BattleGround* bg = GetPlayer()->GetBattleGround())
        {
            if (GetPlayer()->IsInvitedForBattleGroundInstance(GetPlayer()->GetBattleGroundId()))
                bg->AddPlayer(GetPlayer());
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if (!GetPlayer()->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->CleanupAfterTaxiFlight();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse* corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if (mEntry->IsDungeon())
        {
            GetPlayer()->ResurrectPlayer(0.5f, false);
            GetPlayer()->SpawnCorpseBones();
        }
    }

    if (mEntry->IsRaid() && mInstance)
    {
        if (reset_notify)
        {
            uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if (!mEntry->IsMountAllowed())
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // honorless target
    if (GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if (GetPlayer()->m_temporaryUnsummonedPetNumber)
    {
        Pet* NewPet = new Pet(GetPlayer());
        if (!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
            delete NewPet;

        GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
    }

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}