void WorldSession::HandleMoveSplineDoneOpcode(WorldPackets::Movement::MoveSplineDone& moveSplineDone)
{
    MovementInfo movementInfo = moveSplineDone.movementInfo;
    _player->ValidateMovementInfo(&movementInfo);

    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multim-map taxi path
    // we need process only (1)

    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (curDest)
    {
        TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

        // far teleport case
        if (curDestNode && curDestNode->MapID != GetPlayer()->GetMapId())
        {
            if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
            {
                // short preparations to continue flight
                FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

                flight->SetCurrentNodeAfterTeleport();
                TaxiPathNodeEntry const* node = flight->GetPath()[flight->GetCurrentNode()];
                flight->SkipCurrentNode();

                GetPlayer()->TeleportTo(curDestNode->MapID, node->Loc.X, node->Loc.Y, node->Loc.Z, GetPlayer()->GetOrientation());
            }
        }

        return;
    }

    // at this point only 1 node is expected (final destination)
    if (GetPlayer()->m_taxi.GetPath().size() != 1)
        return;

    GetPlayer()->CleanupAfterTaxiFlight();
    GetPlayer()->SetFallInformation(0, GetPlayer()->GetPositionZ());
    if (GetPlayer()->pvpInfo.IsHostile)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);
}
Example #2
0
void WorldSession::HandleTaxiNextDestinationOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received CMSG_MOVE_SPLINE_DONE");

    MovementInfo movementInfo;                              // used only for proper packet read
    recv_data >> movementInfo;

    recv_data.read_skip<uint32>();                          // unk

    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multim-map taxi path
    // we need process only (1)

    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (!curDest)
        return;

    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

    if (curDestNode && curDestNode->map_id == GetPlayer()->GetMapId())
    {
        while (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
            GetPlayer()->GetMotionMaster()->MovementExpired(false);
    }

    // far teleport case
    if (curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

            flight->SetCurrentNodeAfterTeleport();
            TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id,node.x,node.y,node.z,GetPlayer()->GetOrientation());
        }
        return;
    }

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if (destinationnode > 0)                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket(&data);
            }
        }

        DEBUG_LOG("WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode);

        uint16 MountId = objmgr.GetTaxiMount(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        objmgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

        if (path && MountId)
            SendDoFlight(MountId, path, 1);               // skip start fly node
        else
            GetPlayer()->CleanupAfterTaxiFlight();    // clear problematic path and next
    }
    else
        GetPlayer()->CleanupAfterTaxiFlight();        // not destinations, clear source node
}
Example #3
0
void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG( "WORLD: Received CMSG_MOVE_SPLINE_DONE" );

    ObjectGuid guid;                                        // used only for proper packet read
    MovementInfo movementInfo;                              // used only for proper packet read

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    recv_data >> Unused<uint32>();                          // unk


    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multi-map taxi path
    // we need process only (1)
    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if(!curDest)
        return;

    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

    // far teleport case
    if (curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if (GetPlayer()->IsInUnitState(UNIT_ACTION_TAXI))
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->CurrentMovementGenerator());

            flight->Interrupt(*GetPlayer());                // will reset at map landing

            flight->SetCurrentNodeAfterTeleport();
            TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id,node.x,node.y,node.z,GetPlayer()->GetOrientation());
        }
        return;
    }

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if ( destinationnode > 0 )                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if(GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket( &data );
            }
        }

        DEBUG_LOG( "WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode );

        uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        sObjectMgr.GetTaxiPath( sourcenode, destinationnode, path, cost);

        if(path && mountDisplayId)
            SendDoFlight( mountDisplayId, path, 1 );        // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
    }
    else
        GetPlayer()->m_taxi.ClearTaxiDestinations();        // not destinations, clear source node
}
void PlayerbotMgr::HandleMasterIncomingPacket(const WorldPacket& packet)
{
    switch (packet.GetOpcode())
    {
        case CMSG_OFFER_PETITION:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            ObjectGuid petitionGuid;
            ObjectGuid playerGuid;
            uint32 junk;

            p >> junk;                                      // this is not petition type!
            p >> petitionGuid;                              // petition guid
            p >> playerGuid;                                // player guid

            Player* player = ObjectAccessor::FindPlayer(playerGuid);
            if (!player)
                return;

            uint32 petitionLowGuid = petitionGuid.GetCounter();

            QueryResult *result = CharacterDatabase.PQuery("SELECT * FROM petition_sign WHERE playerguid = '%u' AND petitionguid = '%u'", player->GetGUIDLow(), petitionLowGuid);

            if(result)
            {
               ChatHandler(m_master).PSendSysMessage("%s has already signed the petition",player->GetName());
               delete result;
               return;
            }

            CharacterDatabase.PExecute("INSERT INTO petition_sign (ownerguid,petitionguid, playerguid, player_account) VALUES ('%u', '%u', '%u','%u')",
            GetMaster()->GetGUIDLow(), petitionLowGuid, player->GetGUIDLow(), GetMaster()->GetSession()->GetAccountId());

            p.Initialize(SMSG_PETITION_SIGN_RESULTS, (8+8+4));
            p << ObjectGuid(petitionGuid);
            p << ObjectGuid(playerGuid);
            p << uint32(PETITION_SIGN_OK);

            // close at signer side
            GetMaster()->GetSession()->SendPacket(&p);

            return;
        }

    case CMSG_ACTIVATETAXI:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader

            ObjectGuid guid;
            std::vector<uint32> nodes;
            nodes.resize(2);
            uint8 delay = 9;
            p >> guid >> nodes[0] >> nodes[1];

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_ACTIVATETAXI from %d to %d", nodes[0], nodes[1]);

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {

                delay = delay + 3;
                Player* const bot = it->second;
                if (!bot)
                    return;

                Group* group = bot->GetGroup();
                if (!group)
                    continue;

                Unit *target = ObjectAccessor::GetUnit(*bot, guid);

                bot->GetPlayerbotAI()->SetIgnoreUpdateTime(delay);

                bot->GetMotionMaster()->Clear(true);
                bot->GetMotionMaster()->MoveFollow(target, INTERACTION_DISTANCE, bot->GetOrientation());
                bot->GetPlayerbotAI()->GetTaxi(guid, nodes);
            }
            return;
        }

    case CMSG_ACTIVATETAXIEXPRESS:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader

            ObjectGuid guid;
            uint32 node_count;
            uint8 delay = 9;
            p >> guid;
            p.read_skip<uint32>();
            p >> node_count;

            std::vector<uint32> nodes;
            for (uint32 i = 0; i < node_count; ++i)
            {
                uint32 node;
                p >> node;
                nodes.push_back(node);
            }

            if (nodes.empty())
                return;

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_ACTIVATETAXIEXPRESS from %d to %d", nodes.front(), nodes.back());

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {

                delay = delay + 3;
                Player* const bot = it->second;
                if (!bot)
                    return;
                Group* group = bot->GetGroup();
                if (!group)
                    continue;
                Unit *target = ObjectAccessor::GetUnit(*bot, guid);

                bot->GetPlayerbotAI()->SetIgnoreUpdateTime(delay);

                bot->GetMotionMaster()->Clear(true);
                bot->GetMotionMaster()->MoveFollow(target, INTERACTION_DISTANCE, bot->GetOrientation());
                bot->GetPlayerbotAI()->GetTaxi(guid, nodes);
            }
            return;
        }

    case CMSG_MOVE_SPLINE_DONE:
        {
            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_MOVE_SPLINE_DONE");

            WorldPacket p(packet);
            p.rpos(0); // reset reader

            ObjectGuid guid;                                        // used only for proper packet read
            MovementInfo movementInfo;                              // used only for proper packet read

            p >> guid.ReadAsPacked();
            p >> movementInfo;
            p >> Unused<uint32>();                          // unk

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {

                Player* const bot = it->second;
                if (!bot)
                    return;

                // in taxi flight packet received in 2 case:
                // 1) end taxi path in far (multi-node) flight
                // 2) switch from one map to other in case multi-map taxi path
                // we need process only (1)
                uint32 curDest = bot->m_taxi.GetTaxiDestination();
                if (!curDest)
                    return;

                TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

                // far teleport case
                if (curDestNode && curDestNode->map_id != bot->GetMapId())
                {
                    if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
                    {
                        // short preparations to continue flight
                        FlightPathMovementGenerator* flight = (FlightPathMovementGenerator *) (bot->GetMotionMaster()->top());

                        flight->Interrupt(*bot);                // will reset at map landing

                        flight->SetCurrentNodeAfterTeleport();
                        TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
                        flight->SkipCurrentNode();

                        bot->TeleportTo(curDestNode->map_id, node.x, node.y, node.z, bot->GetOrientation());
                    }
                    return;
                }

                uint32 destinationnode = bot->m_taxi.NextTaxiDestination();
                if (destinationnode > 0)                                // if more destinations to go
                {
                    // current source node for next destination
                    uint32 sourcenode = bot->m_taxi.GetTaxiSource();

                    // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
                    if (bot->isTaxiCheater())
                        if (bot->m_taxi.SetTaximaskNode(sourcenode))
                        {
                            WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                            bot->GetSession()->SendPacket(&data);
                        }

                        // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_MOVE_SPLINE_DONE Taxi has to go from %u to %u", sourcenode, destinationnode);

                        uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourcenode, bot->GetTeam());

                        uint32 path, cost;
                        sObjectMgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

                        if (path && mountDisplayId)
                            bot->GetSession()->SendDoFlight(mountDisplayId, path, 1);          // skip start fly node
                        else
                            bot->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
                }
                else
                    /* std::ostringstream out;
                    out << "Destination reached" << bot->GetName();
                    ChatHandler ch(m_master);
                    ch.SendSysMessage(out.str().c_str()); */
                    bot->m_taxi.ClearTaxiDestinations();        // Destination, clear source node
            }
            return;
        }

        // if master is logging out, log out all bots
    case CMSG_LOGOUT_REQUEST:
        {
            LogoutAllBots();
            return;
        }

        // If master inspects one of his bots, give the master useful info in chat window
        // such as inventory that can be equipped
    case CMSG_INSPECT:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader
            ObjectGuid guid;
            p >> guid;
            Player* const bot = GetPlayerBot(guid);
            if (bot) bot->GetPlayerbotAI()->SendNotEquipList(*bot);
            return;
        }

        // handle emotes from the master
        //case CMSG_EMOTE:
    case CMSG_TEXT_EMOTE:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader
            uint32 emoteNum;
            p >> emoteNum;

            /* std::ostringstream out;
            out << "emote is: " << emoteNum;
            ChatHandler ch(m_master);
            ch.SendSysMessage(out.str().c_str()); */

            switch (emoteNum)
            {
            case TEXTEMOTE_BOW:
                {
                    // Buff anyone who bows before me. Useful for players not in bot's group
                    // How do I get correct target???
                    //Player* const pPlayer = GetPlayerBot(m_master->GetSelection());
                    //if (pPlayer->GetPlayerbotAI()->GetClassAI())
                    //    pPlayer->GetPlayerbotAI()->GetClassAI()->BuffPlayer(pPlayer);
                    return;
                }
                /*
                case TEXTEMOTE_BONK:
                {
                Player* const pPlayer = GetPlayerBot(m_master->GetSelection());
                if (!pPlayer || !pPlayer->GetPlayerbotAI())
                return;
                PlayerbotAI* const pBot = pPlayer->GetPlayerbotAI();

                ChatHandler ch(m_master);
                {
                std::ostringstream out;
                out << "CurrentTime: " << CurrentTime()
                << " m_ignoreAIUpdatesUntilTime: " << pBot->m_ignoreAIUpdatesUntilTime;
                ch.SendSysMessage(out.str().c_str());
                }
                {
                std::ostringstream out;
                out << "m_TimeDoneEating: " << pBot->m_TimeDoneEating
                << " m_TimeDoneDrinking: " << pBot->m_TimeDoneDrinking;
                ch.SendSysMessage(out.str().c_str());
                }
                {
                std::ostringstream out;
                out << "m_CurrentlyCastingSpellId: " << pBot->m_CurrentlyCastingSpellId;
                ch.SendSysMessage(out.str().c_str());
                }
                {
                std::ostringstream out;
                out << "IsBeingTeleported() " << pBot->GetPlayer()->IsBeingTeleported();
                ch.SendSysMessage(out.str().c_str());
                }
                {
                std::ostringstream out;
                bool tradeActive = (pBot->GetPlayer()->GetTrader()) ? true : false;
                out << "tradeActive: " << tradeActive;
                ch.SendSysMessage(out.str().c_str());
                }
                {
                std::ostringstream out;
                out << "IsCharmed() " << pBot->getPlayer()->isCharmed();
                ch.SendSysMessage(out.str().c_str());
                }
                return;
                }
                */

            case TEXTEMOTE_EAT:
            case TEXTEMOTE_DRINK:
                {
                    for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                    {
                        Player* const bot = it->second;
                        bot->GetPlayerbotAI()->Feast();
                    }
                    return;
                }

                // emote to attack selected target
            case TEXTEMOTE_POINT:
                {
                    ObjectGuid attackOnGuid = m_master->GetSelectionGuid();
                    if (!attackOnGuid)
                        return;

                    Unit* thingToAttack = ObjectAccessor::GetUnit(*m_master, attackOnGuid);
                    if (!thingToAttack) return;

                    Player* bot = 0;
                    for (PlayerBotMap::iterator itr = m_playerBots.begin(); itr != m_playerBots.end(); ++itr)
                    {
                        bot = itr->second;
                        if (!bot->IsFriendlyTo(thingToAttack))
                        {
                            if (!bot->IsWithinLOSInMap(thingToAttack))
                                bot->GetPlayerbotAI()->DoTeleport(*m_master);
                            if (bot->IsWithinLOSInMap(thingToAttack))
                                bot->GetPlayerbotAI()->Attack(thingToAttack);
                        }
                    }
                    return;
                }

                // emote to stay
            case TEXTEMOTE_STAND:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelectionGuid());
                    if (bot)
                        bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_STAY);
                    else
                        for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                        {
                            Player* const bot = it->second;
                            bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_STAY);
                        }
                        return;
                }

                // 324 is the followme emote (not defined in enum)
                // if master has bot selected then only bot follows, else all bots follow
            case 324:
            case TEXTEMOTE_WAVE:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelectionGuid());
                    if (bot)
                        bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_FOLLOW, m_master);
                    else
                        for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                        {
                            Player* const bot = it->second;
                            bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_FOLLOW, m_master);
                        }
                        return;
                }
            }
            return;
        } /* EMOTE ends here */

    case CMSG_GAMEOBJ_USE: // not sure if we still need this one
    case CMSG_GAMEOBJ_REPORT_USE:
        {
            WorldPacket p(packet);
            p.rpos(0);     // reset reader
            ObjectGuid objGUID;
            p >> objGUID;
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                bot->GetPlayerbotAI()->FollowAutoReset();
                GameObject *obj = m_master->GetMap()->GetGameObject(objGUID);
                if (!obj)
                    return;

                // add other go types here, i.e.:
                // GAMEOBJECT_TYPE_CHEST - loot quest items of chest
                if (obj->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
                {
                    bot->GetPlayerbotAI()->TurnInQuests(obj);

                    // auto accept every available quest this NPC has
                    bot->PrepareQuestMenu(objGUID);
                    QuestMenu& questMenu = bot->PlayerTalkClass->GetQuestMenu();
                    for (uint32 iI = 0; iI < questMenu.MenuItemCount(); ++iI)
                    {
                        QuestMenuItem const& qItem = questMenu.GetItem(iI);
                        uint32 questID = qItem.m_qId;
                        if (!bot->GetPlayerbotAI()->AddQuest(questID, obj))
                            DEBUG_LOG("Couldn't take quest");
                    }
                }
            }
        }
        break;

    case CMSG_QUESTGIVER_HELLO:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            ObjectGuid npcGUID;
            p >> npcGUID;
            WorldObject* pNpc = m_master->GetMap()->GetWorldObject(npcGUID);
            if (!pNpc)
                return;

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                bot->GetPlayerbotAI()->FollowAutoReset();
                bot->GetPlayerbotAI()->TurnInQuests(pNpc);
            }

            return;
        }

        // if master accepts a quest, bots should also try to accept quest
    case CMSG_QUESTGIVER_ACCEPT_QUEST:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            ObjectGuid guid;
            uint32 quest;
            uint32 unk1;
            p >> guid >> quest >> unk1;

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_QUESTGIVER_ACCEPT_QUEST npc = %s, quest = %u, unk1 = %u", guid.GetString().c_str(), quest, unk1);

            Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest);
            if (qInfo)
                for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                {
                    Player* const bot = it->second;
                    bot->GetPlayerbotAI()->FollowAutoReset();
                    if (bot->GetQuestStatus(quest) == QUEST_STATUS_COMPLETE)
                        bot->GetPlayerbotAI()->TellMaster("I already completed that quest.");
                    else if (!bot->CanTakeQuest(qInfo, false))
                    {
                        if (!bot->SatisfyQuestStatus(qInfo, false))
                            bot->GetPlayerbotAI()->TellMaster("I already have that quest.");
                        else
                            bot->GetPlayerbotAI()->TellMaster("I can't take that quest.");
                    }
                    else if (!bot->SatisfyQuestLog(false))
                        bot->GetPlayerbotAI()->TellMaster("My quest log is full.");
                    else if (!bot->CanAddQuest(qInfo, false))
                        bot->GetPlayerbotAI()->TellMaster("I can't take that quest because it requires that I take items, but my bags are full!");

                    else
                    {
                        p.rpos(0);         // reset reader
                        bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
                        bot->GetPlayerbotAI()->TellMaster("Got the quest.");

                        // build needed items if quest contains any
                        for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
                            if (qInfo->ReqItemCount[i] > 0)
                            {
                                bot->GetPlayerbotAI()->SetQuestNeedItems();
                                break;
                            }

                            // build needed creatures if quest contains any
                            for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
                                if (qInfo->ReqCreatureOrGOCount[i] > 0)
                                {
                                    bot->GetPlayerbotAI()->SetQuestNeedCreatures();
                                    break;
                                }
                    }
                }
                return;
        }

    case CMSG_AREATRIGGER:
        {
            WorldPacket p(packet);

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                if (!bot)
                    continue;

                if (bot->IsWithinDistInMap(GetMaster(), 50))
                {
                    p.rpos(0);         // reset reader
                    bot->GetSession()->HandleAreaTriggerOpcode(p);
                }
            }
            return;
        }

    case CMSG_QUESTGIVER_COMPLETE_QUEST:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            uint32 quest;
            ObjectGuid npcGUID;
            p >> npcGUID >> quest;

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_QUESTGIVER_COMPLETE_QUEST npc = %s, quest = %u", npcGUID.GetString().c_str(), quest);

            WorldObject* pNpc = m_master->GetMap()->GetWorldObject(npcGUID);
            if (!pNpc)
                return;

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                bot->GetPlayerbotAI()->FollowAutoReset();
                bot->GetPlayerbotAI()->TurnInQuests(pNpc);
            }
            return;
        }

    case CMSG_LOOT_ROLL:
        {
            WorldPacket p(packet);	//WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1)
            ObjectGuid Guid;
            uint32 itemSlot;
            uint8 rollType;

            p.rpos(0);				//reset packet pointer
            p >> Guid;				//guid of the lootable target
            p >> itemSlot;			//loot index
            p >> rollType;			//need,greed or pass on roll

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                uint32 choice = 0;

                Player* const bot = it->second;
                if (!bot)
                    return;

                Group* group = bot->GetGroup();
                if (!group)
                    return;

				// check that the bot did not already vote
				if (rollType >= ROLL_NOT_EMITED_YET)
					return;

				Loot* loot = sLootMgr.GetLoot(bot, Guid);

				if (!loot)
				{
					sLog.outError("LootMgr::PlayerVote> Error cannot get loot object info!");
					return;
				}

				LootItem* lootItem = loot->GetLootItemInSlot(itemSlot);

				ItemPrototype const *pProto = lootItem->itemProto;
                if (!pProto)
                    return;

                if (bot->GetPlayerbotAI()->CanStore())
                {
                    if (bot->CanUseItem(pProto) == EQUIP_ERR_OK && bot->GetPlayerbotAI()->IsItemUseful(lootItem->itemId))
                        choice = 1;		// Need
                    else if (bot->HasSkill(SKILL_ENCHANTING))
                        choice = 3;		// Disenchant
                    else
                        choice = 2;		// Greed
                }
                else
                    choice = 0;			// Pass

                sLootMgr.PlayerVote(bot, Guid, itemSlot, RollVote(choice));

                switch (choice)
                {
                    case ROLL_NEED:
                        bot->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED, 1);
                        break;
                    case ROLL_GREED:
                    case ROLL_DISENCHANT:
                        bot->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED, 1);
                        break;
                }
            }
            return;
        }

        // Handle GOSSIP activate actions, prior to GOSSIP select menu actions
    case CMSG_GOSSIP_HELLO:
        {
            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_GOSSIP_HELLO");

            WorldPacket p(packet);    //WorldPacket packet for CMSG_GOSSIP_HELLO, (8)
            ObjectGuid guid;
            p.rpos(0);                //reset packet pointer
            p >> guid;
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                if (!bot)
                    continue;
                bot->GetPlayerbotAI()->FollowAutoReset();
                Creature *pCreature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
                if (!pCreature)
                {
                    DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received  CMSG_GOSSIP_HELLO %s not found or you can't interact with him.", guid.GetString().c_str());
                    continue;
                }

                GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(pCreature->GetCreatureInfo()->GossipMenuId);
                for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
                {
                    uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);

                    if (!(itr->second.npc_option_npcflag & npcflags))
                        continue;

                    switch (itr->second.option_id)
                    {
                    case GOSSIP_OPTION_TAXIVENDOR:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_TAXIVENDOR");
                            bot->GetSession()->SendLearnNewTaxiNode(pCreature);
                            break;
                        }
                    case GOSSIP_OPTION_QUESTGIVER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_QUESTGIVER");
                            bot->GetPlayerbotAI()->TurnInQuests(pCreature);
                            break;
                        }
                    case GOSSIP_OPTION_VENDOR:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_VENDOR");
                            if (!botConfig.GetBoolDefault("PlayerbotAI.SellGarbage", true))
                                continue;

                            // changed the SellGarbage() function to support ch.SendSysMessaage()
                            bot->GetPlayerbotAI()->SellGarbage(*bot);
                            break;
                        }
                    case GOSSIP_OPTION_STABLEPET:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_STABLEPET");
                            break;
                        }
                    case GOSSIP_OPTION_AUCTIONEER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_AUCTIONEER");
                            break;
                        }
                    case GOSSIP_OPTION_BANKER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_BANKER");
                            break;
                        }
                    case GOSSIP_OPTION_INNKEEPER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_INNKEEPER");
                            break;
                        }
                    }
                }
            }
            return;
        }

    case CMSG_SPIRIT_HEALER_ACTIVATE:
        {
            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_SPIRIT_HEALER_ACTIVATE SpiritHealer is resurrecting the Player %s",m_master->GetName());
            for (PlayerBotMap::iterator itr = m_playerBots.begin(); itr != m_playerBots.end(); ++itr)
            {
                Player* const bot = itr->second;
                Group *grp = bot->GetGroup();
                if (grp)
                    grp->RemoveMember(bot->GetObjectGuid(), 1);
            }
            return;
        }

    case CMSG_LIST_INVENTORY:
        {
            if (!botConfig.GetBoolDefault("PlayerbotAI.SellGarbage", true))
                return;

            WorldPacket p(packet);
            p.rpos(0);  // reset reader
            ObjectGuid npcGUID;
            p >> npcGUID;
            Object* const pNpc = (WorldObject *) m_master->GetObjectByTypeMask(npcGUID, TYPEMASK_CREATURE_OR_GAMEOBJECT);
            if (!pNpc)
                return;

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                if (!bot->IsInMap(static_cast<WorldObject *>(pNpc)))
                {
                    bot->GetPlayerbotAI()->TellMaster("I'm too far away to sell items!");
                    continue;
                }
                else
                {
                    // changed the SellGarbage() function to support ch.SendSysMessaage()
                    bot->GetPlayerbotAI()->FollowAutoReset();
                    bot->GetPlayerbotAI()->SellGarbage(*bot);
                }
            }
            return;
        }

        /*
        case CMSG_NAME_QUERY:
        case MSG_MOVE_START_FORWARD:
        case MSG_MOVE_STOP:
        case MSG_MOVE_SET_FACING:
        case MSG_MOVE_START_STRAFE_LEFT:
        case MSG_MOVE_START_STRAFE_RIGHT:
        case MSG_MOVE_STOP_STRAFE:
        case MSG_MOVE_START_BACKWARD:
        case MSG_MOVE_HEARTBEAT:
        case CMSG_STANDSTATECHANGE:
        case CMSG_QUERY_TIME:
        case CMSG_CREATURE_QUERY:
        case CMSG_GAMEOBJECT_QUERY:
        case MSG_MOVE_JUMP:
        case MSG_MOVE_FALL_LAND:
        return;*/

    default:
        {
            /*const char* oc = LookupOpcodeName(packet.GetOpcode());
            // ChatHandler ch(m_master);
            // ch.SendSysMessage(oc);

            std::ostringstream out;
            out << "masterin: " << oc;
            sLog.outError(out.str().c_str()); */
        }
    }
}
Example #5
0
void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_MOVE_SPLINE_DONE");

    uint64 guid; // used only for proper packet read
    recv_data.readPackGUID(guid);

    MovementInfo movementInfo;                              // used only for proper packet read
    ReadMovementInfo(recv_data, &movementInfo);

    recv_data.read_skip<uint32>();                          // unk

    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multim-map taxi path
    // we need process only (1)

    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (!curDest)
        return;

    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

    // far teleport case
    if (curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

            flight->SetCurrentNodeAfterTeleport();
            TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id,node.x,node.y,node.z,GetPlayer()->GetOrientation());
        }
        return;
    }

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if (destinationnode > 0)                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket(&data);
            }
        }

        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode);

        uint32 mountDisplayId = sObjectMgr->GetTaxiMountDisplayId(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        sObjectMgr->GetTaxiPath(sourcenode, destinationnode, path, cost);

        if (path && mountDisplayId)
            SendDoFlight(mountDisplayId, path, 1);        // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
        return;
    }
    else
        GetPlayer()->m_taxi.ClearTaxiDestinations();        // not destinations, clear source node

    GetPlayer()->CleanupAfterTaxiFlight();
    GetPlayer()->SetFallInformation(0, GetPlayer()->GetPositionZ());
    if (GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);
}
Example #6
0
void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_MOVE_SPLINE_DONE");

    MovementInfo movementInfo;                              // used only for proper packet read

    //recv_data >> Unused<uint64>(); //unused GUID
    recv_data >> movementInfo;
    recv_data >> Unused<uint32>();                          // unk

    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multi-map taxi path
    // we need process only (1)
    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (!curDest)
        return;

    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

    // far teleport case
    if (curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

            flight->Interrupt(*GetPlayer());
            flight->SetCurrentNodeAfterTeleport();
            TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id,node.x,node.y,node.z,GetPlayer()->GetOrientation());
        }
        return;
    }

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if (destinationnode > 0)                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->SendPacketToSelf(&data);
            }
        }

        sLog.outDebug("WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode);

        uint16 MountId = sObjectMgr.GetTaxiMount(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        sObjectMgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

        if (path && MountId)
            SendDoFlight(MountId, path, 1);               // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();          // clear problematic path and next
    }
    else
        GetPlayer()->m_taxi.ClearTaxiDestinations();              // not destinations, clear source node

    // TaxiNodes: 96 -> Zangarmarsh - Quest - As the Crow Flies - End | quest support: As the Crow Flies
    if (curDest == 96 && GetPlayer()->GetQuestStatus(9718) == QUEST_STATUS_INCOMPLETE)
        GetPlayer()->CompleteQuest(9718);

    // TaxiNodes: 158 -> Blade Edge's Mountain - Quest - Vision Guide
    if (curDest == 158 && GetPlayer()->GetQuestStatus(10525) == QUEST_STATUS_INCOMPLETE)
    {
        GetPlayer()->RemoveAurasDueToSpell(36573);
        GetPlayer()->CompleteQuest(10525);
    }
}
Example #7
0
void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_MOVE_SPLINE_DONE");

    uint64 guid;                                            // used only for proper packet read
    if (!recv_data.readPackGUID(guid))
        return;

    // movement anticheat code
    const Unit *mover = _player->m_mover;
    const Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
    if (!plMover)
        return;
    // end movement anticheat

    MovementInfo movementInfo;                              // used only for proper packet read
    ReadMovementInfo(recv_data, &movementInfo);

    recv_data.read_skip<uint32>();                          // unk

    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multim-map taxi path
    // we need process only (1)

    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (!curDest)
    {
        // movement anticheat code
        GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        GetPlayer()->m_movementInfo = movementInfo;
        GetPlayer()->SetUnitMovementFlags(movementInfo.flags);

        // calc time deltas
        int32 cClientTimeDelta = 0;
        if (GetPlayer()->m_anti_LastClientTime != 0)
        {
            cClientTimeDelta = movementInfo.time - GetPlayer()->m_anti_LastClientTime;
            GetPlayer()->m_anti_DeltaClientTime += cClientTimeDelta;
            GetPlayer()->m_anti_LastClientTime = movementInfo.time;
        }
        else
            GetPlayer()->m_anti_LastClientTime = movementInfo.time;

        const uint64 cServerTime = getMSTime();
        uint32 cServerTimeDelta = 0;
        if (GetPlayer()->m_anti_LastServerTime != 0)
        {
            cServerTimeDelta = cServerTime - GetPlayer()->m_anti_LastServerTime;
            GetPlayer()->m_anti_DeltaServerTime += cServerTimeDelta;
            GetPlayer()->m_anti_LastServerTime = cServerTime;
        }
        else
            GetPlayer()->m_anti_LastServerTime = cServerTime;
        // end movement anticheat
        return;
    }

    // movment anticheat
    const uint32 curloc = 
    objmgr.GetNearestTaxiNode(movementInfo.x,movementInfo.y,movementInfo.z,GetPlayer()->GetMapId(),GetPlayer()->GetTeam(), curDest);
    // end movement anticheat

    // sLog.outBasic("AC2-%s > | xyzo: %f,%f,%fo(%f) flags[%X] | curloc: %d | destloc: %d ",
    // GetPlayer()->GetName(), movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o,
    // movementInfo.flags, curloc, curDest);
    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);
    if (curDestNode && curDestNode->map_id == GetPlayer()->GetMapId())
        while (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
            GetPlayer()->GetMotionMaster()->MovementExpired(false);

    // movement anticheat code
    GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
    GetPlayer()->m_movementInfo = movementInfo;
    GetPlayer()->SetUnitMovementFlags(movementInfo.flags);
    // calc time deltas
    int32 cClientTimeDelta = 0;
    if (GetPlayer()->m_anti_LastClientTime != 0)
    {
        cClientTimeDelta = movementInfo.time - GetPlayer()->m_anti_LastClientTime;
        GetPlayer()->m_anti_DeltaClientTime += cClientTimeDelta;
        GetPlayer()->m_anti_LastClientTime = movementInfo.time;
    }
    else
        GetPlayer()->m_anti_LastClientTime = movementInfo.time;

    const uint64 cServerTime = getMSTime();
    uint32 cServerTimeDelta = 0;
    if (GetPlayer()->m_anti_LastServerTime != 0)
    {
        cServerTimeDelta = cServerTime - GetPlayer()->m_anti_LastServerTime;
        GetPlayer()->m_anti_DeltaServerTime += cServerTimeDelta;
        GetPlayer()->m_anti_LastServerTime = cServerTime;
    }
    else
        GetPlayer()->m_anti_LastServerTime = cServerTime;
    // end movement anticheat

    // far teleport case
    if (curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

            flight->SetCurrentNodeAfterTeleport();
            Path::PathNode const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id,node.x,node.y,node.z,GetPlayer()->GetOrientation());
        }
        return;
    }

    // movement anticheat fix - disallow unmount from taxi
    if (curloc != curDest)
    {
         // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();
        uint16 MountId = objmgr.GetTaxiMountDisplayId(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        objmgr.GetTaxiPath(sourcenode, curDest, path, cost);

        if (path && MountId)
            SendDoFlight(MountId, path, 1);                 // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
        return;
    }
    // end movement anticheat


    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if (destinationnode > 0)                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket(&data);
            }
        }

        sLog.outDebug("WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode);

        uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        objmgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

        if (path && mountDisplayId)
            SendDoFlight(mountDisplayId, path, 1);        // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
        return;
    }

    GetPlayer()->CleanupAfterTaxiFlight();
    GetPlayer()->SetFallInformation(0, GetPlayer()->GetPositionZ());
    if (GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);
}
Example #8
0
void WorldSession::HandleTaxiNextDestinationOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received CMSG_MOVE_SPLINE_DONE");

    MovementInfo movementInfo;                              // used only for proper packet read

    recv_data >> movementInfo;
    recv_data >> Unused<uint32>();                          // unk

    // in taxi flight packet received at the end of current path in far (multi-node) flight

    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if (!curDest)
        return;

    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

    // far teleport case
    if (curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

            flight->SetCurrentNodeAfterTeleport();
            TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id, node.x, node.y, node.z, GetPlayer()->GetOrientation());
        }
        return;
    }

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if (destinationnode > 0)                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket(&data);
            }
        }

        DEBUG_LOG("WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode);

        uint16 MountId = sObjectMgr.GetTaxiMount(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        sObjectMgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

        if (path && MountId)
            SendDoFlight(MountId, path, 1);               // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next

        return;
    }
    else
    {
        GetPlayer()->m_taxi.ClearTaxiDestinations();        // not destinations, clear source node

         // has taxi flight just finished reset fall information to avoid receiving fall damage
        GetPlayer()->SetFallInformation(0, movementInfo.GetPos()->GetPositionZ());
    }
    GetPlayer()->CleanupAfterTaxiFlight();
}
Example #9
0
void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG( "WORLD: Received CMSG_MOVE_SPLINE_DONE" );

    ObjectGuid guid;                                        // used only for proper packet read
    MovementInfo movementInfo;                              // used only for proper packet read

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    recv_data >> Unused<uint32>();                          // unk


    // in taxi flight packet received in 2 case:
    // 1) end taxi path in far (multi-node) flight
    // 2) switch from one map to other in case multi-map taxi path
    // we need process only (1)
    uint32 curDest = GetPlayer()->m_taxi.GetTaxiDestination();
    if(!curDest)
    {
        //movement anticheat code
        GetPlayer()->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
        GetPlayer()->m_movementInfo = movementInfo;
        //GetPlayer()->SetUnitMovementFlags(movementInfo.moveFlags);

        //calc time deltas
        int32 cClientTimeDelta = 0;
        if (GetPlayer()->m_anti_LastClientTime !=0)
        {
            cClientTimeDelta = movementInfo.GetTime() - GetPlayer()->m_anti_LastClientTime;
            GetPlayer()->m_anti_DeltaClientTime += cClientTimeDelta;
            GetPlayer()->m_anti_LastClientTime = movementInfo.GetTime();
        }
        else
        {
            GetPlayer()->m_anti_LastClientTime = movementInfo.GetTime();
        }

        uint32 cServerTime = WorldTimer::getMSTime();
        uint32 cServerTimeDelta = 0;
        if (GetPlayer()->m_anti_LastServerTime != 0)
        {
            cServerTimeDelta = cServerTime - GetPlayer()->m_anti_LastServerTime;
            GetPlayer()->m_anti_DeltaServerTime += cServerTimeDelta;
            GetPlayer()->m_anti_LastServerTime = cServerTime;
        }
        else
        {
            GetPlayer()->m_anti_LastServerTime = cServerTime;
        }

        GetPlayer()->m_anti_JustTeleported = true;
        //end movement anticheat

        return;
    }

    //movment anticheat
    uint32 curloc = sObjectMgr.GetNearestTaxiNode(movementInfo.GetPos()->x,movementInfo.GetPos()->y,movementInfo.GetPos()->z,
        GetPlayer()->GetMapId(),GetPlayer( )->GetTeam());
    //end movement anticheat

    TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

    //movement anticheat code
    GetPlayer()->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
    GetPlayer()->m_movementInfo = movementInfo;
    //GetPlayer()->SetUnitMovementFlags(movementInfo.moveFlags);
    //calc time deltas
    int32 cClientTimeDelta = 0;
    if (GetPlayer()->m_anti_LastClientTime !=0)
    {
        cClientTimeDelta = movementInfo.GetTime() - GetPlayer()->m_anti_LastClientTime;
        GetPlayer()->m_anti_DeltaClientTime += cClientTimeDelta;
        GetPlayer()->m_anti_LastClientTime = movementInfo.GetTime();
    }
    else
    {
        GetPlayer()->m_anti_LastClientTime = movementInfo.GetTime();
    }

    uint32 cServerTime = WorldTimer::getMSTime();
    uint32 cServerTimeDelta = 0;
    if (GetPlayer()->m_anti_LastServerTime != 0)
    {
        cServerTimeDelta = cServerTime - GetPlayer()->m_anti_LastServerTime;
        GetPlayer()->m_anti_DeltaServerTime += cServerTimeDelta;
        GetPlayer()->m_anti_LastServerTime = cServerTime;
    }
    else
    {
        GetPlayer()->m_anti_LastServerTime = cServerTime;
    }
    //<< end movement anticheat

    // far teleport case
    if(curDestNode && curDestNode->map_id != GetPlayer()->GetMapId())
    {
        if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());

            flight->Interrupt(*GetPlayer());                // will reset at map landing

            flight->SetCurrentNodeAfterTeleport();
            TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
            flight->SkipCurrentNode();

            GetPlayer()->TeleportTo(curDestNode->map_id,node.x,node.y,node.z,GetPlayer()->GetOrientation());
        }
        return;
    }

    uint32 destinationnode = GetPlayer()->m_taxi.NextTaxiDestination();
    if ( destinationnode > 0 )                              // if more destinations to go
    {
        // current source node for next destination
        uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();

        // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
        if (GetPlayer()->isTaxiCheater())
        {
            if(GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
            {
                WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                _player->GetSession()->SendPacket( &data );
            }
        }

        DEBUG_LOG( "WORLD: Taxi has to go from %u to %u", sourcenode, destinationnode );

        uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetPlayer()->GetTeam());

        uint32 path, cost;
        sObjectMgr.GetTaxiPath( sourcenode, destinationnode, path, cost);

        if(path && mountDisplayId)
            SendDoFlight( mountDisplayId, path, 1 );        // skip start fly node
        else
            GetPlayer()->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
    }
    else
        GetPlayer()->m_taxi.ClearTaxiDestinations();        // not destinations, clear source node
}