Example #1
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
    uint16 opcode = recvPacket.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvPacket.rfinish();                     // prevent warnings spam
        return;
    }

    // Sometime, client send movement packet after teleporation with position before teleportation, so we ignore 3 first movement packet after teleporation
    // TODO: find a better way to check that, may be a new CMSG send by client ?
    /*if (plrMover && plrMover->GetIgnoreMovementCount() && opcode != CMSG_CAST_SPELL)
    {
        plrMover->SetIgnoreMovementCount(plrMover->GetIgnoreMovementCount() - 1);
        recvPacket.rfinish();                     // prevent warnings spam
        return;
    }*/

    /* extract packet */
    MovementInfo movementInfo;
    GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);

    if (!mover)
        return;

    // prevent tampered movement data
    if (movementInfo.guid != mover->GetGUID())
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "HandleMovementOpcodes: guid error");
        return;
    }
    if (!movementInfo.pos.IsPositionValid())
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "HandleMovementOpcodes: Invalid Position");
        return;
    }

    /* handle special cases */
    if (movementInfo.t_guid)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        if (!SkyMistCore::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.t_guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
        movementInfo.t_guid = 0LL;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == CMSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    // now client does not include swimming flag in case of jumping under water.
    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));

    //if (plrMover)
    //    sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);

    uint32 mstime = getMSTime();
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;
    movementInfo.guid = mover->GetGUID();
    mover->m_movementInfo = movementInfo;

    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    /* process position-change */
    WorldPacket data(SMSG_MOVE_UPDATE, recvPacket.size());
    //movementInfo.Alive32 = movementInfo.time; // hack, but it's work in 505 in this way ...
    mover->WriteMovementInfo(data);
    mover->SendMessageToSet(&data, _player);
    
    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        // Clear unit emote state.
        plrMover->ClearEmotes();

        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        AreaTableEntry const* zone = GetAreaEntryByAreaID(plrMover->GetAreaId());
        float depth = zone ? zone->MaxDepth : -500.0f;
        if (movementInfo.pos.GetPositionZ() < depth)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if (plrMover->isAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->isAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
/// Process queued scripts
void Map::ScriptsProcess()
{ 
    if (m_scriptSchedule.empty())
        return;

    ///- Process overdue queued scripts
    ScriptScheduleMap::iterator iter = m_scriptSchedule.begin();
    // ok as multimap is a *sorted* associative container
    while (!m_scriptSchedule.empty() && (iter->first <= sWorld->GetGameTime()))
    {
        ScriptAction const& step = iter->second;

        Object* source = NULL;
        if (step.sourceGUID)
        {
            switch (GUID_HIPART(step.sourceGUID))
            {
                case HIGHGUID_ITEM: // as well as HIGHGUID_CONTAINER
                    if (Player* player = GetPlayer(step.ownerGUID))
                        source = player->GetItemByGuid(step.sourceGUID);
                    break;
                case HIGHGUID_UNIT:
                case HIGHGUID_VEHICLE:
                    source = GetCreature(step.sourceGUID);
                    break;
                case HIGHGUID_PET:
                    source = GetPet(step.sourceGUID);
                    break;
                case HIGHGUID_PLAYER:
                    source = GetPlayer(step.sourceGUID);
                    break;
                case HIGHGUID_TRANSPORT:
                case HIGHGUID_GAMEOBJECT:
                    source = GetGameObject(step.sourceGUID);
                    break;
                case HIGHGUID_CORPSE:
                    source = GetCorpse(step.sourceGUID);
                    break;
                case HIGHGUID_MO_TRANSPORT:
                {
                    GameObject* go = GetGameObject(step.sourceGUID);
                    source = go ? go->ToTransport() : NULL;
                    break;
                }
                default:
                    sLog->outError("%s source with unsupported high guid (GUID: " UI64FMTD ", high guid: %u).",
                        step.script->GetDebugInfo().c_str(), step.sourceGUID, GUID_HIPART(step.sourceGUID));
                    break;
            }
        }

        WorldObject* target = NULL;
        if (step.targetGUID)
        {
            switch (GUID_HIPART(step.targetGUID))
            {
                case HIGHGUID_UNIT:
                case HIGHGUID_VEHICLE:
                    target = GetCreature(step.targetGUID);
                    break;
                case HIGHGUID_PET:
                    target = GetPet(step.targetGUID);
                    break;
                case HIGHGUID_PLAYER:                       // empty GUID case also
                    target = GetPlayer(step.targetGUID);
                    break;
                case HIGHGUID_TRANSPORT:
                case HIGHGUID_GAMEOBJECT:
                    target = GetGameObject(step.targetGUID);
                    break;
                case HIGHGUID_CORPSE:
                    target = GetCorpse(step.targetGUID);
                    break;
                case HIGHGUID_MO_TRANSPORT:
                {
                    GameObject* go = GetGameObject(step.targetGUID);
                    target = go ? go->ToTransport() : NULL;
                    break;
                }
                default:
                    sLog->outError("%s target with unsupported high guid (GUID: " UI64FMTD ", high guid: %u).",
                        step.script->GetDebugInfo().c_str(), step.targetGUID, GUID_HIPART(step.targetGUID));
                    break;
            }
        }

        switch (step.script->command)
        {
            case SCRIPT_COMMAND_TALK:
                if (step.script->Talk.ChatType > CHAT_TYPE_WHISPER && step.script->Talk.ChatType != CHAT_MSG_RAID_BOSS_WHISPER)
                {
                    sLog->outError("%s invalid chat type (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->Talk.ChatType);
                    break;
                }
                if (step.script->Talk.Flags & SF_TALK_USE_PLAYER)
                {
                    if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                    {
                        LocaleConstant loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
                        std::string text(sObjectMgr->GetTrinityString(step.script->Talk.TextID, loc_idx));

                        switch (step.script->Talk.ChatType)
                        {
                            case CHAT_TYPE_SAY:
                                player->Say(text, LANG_UNIVERSAL);
                                break;
                            case CHAT_TYPE_YELL:
                                player->Yell(text, LANG_UNIVERSAL);
                                break;
                            case CHAT_TYPE_TEXT_EMOTE:
                            case CHAT_TYPE_BOSS_EMOTE:
                                player->TextEmote(text);
                                break;
                            case CHAT_TYPE_WHISPER:
                            case CHAT_MSG_RAID_BOSS_WHISPER:
                            {
                                uint64 targetGUID = target ? target->GetGUID() : 0;
                                if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
                                    sLog->outError("%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                                else
                                    player->Whisper(text, LANG_UNIVERSAL, targetGUID);
                                break;
                            }
                            default:
                                break;                              // must be already checked at load
                        }
                    }
                }
                else
                {
                    // Source or target must be Creature.
                    if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                    {
                        uint64 targetGUID = target ? target->GetGUID() : 0;
                        switch (step.script->Talk.ChatType)
                        {
                            case CHAT_TYPE_SAY:
                                cSource->MonsterSay(step.script->Talk.TextID, LANG_UNIVERSAL, target);
                                break;
                            case CHAT_TYPE_YELL:
                                cSource->MonsterYell(step.script->Talk.TextID, LANG_UNIVERSAL, target);
                                break;
                            case CHAT_TYPE_TEXT_EMOTE:
                                cSource->MonsterTextEmote(step.script->Talk.TextID, target);
                                break;
                            case CHAT_TYPE_BOSS_EMOTE:
                                cSource->MonsterTextEmote(step.script->Talk.TextID, target, true);
                                break;
                            case CHAT_TYPE_WHISPER:
                                if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
                                    sLog->outError("%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                                else
                                    cSource->MonsterWhisper(step.script->Talk.TextID, target->ToPlayer());
                                break;
                            case CHAT_MSG_RAID_BOSS_WHISPER:
                                if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
                                    sLog->outError("%s attempt to raidbosswhisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                                else
                                    cSource->MonsterWhisper(step.script->Talk.TextID, target->ToPlayer(), true);
                                break;
                            default:
                                break;                              // must be already checked at load
                        }
                    }
                }
                break;

            case SCRIPT_COMMAND_EMOTE:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    if (step.script->Emote.Flags & SF_EMOTE_USE_STATE)
                        cSource->SetUInt32Value(UNIT_NPC_EMOTESTATE, step.script->Emote.EmoteID);
                    else
                        cSource->HandleEmoteCommand(step.script->Emote.EmoteID);
                }
                break;

            case SCRIPT_COMMAND_FIELD_SET:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FieldSet.FieldID <= OBJECT_FIELD_ENTRY || step.script->FieldSet.FieldID >= cSource->GetValuesCount())
                        sLog->outError("%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FieldSet.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetEntry(), cSource->GetGUIDLow());
                    else
                        cSource->SetUInt32Value(step.script->FieldSet.FieldID, step.script->FieldSet.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_MOVE_TO:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    Unit * unit = (Unit*)cSource;
                    if (step.script->MoveTo.TravelTime != 0)
                    {
                        float speed = unit->GetDistance(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ) / ((float)step.script->MoveTo.TravelTime * 0.001f);
                        unit->MonsterMoveWithSpeed(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, speed);
                    }
                    else
                        unit->NearTeleportTo(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, unit->GetOrientation());
                }
                break;

            case SCRIPT_COMMAND_FLAG_SET:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FlagToggle.FieldID <= OBJECT_FIELD_ENTRY || step.script->FlagToggle.FieldID >= cSource->GetValuesCount())
                        sLog->outError("%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FlagToggle.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetEntry(), cSource->GetGUIDLow());
                    else
                        cSource->SetFlag(step.script->FlagToggle.FieldID, step.script->FlagToggle.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_FLAG_REMOVE:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FlagToggle.FieldID <= OBJECT_FIELD_ENTRY || step.script->FlagToggle.FieldID >= cSource->GetValuesCount())
                        sLog->outError("%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FlagToggle.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetEntry(), cSource->GetGUIDLow());
                    else
                        cSource->RemoveFlag(step.script->FlagToggle.FieldID, step.script->FlagToggle.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_TELEPORT_TO:
                if (step.script->TeleportTo.Flags & SF_TELEPORT_USE_CREATURE)
                {
                    // Source or target must be Creature.
                    if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
                        cSource->NearTeleportTo(step.script->TeleportTo.DestX, step.script->TeleportTo.DestY, step.script->TeleportTo.DestZ, step.script->TeleportTo.Orientation);
                }
                else
                {
                    // Source or target must be Player.
                    if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                        player->TeleportTo(step.script->TeleportTo.MapID, step.script->TeleportTo.DestX, step.script->TeleportTo.DestY, step.script->TeleportTo.DestZ, step.script->TeleportTo.Orientation);
                }
                break;

            case SCRIPT_COMMAND_QUEST_EXPLORED:
            {
                if (!source)
                {
                    sLog->outError("%s source object is NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }
                if (!target)
                {
                    sLog->outError("%s target object is NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // when script called for item spell casting then target == (unit or GO) and source is player
                WorldObject* worldObject;
                Player* player = target->ToPlayer();
                if (player)
                {
                    if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER)
                    {
                        sLog->outError("%s source is not unit, gameobject or player (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), source->GetTypeId(), source->GetEntry(), source->GetGUIDLow());
                        break;
                    }
                    worldObject = dynamic_cast<WorldObject*>(source);
                }
                else
                {
                    player = source->ToPlayer();
                    if (player)
                    {
                        if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER)
                        {
                            sLog->outError("%s target is not unit, gameobject or player (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                                step.script->GetDebugInfo().c_str(), target->GetTypeId(), target->GetEntry(), target->GetGUIDLow());
                            break;
                        }
                        worldObject = dynamic_cast<WorldObject*>(target);
                    }
                    else
                    {
                        sLog->outError("%s neither source nor target is player (source: TypeId: %u, Entry: %u, GUID: %u; target: TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), source->GetTypeId(), source->GetEntry(), source->GetGUIDLow(),
                            target->GetTypeId(), target->GetEntry(), target->GetGUIDLow());
                        break;
                    }
                }

                // quest id and flags checked at script loading
                if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->IsAlive()) &&
                    (step.script->QuestExplored.Distance == 0 || worldObject->IsWithinDistInMap(player, float(step.script->QuestExplored.Distance))))
                    player->AreaExploredOrEventHappens(step.script->QuestExplored.QuestID);
                else
                    player->FailQuest(step.script->QuestExplored.QuestID);

                break;
            }

            case SCRIPT_COMMAND_KILL_CREDIT:
                // Source or target must be Player.
                if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    if (step.script->KillCredit.Flags & SF_KILLCREDIT_REWARD_GROUP)
                        player->RewardPlayerAndGroupAtEvent(step.script->KillCredit.CreatureEntry, player);
                    else
                        player->KilledMonsterCredit(step.script->KillCredit.CreatureEntry, 0);
                }
                break;

            case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
                if (!step.script->RespawnGameobject.GOGuid)
                {
                    sLog->outError("%s gameobject guid (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // Source or target must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    GameObject* pGO = _FindGameObject(pSummoner, step.script->RespawnGameobject.GOGuid);
                    if (!pGO)
                    {
                        sLog->outError("%s gameobject was not found (guid: %u).", step.script->GetDebugInfo().c_str(), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    if (pGO->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_DOOR        ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_BUTTON      ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_TRAP)
                    {
                        sLog->outError("%s can not be used with gameobject of type %u (guid: %u).",
                            step.script->GetDebugInfo().c_str(), uint32(pGO->GetGoType()), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    // Check that GO is not spawned
                    if (!pGO->isSpawned())
                    {
                        int32 nTimeToDespawn = std::max(5, int32(step.script->RespawnGameobject.DespawnDelay));
                        pGO->SetLootState(GO_READY);
                        pGO->SetRespawnTime(nTimeToDespawn);

                        pGO->GetMap()->AddToMap(pGO);
                    }
                }
                break;

            case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
            {
                // Source must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    if (!step.script->TempSummonCreature.CreatureEntry)
                        sLog->outError("%s creature entry (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    else
                    {
                        uint32 entry = step.script->TempSummonCreature.CreatureEntry;

                        float x = step.script->TempSummonCreature.PosX;
                        float y = step.script->TempSummonCreature.PosY;
                        float z = step.script->TempSummonCreature.PosZ;
                        float o = step.script->TempSummonCreature.Orientation;

                        if (step.script->TempSummonCreature.CheckIfExists)
                            if (Unit* trigger = pSummoner->SummonTrigger(x, y, z, o, 1))
                                if (trigger->FindNearestCreature(entry, 60.0f))
                                    break;

                        if (!pSummoner->SummonCreature(entry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->TempSummonCreature.DespawnDelay))
                            sLog->outError("%s creature was not spawned (entry: %u).", step.script->GetDebugInfo().c_str(), step.script->TempSummonCreature.CreatureEntry);
                    }
                }
                break;
            }

            case SCRIPT_COMMAND_OPEN_DOOR:
            case SCRIPT_COMMAND_CLOSE_DOOR:
                _ScriptProcessDoor(source, target, step.script);
                break;

            case SCRIPT_COMMAND_ACTIVATE_OBJECT:
                // Source must be Unit.
                if (Unit* unit = _GetScriptUnit(source, true, step.script))
                {
                    // Target must be GameObject.
                    if (!target)
                    {
                        sLog->outError("%s target object is NULL.", step.script->GetDebugInfo().c_str());
                        break;
                    }

                    if (target->GetTypeId() != TYPEID_GAMEOBJECT)
                    {
                        sLog->outError("%s target object is not gameobject (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), target->GetTypeId(), target->GetEntry(), target->GetGUIDLow());
                        break;
                    }

                    if (GameObject* pGO = target->ToGameObject())
                        pGO->Use(unit);
                }
                break;

            case SCRIPT_COMMAND_REMOVE_AURA:
            {
                // Source (datalong2 != 0) or target (datalong2 == 0) must be Unit.
                bool bReverse = step.script->RemoveAura.Flags & SF_REMOVEAURA_REVERSE;
                if (Unit* unit = _GetScriptUnit(bReverse ? source : target, bReverse, step.script))
                    unit->RemoveAurasDueToSpell(step.script->RemoveAura.SpellID);
                break;
            }

            case SCRIPT_COMMAND_CAST_SPELL:
            {
                // TODO: Allow gameobjects to be targets and casters
                if (!source && !target)
                {
                    sLog->outError("%s source and target objects are NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }

                Unit* uSource = NULL;
                Unit* uTarget = NULL;
                // source/target cast spell at target/source (script->datalong2: 0: s->t 1: s->s 2: t->t 3: t->s
                switch (step.script->CastSpell.Flags)
                {
                    case SF_CASTSPELL_SOURCE_TO_TARGET: // source -> target
                        uSource = source ? source->ToUnit() : NULL;
                        uTarget = target ? target->ToUnit() : NULL;
                        break;
                    case SF_CASTSPELL_SOURCE_TO_SOURCE: // source -> source
                        uSource = source ? source->ToUnit() : NULL;
                        uTarget = uSource;
                        break;
                    case SF_CASTSPELL_TARGET_TO_TARGET: // target -> target
                        uSource = target ? target->ToUnit() : NULL;
                        uTarget = uSource;
                        break;
                    case SF_CASTSPELL_TARGET_TO_SOURCE: // target -> source
                        uSource = target ? target->ToUnit() : NULL;
                        uTarget = source ? source->ToUnit() : NULL;
                        break;
                    case SF_CASTSPELL_SEARCH_CREATURE: // source -> creature with entry
                        uSource = source ? source->ToUnit() : NULL;
                        uTarget = uSource ? GetClosestCreatureWithEntry(uSource, abs(step.script->CastSpell.CreatureEntry), step.script->CastSpell.SearchRadius) : NULL;
                        break;
                }

                if (!uSource || !uSource->isType(TYPEMASK_UNIT))
                {
                    sLog->outError("%s no source unit found for spell %u", step.script->GetDebugInfo().c_str(), step.script->CastSpell.SpellID);
                    break;
                }

                if (!uTarget || !uTarget->isType(TYPEMASK_UNIT))
                {
                    sLog->outError("%s no target unit found for spell %u", step.script->GetDebugInfo().c_str(), step.script->CastSpell.SpellID);
                    break;
                }

                bool triggered = (step.script->CastSpell.Flags != 4) ?
                    step.script->CastSpell.CreatureEntry & SF_CASTSPELL_TRIGGERED :
                    step.script->CastSpell.CreatureEntry < 0;
                uSource->CastSpell(uTarget, step.script->CastSpell.SpellID, triggered);
                break;
            }

            case SCRIPT_COMMAND_PLAY_SOUND:
                // Source must be WorldObject.
                if (WorldObject* object = _GetScriptWorldObject(source, true, step.script))
                {
                    // PlaySound.Flags bitmask: 0/1=anyone/target
                    Player* player = NULL;
                    if (step.script->PlaySound.Flags & SF_PLAYSOUND_TARGET_PLAYER)
                    {
                        // Target must be Player.
                        player = _GetScriptPlayer(target, false, step.script);
                        if (!target)
                            break;
                    }

                    // PlaySound.Flags bitmask: 0/2=without/with distance dependent
                    if (step.script->PlaySound.Flags & SF_PLAYSOUND_DISTANCE_SOUND)
                        object->PlayDistanceSound(step.script->PlaySound.SoundID, player);
                    else
                        object->PlayDirectSound(step.script->PlaySound.SoundID, player);
                }
                break;

            case SCRIPT_COMMAND_CREATE_ITEM:
                // Target or source must be Player.
                if (Player* pReceiver = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    ItemPosCountVec dest;
                    InventoryResult msg = pReceiver->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, step.script->CreateItem.ItemEntry, step.script->CreateItem.Amount);
                    if (msg == EQUIP_ERR_OK)
                    {
                        if (Item* item = pReceiver->StoreNewItem(dest, step.script->CreateItem.ItemEntry, true))
                            pReceiver->SendNewItem(item, step.script->CreateItem.Amount, false, true);
                    }
                    else
                        pReceiver->SendEquipError(msg, NULL, NULL, step.script->CreateItem.ItemEntry);
                }
                break;

            case SCRIPT_COMMAND_DESPAWN_SELF:
                // Target or source must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
                    cSource->DespawnOrUnsummon(step.script->DespawnSelf.DespawnDelay);
                break;

            case SCRIPT_COMMAND_LOAD_PATH:
                // Source must be Unit.
                if (Unit* unit = _GetScriptUnit(source, true, step.script))
                {
                    if (!sWaypointMgr->GetPath(step.script->LoadPath.PathID))
                        sLog->outError("%s source object has an invalid path (%u), skipping.", step.script->GetDebugInfo().c_str(), step.script->LoadPath.PathID);
                    else
                        unit->GetMotionMaster()->MovePath(step.script->LoadPath.PathID, step.script->LoadPath.IsRepeatable);
                }
                break;

            case SCRIPT_COMMAND_CALLSCRIPT_TO_UNIT:
            {
                if (!step.script->CallScript.CreatureEntry)
                {
                    sLog->outError("%s creature entry is not specified, skipping.", step.script->GetDebugInfo().c_str());
                    break;
                }
                if (!step.script->CallScript.ScriptID)
                {
                    sLog->outError("%s script id is not specified, skipping.", step.script->GetDebugInfo().c_str());
                    break;
                }

                Creature* cTarget = NULL;
                WorldObject* wSource = dynamic_cast <WorldObject*> (source);
                if (wSource) //using grid searcher
                {
                    CellCoord p(Trinity::ComputeCellCoord(wSource->GetPositionX(), wSource->GetPositionY()));
                    Cell cell(p);

                    Trinity::CreatureWithDbGUIDCheck target_check(wSource, step.script->CallScript.CreatureEntry);
                    Trinity::CreatureSearcher<Trinity::CreatureWithDbGUIDCheck> checker(wSource, cTarget, target_check);

                    TypeContainerVisitor<Trinity::CreatureSearcher <Trinity::CreatureWithDbGUIDCheck>, GridTypeMapContainer > unit_checker(checker);
                    cell.Visit(p, unit_checker, *wSource->GetMap(), *wSource, wSource->GetGridActivationRange());
                }
                else //check hashmap holders
                {
                    if (CreatureData const* data = sObjectMgr->GetCreatureData(step.script->CallScript.CreatureEntry))
                        cTarget = ObjectAccessor::GetObjectInWorld<Creature>(data->mapid, data->posX, data->posY, MAKE_NEW_GUID(step.script->CallScript.CreatureEntry, data->id, HIGHGUID_UNIT), cTarget);
                }

                if (!cTarget)
                {
                    sLog->outError("%s target was not found (entry: %u)", step.script->GetDebugInfo().c_str(), step.script->CallScript.CreatureEntry);
                    break;
                }

                //Lets choose our ScriptMap map
                ScriptMapMap* datamap = GetScriptsMapByType(ScriptsType(step.script->CallScript.ScriptType));
                //if no scriptmap present...
                if (!datamap)
                {
                    sLog->outError("%s unknown scriptmap (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->CallScript.ScriptType);
                    break;
                }

                // Insert script into schedule but do not start it
                ScriptsStart(*datamap, step.script->CallScript.ScriptID, cTarget, NULL);
                break;
            }

            case SCRIPT_COMMAND_KILL:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    if (cSource->isDead())
                        sLog->outError("%s creature is already dead (Entry: %u, GUID: %u)",
                            step.script->GetDebugInfo().c_str(), cSource->GetEntry(), cSource->GetGUIDLow());
                    else
                    {
                        cSource->setDeathState(JUST_DIED);
                        if (step.script->Kill.RemoveCorpse == 1)
                            cSource->RemoveCorpse();
                    }
                }
                break;

            case SCRIPT_COMMAND_ORIENTATION:
                // Source must be Unit.
                if (Unit* sourceUnit = _GetScriptUnit(source, true, step.script))
                {
                    if (step.script->Orientation.Flags & SF_ORIENTATION_FACE_TARGET)
                    {
                        // Target must be Unit.
                        Unit* targetUnit = _GetScriptUnit(target, false, step.script);
                        if (!targetUnit)
                            break;

                        sourceUnit->SetFacingToObject(targetUnit);
                    }
                    else
                        sourceUnit->SetFacingTo(step.script->Orientation.Orientation);
                }
                break;

            case SCRIPT_COMMAND_EQUIP:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                    cSource->LoadEquipment(step.script->Equip.EquipmentID);
                break;

            case SCRIPT_COMMAND_MODEL:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                    cSource->SetDisplayId(step.script->Model.ModelID);
                break;

            case SCRIPT_COMMAND_CLOSE_GOSSIP:
                // Source must be Player.
                if (Player* player = _GetScriptPlayer(source, true, step.script))
                    player->PlayerTalkClass->SendCloseGossip();
                break;

            case SCRIPT_COMMAND_PLAYMOVIE:
                // Source must be Player.
                if (Player* player = _GetScriptPlayer(source, true, step.script))
                    player->SendMovieStart(step.script->PlayMovie.MovieID);
                break;

            default:
                sLog->outError("Unknown script command %s.", step.script->GetDebugInfo().c_str());
                break;
        }

        m_scriptSchedule.erase(iter);
        iter = m_scriptSchedule.begin();
        sScriptMgr->DecreaseScheduledScriptCount();
    }
}
Example #3
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    uint64 guid;

    recvData.readPackGUID(guid);

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    /*----------------------*/

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        if (movementInfo.pos.GetPositionZ() < -500.0f)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if (plrMover->isAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->isAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
Example #4
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player*  player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGuid();
    Loot*    loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid(lguid);

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse* bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->IsAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    QuestItem* qitem = NULL;
    QuestItem* ffaitem = NULL;
    QuestItem* conditem = NULL;

    LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    Group * group = player->GetGroup();

    /* Checking group conditions to be sure the player has the permissions to loot. */
    if(group)
    {
        Creature * pCreature = player->GetMap()->GetCreature(lguid);
        switch(group->GetLootMethod())
        {
            case GROUP_LOOT:
            case NEED_BEFORE_GREED:
            {
                if(item->winner && item->winner != player->GetObjectGuid() && !item->is_underthreshold && group->IsRollDoneForItem(pCreature, item))
                {
                    player->SendEquipError(EQUIP_ERR_LOOT_CANT_LOOT_THAT_NOW, NULL, NULL, item->itemid);
                    return;
                }
                break;
            }
            case MASTER_LOOT:
            {
                if((item->winner && item->winner != player->GetObjectGuid()) || (!item->winner && !item->is_underthreshold && !item->freeforall))
                {
                    player->SendEquipError(EQUIP_ERR_LOOT_CANT_LOOT_THAT_NOW, NULL, NULL, item->itemid);
                    return;
                }
                break;
            }
        }
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    if (pItem)
        { pItem->SetLootState(ITEM_LOOT_CHANGED); }

    ItemPosCountVec dest;
    InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        Item* newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);

        if (qitem)
        {
            qitem->is_looted = true;
            // freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                { player->SendNotifyLootItemRemoved(lootSlot); }
            else
                { loot->NotifyQuestItemRemoved(qitem->index); }
        }
        else
        {
            if (ffaitem)
            {
                // freeforall case, notify only one player of the removal
                ffaitem->is_looted = true;
                player->SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                // not freeforall, notify everyone
                if (conditem)
                    { conditem->is_looted = true; }
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        // if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            { item->is_looted = true; }

        --loot->unlootedCount;

        player->SendNewItem(newitem, uint32(item->count), false, false, true);
    }
    else
        { player->SendEquipError(msg, NULL, NULL, item->itemid); }
}
Example #5
0
void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
                    go->SetLootState(GO_JUST_DEACTIVATED);
                else
                    go->SetLootState(GO_READY);
            }
            else
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED, player);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemTemplate const* proto = pItem->GetTemplate();

        // destroy only 5 items from stack in case prospecting and milling
        if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if (count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
        {
            if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
                player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        }
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &creature->loot;
        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
            if (!creature->IsAlive())
                creature->AllLootRemovedFromCorpse();

            creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
        else
        {
            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                        group->SendLooter(creature, NULL);

                        // force update of dynamic flags, otherwise other group's players still not able to loot.
                        creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Example #6
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player  *player =   GetPlayer();
    uint64   lguid =    player->GetLootGUID();
    Loot    *loot;
    uint8    lootSlot;

    recv_data >> lootSlot;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = player->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(lguid))
    {
        Corpse *bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }
        loot = &bones->loot;
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

        if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pCreature->loot;
    }

    QuestItem *qitem = NULL;
    QuestItem *ffaitem = NULL;
    QuestItem *conditem = NULL;

    LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    ItemPosCountVec dest;
    uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        Item * newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);

        if (qitem)
        {
            qitem->is_looted = true;
            //freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                player->SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                //freeforall case, notify only one player of the removal
                ffaitem->is_looted=true;
                player->SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                //not freeforall, notify everyone
                if (conditem)
                    conditem->is_looted=true;
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        //if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            item->is_looted = true;

        --loot->unlootedCount;

        player->SendNewItem(newitem, uint32(item->count), false, false, true);
    }
    else
        player->SendEquipError(msg, NULL, NULL);
}
Example #7
0
/// Process queued scripts
void Map::ScriptsProcess()
{
    if (m_scriptSchedule.empty())
        return;

    ///- Process overdue queued scripts
    ScriptScheduleMap::iterator iter = m_scriptSchedule.begin();
    // ok as multimap is a *sorted* associative container
    while (!m_scriptSchedule.empty() && (iter->first <= GameTime::GetGameTime()))
    {
        ScriptAction const& step = iter->second;

        Object* source = nullptr;
        if (step.sourceGUID)
        {
            switch (step.sourceGUID.GetHigh())
            {
                case HighGuid::Item: // as well as HighGuid::Container
                    if (Player* player = GetPlayer(step.ownerGUID))
                        source = player->GetItemByGuid(step.sourceGUID);
                    break;
                case HighGuid::Unit:
                case HighGuid::Vehicle:
                    source = GetCreature(step.sourceGUID);
                    break;
                case HighGuid::Pet:
                    source = GetPet(step.sourceGUID);
                    break;
                case HighGuid::Player:
                    source = GetPlayer(step.sourceGUID);
                    break;
                case HighGuid::Transport:
                case HighGuid::GameObject:
                    source = GetGameObject(step.sourceGUID);
                    break;
                case HighGuid::Corpse:
                    source = GetCorpse(step.sourceGUID);
                    break;
                case HighGuid::Mo_Transport:
                    source = GetTransport(step.sourceGUID);
                    break;
                default:
                    TC_LOG_ERROR("scripts", "%s source with unsupported high guid %s.",
                        step.script->GetDebugInfo().c_str(), step.sourceGUID.ToString().c_str());
                    break;
            }
        }

        WorldObject* target = nullptr;
        if (step.targetGUID)
        {
            switch (step.targetGUID.GetHigh())
            {
                case HighGuid::Unit:
                case HighGuid::Vehicle:
                    target = GetCreature(step.targetGUID);
                    break;
                case HighGuid::Pet:
                    target = GetPet(step.targetGUID);
                    break;
                case HighGuid::Player:                       // empty GUID case also
                    target = GetPlayer(step.targetGUID);
                    break;
                case HighGuid::Transport:
                case HighGuid::GameObject:
                    target = GetGameObject(step.targetGUID);
                    break;
                case HighGuid::Corpse:
                    target = GetCorpse(step.targetGUID);
                    break;
                case HighGuid::Mo_Transport:
                    target = GetTransport(step.targetGUID);
                    break;
                default:
                    TC_LOG_ERROR("scripts", "%s target with unsupported high guid %s.",
                        step.script->GetDebugInfo().c_str(), step.targetGUID.ToString().c_str());
                    break;
            }
        }

        switch (step.script->command)
        {
            case SCRIPT_COMMAND_TALK:
            {
                if (step.script->Talk.ChatType > CHAT_TYPE_BOSS_WHISPER)
                {
                    TC_LOG_ERROR("scripts", "%s invalid chat type (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->Talk.ChatType);
                    break;
                }

                if (step.script->Talk.Flags & SF_TALK_USE_PLAYER)
                    source = _GetScriptPlayerSourceOrTarget(source, target, step.script);
                else
                    source = _GetScriptCreatureSourceOrTarget(source, target, step.script);

                if (source)
                {
                    Unit* sourceUnit = source->ToUnit();
                    if (!sourceUnit)
                    {
                        TC_LOG_ERROR("scripts", "%s source object (%s) is not an unit, skipping.", step.script->GetDebugInfo().c_str(), source->GetGUID().ToString().c_str());
                        break;
                    }

                    switch (step.script->Talk.ChatType)
                    {
                        case CHAT_TYPE_SAY:
                            sourceUnit->Say(step.script->Talk.TextID, target);
                            break;
                        case CHAT_TYPE_YELL:
                            sourceUnit->Yell(step.script->Talk.TextID, target);
                            break;
                        case CHAT_TYPE_TEXT_EMOTE:
                        case CHAT_TYPE_BOSS_EMOTE:
                            sourceUnit->TextEmote(step.script->Talk.TextID, target, step.script->Talk.ChatType == CHAT_TYPE_BOSS_EMOTE);
                            break;
                        case CHAT_TYPE_WHISPER:
                        case CHAT_TYPE_BOSS_WHISPER:
                        {
                            Player* receiver = target ? target->ToPlayer() : nullptr;
                            if (!receiver)
                                TC_LOG_ERROR("scripts", "%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                            else
                                sourceUnit->Whisper(step.script->Talk.TextID, receiver, step.script->Talk.ChatType == CHAT_TYPE_BOSS_WHISPER);
                            break;
                        }
                        default:
                            break;                              // must be already checked at load
                    }
                }
                break;
            }

            case SCRIPT_COMMAND_EMOTE:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    if (step.script->Emote.Flags & SF_EMOTE_USE_STATE)
                        cSource->SetUInt32Value(UNIT_NPC_EMOTESTATE, step.script->Emote.EmoteID);
                    else
                        cSource->HandleEmoteCommand(step.script->Emote.EmoteID);
                }
                break;

            case SCRIPT_COMMAND_FIELD_SET:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FieldSet.FieldID <= OBJECT_FIELD_ENTRY || step.script->FieldSet.FieldID >= cSource->GetValuesCount())
                        TC_LOG_ERROR("scripts", "%s wrong field %u (max count: %u) in object (TypeId: %u, %s) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FieldSet.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetGUID().ToString().c_str());
                    else
                        cSource->SetUInt32Value(step.script->FieldSet.FieldID, step.script->FieldSet.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_MOVE_TO:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    Unit* unit = (Unit*)cSource;
                    if (step.script->MoveTo.TravelTime != 0)
                    {
                        float speed = unit->GetDistance(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ) / ((float)step.script->MoveTo.TravelTime * 0.001f);
                        unit->MonsterMoveWithSpeed(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, speed);
                    }
                    else
                        unit->NearTeleportTo(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, unit->GetOrientation());
                }
                break;

            case SCRIPT_COMMAND_FLAG_SET:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FlagToggle.FieldID <= OBJECT_FIELD_ENTRY || step.script->FlagToggle.FieldID >= cSource->GetValuesCount())
                        TC_LOG_ERROR("scripts", "%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FlagToggle.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetEntry(), cSource->GetGUID().GetCounter());
                    else
                        cSource->SetFlag(step.script->FlagToggle.FieldID, step.script->FlagToggle.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_FLAG_REMOVE:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FlagToggle.FieldID <= OBJECT_FIELD_ENTRY || step.script->FlagToggle.FieldID >= cSource->GetValuesCount())
                        TC_LOG_ERROR("scripts", "%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FlagToggle.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetEntry(), cSource->GetGUID().GetCounter());
                    else
                        cSource->RemoveFlag(step.script->FlagToggle.FieldID, step.script->FlagToggle.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_TELEPORT_TO:
                if (step.script->TeleportTo.Flags & SF_TELEPORT_USE_CREATURE)
                {
                    // Source or target must be Creature.
                    if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
                        cSource->NearTeleportTo(step.script->TeleportTo.DestX, step.script->TeleportTo.DestY, step.script->TeleportTo.DestZ, step.script->TeleportTo.Orientation);
                }
                else
                {
                    // Source or target must be Player.
                    if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                        player->TeleportTo(step.script->TeleportTo.MapID, step.script->TeleportTo.DestX, step.script->TeleportTo.DestY, step.script->TeleportTo.DestZ, step.script->TeleportTo.Orientation);
                }
                break;

            case SCRIPT_COMMAND_QUEST_EXPLORED:
            {
                if (!source)
                {
                    TC_LOG_ERROR("scripts", "%s source object is NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }
                if (!target)
                {
                    TC_LOG_ERROR("scripts", "%s target object is NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // when script called for item spell casting then target == (unit or GO) and source is player
                WorldObject* worldObject;
                Player* player = target->ToPlayer();
                if (player)
                {
                    if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER)
                    {
                        TC_LOG_ERROR("scripts", "%s source is not unit, gameobject or player (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), source->GetTypeId(), source->GetEntry(), source->GetGUID().GetCounter());
                        break;
                    }
                    worldObject = dynamic_cast<WorldObject*>(source);
                }
                else
                {
                    player = source->ToPlayer();
                    if (player)
                    {
                        if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER)
                        {
                            TC_LOG_ERROR("scripts", "%s target is not unit, gameobject or player (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                                step.script->GetDebugInfo().c_str(), target->GetTypeId(), target->GetEntry(), target->GetGUID().GetCounter());
                            break;
                        }
                        worldObject = dynamic_cast<WorldObject*>(target);
                    }
                    else
                    {
                        TC_LOG_ERROR("scripts", "%s neither source nor target is player (source: TypeId: %u, Entry: %u, GUID: %u; target: TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), source->GetTypeId(), source->GetEntry(), source->GetGUID().GetCounter(),
                            target->GetTypeId(), target->GetEntry(), target->GetGUID().GetCounter());
                        break;
                    }
                }

                // quest id and flags checked at script loading
                if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->IsAlive()) &&
                    (step.script->QuestExplored.Distance == 0 || worldObject->IsWithinDistInMap(player, float(step.script->QuestExplored.Distance))))
                    player->AreaExploredOrEventHappens(step.script->QuestExplored.QuestID);
                else
                    player->FailQuest(step.script->QuestExplored.QuestID);

                break;
            }

            case SCRIPT_COMMAND_KILL_CREDIT:
                // Source or target must be Player.
                if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    if (step.script->KillCredit.Flags & SF_KILLCREDIT_REWARD_GROUP)
                        player->RewardPlayerAndGroupAtEvent(step.script->KillCredit.CreatureEntry, player);
                    else
                        player->KilledMonsterCredit(step.script->KillCredit.CreatureEntry);
                }
                break;

            case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
                if (!step.script->RespawnGameobject.GOGuid)
                {
                    TC_LOG_ERROR("scripts", "%s gameobject guid (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // Source or target must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    GameObject* pGO = _FindGameObject(pSummoner, step.script->RespawnGameobject.GOGuid);
                    if (!pGO)
                    {
                        TC_LOG_ERROR("scripts", "%s gameobject was not found (guid: %u).", step.script->GetDebugInfo().c_str(), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    if (pGO->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_DOOR        ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_BUTTON      ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_TRAP)
                    {
                        TC_LOG_ERROR("scripts", "%s can not be used with gameobject of type %u (guid: %u).",
                            step.script->GetDebugInfo().c_str(), uint32(pGO->GetGoType()), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    // Check that GO is not spawned
                    if (!pGO->isSpawned())
                    {
                        int32 nTimeToDespawn = std::max(5, int32(step.script->RespawnGameobject.DespawnDelay));
                        pGO->SetLootState(GO_READY);
                        pGO->SetRespawnTime(nTimeToDespawn);

                        pGO->GetMap()->AddToMap(pGO);
                    }
                }
                break;

            case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
            {
                // Source must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    if (!step.script->TempSummonCreature.CreatureEntry)
                        TC_LOG_ERROR("scripts", "%s creature entry (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    else
                    {
                        float x = step.script->TempSummonCreature.PosX;
                        float y = step.script->TempSummonCreature.PosY;
                        float z = step.script->TempSummonCreature.PosZ;
                        float o = step.script->TempSummonCreature.Orientation;

                        if (!pSummoner->SummonCreature(step.script->TempSummonCreature.CreatureEntry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->TempSummonCreature.DespawnDelay))
                            TC_LOG_ERROR("scripts", "%s creature was not spawned (entry: %u).", step.script->GetDebugInfo().c_str(), step.script->TempSummonCreature.CreatureEntry);
                    }
                }
                break;
            }

            case SCRIPT_COMMAND_OPEN_DOOR:
            case SCRIPT_COMMAND_CLOSE_DOOR:
                _ScriptProcessDoor(source, target, step.script);
                break;

            case SCRIPT_COMMAND_ACTIVATE_OBJECT:
                // Source must be Unit.
                if (Unit* unit = _GetScriptUnit(source, true, step.script))
                {
                    // Target must be GameObject.
                    if (!target)
                    {
                        TC_LOG_ERROR("scripts", "%s target object is NULL.", step.script->GetDebugInfo().c_str());
                        break;
                    }

                    if (target->GetTypeId() != TYPEID_GAMEOBJECT)
                    {
                        TC_LOG_ERROR("scripts", "%s target object is not gameobject (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), target->GetTypeId(), target->GetEntry(), target->GetGUID().GetCounter());
                        break;
                    }

                    if (GameObject* pGO = target->ToGameObject())
                        pGO->Use(unit);
                }
                break;

            case SCRIPT_COMMAND_REMOVE_AURA:
            {
                // Source (datalong2 != 0) or target (datalong2 == 0) must be Unit.
                bool bReverse = step.script->RemoveAura.Flags & SF_REMOVEAURA_REVERSE;
                if (Unit* unit = _GetScriptUnit(bReverse ? source : target, bReverse, step.script))
                    unit->RemoveAurasDueToSpell(step.script->RemoveAura.SpellID);
                break;
            }

            case SCRIPT_COMMAND_CAST_SPELL:
            {
                /// @todo Allow gameobjects to be targets and casters
                if (!source && !target)
                {
                    TC_LOG_ERROR("scripts", "%s source and target objects are NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }

                Unit* uSource = nullptr;
                Unit* uTarget = nullptr;
                // source/target cast spell at target/source (script->datalong2: 0: s->t 1: s->s 2: t->t 3: t->s)
                switch (step.script->CastSpell.Flags)
                {
                    case SF_CASTSPELL_SOURCE_TO_TARGET: // source -> target
                        uSource = source ? source->ToUnit() : nullptr;
                        uTarget = target ? target->ToUnit() : nullptr;
                        break;
                    case SF_CASTSPELL_SOURCE_TO_SOURCE: // source -> source
                        uSource = source ? source->ToUnit() : nullptr;
                        uTarget = uSource;
                        break;
                    case SF_CASTSPELL_TARGET_TO_TARGET: // target -> target
                        uSource = target ? target->ToUnit() : nullptr;
                        uTarget = uSource;
                        break;
                    case SF_CASTSPELL_TARGET_TO_SOURCE: // target -> source
                        uSource = target ? target->ToUnit() : nullptr;
                        uTarget = source ? source->ToUnit() : nullptr;
                        break;
                    case SF_CASTSPELL_SEARCH_CREATURE: // source -> creature with entry
                        uSource = source ? source->ToUnit() : nullptr;
                        uTarget = uSource ? uSource->FindNearestCreature(abs(step.script->CastSpell.CreatureEntry), step.script->CastSpell.SearchRadius) : nullptr;
                        break;
                }

                if (!uSource || !uSource->isType(TYPEMASK_UNIT))
                {
                    TC_LOG_ERROR("scripts", "%s no source unit found for spell %u", step.script->GetDebugInfo().c_str(), step.script->CastSpell.SpellID);
                    break;
                }

                if (!uTarget || !uTarget->isType(TYPEMASK_UNIT))
                {
                    TC_LOG_ERROR("scripts", "%s no target unit found for spell %u", step.script->GetDebugInfo().c_str(), step.script->CastSpell.SpellID);
                    break;
                }

                bool triggered = (step.script->CastSpell.Flags != 4) ?
                    step.script->CastSpell.CreatureEntry & SF_CASTSPELL_TRIGGERED :
                    step.script->CastSpell.CreatureEntry < 0;
                uSource->CastSpell(uTarget, step.script->CastSpell.SpellID, triggered);
                break;
            }

            case SCRIPT_COMMAND_PLAY_SOUND:
                // Source must be WorldObject.
                if (WorldObject* object = _GetScriptWorldObject(source, true, step.script))
                {
                    // PlaySound.Flags bitmask: 0/1=anyone/target
                    Player* player = nullptr;
                    if (step.script->PlaySound.Flags & SF_PLAYSOUND_TARGET_PLAYER)
                    {
                        // Target must be Player.
                        player = _GetScriptPlayer(target, false, step.script);
                        if (!target)
                            break;
                    }

                    // PlaySound.Flags bitmask: 0/2=without/with distance dependent
                    if (step.script->PlaySound.Flags & SF_PLAYSOUND_DISTANCE_SOUND)
                        object->PlayDistanceSound(step.script->PlaySound.SoundID, player);
                    else
                        object->PlayDirectSound(step.script->PlaySound.SoundID, player);
                }
                break;

            case SCRIPT_COMMAND_CREATE_ITEM:
                // Target or source must be Player.
                if (Player* pReceiver = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    ItemPosCountVec dest;
                    InventoryResult msg = pReceiver->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, step.script->CreateItem.ItemEntry, step.script->CreateItem.Amount);
                    if (msg == EQUIP_ERR_OK)
                    {
                        if (Item* item = pReceiver->StoreNewItem(dest, step.script->CreateItem.ItemEntry, true))
                            pReceiver->SendNewItem(item, step.script->CreateItem.Amount, false, true);
                    }
                    else
                        pReceiver->SendEquipError(msg, nullptr, nullptr, step.script->CreateItem.ItemEntry);
                }
                break;

            case SCRIPT_COMMAND_DESPAWN_SELF:
                // Target or source must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
                    cSource->DespawnOrUnsummon(step.script->DespawnSelf.DespawnDelay);
                break;

            case SCRIPT_COMMAND_LOAD_PATH:
                // Source must be Unit.
                if (Unit* unit = _GetScriptUnit(source, true, step.script))
                {
                    if (!sWaypointMgr->GetPath(step.script->LoadPath.PathID))
                        TC_LOG_ERROR("scripts", "%s source object has an invalid path (%u), skipping.", step.script->GetDebugInfo().c_str(), step.script->LoadPath.PathID);
                    else
                        unit->GetMotionMaster()->MovePath(step.script->LoadPath.PathID, step.script->LoadPath.IsRepeatable != 0);
                }
                break;

            case SCRIPT_COMMAND_CALLSCRIPT_TO_UNIT:
            {
                if (!step.script->CallScript.CreatureEntry)
                {
                    TC_LOG_ERROR("scripts", "%s creature entry is not specified, skipping.", step.script->GetDebugInfo().c_str());
                    break;
                }
                if (!step.script->CallScript.ScriptID)
                {
                    TC_LOG_ERROR("scripts", "%s script id is not specified, skipping.", step.script->GetDebugInfo().c_str());
                    break;
                }

                Creature* cTarget = nullptr;
                auto creatureBounds = _creatureBySpawnIdStore.equal_range(step.script->CallScript.CreatureEntry);
                if (creatureBounds.first != creatureBounds.second)
                {
                    // Prefer alive (last respawned) creature
                    auto creatureItr = std::find_if(creatureBounds.first, creatureBounds.second, [](Map::CreatureBySpawnIdContainer::value_type const& pair)
                    {
                        return pair.second->IsAlive();
                    });
                    cTarget = creatureItr != creatureBounds.second ? creatureItr->second : creatureBounds.first->second;
                }

                if (!cTarget)
                {
                    TC_LOG_ERROR("scripts", "%s target was not found (entry: %u)", step.script->GetDebugInfo().c_str(), step.script->CallScript.CreatureEntry);
                    break;
                }

                //Lets choose our ScriptMap map
                ScriptMapMap* datamap = GetScriptsMapByType(ScriptsType(step.script->CallScript.ScriptType));
                //if no scriptmap present...
                if (!datamap)
                {
                    TC_LOG_ERROR("scripts", "%s unknown scriptmap (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->CallScript.ScriptType);
                    break;
                }

                // Insert script into schedule but do not start it
                ScriptsStart(*datamap, step.script->CallScript.ScriptID, cTarget, nullptr);
                break;
            }

            case SCRIPT_COMMAND_KILL:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    if (cSource->isDead())
                        TC_LOG_ERROR("scripts", "%s creature is already dead (Entry: %u, GUID: %u)",
                            step.script->GetDebugInfo().c_str(), cSource->GetEntry(), cSource->GetGUID().GetCounter());
                    else
                    {
                        cSource->setDeathState(JUST_DIED);
                        if (step.script->Kill.RemoveCorpse == 1)
                            cSource->RemoveCorpse();
                    }
                }
                break;

            case SCRIPT_COMMAND_ORIENTATION:
                // Source must be Unit.
                if (Unit* sourceUnit = _GetScriptUnit(source, true, step.script))
                {
                    if (step.script->Orientation.Flags & SF_ORIENTATION_FACE_TARGET)
                    {
                        // Target must be Unit.
                        Unit* targetUnit = _GetScriptUnit(target, false, step.script);
                        if (!targetUnit)
                            break;

                        sourceUnit->SetFacingToObject(targetUnit);
                    }
                    else
                        sourceUnit->SetFacingTo(step.script->Orientation.Orientation);
                }
                break;

            case SCRIPT_COMMAND_EQUIP:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                    cSource->LoadEquipment(step.script->Equip.EquipmentID);
                break;

            case SCRIPT_COMMAND_MODEL:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                    cSource->SetDisplayId(step.script->Model.ModelID);
                break;

            case SCRIPT_COMMAND_CLOSE_GOSSIP:
                // Source must be Player.
                if (Player* player = _GetScriptPlayer(source, true, step.script))
                    player->PlayerTalkClass->SendCloseGossip();
                break;

            case SCRIPT_COMMAND_PLAYMOVIE:
                // Source must be Player.
                if (Player* player = _GetScriptPlayer(source, true, step.script))
                    player->SendMovieStart(step.script->PlayMovie.MovieID);
                break;

            case SCRIPT_COMMAND_MOVEMENT:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                {
                    if (!cSource->IsAlive())
                        return;

                    cSource->GetMotionMaster()->MoveIdle();

                    switch (step.script->Movement.MovementType)
                    {
                        case RANDOM_MOTION_TYPE:
                            cSource->GetMotionMaster()->MoveRandom((float)step.script->Movement.MovementDistance);
                            break;
                        case WAYPOINT_MOTION_TYPE:
                            cSource->GetMotionMaster()->MovePath(step.script->Movement.Path, false);
                            break;
                    }
                }
                break;

            default:
                TC_LOG_ERROR("scripts", "Unknown script command %s.", step.script->GetDebugInfo().c_str());
                break;
        }

        m_scriptSchedule.erase(iter);
        iter = m_scriptSchedule.begin();
        sMapMgr->DecreaseScheduledScriptCount();
    }
}
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");

    Player* player = GetPlayer();
    uint64 lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;
    uint8 linkedLootSlot = 255;

    uint32 count = recvData.ReadBits(23);

    std::vector<ObjectGuid> guids;
    guids.resize(count);

    uint8 bitOrder[8] = { 2, 1, 5, 7, 4, 3, 0, 6 };
    for (uint32 i = 0; i < count; i++)
        recvData.ReadBitInOrder(guids[i], bitOrder);

    recvData.FlushBits();

    for (uint32 i = 0; i < count; i++)
    {
        recvData.ReadByteSeq(guids[i][0]);
        recvData.ReadByteSeq(guids[i][3]);
        recvData >> lootSlot;
        recvData.ReadByteSeq(guids[i][7]);
        recvData.ReadByteSeq(guids[i][2]);
        recvData.ReadByteSeq(guids[i][4]);
        recvData.ReadByteSeq(guids[i][1]);
        recvData.ReadByteSeq(guids[i][6]);
        recvData.ReadByteSeq(guids[i][5]);

        linkedLootSlot = 0xFF;

        if (IS_GAMEOBJECT_GUID(lguid))
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
        }
        else if (IS_ITEM_GUID(lguid))
        {
            Item* pItem = player->GetItemByGuid(lguid);

            if (!pItem)
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
        }
        else if (IS_CORPSE_GUID(lguid))
        {
            Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &bones->loot;
        }
        else
        {
            Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);

            if (!lootAllowed || (!creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE) && !_player->HasSpell(125048)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &creature->loot;
            if (loot->isLinkedLoot(lootSlot))
            {
                LinkedLootInfo linkedLootInfo = loot->getLinkedLoot(lootSlot);
                creature = player->GetCreature(*player, linkedLootInfo.creatureGUID);
                if (!creature)
                {
                    player->SendLootRelease(lguid);
                    return;
                }

                loot = &creature->loot;
                linkedLootSlot = lootSlot;
                lootSlot = linkedLootInfo.slot;
            }
        }

        player->StoreLootItem(lootSlot, loot, linkedLootSlot);
    }
}
Example #9
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
    uint16 opcode = recv_data.GetOpcode();
    recv_data.hexlike();

    Unit *mover = _player->m_mover;

    ASSERT(mover != NULL);                                  // there must always be a mover

    Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plMover && plMover->IsBeingTeleported())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* extract packet */
    uint64 guid;

    recv_data.readPackGUID(guid);

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recv_data, &movementInfo);

    recv_data.rpos(recv_data.wpos());                   // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plMover && !plMover->GetTransport())
        {
            // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
            for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
            {
                if ((*iter)->GetGUID() == movementInfo.t_guid)
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject *go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
        }
    }
    else if (plMover && plMover->GetTransport())                // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->isInFlight())
        plMover->HandleFall(movementInfo);

    if (plMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater(!plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
	}

	/*----------------------*/
	
	// ANTICHEAT CHECKS
	if (sWorld.getBoolConfig(CONFIG_ANTICHEAT_ENABLE))
	{
		/*********************/
		/* Exceptions:
		 In Flight
		 On Transport
		 Being Teleported
		 Can't free move
		 Is GameMaster
         **********************/
		
		// preventing escape from JAIL! MUAHAHHAHA
		if (plMover && plMover->GetAreaId() == 876 && !plMover->isGameMaster())
		{
			if (plMover->GetBaseMap()->GetAreaId(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()) != 876)
			{
				plMover->TeleportTo(1,16226.5f,16403.6f,-64.5f,3.2f);
				return;
			}
		}
		
		if (plMover && !plMover->isInFlight() && !plMover->GetTransport() && !plMover->IsBeingTeleported() && plMover->CanFreeMove() && !plMover->isGameMaster())
		{
			// speed hack detection called!
			plMover->SpeedHackDetection(plMover->GetLastPacket(), movementInfo,opcode, plMover->GetLastSpeedRate());
			
			if (plMover->isAlive())
				plMover->WalkOnWaterHackDetection(plMover->GetLastPacket(),movementInfo);
			
			// fly hack detection called!
			plMover->FlyHackDetection(plMover->GetLastPacket(),movementInfo);
		}
		
		// save packet time for next control.
		if (plMover)
		{
			uint8 uiMoveType = 0;
			
			if (plMover->IsFlying())
				uiMoveType = MOVE_FLIGHT;
			else if (plMover->IsUnderWater())
				uiMoveType = MOVE_SWIM;
			else 
				uiMoveType = MOVE_RUN;
			
			plMover->SaveLastPacket(movementInfo);
			plMover->SetLastSpeedRate(plMover->GetSpeedRate(UnitMoveType(uiMoveType)));//plMover->GetSpeed(UnitMoveType(uiMoveType)));//Rate(UnitMoveType(uiMoveType)));
			plMover->SetLastOpcode(opcode);
		}
	}
	
	
    /* process position-change */
    WorldPacket data(opcode, recv_data.size());
    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->SetPosition(movementInfo.pos);

    if (plMover)                                            // nothing is charmed, or player charmed
    {
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        if (movementInfo.pos.GetPositionZ() < -500.0f)
        {
            if (!(plMover->InBattleground()
                && plMover->GetBattleground()
                && plMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if (plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // pl can be alive if GM/etc
                    if (!plMover->isAlive())
                    {
                        // change the death state to CORPSE to prevent the death timer from
                        // starting in the next player update
                        plMover->KillPlayer();
                        plMover->BuildPlayerRepop();
                    }
                }

                // cancel the death timer here if started
                plMover->RepopAtGraveyard();
            }
        }
    }
}
Example #10
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
    uint16 opcode = recvPacket.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvPacket.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);

    if(plrMover && !plrMover->isGameMaster() && plrMover->GetAntiHackLastPos().IsPositionValid() && movementInfo.t_guid == 0 && !(movementInfo.flags & MOVEMENTFLAG_FALLING))
    {
        Position lPos = plrMover->GetAntiHackLastPos();
        float dist = movementInfo.pos.GetExactDist(&lPos);
        uint32 dt = GetMSTimeDiffToNow(plrMover->GetAntiHackLastTime());
        if(dt != 0 && dist != 0)
        {
            UnitMoveType mType;

            if(movementInfo.flags & MOVEMENTFLAG_WALKING && !(movementInfo.flags & MOVEMENTFLAG_FLYING))
            {
                mType = MOVE_WALK;
            }
            else if(movementInfo.flags & MOVEMENTFLAG_SWIMMING)
            {
                if(movementInfo.flags & MOVEMENTFLAG_BACKWARD)
                    mType = MOVE_SWIM_BACK;
                else
                    mType = MOVE_SWIM;
            }
            else if(movementInfo.flags & MOVEMENTFLAG_FLYING)
            {
                if(movementInfo.flags & MOVEMENTFLAG_BACKWARD)
                    mType = MOVE_FLIGHT_BACK;
                else
                    mType = MOVE_FLIGHT;
            }
            else
            {
                if(movementInfo.flags & MOVEMENTFLAG_BACKWARD)
                    mType = MOVE_RUN_BACK;
                else
                    mType = MOVE_RUN;
            }

            float vitesse = dist / (float)(dt / float(IN_MILLISECONDS)), vsimu = plrMover->GetSpeed(mType);
            int ecart_relatif = floor(((vitesse - vsimu) / vsimu) * 100);

            if(ecart_relatif > 100)
                plrMover->ReportSpeedHack(vitesse);
            else
                plrMover->ResetSpeedHackReport();

            if(movementInfo.flags & MOVEMENTFLAG_FLYING)
            {
                if(!plrMover->HasAuraType(SPELL_AURA_FLY) && !plrMover->HasAuraType(SPELL_AURA_MOUNTED) &&
                        !plrMover->m_mover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED))
                {
                    plrMover->ReportFlyHack();
                }
                else
                    plrMover->ResetFlyHackReport();
            }

            if(movementInfo.flags & MOVEMENTFLAG_WATERWALKING)
            {
                if(!plrMover->HasAuraType(SPELL_AURA_WATER_WALK) && !plrMover->HasAuraType(SPELL_AURA_GHOST))
                {
                    plrMover->ReportWWHack();
                }
                else
                    plrMover->ResetWWHackReport();
            }

            /*if(movementInfo.flags & MOVEMENTFLAG_JUMPING)
            {
                ss << " jumping (vitesse  Z :" << movementInfo.j_zspeed << " XY : " << movementInfo.j_xyspeed << ")";
            }*/
        }
    }
    if(plrMover)
    {
        plrMover->SetAntiHackLastPos(movementInfo.pos);
        plrMover->SetAntiHackLastTime(getMSTime());
    }

    // prevent tampered movement data
    if (movementInfo.guid != mover->GetGUID())
    {
        sLog->outError(LOG_FILTER_NETWORKIO, "HandleMovementOpcodes: guid error");
        sLog->outError(LOG_FILTER_NETWORKIO, "moveguid : %lu, mover : %lu, opcode : %u", movementInfo.guid, mover->GetGUID(), opcode);
        return;
    }
    if (!movementInfo.pos.IsPositionValid())
    {
        sLog->outError(LOG_FILTER_NETWORKIO, "HandleMovementOpcodes: Invalid Position");
        return;
    }

    /* handle special cases */
    if (movementInfo.t_guid)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.t_guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    mover->m_movementInfo = movementInfo;

    /*----------------------*/
    /* process position-change */
    
    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

	WorldPacket data(SMSG_PLAYER_MOVE, recvPacket.size());
    _player->WriteMovementInfo(data);
    mover->SendMessageToSet(&data, _player);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        AreaTableEntry const* zone = GetAreaEntryByAreaID(plrMover->GetAreaId());
        float depth = zone ? zone->MaxDepth : -500.0f;
        if (movementInfo.pos.GetPositionZ() < depth)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if (plrMover->isAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->isAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
Example #11
0
GameObject* Garrison::Plot::CreateGameObject(Map* map, GarrisonFactionIndex faction)
{
    uint32 entry = EmptyGameObjectId;
    if (BuildingInfo.PacketInfo)
    {
        GarrPlotInstanceEntry const* plotInstance = sGarrPlotInstanceStore.AssertEntry(PacketInfo.GarrPlotInstanceID);
        GarrPlotEntry const* plot = sGarrPlotStore.AssertEntry(plotInstance->GarrPlotID);
        GarrBuildingEntry const* building = sGarrBuildingStore.AssertEntry(BuildingInfo.PacketInfo->GarrBuildingID);
        entry = faction == GARRISON_FACTION_INDEX_HORDE ? plot->HordeConstructionGameObjectID : plot->AllianceConstructionGameObjectID;
        if (BuildingInfo.PacketInfo->Active || !entry)
            entry = faction == GARRISON_FACTION_INDEX_HORDE ? building->HordeGameObjectID : building->AllianceGameObjectID;
    }

    if (!sObjectMgr->GetGameObjectTemplate(entry))
    {
        TC_LOG_ERROR("garrison", "Garrison attempted to spawn gameobject whose template doesn't exist (%u)", entry);
        return nullptr;
    }

    Position const& pos = PacketInfo.PlotPos;
    GameObject* building = new GameObject();
    if (!building->Create(entry, map, 0, pos, G3D::Quat(), 255, GO_STATE_READY))
    {
        delete building;
        return nullptr;
    }

    if (BuildingInfo.CanActivate() && BuildingInfo.PacketInfo && !BuildingInfo.PacketInfo->Active)
    {
        if (FinalizeGarrisonPlotGOInfo const* finalizeInfo = sGarrisonMgr.GetPlotFinalizeGOInfo(PacketInfo.GarrPlotInstanceID))
        {
            Position const& pos2 = finalizeInfo->FactionInfo[faction].Pos;
            GameObject* finalizer = new GameObject();
            if (finalizer->Create(finalizeInfo->FactionInfo[faction].GameObjectId, map, 0, pos2, G3D::Quat(), 255, GO_STATE_READY))
            {
                // set some spell id to make the object delete itself after use
                finalizer->SetSpellId(finalizer->GetGOInfo()->goober.spell);
                finalizer->SetRespawnTime(0);

                if (uint16 animKit = finalizeInfo->FactionInfo[faction].AnimKitId)
                    finalizer->SetAnimKitId(animKit, false);

                map->AddToMap(finalizer);
            }
            else
                delete finalizer;
        }
    }

    if (building->GetGoType() == GAMEOBJECT_TYPE_GARRISON_BUILDING && building->GetGOInfo()->garrisonBuilding.SpawnMap)
    {
        for (CellObjectGuidsMap::value_type const& cellGuids : sObjectMgr->GetMapObjectGuids(building->GetGOInfo()->garrisonBuilding.SpawnMap, map->GetSpawnMode()))
        {
            for (ObjectGuid::LowType spawnId : cellGuids.second.creatures)
                if (Creature* spawn = BuildingSpawnHelper<Creature, &Creature::SetHomePosition>(building, spawnId, map))
                    BuildingInfo.Spawns.insert(spawn->GetGUID());

            for (ObjectGuid::LowType spawnId : cellGuids.second.gameobjects)
                if (GameObject* spawn = BuildingSpawnHelper<GameObject, &GameObject::RelocateStationaryPosition>(building, spawnId, map))
                    BuildingInfo.Spawns.insert(spawn->GetGUID());
        }
    }

    BuildingInfo.Guid = building->GetGUID();
    return building;
}
Example #12
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPackets::Loot::LootItem& packet)
{
    Player* player = GetPlayer();
    AELootResult aeResult;
    AELootResult* aeResultPtr = player->GetAELootView().size() > 1 ? &aeResult : nullptr;

    /// @todo Implement looting by LootObject guid
    for (WorldPackets::Loot::LootRequest const& req : packet.Loot)
    {
        Loot* loot = nullptr;
        ObjectGuid lguid = player->GetLootWorldObjectGUID(req.Object);

        if (lguid.IsGameObject())
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                continue;
            }

            loot = &go->loot;
        }
        else if (lguid.IsItem())
        {
            Item* pItem = player->GetItemByGuid(lguid);

            if (!pItem)
            {
                player->SendLootRelease(lguid);
                continue;
            }

            loot = &pItem->loot;
        }
        else if (lguid.IsCorpse())
        {
            Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                continue;
            }

            loot = &bones->loot;
        }
        else
        {
            Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
            if (!lootAllowed || !creature->IsWithinDistInMap(_player, AELootCreatureCheck::LootDistance))
            {
                player->SendLootError(req.Object, lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
                continue;
            }

            loot = &creature->loot;
        }

        player->StoreLootItem(req.LootListID - 1, loot, aeResultPtr);

        // If player is removing the last LootItem, delete the empty container.
        if (loot->isLooted() && lguid.IsItem())
            player->GetSession()->DoLootRelease(lguid);
    }

    if (aeResultPtr)
    {
        for (AELootResult::ResultValue const& resultValue : aeResult)
        {
            player->SendNewItem(resultValue.item, resultValue.count, false, false, true);
            player->UpdateCriteria(CRITERIA_TYPE_LOOT_ITEM, resultValue.item->GetEntry(), resultValue.count);
            player->UpdateCriteria(CRITERIA_TYPE_LOOT_TYPE, resultValue.item->GetEntry(), resultValue.count, resultValue.lootType);
            player->UpdateCriteria(CRITERIA_TYPE_LOOT_EPIC_ITEM, resultValue.item->GetEntry(), resultValue.count);
        }
    }
}
void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    ObjectGuid guid;

    recvData >> guid.ReadAsPacked();

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                plrMover->GetTransport()->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
                else
                    movementInfo.transport.Reset();
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->GetTransport()->RemovePassenger(plrMover);
        movementInfo.transport.Reset();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;

    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // Some vehicles allow the passenger to turn by himself
    if (Vehicle* vehicle = mover->GetVehicle())
    {
        if (VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(mover))
        {
            if (seat->m_flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING)
            {
                if (movementInfo.pos.GetOrientation() != mover->GetOrientation())
                {
                    mover->SetOrientation(movementInfo.pos.GetOrientation());
                    mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
                }
            }
        }
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING)))
            plrMover->SetStandState(UNIT_STAND_STATE_STAND);

        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()))
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                /// @todo discard movement packets after the player is rooted
                if (plrMover->IsAlive())
                {
                    plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
Example #14
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
    uint16 opcode = recvPacket.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvPacket.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);

    // prevent tampered movement data
    if (movementInfo.guid != mover->GetGUID())
    {
        SF_LOG_ERROR("network", "HandleMovementOpcodes: guid error");
        return;
    }
    if (!movementInfo.pos.IsPositionValid())
    {
        SF_LOG_ERROR("network", "HandleMovementOpcodes: Invalid Position");
        return;
    }

    /* handle special cases */
    if (movementInfo.transport.guid)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Skyfire::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                {
                    plrMover->m_transport = transport;
                    transport->AddPassenger(plrMover);
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                {
                    foundNewTransport = true;
                    plrMover->m_transport = transport;
                    transport->AddPassenger(plrMover);
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.ResetTransport();
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.transport.guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.ResetTransport();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

    /* process position-change */
    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;

    movementInfo.guid = mover->GetGUID();
    mover->m_movementInfo = movementInfo;

    /*----------------------*/
    /* process position-change */
    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    WorldPacket data(SMSG_PLAYER_MOVE, recvPacket.size());
    mover->WriteMovementInfo(data);
    mover->SendMessageToSet(&data, _player);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        AreaTableEntry const* zone = GetAreaEntryByAreaID(plrMover->GetAreaId());
        float depth = zone ? zone->MaxDepth : -500.0f;
        if (movementInfo.pos.GetPositionZ() < depth)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                /// @todo discard movement packets after the player is rooted
                if (plrMover->IsAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
Example #15
0
void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player  *player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGUID();
    Loot    *loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch( lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject *go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid( lguid );

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse *bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        case HIGHGUID_UNIT:
        case HIGHGUID_VEHICLE:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);

            if( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.",lguid.GetString().c_str());
            return;
        }
    }

    QuestItem *qitem = NULL;
    QuestItem *ffaitem = NULL;
    QuestItem *conditem = NULL;

    LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);

    if(!item)
    {
        player->SendEquipError( EQUIP_ERR_ALREADY_LOOTED, NULL, NULL );
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    if (pItem)
        pItem->SetLootState(ITEM_LOOT_CHANGED);

    ItemPosCountVec dest;
    InventoryResult msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count );
    if ( msg == EQUIP_ERR_OK )
    {
        AllowedLooterSet* looters = item->GetAllowedLooters();
        Item * newitem = player->StoreNewItem( dest, item->itemid, true, item->randomPropertyId, (looters->size() > 1) ? looters : NULL);

        if (qitem)
        {
            qitem->is_looted = true;
            //freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                player->SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                //freeforall case, notify only one player of the removal
                ffaitem->is_looted=true;
                player->SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                //not freeforall, notify everyone
                if(conditem)
                    conditem->is_looted=true;
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        //if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            item->is_looted = true;

        --loot->unlootedCount;

        player->SendNewItem(newitem, uint32(item->count), false, false, true);
        player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
        player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
        player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);
    }
    else
        player->SendEquipError( msg, NULL, NULL, item->itemid );
}
Example #16
0
void PlayerbotMgr::HandleMasterIncomingPacket(const WorldPacket& packet)
{
    switch (packet.GetOpcode())
    {
        // 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 << "time(0): " << time(0)
                            << " 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.IsEmpty())
                        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) && bot->IsWithinLOSInMap(thingToAttack))
                            bot->GetPlayerbotAI()->GetCombatTarget(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;

            GameObject *obj = (m_master && m_master->GetMap()) ? m_master->GetMap()->GetGameObject(objGUID) : NULL;
            if (!obj)
                return;

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

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

        // if master talks to an NPC
        case CMSG_GOSSIP_HELLO:
        case CMSG_QUESTGIVER_HELLO:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            ObjectGuid npcGUID;
            p >> npcGUID;

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

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                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;
            p >> guid >> quest;
            Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest);
            if (qInfo)
                for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                {
                    Player* const bot = it->second;

                    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.");
                    }
                }
            return;
        }
        case CMSG_LOOT_ROLL:
        {

            WorldPacket p(packet);    //WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1)
            ObjectGuid Guid;
            uint32 NumberOfPlayers;
            uint8 rollType;
            p.rpos(0);    //reset packet pointer
            p >> Guid;    //guid of the item rolled
            p >> NumberOfPlayers;    //number of players invited to roll
            p >> rollType;    //need,greed or pass on roll


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

                uint32 choice = urand(0, 3);    //returns 0,1,2 or 3

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

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

                group->CountRollVote(bot, Guid, NumberOfPlayers, RollVote(choice));

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

            WorldPacket p(packet);    // WorldPacket packet for CMSG_REPAIR_ITEM, (8+8+1)

            sLog.outDebug("PlayerbotMgr: CMSG_REPAIR_ITEM");

            ObjectGuid npcGUID;
            uint64 itemGUID;
            uint8 guildBank;

            p.rpos(0);    //reset packet pointer
            p >> npcGUID;
            p >> itemGUID;     // Not used for bot but necessary opcode data retrieval
            p >> guildBank;    // Flagged if guild repair selected

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

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

                Group* group = bot->GetGroup();      // check if bot is a member of group
                if (!group)
                    return;

                Creature *unit = bot->GetNPCIfCanInteractWith(npcGUID, UNIT_NPC_FLAG_REPAIR);
                if (!unit)     // Check if NPC can repair bot or not
                {
                    sLog.outDebug("PlayerbotMgr: HandleRepairItemOpcode - Unit (GUID: %s) not found or you can't interact with him.", npcGUID.GetString().c_str());
                    return;
                }

                // remove fake death
                if (bot->hasUnitState(UNIT_STAT_DIED))
                    bot->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

                // reputation discount
                float discountMod = bot->GetReputationPriceDiscount(unit);

                uint32 TotalCost = 0;
                if (itemGUID)     // Handle redundant feature (repair individual item) for bot
                {
                    sLog.outDebug("ITEM: Repair single item is not applicable for %s", bot->GetName());
                    continue;
                }
                else      // Handle feature (repair all items) for bot
                {
                    sLog.outDebug("ITEM: Repair all items, npcGUID = %s", npcGUID.GetString().c_str());

                    TotalCost = bot->DurabilityRepairAll(true, discountMod, guildBank > 0 ? true : false);
                }
                if (guildBank)     // Handle guild repair
                {
                    uint32 GuildId = bot->GetGuildId();
                    if (!GuildId)
                        return;
                    Guild *pGuild = sGuildMgr.GetGuildById(GuildId);
                    if (!pGuild)
                        return;
                    pGuild->LogBankEvent(GUILD_BANK_LOG_REPAIR_MONEY, 0, bot->GetGUIDLow(), TotalCost);
                    pGuild->SendMoneyInfo(bot->GetSession(), bot->GetGUIDLow());
                }

            }
            return;
        }
        case CMSG_SPIRIT_HEALER_ACTIVATE:
        {
            // sLog.outDebug("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_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 #17
0
void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if (go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if (uses < max_amount)
                    {
                        if (uses >= min_amount)
                        {
                            float chance_rate = sWorld.getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if (lockInfo)
                                ReqValue = lockInfo->requiredminingskill;
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                            if (roll_chance_f(100*chance+skill))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        if ((pItem->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) &&
            pItem->GetProto()->Class == ITEM_CLASS_TRADE_GOODS &&
            pItem->GetCount() >= 5)
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = 5;
            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
            player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
        if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
            return;

        loot = &pCreature->loot;

        // update next looter
        if (Player *recipient = pCreature->GetLootRecipient())
            if (Group* group = recipient->GetGroup())
                if (group->GetLooterGuid() == player->GetGUID())
                    group->UpdateLooterGuid(pCreature);

        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
            if (!pCreature->isAlive())
                pCreature->AllLootRemovedFromCorpse();

            pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player* player = GetPlayer();
	uint64 guid = player->GetLootGUID();
    Loot* loot = NULL;
	uint8 count = 0;

	if (IS_GAMEOBJECT_GUID(guid))
    {
        GameObject* go = player->GetMap()->GetGameObject(guid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(guid);
            return;
        }

        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(guid))
    {
        Item* pItem = player->GetItemByGuid(guid);

        if (!pItem)
        {
            player->SendLootRelease(guid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(guid))
    {
        Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
        if (!bones)
        {
            player->SendLootRelease(guid);
            return;
        }

        loot = &bones->loot;
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(guid);

        bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);

        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
        {
            player->SendLootRelease(guid);
            return;
        }

        loot = &creature->loot;
    }

    uint32 Count = recvData.ReadBits(23);
    std::map<uint32, ObjectGuid> Guids;

    for (uint32 i = 0 ; i < Count ; ++i)
    {
        (Guids[i])[2] = recvData.ReadBit();
        (Guids[i])[7] = recvData.ReadBit();
        (Guids[i])[0] = recvData.ReadBit();
        (Guids[i])[6] = recvData.ReadBit();
        (Guids[i])[5] = recvData.ReadBit();
        (Guids[i])[3] = recvData.ReadBit();
        (Guids[i])[1] = recvData.ReadBit();
        (Guids[i])[4] = recvData.ReadBit();
    }

    for (uint32 i = 0 ; i < Count ; ++i)
    {
        recvData.ReadByteSeq((Guids[i])[0]);
        recvData.ReadByteSeq((Guids[i])[4]);
        recvData.ReadByteSeq((Guids[i])[1]);
        recvData.ReadByteSeq((Guids[i])[7]);
        recvData.ReadByteSeq((Guids[i])[6]);
        recvData.ReadByteSeq((Guids[i])[5]);
        recvData.ReadByteSeq((Guids[i])[3]);
        recvData.ReadByteSeq((Guids[i])[2]);
        uint8 lootSlot;
        recvData >> lootSlot;

        player->StoreLootItem(lootSlot, loot, guid);
    }

    // If player is removing the last LootItem, delete the empty container.
    if (loot->isLooted() && IS_ITEM_GUID(guid))
        player->GetSession()->DoLootRelease(guid);
}
void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if (go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld->getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if (uses < max_amount)
                    {
                        if (uses >= min_amount)
                        {
                            float chance_rate = sWorld->getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if (lockInfo)
                                ReqValue = lockInfo->Skill[0];
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate, 4*(1/double(max_amount))*double(uses));
                            if (roll_chance_f((float)(100*chance+skill)))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED, player);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemTemplate const* proto = pItem->GetTemplate();

        // destroy only 5 items from stack in case prospecting and milling
        if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if (count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
            player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &creature->loot;
        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
            if (!creature->isAlive())
                creature->AllLootRemovedFromCorpse();

            creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
        else
        {
            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                        group->SendLooter(creature, NULL);

                        // force update of dynamic flags, otherwise other group's players still not able to loot.
                        creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Example #20
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
    sLog->outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player* player = GetPlayer();
    uint64 lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;

    recv_data >> lootSlot;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = player->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(lguid))
    {
        Corpse *bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &bones->loot;
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

        if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pCreature->loot;
    }

    player->StoreLootItem(lootSlot, loot);
}
Example #21
0
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player*  player = GetPlayer();
    Loot*    loot;

    player->SetLootGuid(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        { return; }

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                { return; }

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if (go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min * amount_rate;
                        float max_amount = go_max * amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if (uses < max_amount)
                        {
                            if (uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if (lockInfo)
                                    { ReqValue = lockInfo->Skill[0]; }
                                float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25);
                                double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses));
                                if (roll_chance_f(float(100.0f * chance + skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                        // not have more uses
                                    { go->SetLootState(GO_JUST_DEACTIVATED); }
                            }
                            else                            // 100% chance until min uses
                                { go->SetLootState(GO_READY); }
                        }
                        else                                // max uses already
                            { go->SetLootState(GO_JUST_DEACTIVATED); }
                    }
                    else                                    // not vein
                        { go->SetLootState(GO_JUST_DEACTIVATED); }
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    // The fishing hole used once more
                    go->AddUse();                           // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        { go->SetLootState(GO_READY); }
                }
                else // not chest (or vein/herb/etc)
                    { go->SetLootState(GO_JUST_DEACTIVATED); }

                loot->clear();
            }
            else
                // not fully looted object
            { 
                go->SetLootState(GO_ACTIVATED); 
            }

            go->SetGoState(GO_STATE_READY);

            break;
        }
        /* Only used for removing insignia in battlegrounds */
        case HIGHGUID_CORPSE:
        {
            /* Get pointer to corpse */
            Corpse* corpse = _player->GetMap()->GetCorpse(lguid);

            /* If corpse is invalid or not in a valid position, dont allow looting */
            if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            {
                return;
            }

            loot = &corpse->loot;

            if (loot->isLooted())
            {
                loot->clear();
                corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
            }
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item* pItem = player->GetItemByGuid(lguid);
            if (!pItem)
                { return; }

            switch (pItem->loot.loot_type)
            {
                    // temporary loot in stacking items, clear loot state, no auto loot move
                case LOOT_PROSPECTING:
                {
                    uint32 count = pItem->GetCount();

                    // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
                    if (count > 5)
                        count = 5;

                    // reset loot for allow repeat looting if stack > 5
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);

                    player->DestroyItemCount(pItem, count, true);
                    break;
                }
                    // temporary loot, auto loot move
                case LOOT_DISENCHANTING:
                {
                    if (!pItem->loot.isLooted())
                        { player->AutoStoreLoot(pItem->loot); } // can be lost if no space
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);
                    player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    break;
                }
                // normal persistence loot
                default:
                {
                    // must be destroyed only if no loot
                    if (pItem->loot.isLooted())
                    {
                        pItem->SetLootState(ITEM_LOOT_REMOVED);
                        player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    }
                    break;
                }
            }
            return;                                         // item can be looted only single player
        }
        case HIGHGUID_UNIT:
        {
            /* Get creature pointer */
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = (pCreature && // The creature exists (we dont have a null pointer)
                            pCreature->IsAlive() == // Creature is alive and we're a rogue and creature can be pickpocketed
                            (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed));
            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                { return; }

            /* Copy creature loot to loot variable */
            loot = &pCreature->loot;

            /* Update for other players. */
            if(!loot->isLooted())
            { 
                Group const* group = pCreature->GetGroupLootRecipient();
                if (group && !pCreature->hasBeenLootedOnce)
                {
                    // Checking whether it has been looted once by the designed looter (master loot case).
                    switch (group->GetLootMethod())
                    {
                        case FREE_FOR_ALL:
                        case NEED_BEFORE_GREED:
                        case ROUND_ROBIN:
                        case GROUP_LOOT:
                        {
                            pCreature->hasBeenLootedOnce = true;
                            break;
                        }
                        case MASTER_LOOT:
                        {
                            pCreature->hasBeenLootedOnce = (group->GetLooterGuid() == player->GetObjectGuid());
                            break;
                        }

                    }
                    pCreature->MarkFlagUpdateForClient(UNIT_DYNAMIC_FLAGS);
                }
            }            

            /* We've completely looted the creature, mark it as available for skinning */
            if (loot->isLooted() && !pCreature->IsAlive())
            {
                /* Update Creature: for example skinning after normal loot */
                pCreature->PrepareBodyLootState();
                pCreature->AllLootRemovedFromCorpse();
            }
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    // Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetObjectGuid());
}
Example #22
0
bool WorldSession::HandleMovementInfo(MovementInfo &movementInfo, const uint16 opcode, const size_t packSize, Unit *mover)
{
    ASSERT(mover != NULL);

    if (movementInfo.guid != mover->GetGUID() || !movementInfo.pos.IsPositionValid())
        return false;

    Player* plrMover = mover->ToPlayer();

    if (plrMover && plrMover->IsBeingTeleported())
        return false;

    if (plrMover && plrMover->HasUnitState(UNIT_STATE_CONTROLLED_BY_SERVER) && !CanMovementBeProcessed(opcode))
        return false;

    movementInfo.Sanitize(mover);

    if (movementInfo.t_guid)
    {
        if (movementInfo.t_pos.GetPositionX() > 50.0f || movementInfo.t_pos.GetPositionY() > 50.0f || movementInfo.t_pos.GetPositionZ() > 50.0f)
            return false; // moved out of transport size

        if (!Trinity::IsValidMapCoord(
                movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(),
                movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
                movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(),
                movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation())
            )
            return false; // just bad coords

        if (plrMover)
        {
            if (!plrMover->GetTransport()) // didn't have transport. now have
            {
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid) // changes transport
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
            else if (movementInfo.pos.m_positionX != movementInfo.t_pos.m_positionX)
                plrMover->GetTransport()->UpdatePosition(&movementInfo);
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.t_guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport()) // had transport, no loger have
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }
	
	if (plrMover)
        sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);

    WorldPacket data(movementInfo.GetSMSGOpcodeForCMSG(Opcodes(opcode)), packSize);
    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    movementInfo.WriteToPacket(data);
    _player->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    if (mover->GetVehicle()) // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return true;
    }

    // Remove pet when starting to fly
    if (plrMover && plrMover->IsFlying())
        plrMover->UnsummonPetTemporaryIfAny();

    mover->UpdatePosition(movementInfo.pos);

    if (plrMover)
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);
        float underMapValueZ, upperLimitValueZ;
        bool check = false;
        switch (plrMover->GetMapId())
        {
            case 617: // Dalaran Arena
                underMapValueZ = 3.0f;
                upperLimitValueZ = 30.0f;
                break;
            case 562: // Blades Edge Arena
                underMapValueZ = -1.0f;
                upperLimitValueZ = 22.0f;
                break;
            case 559: // Nagrand Arena
                underMapValueZ = -1.0f;
                upperLimitValueZ = 21.0f;
                break;
            case 572: // Ruins of Lordaeron
                underMapValueZ = -1.0f;
                upperLimitValueZ = 45.0f;
                break;
            case 618: // Ring of Valor
                underMapValueZ = 28.0f;
                upperLimitValueZ = 60.0f;
                break;
            case 566: // Eye of the storm
                underMapValueZ = 1000.0f;
                upperLimitValueZ = MAX_HEIGHT;
                break;
            default:
                AreaTableEntry const* zone = GetAreaEntryByAreaID(plrMover->GetAreaId());
                underMapValueZ = zone ? zone->MaxDepth : -500.0f;
                upperLimitValueZ = MAX_HEIGHT;
                break;
        }

        check = movementInfo.pos.GetPositionZ() < underMapValueZ || movementInfo.pos.GetPositionZ() > upperLimitValueZ;
        if (check && plrMover->isAlive() && !(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
        {
            plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
            if (!plrMover->isAlive())
                plrMover->KillPlayer(); // prevent death timer
            plrMover->RepopAtGraveyard();
        }
    }

    return true;
}
Example #23
0
bool TerrainInfo::CheckPathAccurate(float srcX, float srcY, float srcZ, float& dstX, float& dstY, float& dstZ, Unit* mover, bool onlyLOS ) const
{

    float tstX = dstX;
    float tstY = dstY;
    float tstZ = dstZ;
    // check by standart way. may be not need path checking?
    if (!mover && CheckPath(srcX, srcY, srcZ, tstX, tstY, tstZ) && IsNextZcoordOK(tstX, tstY, tstZ, 5.0f))
    {
        DEBUG_LOG("TerrainInfo::CheckPathAccurate vmaps hit! delta is %f %f %f",dstX - tstX,dstY - tstY,dstZ - tstZ);
        dstX = tstX;
        dstY = tstY;
        dstZ = tstZ + 0.1f;
        return true;
    }

    const float distance = sqrt((dstY - srcY)*(dstY - srcY) + (dstX - srcX)*(dstX - srcX));
    const float DELTA    = 0.5f;
    const uint8 numChecks = ceil(fabs(distance/DELTA));
    const float DELTA_X  = (dstX-srcX)/numChecks;
    const float DELTA_Y  = (dstY-srcY)/numChecks;
    const float DELTA_Z  = (dstZ-srcZ)/numChecks;

    float lastGoodX = srcX;
    float lastGoodY = srcY;
    float lastGoodZ = srcZ;

    uint32 errorsCount = 0;
    uint32 goodCount   = 0;
    uint32 vmaperrorsCount   = 0;

    std::set<GameObject*> inLOSGOList;
    bool bGOCheck = false;
    if (mover)
    {
        std::list<GameObject*> tempTargetGOList;
        MaNGOS::GameObjectInRangeCheck check(mover, tstX, tstY, tstZ, distance + 2.0f *mover->GetObjectBoundingRadius());
        MaNGOS::GameObjectListSearcher<MaNGOS::GameObjectInRangeCheck> searcher(tempTargetGOList, check);
        Cell::VisitAllObjects(mover, searcher, 2*mover->GetObjectBoundingRadius());
        if (!tempTargetGOList.empty())
        {
            for(std::list<GameObject*>::iterator iter = tempTargetGOList.begin(); iter != tempTargetGOList.end(); ++iter)
            {
                GameObject* pGo = *iter;

                if (!pGo || !pGo->IsInWorld())
                    continue;

                // Not require check GO's, if his not in path
                // first fast check
                if (pGo->GetPositionX() > std::max(srcX, dstX)
                    || pGo->GetPositionX() < std::min(srcX, dstX)
                    || pGo->GetPositionY() > std::max(srcY, dstY)
                    || pGo->GetPositionY() < std::min(srcY, dstY))
                    continue;

                // don't check very small and very large objects
                if (pGo->GetDeterminativeSize(true) < mover->GetObjectBoundingRadius() * 0.5f ||
                    pGo->GetDeterminativeSize(false) > mover->GetObjectBoundingRadius() * 100.0f)
                    continue;

                // second check by angle
                float angle = mover->GetAngle(pGo) - mover->GetAngle(dstX, dstY);
                if (abs(sin(angle)) * pGo->GetExactDist2d(srcX, srcY) > pGo->GetObjectBoundingRadius() * 0.5f)
                    continue;

                bool bLOSBreak = false;
                switch (pGo->GetGoType())
                {
                        case GAMEOBJECT_TYPE_TRAP:
                        case GAMEOBJECT_TYPE_SPELL_FOCUS:
                        case GAMEOBJECT_TYPE_MO_TRANSPORT:
                        case GAMEOBJECT_TYPE_CAMERA:
                        case GAMEOBJECT_TYPE_FISHINGNODE:
                        case GAMEOBJECT_TYPE_SUMMONING_RITUAL:
                        case GAMEOBJECT_TYPE_SPELLCASTER:
                        case GAMEOBJECT_TYPE_FISHINGHOLE:
                        case GAMEOBJECT_TYPE_CAPTURE_POINT:
                            break;
                        case GAMEOBJECT_TYPE_DOOR:
                            if (pGo->isSpawned() && pGo->GetGoState() == GO_STATE_READY)
                                bLOSBreak = true;
                            break;
                        case GAMEOBJECT_TYPE_TRANSPORT:
                            if (pGo->isSpawned() && pGo->GetGoState() == GO_STATE_ACTIVE)
                                bLOSBreak = true;
                            break;
                        case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
                            if (!pGo->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED))
                                bLOSBreak = true;
                            break;
                        default:
                            if (pGo->isSpawned())
                                bLOSBreak = true;
                            break;
                }
                if (bLOSBreak)
                    inLOSGOList.insert(pGo);
            }
        }
        if (!inLOSGOList.empty())
            bGOCheck = true;
    }

    //Going foward until max distance
    for (uint8 i = 1; i < numChecks; ++i)
    {
        float prevX = srcX + (float(i-1)*DELTA_X);
        float prevY = srcY + (float(i-1)*DELTA_Y);
        float prevZ = GetHeight(prevX, prevY, srcZ + 5.0f);

        tstX = srcX + (float(i)*DELTA_X);
        tstY = srcY + (float(i)*DELTA_Y);
        tstZ = GetHeight(tstX, tstY, srcZ + 5.0f);

        MaNGOS::NormalizeMapCoord(tstX);
        MaNGOS::NormalizeMapCoord(tstY);

        if (tstZ <= INVALID_HEIGHT)
            break;
        tstZ += (0.5f + DELTA_Z);

        if (!CheckPath(prevX, prevY, prevZ, tstX, tstY, tstZ))
        {
            ++vmaperrorsCount;
            ++errorsCount;
            goodCount = 0;
        }
        else if (!IsNextZcoordOK(tstX, tstY, tstZ, 5.0f))
        {
            ++errorsCount;
            goodCount = 0;
        }
        else if (mover && bGOCheck)
        {
            bool bError = false;
            for(std::set<GameObject*>::const_iterator iter = inLOSGOList.begin(); iter != inLOSGOList.end(); ++iter)
            {
                if (!(*iter) || (*iter)->GetDistance2d(tstX, tstY) > (*iter)->GetObjectBoundingRadius())
                    continue;

//                DEBUG_LOG("TerrainInfo::CheckPathAccurate GO %s in LOS found, %f %f %f ",(*iter)->GetObjectGuid().GetString().c_str(),tstX,tstY,tstZ);
                bError = true;
                break;
            }

            if (bError)
            {
                ++errorsCount;
                goodCount = 0;
            }
            else
                ++goodCount;
        }
        else
        {
            ++goodCount;
        }

//        DEBUG_LOG("TerrainInfo::CheckPathAccurate test data %f %f %f good=%u, errors=%u vmap=%u",tstX,tstY,tstZ, goodCount, errorsCount, vmaperrorsCount);

        if (!errorsCount)
        {
            lastGoodX = prevX;
            lastGoodY = prevY;
            lastGoodZ = prevZ;
        }
        else
            if (onlyLOS)
                break;

        if (errorsCount && goodCount > 10)
        {
            --errorsCount;
            goodCount -= 10;
        }
    }

    if (errorsCount)
    {
        dstX = lastGoodX;
        dstY = lastGoodY;
        dstZ = GetHeight(lastGoodX, lastGoodY, lastGoodZ+2.0f) + 0.5f;
    }
    else
    {
        dstX = tstX;
        dstY = tstY;
        dstZ = GetHeight(tstX, tstY, tstZ+2.0f) + 0.5f;
    }

    return (errorsCount == 0);
}
Example #24
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
    bool isCurrency = recv_data.GetOpcode() == CMSG_AUTOSTORE_LOOT_CURRENCY;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player* player = GetPlayer();
    uint64 lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;
    uint32 objEntry = 0;
    uint32 objType = 0;

    recv_data >> lootSlot;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = player->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        objEntry = go->GetGOInfo()->entry;
        objType = 3;
        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        objEntry = pItem->GetTemplate()->ItemId;
        objType = 2;
        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(lguid))
    {
        Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &bones->loot;
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);

        if (!ok_loot || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
        {
            player->SendLootRelease(lguid);
            return;
        }

        objEntry = creature->GetCreatureTemplate()->Entry;
        objType = 1;
        loot = &creature->loot;
    }

    if (isCurrency && loot)
    {
        uint8 currencys = 0;
        std::list<CurrencyLoot> temp = sObjectMgr->GetCurrencyLoot(objEntry, objType);
        for (std::list<CurrencyLoot>::iterator i = temp.begin(); i != temp.end(); ++i)
        {
            if (currencys == lootSlot)
                player->SetCurrency(i->CurrencyId, i->CurrencyAmount * 100);
            ++currencys;
        }
    }
    else if (loot)
        player->StoreLootItem(lootSlot, loot);
}
Example #25
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player* player = GetPlayer();
    uint64 lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;

    recvData >> lootSlot;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = player->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(lguid))
    {
        Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &bones->loot;
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);

        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &creature->loot;
    }

    player->StoreLootItem(lootSlot, loot);

    // If player is removing the last LootItem, delete the empty container.
    if (loot->isLooted() && IS_ITEM_GUID(lguid))
        player->GetSession()->DoLootRelease(lguid);
}
Example #26
0
void PlayerbotMgr::HandleMasterIncomingPacket(const WorldPacket& packet)
{
    switch (packet.GetOpcode())
    {
        // handle emotes from the master
        //case CMSG_EMOTE:
        case CMSG_TEXT_EMOTE:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader
            uint32 emoteNum;
            p >> emoteNum;
            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);
                    {

                            << " m_ignoreAIUpdatesUntilTime: " << pBot->m_ignoreAIUpdatesUntilTime;
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {

                            << " m_TimeDoneDrinking: " << pBot->m_TimeDoneDrinking;
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {

                        ch.SendSysMessage(out.str().c_str());
                    }
                    {

                        ch.SendSysMessage(out.str().c_str());
                    }
                    {

                        bool tradeActive = (pBot->GetPlayer()->GetTrader()) ? true : false;

                        ch.SendSysMessage(out.str().c_str());
                    }
                    {

                        ch.SendSysMessage(out.str().c_str());
                    }
                    return;
                   }
                 */

                case TEXTEMOTE_EAT:
                case TEXTEMOTE_DRINK:
                {
                    if (!m_master->GetGroup())
                        return;

                    for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                    {
                        Player* const bot = itr->getSource();
                        bot->GetPlayerbotAI()->Feast();
                    }
                    return;
                }

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

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

                    Player *bot = 0;
                    if (!m_master->GetGroup())
                        return;

                    for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                    {
                        bot = itr->getSource();
                        if (!bot->IsFriendlyTo(thingToAttack) && bot->IsWithinLOSInMap(thingToAttack))
                            bot->GetPlayerbotAI()->AttackStart(thingToAttack);
                    }
                    return;
                }

                // emote to stay
                case TEXTEMOTE_STAND:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelectionGuid().GetRawValue());
                    if (bot)
                        bot->GetPlayerbotAI()->SetFollowTarget(m_master);
                    else
                    {
                        if (!m_master->GetGroup())
                            return;

                        for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                        {
                            Player* const bot = itr->getSource();
                            bot->GetPlayerbotAI()->SetFollowTarget(m_master);
                        }
                    }
                    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().GetRawValue());
                    if (bot)
                        bot->GetPlayerbotAI()->SetFollowTarget(m_master);
                    else
                    {
                        if (!m_master->GetGroup())
                            return;

                        for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                        {
                            Player* const bot = itr->getSource();
                            bot->GetPlayerbotAI()->SetFollowTarget(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
            uint64 objGUID;
            p >> objGUID;

            GameObject *obj = m_master->GetMap()->GetGameObject(objGUID);
            if (!obj)
                return;

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();

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

            return;
        }
        break;

        // if master talks to an NPC
        case CMSG_GOSSIP_HELLO:
        case CMSG_QUESTGIVER_HELLO:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            uint64 npcGUID;
            p >> npcGUID;

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

            if (!m_master->GetGroup())
                return;

            // for all master's bots
            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                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
            uint64 guid;
            uint32 quest;
            p >> guid >> quest;
            Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest);
            if (qInfo)
            {
                if (!m_master->GetGroup())
                    return;

                for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* const bot = itr->getSource();

                    if (bot->GetQuestStatus(quest) == QUEST_STATUS_COMPLETE)
                        continue;

                    if (!bot->CanTakeQuest(qInfo, false))
                        continue;

                    if (!bot->SatisfyQuestLog(false))
                        continue;

                    if (!bot->CanAddQuest(qInfo, false))
                        continue;

                    p.rpos(0);         // reset reader
                    bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
                }
            }
            return;
        }

        case CMSG_AREATRIGGER:
        {
            WorldPacket p(packet);

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();

                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;

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

            // for all master's bots
            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                bot->GetPlayerbotAI()->TurnInQuests(pNpc);
            }
            return;
        }

        case CMSG_LOOT_ROLL:
        {

            WorldPacket p(packet);    //WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1)
            uint64 Guid;
            uint32 NumberOfPlayers;
            uint8 rollType;
            p.rpos(0);    //reset packet pointer
            p >> Guid;    //guid of the item rolled
            p >> NumberOfPlayers;    //number of players invited to roll
            p >> rollType;    //need,greed or pass on roll

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                uint32 choice = urand(0, 3);    //returns 0,1,2 or 3

                Player* const bot = itr->getSource();
                if(!bot)
                     return;

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

                group->CountRollVote(bot, Guid, NumberOfPlayers, RollVote(choice));

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

            WorldPacket p(packet);    // WorldPacket packet for CMSG_REPAIR_ITEM, (8+8+1)

            ObjectGuid npcGUID;
            uint64 itemGUID;
            uint8 guildBank;

            p.rpos(0);    //reset packet pointer
            p >> npcGUID;
            p >> itemGUID;     // Not used for bot but necessary opcode data retrieval
            p >> guildBank;    // Flagged if guild repair selected

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                if (!bot)
                    return;

                Group* group = bot->GetGroup();      // check if bot is a member of group
                if (!group)
                    return;

                Creature *unit = bot->GetNPCIfCanInteractWith(npcGUID, UNIT_NPC_FLAG_REPAIR);
                if (!unit)     // Check if NPC can repair bot or not
                    return;

                // remove fake death
                if (bot->hasUnitState(UNIT_STAT_DIED))
                    bot->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

                // reputation discount
                float discountMod = bot->GetReputationPriceDiscount(unit);

                uint32 TotalCost = 0;
                if (!itemGUID)     // Handle redundant feature (repair individual item) for bot
                    TotalCost = bot->DurabilityRepairAll(true, discountMod, guildBank > 0 ? true : false);

                if (guildBank)     // Handle guild repair
                {
                    uint32 GuildId = bot->GetGuildId();
                    if (!GuildId)
                        return;
                    Guild* pGuild = sGuildMgr.GetGuildById(GuildId);
                    if (!pGuild)
                        return;
                    pGuild->LogBankEvent(GUILD_BANK_LOG_REPAIR_MONEY, 0, bot->GetGUIDLow(), TotalCost);
                    pGuild->SendMoneyInfo(bot->GetSession(), bot->GetGUIDLow());
                }

            }
            return;
        }
        case CMSG_SPIRIT_HEALER_ACTIVATE:
        {
            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                Group *grp = bot->GetGroup();
                if (grp)
                    grp->RemoveMember(bot->GetObjectGuid(), 1);
            }
            return;
        }
    }
}
Example #27
0
void PlayerbotMgr::HandleMasterIncomingPacket(const WorldPacket& packet)
{
    switch (packet.GetOpcode())
    {
        case CMSG_LOGOUT_REQUEST:
        {
            PlayerbotMgr::RemoveAllBotsInGroup(m_master);
            return;
        }
        case CMSG_INSPECT:
        {
            WorldPacket p(packet);
            p.rpos(0);
            uint64 guid;
            p >> guid;
            Player* const bot = GetPlayerBot(guid);
            if (bot)bot->GetPlayerbotAI()->SendNotEquipList(*bot);
                return;
        }
        case CMSG_EMOTE:
        case CMSG_TEXT_EMOTE:
        {
            WorldPacket p(packet);
            p.rpos(0);
            uint32 emoteNum;
            p >> emoteNum;

            switch (emoteNum)
            {
                case TEXTEMOTE_EAT:
                case TEXTEMOTE_DRINK:
                {
                    if (!m_master->GetGroup())
                        return;

                    for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                    {
                        Player* const bot = itr->getSource();
                        bot->GetPlayerbotAI()->Feast();
                    }
                    return;
                }
                case TEXTEMOTE_POINT:
                {
                    uint64 attackOnGuid = m_master->GetSelection();
                    if (!attackOnGuid)return;

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

                    Player *bot = 0;
                    if (!m_master->GetGroup())
                        return;

                    for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                    {
                        bot = itr->getSource();
                        if (!bot->IsFriendlyTo(thingToAttack) && bot->IsWithinLOSInMap(thingToAttack))
                            bot->GetPlayerbotAI()->GetCombatTarget(thingToAttack);
                    }
                    return;
                }
                case TEXTEMOTE_STAND:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelection());
                    if (bot)
                        bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_STAY);
                    else
                    {
                        if (!m_master->GetGroup())
                            return;

                        for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                        {
                            Player* const bot = itr->getSource();
                            bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_STAY);
                        }
                    }
                    return;
                }
                case 324:
                case TEXTEMOTE_WAVE:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelection());
                    if (bot)
                        bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_FOLLOW, m_master);
                    else
                    {
                        if (!m_master->GetGroup())
                            return;

                        for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                        {
                            Player* const bot = itr->getSource();
                            bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_FOLLOW, m_master);
                        }
                    }
                    return;
                }
            }

            return;
        }
        case CMSG_GAMEOBJ_USE:
        {
            WorldPacket p(packet);
            p.rpos(0);
            uint64 objGUID;
            p >> objGUID;

            GameObject *obj = m_master->GetMap()->GetGameObject(objGUID);
            if (!obj)
                return;

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();

                if (obj->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
                    bot->GetPlayerbotAI()->TurnInQuests(obj);

            }

            return;
        }
        case CMSG_GOSSIP_HELLO:
        case CMSG_QUESTGIVER_HELLO:
        {
            WorldPacket p(packet);
            p.rpos(0);
            uint64 npcGUID;
            p >> npcGUID;

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

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                bot->GetPlayerbotAI()->TurnInQuests(pNpc);
            }

            return;
        }
        case CMSG_QUESTGIVER_ACCEPT_QUEST:
        {
            WorldPacket p(packet);
            p.rpos(0);
            uint64 guid;
            uint32 quest;
            p >> guid >> quest;
            Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest);
            if (qInfo)
            {
                if (!m_master->GetGroup())
                    return;

                for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
                {
                    Player* const bot = itr->getSource();

                    if (bot->GetQuestStatus(quest) == QUEST_STATUS_COMPLETE)
                        bot->GetPlayerbotAI()->TellMaster("J'ai deja fini cette quete.");
                    else if (!bot->CanTakeQuest(qInfo, false))
                    {
                        if (!bot->SatisfyQuestStatus(qInfo, false))
                            bot->GetPlayerbotAI()->TellMaster("Je suis deja sur cette quete.");
                        else
                            bot->GetPlayerbotAI()->TellMaster("Je ne peux pas prendre cette quete.");
                    }
                    else if (!bot->SatisfyQuestLog(false))
                        bot->GetPlayerbotAI()->TellMaster("Mon journal de quete est plein.");
                    else if (!bot->CanAddQuest(qInfo, false))
                        bot->GetPlayerbotAI()->TellMaster("Je ne peux pas prendre cette quete car je dois ramasser des objets pour la terminer et mes sacs sont pleins :(");

                    else
                    {
                        p.rpos(0);
                        bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
                        bot->GetPlayerbotAI()->TellMaster("J'ai pris la quete.");
                    }
                }
            }
            return;
        }
        case CMSG_LOOT_ROLL:
        {
            WorldPacket p(packet);
            uint64 Guid;
            uint32 NumberOfPlayers;
            uint8 rollType;
            p.rpos(0);
            p >> Guid;
            p >> NumberOfPlayers;
            p >> rollType;

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                uint32 choice = urand(0,3);

                Player* const bot = itr->getSource();
                if(!bot)
                     return;

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

                group->CountRollVote(bot, Guid, NumberOfPlayers, RollVote(choice));

                switch (choice)
                {
                    case ROLL_NEED:
                        bot->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED, 1);
                        break;
                    case ROLL_GREED:
                        bot->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED, 1);
                        break;
                }
            }
            return;
        }
        case CMSG_REPAIR_ITEM:
        {
            WorldPacket p(packet);
            uint64 npcGUID, itemGUID;
            uint8 guildBank;
            p.rpos(0);
            p >> npcGUID;
            p >> itemGUID;
            p >> guildBank;

            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                if (!bot)
                     return;

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

                Creature *unit = bot->GetNPCIfCanInteractWith(npcGUID, UNIT_NPC_FLAG_REPAIR);
                if (!unit)
                    return;

                if (bot->hasUnitState(UNIT_STAT_DIED))
                     bot->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

                float discountMod = bot->GetReputationPriceDiscount(unit);

                uint32 TotalCost = 0;
                if (itemGUID)
                    continue;
                else
                    TotalCost = bot->DurabilityRepairAll(true, discountMod, guildBank > 0 ?true:false);

                if (guildBank)
                {
                     uint32 GuildId = bot->GetGuildId();
                     if (!GuildId)
                          return;
                     Guild *pGuild = sObjectMgr.GetGuildById(GuildId);
                     if (!pGuild)
                          return;
                     pGuild->LogBankEvent(GUILD_BANK_LOG_REPAIR_MONEY, 0, bot->GetGUIDLow(), TotalCost);
                     pGuild->SendMoneyInfo(bot->GetSession(), bot->GetGUIDLow());
                }
            }
            return;
        }
        case CMSG_SPIRIT_HEALER_ACTIVATE:
        {
            if (!m_master->GetGroup())
                return;

            for (GroupReference *itr = m_master->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* const bot = itr->getSource();
                Group *grp = bot->GetGroup();
                if (grp)
                    grp->RemoveMember(bot->GetGUID(), 1);
            }
            return;
        }
    }
}
Example #28
0
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if(!player->IsInWorld())
        return;

    switch(lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
                return;

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if(go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min*amount_rate;
                        float max_amount = go_max*amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if(uses < max_amount)
                        {
                            if(uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if(lockInfo)
                                    ReqValue = lockInfo->Skill[0];
                                float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                                double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                                if(roll_chance_f(float(100.0f*chance+skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                            // not have more uses
                                    go->SetLootState(GO_JUST_DEACTIVATED);
                            }
                            else                                // 100% chance until min uses
                                go->SetLootState(GO_READY);
                        }
                        else                                    // max uses already
                            go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else                                        // not vein
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {                                               // The fishing hole used once more
                    go->AddUse();                               // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        go->SetLootState(GO_READY);
                }
                else // not chest (or vein/herb/etc)
                    go->SetLootState(GO_JUST_DEACTIVATED);

                loot->clear();
            }
            else
                // not fully looted object
                go->SetLootState(GO_ACTIVATED);
            break;
        }
        case HIGHGUID_CORPSE:                               // ONLY remove insignia at BG
        {
            Corpse *corpse = _player->GetMap()->GetCorpse(lguid);
            if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
                return;

            loot = &corpse->loot;

            if (loot->isLooted())
            {
                loot->clear();
                corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
            }
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item *pItem = player->GetItemByGuid(lguid );
            if (!pItem)
                return;

            switch (pItem->loot.loot_type)
            {
                // temporary loot in stacking items, clear loot state, no auto loot move
                case LOOT_MILLING:
                case LOOT_PROSPECTING:
                {
                    uint32 count = pItem->GetCount();

                    // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
                    if(count > 5)
                        count = 5;

                    // reset loot for allow repeat looting if stack > 5
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);

                    player->DestroyItemCount(pItem, count, true);
                    break;
                }
                // temporary loot, auto loot move
                case LOOT_DISENCHANTING:
                {
                    if (!pItem->loot.isLooted())
                        player->AutoStoreLoot(pItem->loot); // can be lost if no space
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);
                    player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
                    break;
                }
                // normal persistence loot
                default:
                {
                    // must be destroyed only if no loot
                    if (pItem->loot.isLooted())
                    {
                        pItem->SetLootState(ITEM_LOOT_REMOVED);
                        player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
                    }
                    break;
                }
            }
            return;                                         // item can be looted only single player
        }
        case HIGHGUID_UNIT:
        case HIGHGUID_VEHICLE:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
            if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
                return;

            loot = &pCreature->loot;

            // update next looter
            if(Group* group = pCreature->GetGroupLootRecipient())
                if (group->GetLooterGuid() == player->GetObjectGuid())
                    group->UpdateLooterGuid(pCreature);

            if (loot->isLooted())
            {
                // for example skinning after normal loot
                pCreature->PrepareBodyLootState();

                if(!pCreature->isAlive())
                    pCreature->AllLootRemovedFromCorpse();
            }
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Example #29
0
void PlayerbotMgr::HandleMasterIncomingPacket(const WorldPacket& packet)
{
    switch (packet.GetOpcode())
    {

        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:
                    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()->TellMaster("Trying to attack something, but I'm too far away!");
								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
        {
            DEBUG_LOG("PlayerbotMgr: CMSG_GAMEOBJ_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;

                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:
        {
            DEBUG_LOG("PlayerbotMgr: 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()->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;

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

            Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest);
            if (qInfo)
                for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                {
                    Player* const bot = it->second;

                    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;

                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()->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
                        choice = 2; // Greed
                }
                else
                    choice = 0;     // Pass

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

                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))
								return;

                            bot->GetPlayerbotAI()->SellGarbage();
                            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
                    bot->GetPlayerbotAI()->SellGarbage();
            }
            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 #30
0
void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    uint64 guid;

    recvData.readPackGUID(guid);

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }
	
    // Tempfix for Drink Exploit (Thx jetwanx) 
    if (mover->IsSitState() && movementInfo.GetMovementFlags() & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING))
        mover->SetStandState(UNIT_STAND_STATE_STAND);


    /* handle special cases */
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.transport.guid)
                    {
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.transport.guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.transport.Reset();
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.transport.Reset();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    /*----------------------*/

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        float underMapValueZ;	
       switch (plrMover->GetMapId())	
        {
            case 617: underMapValueZ = 3.0f; break; // Dalaran Sewers
            case 618: underMapValueZ = 28.0f; break; // Ring of Valor
            case 562: underMapValueZ = -10.0f; break; // Blade Edge Arena
            case 559: underMapValueZ = -18.0f; break; // Nagrand arena
            case 572: underMapValueZ = 28.0f; break; // Lordearon
            case 571: underMapValueZ = -400.0f; break; // Northrend
            default: underMapValueZ = -500.0f; break;
        }

        if (movementInfo.pos.GetPositionZ() < underMapValueZ)
        {
		    if (underMapValueZ != -500) // For Custom Arena Zone
			{
			    // Hackfix for ArenaUnderZ -> Teleport WHY TRINITY BREAK IT!
			    if (plrMover->GetMapId() == 572) // Lordaeron Arena 
                    plrMover->TeleportTo(572, 1286.14868f, 1667.32f, 41.0f, 1.6f); //
					
			    if (plrMover->GetMapId() == 559) // Nagrand Arena 
                     plrMover->TeleportTo(559, 4052.79868f, 2926.32f, 16.0f, 1.6f); 
			
			    if (plrMover->GetMapId() == 562) // Blade Edge arena 6237.797363 261.146088 2 0.7
                     plrMover->TeleportTo(562, 6237.79768f, 261.142f, 2.0f, 4.0f); 
					 
				if (plrMover->GetMapId() == 617) // Dalaran Arena 1292.31384 790.40667 8
                     plrMover->TeleportTo(617, 1292.34868f, 790.40f, 8.5f, 1.6f); 
			
			}
            else if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                /// @todo discard movement packets after the player is rooted
                if (plrMover->IsAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}