Example #1
0
void WorldSession::HandleTaxiRequestEarlyLanding(WorldPackets::Taxi::TaxiRequestEarlyLanding& /*taxiRequestEarlyLanding*/)
{
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if (GetPlayer()->m_taxi.RequestEarlyLanding())
        {
            FlightPathMovementGenerator* flight = static_cast<FlightPathMovementGenerator*>(GetPlayer()->GetMotionMaster()->top());
            flight->LoadPath(GetPlayer(), flight->GetPath()[flight->GetCurrentNode()]->NodeIndex);
            flight->Reset(GetPlayer());
        }
    }
}
Example #2
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(MapManager::Instance().CreateMap(loc.mapid, GetPlayer()));
    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

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

        DEBUG_LOG("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
        GetPlayer()->TeleportToHomebind();
        return;
    }
    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->Reset(*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(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveMgr.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
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
Example #3
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    if (_player->GetVehicleKit())
        _player->GetVehicleKit()->RemoveAllPassengers();

    // 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 %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.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        // 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.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.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far but couldn't be added to map. (map:%u, x:%f, y:%f, "
            "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        // teleport the player home
        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(_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->Reset(*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)
    {
        Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
        if(MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID,diff))
        {
            if (mapDiff->resetTime)
            {
                if (time_t timeReset = sInstanceSaveMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff))
                {
                    uint32 timeleft = uint32(timeReset - time(NULL));
                    GetPlayer()->SendInstanceResetWarning(mEntry->MapID, 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 start teleport coordinates (will used later in fail case)
    WorldLocation old_loc;
    GetPlayer()->GetPosition(old_loc);

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

    // possible errors in the coordinate validity check (only cheating case possible)
    if (!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
    {
        sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to a not valid location "
                      "(map:%u, x:%f, y:%f, z:%f) We port him to his homebind instead..",
                      GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        // 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.mapid);

    Map* pMap = nullptr;

    // prevent crash at attempt landing to not existed battleground instance
    if (mEntry->IsBattleGround())
    {
        if (GetPlayer()->GetBattleGroundId())
            pMap = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId());

        if (!pMap)
        {
            DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to nonexisten battleground instance "
                       " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
                       GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);

            GetPlayer()->SetSemaphoreTeleportFar(false);

            // Teleport to previous place, if cannot be ported back TP to homebind place
            if (!GetPlayer()->TeleportTo(old_loc))
            {
                DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...",
                           GetPlayer()->GetGuidStr().c_str());
                GetPlayer()->TeleportToHomebind();
            }
            return;
        }
    }

    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
    if (!pMap)
        pMap = sMapMgr.CreateMap(loc.mapid, GetPlayer());

    GetPlayer()->SetMap(pMap);
    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

    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 (!pMap->Add(GetPlayer()))
    {
        // if player wasn't added to map, reset his map pointer!
        GetPlayer()->ResetMap();

        DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far but couldn't be added to map "
                   " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
                   GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);

        // Teleport to previous place, if cannot be ported back TP to homebind place
        if (!GetPlayer()->TeleportTo(old_loc))
        {
            DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...",
                       GetPlayer()->GetGuidStr().c_str());
            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 (_player->InBattleGround())
    {
        // cleanup seting if outdated
        if (!mEntry->IsBattleGround())
        {
            // We're not in BG
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(TEAM_NONE);
        }
        // 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->Reset(*GetPlayer());
            return;
        }

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

    if (mEntry->IsRaid() && mInstance)
    {
        if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID))
        {
            uint32 timeleft = uint32(timeReset - time(nullptr));
            GetPlayer()->SendInstanceResetWarning(mEntry->MapID, timeleft);
        }
    }

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

    // honorless target
    if (GetPlayer()->pvpInfo.inPvPEnforcedArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, TRIGGERED_OLD_TRIGGERED);

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

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

    // notify group after successful teleport
    if (_player->GetGroup())
        _player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
}
Example #5
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // get start teleport coordinates (will used later in fail case)
    WorldLocation old_loc;
    GetPlayer()->GetPosition(old_loc);

    // 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))
    {
        // stop teleportation else we would try this again and again in LogoutPlayer...
        GetPlayer()->SetSemaphoreTeleport(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);

    Map *map = NULL;

    // prevent crash at attempt landing to not existed battleground instance
    if(mEntry->IsBattleGroundOrArena())
    {
        if (GetPlayer()->GetBattleGroundId())
            map = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId());

        if (!map)
        {
            GetPlayer()->SetSemaphoreTeleport(false);

            // Teleport to previous place, if cannot be ported back TP to homebind place
            if (!GetPlayer()->TeleportTo(old_loc))
                GetPlayer()->TeleportToHomebind();

            return;
        }
    }

    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()->SetSemaphoreTeleport(false);

    // relocate the player to the teleport destination
    if (!map)
        map = sMapMgr.CreateMap(loc.mapid, GetPlayer());

    GetPlayer()->SetMapId(loc.mapid);
    GetPlayer()->SetMap(map);

    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(map->GetInstanceId());

    // 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()))
    {
        // Teleport to previous place, if cannot be ported back TP to homebind place
        if (!GetPlayer()->TeleportTo(old_loc))
            GetPlayer()->TeleportToHomebind();

        return;
    }

    //this will set player's team ... so IT MUST BE CALLED BEFORE SendInitialPacketsAfterAddToMap()
    // 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 seting if outdated
        if (!mEntry->IsBattleGroundOrArena())
        {
            // Do next only if found in battleground
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);                          // We're not in BG.
            // reset destination bg team
            _player->SetBGTeam(TEAM_NONE);
        }
        // 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->Reset(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetUnitStateMgr().InitDefaults(true);
        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())
        _player->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;
        if (!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
            delete NewPet;

        GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
    }
}
Example #6
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    if (_player->GetVehicleKit())
        _player->GetVehicleKit()->RemoveAllPassengers();

    // get start teleport coordinates (will used later in fail case)
    WorldLocation const& old_loc = GetPlayer()->GetPosition();

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

    // possible errors in the coordinate validity check (only cheating case possible)
    if (!MapManager::IsValidMapCoord(loc))
    {
        sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to a not valid location "
            "(map:%u, x:%f, y:%f, z:%f) We port him to his homebind instead..",
            GetPlayer()->GetGuidStr().c_str(), loc.GetMapId(), loc.x, loc.y, loc.z);
        // 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());

    Map* map = NULL;

    // prevent crash at attempt landing to not existed battleground instance
    if(mEntry->IsBattleGroundOrArena())
    {
        if (GetPlayer()->GetBattleGroundId())
            map = sMapMgr.FindMap(loc.GetMapId(), GetPlayer()->GetBattleGroundId());

        if (!map)
        {
            DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to nonexisten battleground instance "
                " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
                GetPlayer()->GetGuidStr().c_str(), loc.GetMapId(), loc.x, loc.y, loc.z);

            GetPlayer()->SetSemaphoreTeleportFar(false);

            // Teleport to previous place, if cannot be ported back TP to homebind place
            if (!GetPlayer()->TeleportTo(old_loc, TELE_TO_NODELAY))
            {
                DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...",
                    GetPlayer()->GetGuidStr().c_str());
                GetPlayer()->TeleportToHomebind();
            }
            return;
        }
    }

    InstanceTemplate const* mInstance = ObjectMgr::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);

    // relocate the player to the teleport destination
    if (!map)
        map = sMapMgr.CreateMap(loc.GetMapId(), GetPlayer());

    if (!map)
    {
        DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: cannot create requested map %u for teleport!", loc.GetMapId());
        GetPlayer()->SetSemaphoreTeleportFar(false);
        GetPlayer()->TeleportToHomebind();
        return;
    }

    GetPlayer()->SetMap(map);
    GetPlayer()->Relocate(loc.getX(), loc.getY(), loc.getZ(), loc.orientation);

    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 (!map->Add(GetPlayer()))
    {
        // if player wasn't added to map, reset his map pointer!
        GetPlayer()->ResetMap();

        DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far but couldn't be added to map "
            " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..",
            GetPlayer()->GetGuidStr().c_str(), loc.GetMapId(), loc.x, loc.y, loc.z);

        // Teleport to previous place, if cannot be ported back TP to homebind place
        if (!GetPlayer()->TeleportTo(old_loc, TELE_TO_NODELAY))
        {
            DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...",
                GetPlayer()->GetGuidStr().c_str());
            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(_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(TEAM_NONE);
        }
        // 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()->IsInUnitState(UNIT_ACTION_TAXI))
    {
        if (!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->CurrentMovementGenerator());
            flight->Reset(*GetPlayer());
            return;
        }

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

    if (mInstance)
    {
        Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
        if(MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mEntry->MapID,diff))
        {
            if (mapDiff->resetTime)
            {
                if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff))
                {
                    uint32 timeleft = uint32(timeReset - time(NULL));
                    GetPlayer()->SendInstanceResetWarning(mEntry->MapID, 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();

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

    // Set last WS update time to 0 - grant sending ALL WS updates from new map.
    GetPlayer()->SetLastWorldStateUpdateTime(time_t(0));
}