Example #1
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->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
	Vehicle* vehMover = mover->GetVehicleKit();
	if (vehMover)
	     if (mover->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
		 if (Unit* charmer = mover->GetCharmer())
		 if (charmer->GetTypeId() == TYPEID_PLAYER)
		 plrMover = (Player*)charmer;

    // 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 && !plrMover->m_transport && !plrMover->m_temp_transport)
        {
            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 (!plrMover->m_transport)
			 if (Map *tempMap = mover->GetMap())
			 if (GameObject *tempTransport = tempMap->GetGameObject(movementInfo.transport.guid))
			 if (tempTransport->IsTransport())
			 plrMover->m_temp_transport = tempTransport;
		     if ((!plrMover && !mover->GetTransport() && !mover->GetVehicle()) || (plrMover && !plrMover->m_vehicle && !plrMover->m_transport && !plrMover->m_temp_transport)) // Not sure if the first part is needed. Just added it for verbosity.

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

    {
		if (plrMover->m_transport)
			 {
			plrMover->m_transport->RemovePassenger(plrMover);
			plrMover->m_transport = NULL;
			}
		    plrMover->m_temp_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())
	{
		       // movement anticheat
		plrMover->m_anti_JumpCount = 0;
		plrMover->m_anti_JumpBaseZ = 0;
		if (!vehMover)
			 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);
	
    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

	// begin anti cheat
	bool check_passed = true;
	#ifdef ANTICHEAT_DEBUG
		 TC_LOG_WARN("cheat", "AC2-%s > time: %d fall-time: %d | xyzo: %f, %f, %fo(%f) flags[%X] opcode[%s] | transport (xyzo): %f, %f, %fo(%f)",
		plrMover->GetName(), movementInfo.time, movementInfo.fallTime, movementInfo.pos.m_positionX, movementInfo.pos.m_positionY, movementInfo.pos.m_positionZ, movementInfo.pos.m_orientation,
		movementInfo.flags, LookupOpcodeName(opcode), movementInfo.transport.pos.m_positionX, movementInfo.transport.pos.m_positionY, movementInfo.transport.pos.m_positionZ, movementInfo.transport.pos.m_orientation);
	TC_LOG_WARN("cheat", "AC2-%s Transport > GUID: (low)%d - (high)%d",
		plrMover->GetName(), GUID_LOPART(movementInfo.transport.guid), GUID_HIPART(movementInfo.transport.guid));
	#endif
		
		if (plrMover)
		{
		if (World::GetEnableMvAnticheat() && !plrMover->IsGameMaster() && !plrMover->GetCharmerOrOwnerPlayerOrPlayerItself()->IsGameMaster() && !plrMover->GetCharmerOrOwnerPlayerOrPlayerItself()->GetVehicle())
			 {
			            // calc time deltas
				int32 cClientTimeDelta = 1500;
			if (plrMover->m_anti_LastClientTime != 0)
				 {
				cClientTimeDelta = movementInfo.time - plrMover->m_anti_LastClientTime;
				plrMover->m_anti_DeltaClientTime += cClientTimeDelta;
				plrMover->m_anti_LastClientTime = movementInfo.time;
				}
			else
				 plrMover->m_anti_LastClientTime = movementInfo.time;
			
				const uint64 cServerTime = getMSTime();
			uint32 cServerTimeDelta = 1500;
			if (plrMover->m_anti_LastServerTime != 0)
				 {
				cServerTimeDelta = cServerTime - plrMover->m_anti_LastServerTime;
				plrMover->m_anti_DeltaServerTime += cServerTimeDelta;
				plrMover->m_anti_LastServerTime = cServerTime;
				}
			else
				 plrMover->m_anti_LastServerTime = cServerTime;
			
				            // resync times on client login (first 15 sec for heavy areas)
				if (plrMover->m_anti_DeltaServerTime < 15000 && plrMover->m_anti_DeltaClientTime < 15000)
				 plrMover->m_anti_DeltaClientTime = plrMover->m_anti_DeltaServerTime;
			
				const int32 sync_time = plrMover->m_anti_DeltaClientTime - plrMover->m_anti_DeltaServerTime;
			
				#ifdef ANTICHEAT_DEBUG
				 TC_LOG_WARN("cheat", "AC2-%s Time > cClientTimeDelta: %d, cServerTime: %d | deltaC: %d - deltaS: %d | SyncTime: %d", plrMover->GetName(), cClientTimeDelta, cServerTime, plrMover->m_anti_DeltaClientTime, plrMover->m_anti_DeltaServerTime, sync_time);
			#endif
				
				            // mistiming checks
				const int32 GetMistimingDelta = abs(int32(World::GetMistimingDelta()));
			if (sync_time > GetMistimingDelta)
				 {
				cClientTimeDelta = cServerTimeDelta;
				++(plrMover->m_anti_MistimingCount);
				
					const bool bMistimingModulo = plrMover->m_anti_MistimingCount % 50 == 0;
				
					if (bMistimingModulo)
					{
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, mistiming exception #%d, mistiming: %dms Action: %s", plrMover->GetName().c_str(), plrMover->m_anti_MistimingCount, sync_time, &Warden::Penalty);
					#endif
						 check_passed = false;
					}
				                //if (vehMover)
					                //    vehMover->Die();
					                // Tell the player "Sure, you can fly!"
					{
					WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
					data << plrMover->GetPackGUID();
					data << uint32(0);
					SendPacket(&data);
					}
				                // Then tell the player "Wait, no, you can't."
					{
					WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
					data << plrMover->GetPackGUID();
					data << uint32(0);
					SendPacket(&data);
					}
				                //plrMover->FallGround(2);
					
					                /* Disabled, not passive at all, and apparently causing crashes:
									                 if (plrMover->m_anti_MistimingCount > World::GetMistimingAlarms())
									                 {
									                     sWorld.SendWorldText(3, strcat("Kicking cheater: ", plrMover->GetName()));
									                     KickPlayer();
									                     return;
									                 } */
					 }
			            // end mistiming checks
				
				const uint32 curDest = plrMover->m_taxi.GetTaxiDestination(); // check taxi flight
			if (!curDest)
				 {
				UnitMoveType move_type;
				
					                // calculating section
					                // current speed
					if (movementInfo.flags & MOVEMENTFLAG_FLYING)
					 move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_FLIGHT_BACK : MOVE_FLIGHT;
				else if (movementInfo.flags & MOVEMENTFLAG_SWIMMING)
					 move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_SWIM;
				else if (movementInfo.flags & MOVEMENTFLAG_WALKING)
					 move_type = MOVE_WALK;
				                // hmm... in first time after login player has MOVE_SWIMBACK instead MOVE_WALKBACK
					else
					 move_type = movementInfo.flags & MOVEMENTFLAG_BACKWARD ? MOVE_SWIM_BACK : MOVE_RUN;
				
				const float current_speed = mover->GetSpeed(move_type);
				                // end current speed
					
					                // movement distance
				const float delta_x = plrMover->m_transport || plrMover->m_temp_transport ? 0 : plrMover->GetPositionX() - movementInfo.pos.GetPositionX();
				const float delta_y = plrMover->m_transport || plrMover->m_temp_transport ? 0 : plrMover->GetPositionY() - movementInfo.pos.GetPositionY();
				const float delta_z = plrMover->m_transport || plrMover->m_temp_transport ? 0 : plrMover->GetPositionZ() - movementInfo.pos.GetPositionZ();
				const float real_delta = plrMover->m_transport || plrMover->m_temp_transport ? 0 : pow(delta_x, 2) + pow(delta_y, 2);
				                // end movement distance
					
					const bool no_fly_auras = !(plrMover->HasAuraType(SPELL_AURA_FLY) || plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED)
					 || plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)
					 || plrMover->HasAuraType(SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS) || plrMover->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK));
				const bool no_fly_flags = (movementInfo.flags & (MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_FLYING)) == 0;
			
				const bool no_swim_flags = (movementInfo.flags & MOVEMENTFLAG_SWIMMING) == 0;
				const bool no_swim_in_water = !mover->IsInWater();
				const bool no_swim_above_water = movementInfo.pos.GetPositionZ() - 7.0f >= mover->GetBaseMap()->GetWaterLevel(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY());
				const bool no_swim_water = no_swim_in_water && no_swim_above_water;
				
					const bool no_waterwalk_flags = (movementInfo.flags & MOVEMENTFLAG_WATERWALKING) == 0;
				const bool no_waterwalk_auras = !(plrMover->HasAuraType(SPELL_AURA_WATER_WALK) || plrMover->HasAuraType(SPELL_AURA_GHOST));
				
					if (cClientTimeDelta < 0)
					 cClientTimeDelta = 0;
				const float time_delta = cClientTimeDelta < 1500 ? float(cClientTimeDelta) / 1000.0f : 1.5f; // normalize time - 1.5 second allowed for heavy loaded server
				
					const float tg_z = (real_delta != 0 && no_fly_auras && no_swim_flags) ? (pow(delta_z, 2) / real_delta) : -99999; // movement distance tangents
				
					if (current_speed < plrMover->m_anti_Last_HSpeed && plrMover->m_anti_LastSpeedChangeTime == 0)
					 plrMover->m_anti_LastSpeedChangeTime = movementInfo.time + uint32(floor(((plrMover->m_anti_Last_HSpeed / current_speed) * 1500)) + 100); // 100ms above for random fluctuation
				
					const float allowed_delta = plrMover->m_transport || plrMover->m_temp_transport ? 2 : // movement distance allowed delta
					pow(std::max(current_speed, plrMover->m_anti_Last_HSpeed) * time_delta, 2)
					 +2                                                                             // minimum allowed delta
					 +(tg_z > 2.2 ? pow(delta_z, 2) / 2.37f : 0);                                     // mountain fall allowed delta
				
					if (movementInfo.time > plrMover->m_anti_LastSpeedChangeTime)
					 {
					plrMover->m_anti_Last_HSpeed = current_speed;                                    // store current speed
					plrMover->m_anti_Last_VSpeed = -2.3f;
					plrMover->m_anti_LastSpeedChangeTime = 0;
					}
				                // end calculating section
					
					                // AntiGravity (thanks to Meekro)
					const float JumpHeight = plrMover->m_anti_JumpBaseZ - movementInfo.pos.GetPositionZ();
				if (no_fly_auras && no_swim_in_water && plrMover->m_anti_JumpBaseZ != 0 && JumpHeight < plrMover->m_anti_Last_VSpeed)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, AntiGravity exception. JumpHeight = %f, Allowed Vertical Speed = %f",
						plrMover->GetName().c_str(), JumpHeight, plrMover->m_anti_Last_VSpeed);
					#endif
						 check_passed = false;
					                    //if (vehMover)
						                    //    vehMover->Die();
						                    // Tell the player "Sure, you can fly!"
						{
						WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    // Then tell the player "Wait, no, you can't."
						{
						WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    //plrMover->FallGround(2);
						}
				
					                // multi jump checks
					if (opcode == MSG_MOVE_JUMP)
					 {
					if (no_fly_auras && no_swim_water)
						 {
						if (plrMover->m_anti_JumpCount >= 1)
							 {
							                            // don't process new jump packet
								check_passed = false;
							#ifdef ANTICHEAT_EXCEPTION_INFO
								 TC_LOG_WARN("cheat", "AC2-%s, Multijump exception.", plrMover->GetName().c_str(), JumpHeight, plrMover->m_anti_Last_VSpeed);
							#endif
								                            //if (vehMover)
								                            //    vehMover->Die();
								                            // Tell the player "Sure, you can fly!"
								{
								WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
								data << plrMover->GetPackGUID();
								data << uint32(0);
								SendPacket(&data);
								}
							                            // Then tell the player "Wait, no, you can't."
								{
								WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
								data << plrMover->GetPackGUID();
								data << uint32(0);
								SendPacket(&data);
								}
							                            //plrMover->FallGround(2);
								plrMover->m_anti_JumpCount = 0;
							}
						else
							 {
							plrMover->m_anti_JumpCount += 1;
							plrMover->m_anti_JumpBaseZ = movementInfo.pos.GetPositionZ();
							}
						}
					else
						 plrMover->m_anti_JumpCount = 0;
					}
				// speed and teleport hack checks
				if (real_delta > allowed_delta)
					 {
				   #ifdef ANTICHEAT_EXCEPTION_INFO
						 if (real_delta < 4900.0f)
						 {
						TC_LOG_WARN("cheat", "AC2-%s, speed exception | cDelta=%f aDelta=%f | cSpeed=%f lSpeed=%f deltaTime=%f", plrMover->GetName().c_str(), real_delta, allowed_delta, current_speed, plrMover->m_anti_Last_HSpeed, time_delta);
						}
						else {
							TC_LOG_WARN("cheat", "AC2-%s, teleport exception | cDelta=%f aDelta=%f | cSpeed=%f lSpeed=%f deltaTime=%f", plrMover->GetName().c_str(), real_delta, allowed_delta, current_speed, plrMover->m_anti_Last_HSpeed, time_delta);
							
						}
						#endif
							 check_passed = false;
						                    //if (vehMover)
							                    //    vehMover->Die();
							                    //plrMover->FallGround(2);
							}
				
					                // mountain hack checks // 1.56f (delta_z < GetPlayer()->m_anti_Last_VSpeed))
					if (delta_z < plrMover->m_anti_Last_VSpeed && plrMover->m_anti_JumpCount == 0 && tg_z > 2.37f)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, mountain exception | tg_z=%f", plrMover->GetName().c_str(), tg_z);
					#endif
						 check_passed = false;
					                //    if (vehMover)
						                //        vehMover->Die();
						}
				
					                // Fly hack checks
					if (no_fly_auras && !no_fly_flags)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO // Aura numbers: 201, 206, 207, 208, 209, 211
						                    //TC_LOG_WARN("cheat", "AC2-%s, flight exception. {SPELL_AURA_FLY=[%X]} {SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED=[%X]} {SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED=[%X]} {SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS=[%X]} {SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK=[%X]} {plrMover->GetVehicle()=[%X]}",
						plrMover->GetName().c_str(),
						    					 //Last Updated By ShopWoW.ir                    
						plrMover->HasAuraType(SPELL_AURA_FLY), plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED),
						plrMover->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED), plrMover->HasAuraType(SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS),
						plrMover->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK), plrMover->GetVehicle();
					#endif
						 check_passed = false;
					                    //if (vehMover)
						                    //    vehMover->Die();
						                    // Tell the player "Sure, you can fly!"
						{
						WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    // Then tell the player "Wait, no, you can't."
						{
						WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    //plrMover->FallGround(2);
						}
				
					                // Waterwalk checks
					if (no_waterwalk_auras && !no_waterwalk_flags)
					 {
					#ifdef ANTICHEAT_EXCEPTION_INFO
						 TC_LOG_WARN("cheat", "AC2-%s, waterwalk exception. [%X]{SPELL_AURA_WATER_WALK=[%X]}",
						plrMover->GetName().c_str(), movementInfo.flags, plrMover->HasAuraType(SPELL_AURA_WATER_WALK));
					#endif
						 check_passed = false;
					                    //if (vehMover)
						                    //    vehMover->Die();
						                    // Tell the player "Sure, you can fly!"
						{
						WorldPacket data(SMSG_MOVE_SET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    // Then tell the player "Wait, no, you can't."
						{
						WorldPacket data(SMSG_MOVE_UNSET_CAN_FLY, 12);
						data << plrMover->GetPackGUID();
						data << uint32(0);
						SendPacket(&data);
						}
					                    //plrMover->FallGround(2);
						}
				
					                // Teleport To Plane checks
					if (no_swim_in_water && movementInfo.pos.GetPositionZ() < 0.0001f && movementInfo.pos.GetPositionZ() > -0.0001f)
					 {
					if (const Map *map = plrMover->GetMap())
						 {
						float plane_z = map->GetHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), MAX_HEIGHT) - movementInfo.pos.GetPositionZ();
						plane_z = (plane_z < -500.0f) ? 0.0f : plane_z; // check holes in height map
						if (plane_z > 0.1f || plane_z < -0.1f)
							 {
							#ifdef ANTICHEAT_DEBUG
								 TC_LOG_WARN("cheat", "AC2-%s, teleport to plane exception. plane_z: %f", plrMover->GetName(), plane_z);
							#endif
								 #ifdef ANTICHEAT_EXCEPTION_INFO
								 if (plrMover->m_anti_TeleToPlane_Count > World::GetTeleportToPlaneAlarms())
								 {
								TC_LOG_WARN("cheat", "AC2-%s, teleport to plane exception. Exception count: %d", plrMover->GetName().c_str(), plrMover->m_anti_TeleToPlane_Count);
								                                /* Disabled, not passive at all, and apparently causing crashes:
																                                 sWorld.SendWorldText(3, strcat("Kicking cheater: ", plrMover->GetName()));
																                                 KickPlayer();
																                                 return; */
																 }
							#endif
								 ++(plrMover->m_anti_TeleToPlane_Count);
							check_passed = false;
							                            //if (vehMover)
								                            //    vehMover->Die();
							}
						}
					}
			      else
					 plrMover->m_anti_TeleToPlane_Count = 0;
				}
				}
				}
				     /* process position-change */
					if (check_passed)
					{

    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 && !vehMover)                               // 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);

		float underMapValueZ;
		
			switch (plrMover->GetMapId())
			 {
			case 617: underMapValueZ = 3.0f; break; // Dalaran Sewers
			case 618: underMapValueZ = 28.0f; break; // Ring of Valor
			default: underMapValueZ = -500.0f; break;
			}
		
			if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY()) || movementInfo.pos.GetPositionZ() < underMapValueZ)
		{
            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();
                }
            }
        }
			// movement anticheat
			if (plrMover->m_anti_AlarmCount > 0)
				 {
				TC_LOG_WARN("cheat", "AC2-%s produce %d anticheat alarms.", plrMover->GetName().c_str(), plrMover->m_anti_AlarmCount);
				plrMover->m_anti_AlarmCount = 0;
				}
	        // end movement anticheat
				
	}
	
					}
					else if (plrMover)
						{
						if (plrMover->m_transport)
							 {
							plrMover->m_transport->RemovePassenger(plrMover);
							plrMover->m_transport = NULL;
							}
						plrMover->m_temp_transport = NULL;
						++(plrMover->m_anti_AlarmCount);
						WorldPacket data;
						plrMover->SetUnitMovementFlags(0);
						plrMover->SendTeleportAckPacket();
						plrMover->BuildHeartBeatMsg(&data);
						plrMover->SendMessageToSet(&data, true);
    }
}
Example #2
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 #3
0
    //Teleport group to given game_tele.entry
    static bool HandleTeleGroupCommand(ChatHandler* handler, const char* args)
    {
        if (!*args)
            return false;

        Player* player = handler->getSelectedPlayer();
        if (!player)
        {
            handler->SendSysMessage(LANG_NO_CHAR_SELECTED);
            handler->SetSentErrorMessage(true);
            return false;
        }

        // check online security
        if (handler->HasLowerSecurity(player, 0))
            return false;

        // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
        GameTele const* tele = handler->extractGameTeleFromLink((char*)args);
        if (!tele)
        {
            handler->SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
            handler->SetSentErrorMessage(true);
            return false;
        }

        MapEntry const* map = sMapStore.LookupEntry(tele->mapId);
        if (!map || map->IsBattlegroundOrArena())
        {
            handler->SendSysMessage(LANG_CANNOT_TELE_TO_BG);
            handler->SetSentErrorMessage(true);
            return false;
        }

        std::string nameLink = handler->GetNameLink(player);

        Group *grp = player->GetGroup();
        if (!grp)
        {
            handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
            handler->SetSentErrorMessage(true);
            return false;
        }

        for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* pl = itr->getSource();

            if (!pl || !pl->GetSession())
                continue;

            // check online security
            if (handler->HasLowerSecurity(pl, 0))
                return false;

            std::string plNameLink = handler->GetNameLink(pl);

            if (pl->IsBeingTeleported())
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
                continue;
            }

            handler->PSendSysMessage(LANG_TELEPORTING_TO, plNameLink.c_str(), "", tele->name.c_str());
            if (handler->needReportToTarget(pl))
                (ChatHandler(pl)).PSendSysMessage(LANG_TELEPORTED_TO_BY, nameLink.c_str());

            // stop flight if need
            if (pl->isInFlight())
            {
                pl->GetMotionMaster()->MovementExpired();
                pl->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                pl->SaveRecallPosition();

            pl->TeleportTo(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation);
        }

        return true;
    }
Example #4
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    recv_data.hexlike();

    Unit *mover = _player->m_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 */
    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    /*----------------*/

    if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT) && !mover->GetVehicleGUID())
    {
        // transports size limited
        // (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if( movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100 )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        if( !MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
            movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o) )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            float trans_rad = movementInfo.GetTransportPos()->x*movementInfo.GetTransportPos()->x + movementInfo.GetTransportPos()->y*movementInfo.GetTransportPos()->y + movementInfo.GetTransportPos()->z*movementInfo.GetTransportPos()->z;
            if (trans_rad > 3600.0f) // transport radius = 60 yards //cheater with on_transport_flag
            {
                return;
            }
            // elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
            for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
            {
                if ((*iter)->GetObjectGuid() == movementInfo.GetTransportGuid())
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.ClearTransportData();
    }

    // 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.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater()))
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
        if(plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z-7.0f))
        {
            plMover->m_anti_BeginFallZ=INVALID_HEIGHT;
        }
    }
    if (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING))
    {
        if(mover->GetTypeId() == TYPEID_UNIT)
        {
            if(((Creature*)mover)->isVehicle() && !((Creature*)mover)->canSwim())
            {
                // NOTE : we should enter evade mode here, but...
                ((Vehicle*)mover)->SetSpawnDuration(1);
            }
        }
    }

    // ---- anti-cheat features -->>>
    uint32 Anti_TeleTimeDiff=plMover ? time(NULL) - plMover->Anti__GetLastTeleTime() : time(NULL);
    static const uint32 Anti_TeleTimeIgnoreDiff=sWorld.GetMvAnticheatIgnoreAfterTeleport();
    if (plMover && (plMover->m_transport == 0) && sWorld.GetMvAnticheatEnable() &&
        GetPlayer()->GetSession()->GetSecurity() <= sWorld.GetMvAnticheatGmLevel() &&
        GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()!=FLIGHT_MOTION_TYPE &&
        Anti_TeleTimeDiff>Anti_TeleTimeIgnoreDiff)
    {
        const uint32 CurTime=getMSTime();
        if(getMSTimeDiff(GetPlayer()->m_anti_lastalarmtime,CurTime) > sWorld.GetMvAnticheatAlarmPeriod())
        {
            GetPlayer()->m_anti_alarmcount = 0;
        }
        /* I really don't care about movement-type yet (todo)
        UnitMoveType move_type;
 
        if (movementInfo.flags & MOVEMENTFLAG_FLYING) move_type = MOVE_FLY;
        else if (movementInfo.flags & MOVEMENTFLAG_SWIMMING) move_type = MOVE_SWIM;
        else if (movementInfo.flags & MOVEMENTFLAG_WALK_MODE) move_type = MOVE_WALK;
        else move_type = MOVE_RUN;*/
 
        float delta_x = GetPlayer()->GetPositionX() - movementInfo.GetPos()->x;
        float delta_y = GetPlayer()->GetPositionY() - movementInfo.GetPos()->y;
        float delta_z = GetPlayer()->GetPositionZ() - movementInfo.GetPos()->z;
        float delta = sqrt(delta_x * delta_x + delta_y * delta_y); // Len of movement-vector via Pythagoras (a^2+b^2=Len^2)
        float tg_z = 0.0f; //tangens
        float delta_t = getMSTimeDiff(GetPlayer()->m_anti_lastmovetime,CurTime);
         
        GetPlayer()->m_anti_lastmovetime = CurTime;
        GetPlayer()->m_anti_MovedLen += delta;
 
        if(delta_t > 15000.0f)
        {   delta_t = 15000.0f;   }
 
        // Tangens of walking angel
        if (!(movementInfo.GetMovementFlags() & (MOVEFLAG_FLYING | MOVEFLAG_SWIMMING)))
        {
            tg_z = ((delta !=0.0f) && (delta_z > 0.0f)) ? (atan((delta_z*delta_z) / delta) * 180.0f / M_PI) : 0.0f;
        }

        //antiOFF fall-damage, MOVEMENTFLAG_UNK4 seted by client if player try movement when falling and unset in this case the MOVEMENTFLAG_FALLING flag. 
        if((!GetPlayer()->CanFly() && GetPlayer()->m_anti_BeginFallZ == INVALID_HEIGHT) &&
           (movementInfo.GetMovementFlags() & (MOVEFLAG_FALLING | MOVEFLAG_FALLINGFAR)) != 0)
        {
            GetPlayer()->m_anti_BeginFallZ=(float)(movementInfo.GetPos()->z);
        }
 
        if(GetPlayer()->m_anti_NextLenCheck <= CurTime)
        {
            // Check every 500ms is a lot more advisable then 1000ms, because normal movment packet arrives every 500ms
            uint32 OldNextLenCheck=GetPlayer()->m_anti_NextLenCheck;
            float delta_xyt=GetPlayer()->m_anti_MovedLen/(float)(getMSTimeDiff(OldNextLenCheck-500,CurTime));
            GetPlayer()->m_anti_NextLenCheck = CurTime+500;
            GetPlayer()->m_anti_MovedLen = 0.0f;
            static const float MaxDeltaXYT = sWorld.GetMvAnticheatMaxXYT();
             
            if(delta_xyt > MaxDeltaXYT && delta<=100.0f && GetPlayer()->GetZoneId() != 2257)
            {
                if(sWorld.GetMvAnticheatSpeedCheck())
                   Anti__CheatOccurred(CurTime,"Speed hack",delta_xyt,LookupOpcodeName(opcode),
                                    (float)(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()),
                                    (float)(getMSTimeDiff(OldNextLenCheck-500,CurTime)));
            }
        }
 
        if(delta > 100.0f && GetPlayer()->GetZoneId() != 2257)
        {
            if(sWorld.GetMvAnticheatTeleportCheck())
              Anti__ReportCheat("Tele hack",delta,LookupOpcodeName(opcode));
        }

        // Check for waterwalking . Fix new way of checking for waterwalking by Darky88
        if (movementInfo.HasMovementFlag(MOVEFLAG_WATERWALKING) &&
           !(GetPlayer()->HasAuraType(SPELL_AURA_WATER_WALK) || GetPlayer()->HasAuraType(SPELL_AURA_GHOST)))
        {
            if(sWorld.GetMvAnticheatWaterCheck())
              Anti__CheatOccurred(CurTime,"Water walking",0.0f,NULL,0.0f,(uint32)(movementInfo.GetMovementFlags()));
        }
         
        // Check for walking upwards a mountain while not beeing able to do that, New check by Darky88 
        if((delta_z < -2.3f) && (tg_z > 2.37f))
        {
            if(sWorld.GetMvAnticheatMountainCheck())
                 Anti__CheatOccurred(CurTime,"Mountain hack",tg_z,NULL,delta,delta_z);
        }
        
        
        static const float DIFF_OVERGROUND = 10.0f;
        float Anti__GroundZ = GetPlayer()->GetMap()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),MAX_HEIGHT);
        float Anti__FloorZ  = GetPlayer()->GetMap()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ());
        float Anti__MapZ = ((Anti__FloorZ <= (INVALID_HEIGHT+5.0f)) ? Anti__GroundZ : Anti__FloorZ) + DIFF_OVERGROUND;
         
        if(!GetPlayer()->CanFly() &&
           !GetPlayer()->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z-7.0f) &&
           Anti__MapZ < GetPlayer()->GetPositionZ() && Anti__MapZ > (INVALID_HEIGHT+DIFF_OVERGROUND + 5.0f))
        {
            static const float DIFF_AIRJUMP=25.0f; // 25 is realy high, but to many false positives...
             
            // Air-Jump-Detection definitively needs a better way to be detected...
            if((movementInfo.GetMovementFlags() & (MOVEFLAG_CAN_FLY | MOVEFLAG_FLYING | MOVEFLAG_ROOT)) != 0) // Fly Hack
            {
              // Fix Aura 55164 by KAPATEJIb
              if (!GetPlayer()->HasAura(55164))
                if(sWorld.GetMvAnticheatFlyCheck())
                  Anti__CheatOccurred(CurTime,"Fly hack",
                                    ((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_FLY))) +
                                    /*((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED))*2),*/
                                    ((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED))*2),
                                    NULL,GetPlayer()->GetPositionZ()-Anti__MapZ);
            }
             
            // Need a better way to do that - currently a lot of fake alarms
            else if((Anti__MapZ+DIFF_AIRJUMP < GetPlayer()->GetPositionZ() &&
                    (movementInfo.GetMovementFlags() & (MOVEFLAG_FALLINGFAR /*| MOVEFLAG_UNK4*/))==0) ||
                    (Anti__MapZ < GetPlayer()->GetPositionZ() && 
                     opcode==MSG_MOVE_JUMP))
            {
                 if(sWorld.GetMvAnticheatJumpCheck())
                   Anti__CheatOccurred(CurTime,"Possible Air Jump Hack",0.0f,LookupOpcodeName(opcode),0.0f,movementInfo.GetMovementFlags());
            }
        }
 
        
        /*if(Anti__FloorZ < -199900.0f && Anti__GroundZ >= -199900.0f &&
           GetPlayer()->GetPositionZ()+5.0f < Anti__GroundZ)
        {
            Anti__CheatOccurred(CurTime,"Teleport2Plane hack",
                                GetPlayer()->GetPositionZ(),NULL,Anti__GroundZ);
        }*/

        //Teleport To Plane checks
        if (movementInfo.GetPos()->z < 0.0001f && movementInfo.GetPos()->z > -0.0001f && (!movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_SWIMMING | MOVEFLAG_CAN_FLY | MOVEFLAG_FLYING))))
        {
           if(sWorld.GetMvAnticheatTeleport2PlaneCheck())
           {
              // Prevent using TeleportToPlan.
              Map *map = GetPlayer()->GetMap();
              if (map)
              {
                float plane_z = map->GetHeight(movementInfo.GetPos()->x, movementInfo.GetPos()->y, MAX_HEIGHT) - movementInfo.GetPos()->z;
                plane_z = (plane_z < -500.0f) ? 0 : plane_z; //check holes in heigth map
                if(plane_z > 0.1f || plane_z < -0.1f)
                {
                   if(sWorld.GetMvAnticheatTeleport2PlaneCheck())
                      Anti__CheatOccurred(CurTime,"Teleport2Plane hack",GetPlayer()->GetPositionZ(),NULL,plane_z);
                }
              }
           }
        }
    } 
    // <<---- anti-cheat features

    /* process position-change */
    movementInfo.UpdateTime(getMSTime());

    WorldPacket data(opcode, recv_data.size());
    data.appendPackGUID(mover->GetGUID());                  // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
        plMover->m_movementInfo = movementInfo;
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        // after move info set
        if ((opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE))
            plMover->UpdateWalkMode(plMover, false);

        if(plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if(movementInfo.GetPos()->z < -500.0f)
        {
            if(plMover->InBattleGround()
                && plMover->GetBattleGround()
                && plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if(plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, 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();
            }
        }
    }
    else                                                    // creature charmed
    {
        if(mover->IsInWorld())
        {
            mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
            if(((Creature*)mover)->isVehicle())
                ((Vehicle*)mover)->RellocatePassengers(mover->GetMap());
        }
    }
}
Example #5
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
    uint16 opcode = recv_data.GetOpcode();

    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.rfinish();                   // prevent warnings spam
        return;
    }

    /* extract packet */
    uint64 guid;

    recv_data.readPackGUID(guid);

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

    recv_data.rfinish();                   // prevent warnings spam

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

    if (!movementInfo.pos.IsPositionValid())
    {
        recv_data.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)
        {
            recv_data.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()))
        {
            recv_data.rfinish();                   // 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;
    }

    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()));
    }

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

    /* 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->UpdatePosition(movementInfo.pos);
    
    // 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)                                            // 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());
                    plMover->SetMovement(MOVE_ROOT);
                    // 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 (!plMover->isAlive())
                        plMover->KillPlayer();
                }
            }
        }
    }
}
Example #6
0
void Group::ResetInstances(InstanceResetMethod method, Player* SendMsgTo)
{
    if (isBattleGroup())
        return;

    // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_GROUP_DISBAND

    typedef std::set<uint32> Uint32Set;
    Uint32Set mapsWithOfflinePlayer;                        // to store map of offline players
    Uint32Set mapsWithBeingTeleportedPlayer;                // to store map of offline players

    if (method != INSTANCE_RESET_GROUP_DISBAND)
    {
        // Store maps in which are offline members for instance reset check.
        for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
        {
            Player* plr = ObjectAccessor::FindPlayer(itr->guid);
            if (!plr)
            {
                // add last map from offline player
                mapsWithOfflinePlayer.insert(itr->lastMap);
            }
            else
            {
                // add teleport destination map
                if (plr->IsBeingTeleported())
                    mapsWithBeingTeleportedPlayer.insert(plr->GetTeleportDest().mapid);
            }
        }
    }

    for (BoundInstancesMap::iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end();)
    {
        DungeonPersistentState* state = itr->second.state;
        const MapEntry* entry = sMapStore.LookupEntry(itr->first);
        if (!entry || (!state->CanReset() && method != INSTANCE_RESET_GROUP_DISBAND))
        {
            ++itr;
            continue;
        }

        if (method == INSTANCE_RESET_ALL)
        {
            // the "reset all instances" method can only reset normal maps
            if (entry->map_type == MAP_RAID)
            {
                ++itr;
                continue;
            }
        }

        // check if there are offline members on the map
        if (method != INSTANCE_RESET_GROUP_DISBAND && mapsWithOfflinePlayer.find(state->GetMapId()) != mapsWithOfflinePlayer.end())
        {
            if (SendMsgTo)
                SendMsgTo->SendResetInstanceFailed(1, state->GetMapId());
            ++itr;
            continue;
        }

        // check if there are teleporting members to the map
        if (method != INSTANCE_RESET_GROUP_DISBAND && mapsWithBeingTeleportedPlayer.find(state->GetMapId()) != mapsWithBeingTeleportedPlayer.end())
        {
            if (SendMsgTo)
                SendMsgTo->SendResetInstanceFailed(2, state->GetMapId());
            ++itr;
            continue;
        }

        bool isEmpty = true;
        // if the map is loaded, reset it if can
        if (entry->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !state->CanReset()))
            if (Map* map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId()))
                isEmpty = ((DungeonMap*)map)->Reset(method);

        if (SendMsgTo)
        {
            if (isEmpty)
                SendMsgTo->SendResetInstanceSuccess(state->GetMapId());
            else
                SendMsgTo->SendResetInstanceFailed(0, state->GetMapId());
        }

        if (isEmpty || method == INSTANCE_RESET_GROUP_DISBAND)
        {
            // do not reset the instance, just unbind if others are permanently bound to it
            if (state->CanReset())
                state->DeleteFromDB();
            else
                CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", state->GetInstanceId());
            // i don't know for sure if hash_map iterators
            m_boundInstances.erase(itr);
            itr = m_boundInstances.begin();
            // this unloads the instance save unless online players are bound to it
            // (eg. permanent binds or GM solo binds)
            state->RemoveGroup(this);
        }
        else
            ++itr;
    }
}
Example #7
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    recv_data.hexlike();

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

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

    /* extract packet */
    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo, guid))
        return;

    // 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->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    // ---- anti-cheat features -->>>
    uint32 Anti_TeleTimeDiff=plMover ? time(NULL) - plMover->Anti__GetLastTeleTime() : time(NULL);
    static const uint32 Anti_TeleTimeIgnoreDiff=sWorld.GetMvAnticheatIgnoreAfterTeleport();
    if (plMover && (plMover->m_transport == 0) && sWorld.GetMvAnticheatEnable() &&
        GetPlayer()->GetSession()->GetSecurity() <= sWorld.GetMvAnticheatGmLevel() &&
        GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()!=FLIGHT_MOTION_TYPE &&
        !GetPlayer()->IsTaxiFlying() &&
        !GetPlayer()->HasMovementFlag(MOVEFLAG_ONTRANSPORT) &&
        Anti_TeleTimeDiff>Anti_TeleTimeIgnoreDiff)
    {
        const uint32 CurTime=WorldTimer::getMSTime();
        if (WorldTimer::getMSTimeDiff(GetPlayer()->m_anti_lastalarmtime,CurTime) > sWorld.GetMvAnticheatAlarmPeriod())
        {
            GetPlayer()->m_anti_alarmcount = 0;
        }
        /* I really don't care about movement-type yet (todo)
        UnitMoveType move_type;

        if (movementInfo.flags & MOVEMENTFLAG_FLYING) move_type = MOVE_FLY;
        else if (movementInfo.flags & MOVEMENTFLAG_SWIMMING) move_type = MOVE_SWIM;
        else if (movementInfo.flags & MOVEMENTFLAG_WALK_MODE) move_type = MOVE_WALK;
        else move_type = MOVE_RUN;*/

        float delta_x = GetPlayer()->GetPositionX() - movementInfo.GetPos()->x;
        float delta_y = GetPlayer()->GetPositionY() - movementInfo.GetPos()->y;
        float delta_z = GetPlayer()->GetPositionZ() - movementInfo.GetPos()->z;
        float delta = sqrt(delta_x * delta_x + delta_y * delta_y); // Len of movement-vector via Pythagoras (a^2+b^2=Len^2)
        float tg_z = 0.0f; //tangens
        float delta_t = WorldTimer::getMSTimeDiff(GetPlayer()->m_anti_lastmovetime,CurTime);

        GetPlayer()->m_anti_lastmovetime = CurTime;
        GetPlayer()->m_anti_MovedLen += delta;

        if (delta_t > 15000.0f)
        {   delta_t = 15000.0f;   }

        // Tangens of walking angel
        if (!(movementInfo.GetMovementFlags() & (MOVEFLAG_FLYING | MOVEFLAG_SWIMMING)))
        {
            tg_z = ((delta !=0.0f) && (delta_z > 0.0f)) ? (atan((delta_z*delta_z) / delta) * 180.0f / M_PI) : 0.0f;
        }

        //antiOFF fall-damage, MOVEMENTFLAG_UNK4 seted by client if player try movement when falling and unset in this case the MOVEMENTFLAG_FALLING flag. 
        if ((!GetPlayer()->CanFly() && GetPlayer()->m_anti_BeginFallZ == INVALID_HEIGHT) &&
            (movementInfo.GetMovementFlags() & (MOVEFLAG_FALLING | MOVEFLAG_FALLINGFAR)) != 0)
        {
            GetPlayer()->m_anti_BeginFallZ=(float)(movementInfo.GetPos()->z);
        }

        if (GetPlayer()->m_anti_NextLenCheck <= CurTime)
        {
            // Check every 500ms is a lot more advisable then 1000ms, because normal movment packet arrives every 500ms
            uint32 OldNextLenCheck=GetPlayer()->m_anti_NextLenCheck;
            float delta_xyt=GetPlayer()->m_anti_MovedLen/(float)(WorldTimer::getMSTimeDiff(OldNextLenCheck-500,CurTime));
            GetPlayer()->m_anti_NextLenCheck = CurTime+500;
            GetPlayer()->m_anti_MovedLen = 0.0f;
            static const float MaxDeltaXYT = sWorld.GetMvAnticheatMaxXYT();

            if (delta_xyt > MaxDeltaXYT && delta<=100.0f)
            {
                if (sWorld.GetMvAnticheatSpeedCheck())
                    Anti__CheatOccurred(CurTime,"Speed hack",delta_xyt,LookupOpcodeName(opcode),
                    (float)(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()),
                    (float)(WorldTimer::getMSTimeDiff(OldNextLenCheck-500,CurTime)));
            }
        }

        if (delta > 100.0f)
        {
            if (sWorld.GetMvAnticheatTeleportCheck())
                Anti__ReportCheat("Tele hack",delta,LookupOpcodeName(opcode));
        }

        // Check for waterwalking . Fix new way of checking for waterwalking by Darky88
        if (movementInfo.HasMovementFlag(MOVEFLAG_WATERWALKING) &&
            !(GetPlayer()->HasAuraType(SPELL_AURA_WATER_WALK) || GetPlayer()->HasAuraType(SPELL_AURA_GHOST)))
        {
            if(sWorld.GetMvAnticheatWaterCheck())
                Anti__CheatOccurred(CurTime,"Water walking",0.0f,NULL,0.0f,(uint32)(movementInfo.GetMovementFlags()));
        }

        // Check for walking upwards a mountain while not beeing able to do that, New check by Darky88 
        if ((delta_z < -2.3f) && (tg_z > 2.37f))
        {
            if (sWorld.GetMvAnticheatMountainCheck())
                Anti__CheatOccurred(CurTime,"Mountain hack",tg_z,NULL,delta,delta_z);
        }

        static const float DIFF_OVERGROUND = 10.0f;
        float Anti__GroundZ = GetPlayer()->GetTerrain()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),MAX_HEIGHT);
        float Anti__FloorZ  = GetPlayer()->GetTerrain()->GetHeight(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ());
        float Anti__MapZ = ((Anti__FloorZ <= (INVALID_HEIGHT+5.0f)) ? Anti__GroundZ : Anti__FloorZ) + DIFF_OVERGROUND;
         
        if (!GetPlayer()->CanFly() &&
            !GetPlayer()->HasAuraType(SPELL_AURA_FEATHER_FALL) &&
            !GetPlayer()->GetTerrain()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z-7.0f) &&
            Anti__MapZ < GetPlayer()->GetPositionZ() && Anti__MapZ > (INVALID_HEIGHT+DIFF_OVERGROUND + 5.0f))
        {
            static const float DIFF_AIRJUMP=25.0f; // 25 is realy high, but to many false positives...

            // Air-Jump-Detection definitively needs a better way to be detected...
            if ((movementInfo.GetMovementFlags() & (MOVEFLAG_CAN_FLY | MOVEFLAG_FLYING | MOVEFLAG_ROOT)) != 0) // Fly Hack
            {
                // Fix Aura 55164
                if (!GetPlayer()->HasAura(55164))
                    if (sWorld.GetMvAnticheatFlyCheck())
                        Anti__CheatOccurred(CurTime,"Fly hack",
                            ((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_FLY))) +
                            ((uint8)(GetPlayer()->HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED))*2),
                            NULL,GetPlayer()->GetPositionZ()-Anti__MapZ);
            }

            // Need a better way to do that - currently a lot of fake alarms
            else if ((Anti__MapZ+DIFF_AIRJUMP < GetPlayer()->GetPositionZ() &&
                    (movementInfo.GetMovementFlags() & (MOVEFLAG_FALLINGFAR | MOVEFLAG_PENDINGSTOP))==0) ||
                    (Anti__MapZ < GetPlayer()->GetPositionZ() && opcode==MSG_MOVE_JUMP))
            {
                if (sWorld.GetMvAnticheatJumpCheck())
                    Anti__CheatOccurred(CurTime,"Possible Air Jump Hack",0.0f,LookupOpcodeName(opcode),0.0f,movementInfo.GetMovementFlags());
            }
        }

        /*if(Anti__FloorZ < -199900.0f && Anti__GroundZ >= -199900.0f &&
           GetPlayer()->GetPositionZ()+5.0f < Anti__GroundZ)
        {
            Anti__CheatOccurred(CurTime,"Teleport2Plane hack",
                                GetPlayer()->GetPositionZ(),NULL,Anti__GroundZ);
        }*/

        //Teleport To Plane checks
        if (movementInfo.GetPos()->z < 0.0001f && movementInfo.GetPos()->z > -0.0001f && (!movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_SWIMMING | MOVEFLAG_CAN_FLY | MOVEFLAG_FLYING))))
        {
            if(sWorld.GetMvAnticheatTeleport2PlaneCheck())
            {
                // Prevent using TeleportToPlan.
                TerrainInfo const* map = GetPlayer()->GetTerrain();
                if (map)
                {
                    float plane_z = map->GetHeight(movementInfo.GetPos()->x, movementInfo.GetPos()->y, MAX_HEIGHT) - movementInfo.GetPos()->z;
                    plane_z = (plane_z < -500.0f) ? 0 : plane_z; //check holes in heigth map
                    if(plane_z > 0.1f || plane_z < -0.1f)
                    {
                        if(sWorld.GetMvAnticheatTeleport2PlaneCheck())
                            Anti__CheatOccurred(CurTime,"Teleport2Plane hack",GetPlayer()->GetPositionZ(),NULL,plane_z);
                    }
                }
            }
        }
    }
    // <<---- anti-cheat features

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    // after move info set
    if (opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE)
        mover->UpdateWalkMode(mover, false);

    WorldPacket data(opcode, recv_data.size());
    data << mover->GetPackGUID();             // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);
}
Example #8
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 #9
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    recv_data.hexlike();

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

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

    /* extract packet */
    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo, guid))
        return;

    // 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->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    /* process position-change */
    HandleMoverRelocation(movementInfo);

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    /* process position-change */

	if (!plMover)
		return;

    movementInfo.UpdateTime(getMSTime());

    if(plMover)                                             // nothing is charmed, or player charmed
    {
		WorldPacket data(opcode, recv_data.size());
		data << mover->GetPackGUID();							// write guid
		movementInfo.Write(data);                               // write data
		mover->SendMessageToSetExcept(&data, _player);

        plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
        plMover->m_movementInfo = movementInfo;
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        // after move info set
    if (opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE)
        mover->UpdateWalkMode(mover, false);

        if(plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if(movementInfo.GetPos()->z < -500.0f)
        {
            if(plMover->InBattleGround()
                && plMover->GetBattleGround()
                && plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if(plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth());
                    // pl can be alive if GM/etc
                    if(!plMover->isAlive())
                    {
                        // change the death state to CORPSE to prevent the death timer from
                        // starting in the next player update
                        plMover->KillPlayer();
                        plMover->BuildPlayerRepop();
                    }
                }

                // cancel the death timer here if started
                plMover->RepopAtGraveyard();
            }
        }
    }
    else                                                    // creature charmed
    {
        if(mover->IsInWorld())
            mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
    }
}
Example #10
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();
                }
            }
        }
    }
}
Example #11
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();
                }
            }
        }
    }
}
Example #12
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
    uint16 opcode = recv_data.GetOpcode();
    //sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    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);
    /*----------------*/

   /* if (recv_data.size() != recv_data.rpos())
    {
        sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is " SIZEFMTD " bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), recv_data.GetOpcode(), recv_data.size() - recv_data.rpos());
        KickPlayer();*/
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
    /*    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()));
    }

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

    /* 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))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if (plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, 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();
            }
        }
    }
    /*else                                                    // creature charmed
    {
        if (mover->canFly())
        {
            bool flying = mover->IsFlying();
            if (flying != ((mover->GetByteValue(UNIT_FIELD_BYTES_1, 3) & 0x02) ? true : false))
                mover->SetFlying(flying);
        }
    }*/

    //sLog.outString("Receive Movement Packet %s:", opcodeTable[recv_data.GetOpcode()]);
    //mover->OutMovementInfo();
}
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

    // pussywizard: typical check for incomming movement packets
    if (!mover || !mover->IsInWorld() || mover->IsDuringRemoveFromWorld() || guid != mover->GetGUID())
        return;

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

    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // T_POS ON VEHICLES!
        if (mover->GetVehicle())
            movementInfo.transport.pos = mover->m_movementInfo.transport.pos;

        // 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() > 75.0f || movementInfo.transport.pos.GetPositionY() > 75.0f || movementInfo.transport.pos.GetPositionZ() > 75.0f ||
            movementInfo.transport.pos.GetPositionX() < -75.0f || movementInfo.transport.pos.GetPositionY() < -75.0f || movementInfo.transport.pos.GetPositionZ() < -75.0f)
        {
            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))
                {
                    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.transport.Reset();
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
            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();
    }

    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)//Hook for OnPlayerMove
        sScriptMgr->OnPlayerMove(plrMover, movementInfo, opcode);
    // Dont allow to turn on walking if charming other player
    if (mover->GetGUID() != _player->GetGUID())
        movementInfo.flags &= ~MOVEMENTFLAG_WALKING;

    uint32 mstime = World::GetGameTimeMS();
    /*----------------------*/
    if(m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime > movementInfo.time ? std::min(mstime - movementInfo.time, (uint32)100) : 0;

    // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
    if (mover->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
    {
        // Xinef: skip moving packets
        if (movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING))
            return;
        movementInfo.pos.Relocate(mover->GetPositionX(), mover->GetPositionY(), mover->GetPositionZ());

        if (mover->GetTypeId() == TYPEID_UNIT)
        {
            movementInfo.transport.guid = mover->m_movementInfo.transport.guid;
            movementInfo.transport.pos.Relocate(mover->m_movementInfo.transport.pos.GetPositionX(), mover->m_movementInfo.transport.pos.GetPositionY(), mover->m_movementInfo.transport.pos.GetPositionZ());
            movementInfo.transport.seat = mover->m_movementInfo.transport.seat;
        }
    }

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    //movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;
    movementInfo.time = mstime; // pussywizard: set to time of relocation (server time), constant addition may smoothen movement clientside, but client sees target on different position than the real serverside position

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

    mover->m_movementInfo = movementInfo;

    // this is almost never true (pussywizard: only one packet when entering vehicle), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        mover->UpdatePosition(movementInfo.pos);
        return;
    }

    // pussywizard: previously always mover->UpdatePosition(movementInfo.pos);
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT && mover->GetTransport())
    {
        float x, y, z, o;
        movementInfo.transport.pos.GetPosition(x, y, z, o);
        mover->GetTransport()->CalculatePassengerPosition(x, y, z, &o);
        mover->UpdatePosition(x, y, z, o);
    }
    else
        mover->UpdatePosition(movementInfo.pos);

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    // Xinef: moved it here, previously StopMoving function called when player died relocated him to last saved coordinates (which were in air)
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight() && (!plrMover->GetTransport() || plrMover->GetTransport()->IsStaticTransport()))
        plrMover->HandleFall(movementInfo);
    // Xinef: interrupt parachutes upon falling or landing in water
    if (opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM)
        mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // Parachutes


    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))
            {
                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
                    if (plrMover->IsAlive())
                        plrMover->KillPlayer();
                }
                else if (!plrMover->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS))
                {
                    WorldSafeLocsEntry const* grave = sObjectMgr->GetClosestGraveyard(plrMover->GetPositionX(), plrMover->GetPositionY(), plrMover->GetPositionZ(), plrMover->GetMapId(), plrMover->GetTeamId());

                    if ( grave)
                        plrMover->TeleportTo(grave->map_id, grave->x, grave->y, grave->z, plrMover->GetOrientation());
                    plrMover->Relocate(grave->x, grave->y, grave->z, plrMover->GetOrientation());
                }

                plrMover->StopMovingOnCurrentPos(); // pussywizard: moving corpse can't release spirit
            }
    }
}
Example #14
0
//Summon group of player
bool ChatHandler::HandleGroupSummonCommand(const char* args)
{
    Player* target;
    if (!extractPlayerTarget((char*)args, &target))
        return false;

    // check online security
    if (HasLowerSecurity(target, 0))
        return false;

    Group *grp = target->GetGroup();

    std::string nameLink = GetNameLink(target);

    if (!grp)
    {
        PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
        SetSentErrorMessage(true);
        return false;
    }

    Map* gmMap = m_session->GetPlayer()->GetMap();
    bool to_instance =  gmMap->Instanceable();

    // we are in instance, and can summon only player in our group with us as lead
    if (to_instance && (
        !m_session->GetPlayer()->GetGroup() || (grp->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()) ||
        (m_session->GetPlayer()->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID())))
        // the last check is a bit excessive, but let it be, just in case
    {
        SendSysMessage(LANG_CANNOT_SUMMON_TO_INST);
        SetSentErrorMessage(true);
        return false;
    }

    for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player *pl = itr->getSource();

        if (!pl || pl == m_session->GetPlayer() || !pl->GetSession())
            continue;

        // check online security
        if (HasLowerSecurity(pl, 0))
            return false;

        std::string plNameLink = GetNameLink(pl);

        if (pl->IsBeingTeleported() == true)
        {
            PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
            SetSentErrorMessage(true);
            return false;
        }

        if (to_instance)
        {
            Map* plMap = pl->GetMap();

            if (plMap->Instanceable() && plMap->GetInstanceId() != gmMap->GetInstanceId())
            {
                // cannot summon from instance to instance
                PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str());
                SetSentErrorMessage(true);
                return false;
            }
        }

        PSendSysMessage(LANG_SUMMONING, plNameLink.c_str(), "");
        if (needReportToTarget(pl))
            ChatHandler(pl).PSendSysMessage(LANG_SUMMONED_BY, GetNameLink().c_str());

        // stop flight if need
        if (pl->isInFlight())
        {
            pl->GetMotionMaster()->MovementExpired();
            pl->CleanupAfterTaxiFlight();
        }
        // save only in non-flight case
        else
            pl->SaveRecallPosition();

        if (pl->IsMounted())
        {
            pl->Unmount();
            pl->RemoveAurasByType(SPELL_AURA_MOUNTED);
        }

        // before GM
        float x, y, z;
        m_session->GetPlayer()->GetClosePoint(x, y, z, pl->GetObjectSize());
        pl->TeleportTo(m_session->GetPlayer()->GetMapId(), x, y, z, pl->GetOrientation());
    }

    return true;
}
Example #15
0
//Summon Player
bool ChatHandler::HandleSummonCommand(const char* args)
{
    Player* target;
    uint64 target_guid;
    std::string target_name;
    if (!extractPlayerTarget((char*)args, &target, &target_guid, &target_name))
        return false;

    Player* _player = m_session->GetPlayer();
    if (target == _player || target_guid == _player->GetGUID())
    {
        PSendSysMessage(LANG_CANT_TELEPORT_SELF);
        SetSentErrorMessage(true);
        return false;
    }

    if (target)
    {
        std::string nameLink = playerLink(target_name);
        // check online security
        if (HasLowerSecurity(target, 0))
            return false;

        if (target->IsBeingTeleported())
        {
            PSendSysMessage(LANG_IS_TELEPORTED, nameLink.c_str());
            SetSentErrorMessage(true);
            return false;
        }

        Map* map = m_session->GetPlayer()->GetMap();

        if (map->IsBattlegroundOrArena())
        {
            // only allow if gm mode is on
            if (!_player->isGameMaster())
            {
                PSendSysMessage(LANG_CANNOT_GO_TO_BG_GM, nameLink.c_str());
                SetSentErrorMessage(true);
                return false;
            }
            // if both players are in different bgs
            else if (target->GetBattlegroundId() && m_session->GetPlayer()->GetBattlegroundId() != target->GetBattlegroundId())
                target->LeaveBattleground(false); // Note: should be changed so target gets no Deserter debuff

            // all's well, set bg id
            // when porting out from the bg, it will be reset to 0
            target->SetBattlegroundId(m_session->GetPlayer()->GetBattlegroundId(), m_session->GetPlayer()->GetBattlegroundTypeId());
            // remember current position as entry point for return at bg end teleportation
            if (!target->GetMap()->IsBattlegroundOrArena())
                target->SetBattlegroundEntryPoint();
        }
        else if (map->IsDungeon())
        {
            Map* cMap = target->GetMap();

            if (cMap->Instanceable() && cMap->GetInstanceId() != map->GetInstanceId())
                target->UnbindInstance(map->GetInstanceId(), target->GetDungeonDifficulty(), true);

            // we are in instance, and can summon only player in our group with us as lead
            if (!m_session->GetPlayer()->GetGroup() || !target->GetGroup() ||
                (target->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()) ||
                (m_session->GetPlayer()->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()))
                // the last check is a bit excessive, but let it be, just in case
            {
                PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, nameLink.c_str());
                SetSentErrorMessage(true);
                return false;
            }
        }

        PSendSysMessage(LANG_SUMMONING, nameLink.c_str(), "");
        if (needReportToTarget(target))
            ChatHandler(target).PSendSysMessage(LANG_SUMMONED_BY, playerLink(_player->GetName()).c_str());

        // stop flight if need
        if (target->isInFlight())
        {
            target->GetMotionMaster()->MovementExpired();
            target->CleanupAfterTaxiFlight();
        }
        // save only in non-flight case
        else
            target->SaveRecallPosition();

        // before GM
        float x, y, z;
        m_session->GetPlayer()->GetClosePoint(x, y, z, target->GetObjectSize());
        target->TeleportTo(m_session->GetPlayer()->GetMapId(), x, y, z, target->GetOrientation());
        target->SetPhaseMask(m_session->GetPlayer()->GetPhaseMask(), true);
    }
    else
    {
        // check offline security
        if (HasLowerSecurity(NULL, target_guid))
            return false;

        std::string nameLink = playerLink(target_name);

        PSendSysMessage(LANG_SUMMONING, nameLink.c_str(), GetTrinityString(LANG_OFFLINE));

        // in point where GM stay
        Player::SavePositionInDB(m_session->GetPlayer()->GetMapId(),
            m_session->GetPlayer()->GetPositionX(),
            m_session->GetPlayer()->GetPositionY(),
            m_session->GetPlayer()->GetPositionZ(),
            m_session->GetPlayer()->GetOrientation(),
            m_session->GetPlayer()->GetZoneId(),
            target_guid);
    }

    return true;
}
Example #16
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

    Player* player = ObjectAccessor::FindPlayer(guid, false);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3 + 4 + 2);
        data << guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint8(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet* pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4 + 2 + 2 + 2 + 1 + 2 * 6 + 8 + 1 + 8);
    data << player->GetPackGUID();

    uint32 mask1 = 0x00040BFF;                              // common mask, real flags used 0x000040BFF
    if (pet)
        mask1 = 0x7FFFFFFF;                                 // for hunters and other classes with pets

    Powers powerType = player->GetPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint8(MEMBER_STATUS_ONLINE);                    // member's online status
    data << uint16(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint16(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL

    // verify player coordinates and zoneid to send to teammates
    uint16 iZoneId = 0;
    uint16 iCoordX = 0;
    uint16 iCoordY = 0;

    if (player->IsInWorld())
    {
        iZoneId = player->GetZoneId();
        iCoordX = player->GetPositionX();
        iCoordY = player->GetPositionY();
    }
    else if (player->IsBeingTeleported())               // Player is in teleportation
    {
        WorldLocation& loc = player->GetTeleportDest(); // So take teleportation destination
        iZoneId = sTerrainMgr.GetZoneId(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        iCoordX = loc.coord_x;
        iCoordY = loc.coord_y;
    }
    else
    {
        // unknown player status.
    }

    data << uint16(iZoneId);                              // GROUP_UPDATE_FLAG_ZONE
    data << uint16(iCoordX);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordY);                              // GROUP_UPDATE_FLAG_POSITION

    uint32 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint32(auramask);                               // placeholder
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (uint32 aura = player->GetUInt32Value(UNIT_FIELD_AURA + i))
        {
            auramask |= (uint32(1) << i);
            data << uint16(aura);
        }
    }
    data.put<uint32>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->GetPowerType();
        data << pet->GetObjectGuid();                       // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint16(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint16(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        uint32 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint32(petauramask);                        // placeholder
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (uint32 petaura = pet->GetUInt32Value(UNIT_FIELD_AURA + i))
            {
                petauramask |= (uint32(1) << i);
                data << uint16(petaura);
            }
        }
        data.put<uint32>(petMaskPos, petauramask);          // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint32(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    SendPacket(&data);
}
Example #17
0
    // teleport player to given game_tele.entry
    static bool HandleTeleNameCommand(ChatHandler* handler, const char* args)
    {
        char* nameStr;
        char* teleStr;
        handler->extractOptFirstArg((char*)args, &nameStr, &teleStr);
        if (!teleStr)
            return false;

        Player* target;
        uint64 target_guid;
        std::string target_name;
        if (!handler->extractPlayerTarget(nameStr, &target, &target_guid, &target_name))
            return false;

        if (strcmp(teleStr, "$home") == 0)    // References target's homebind
        { 
            if (target)
                target->TeleportTo(target->m_homebindMapId, target->m_homebindX, target->m_homebindY, target->m_homebindZ, target->GetOrientation());
            else
            {
                QueryResult resultDB = CharacterDatabase.PQuery("SELECT mapId, zoneId, posX, posY, posZ FROM character_homebind WHERE guid = %u", target_guid);
                if (resultDB)
                {
                    Field* fieldsDB = resultDB->Fetch();
                    uint32 mapId = fieldsDB[0].GetUInt32();
                    uint32 zoneId = fieldsDB[1].GetUInt32();
                    float posX = fieldsDB[2].GetFloat();
                    float posY = fieldsDB[3].GetFloat();
                    float posZ = fieldsDB[4].GetFloat();
                    
                    Player::SavePositionInDB(mapId, posX, posY, posZ, 0, zoneId, target_guid);
                }
            }
                
            return true;
        }

        // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
        GameTele const* tele = handler->extractGameTeleFromLink(teleStr);
        if (!tele)
        {
            handler->SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (target)
        {
            // check online security
            if (handler->HasLowerSecurity(target, 0))
                return false;

            std::string chrNameLink = handler->playerLink(target_name);

            if (target->IsBeingTeleported() == true)
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, chrNameLink.c_str());
                handler->SetSentErrorMessage(true);
                return false;
            }

            handler->PSendSysMessage(LANG_TELEPORTING_TO, chrNameLink.c_str(), "", tele->name.c_str());
            if (handler->needReportToTarget(target))
                (ChatHandler(target)).PSendSysMessage(LANG_TELEPORTED_TO_BY, handler->GetNameLink().c_str());

            // stop flight if need
            if (target->isInFlight())
            {
                target->GetMotionMaster()->MovementExpired();
                target->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                target->SaveRecallPosition();

            target->TeleportTo(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation);
        }
        else
        {
            // check offline security
            if (handler->HasLowerSecurity(NULL, target_guid))
                return false;

            std::string nameLink = handler->playerLink(target_name);

            handler->PSendSysMessage(LANG_TELEPORTING_TO, nameLink.c_str(), handler->GetTrinityString(LANG_OFFLINE), tele->name.c_str());
            Player::SavePositionInDB(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation,
                sMapMgr->GetZoneId(tele->mapId, tele->position_x, tele->position_y, tele->position_z), target_guid);
        }

        return true;
    }
Example #18
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

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

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if(plMover && plMover->IsBeingTeleported())
        return;

    /* extract packet */
    MovementInfo movementInfo;
    ReadMovementInfo(recv_data, &movementInfo);
    /*----------------*/

    if(recv_data.size() != recv_data.rpos())
    {
        sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is %u bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), recv_data.GetOpcode(), recv_data.size() - recv_data.rpos());
        KickPlayer();
        return;
    }

    if (!MaNGOS::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
        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_x > 50 || movementInfo.t_y > 50 || movementInfo.t_z > 50 )
            return;

        if( !MaNGOS::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y+movementInfo.t_y,
            movementInfo.z+movementInfo.t_z, movementInfo.o+movementInfo.t_o) )
            return;

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            // 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 = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
            {
                if ((*iter)->GetGUID() == movementInfo.t_guid)
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.t_x = 0.0f;
        movementInfo.t_y = 0.0f;
        movementInfo.t_z = 0.0f;
        movementInfo.t_o = 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.x, movementInfo.y, movementInfo.z) );
    }

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

    /* process position-change */
    recv_data.put<uint32>(6, getMSTime());                  // fix time, offset flags(4) + unk(2)
    WorldPacket data(recv_data.GetOpcode(), (mover->GetPackGUID().size()+recv_data.size()));
    data.append(mover->GetPackGUID());                      // use mover guid
    data.append(recv_data.contents(), recv_data.size());
    GetPlayer()->SendMessageToSet(&data, false);

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        plMover->m_movementInfo = movementInfo;
        plMover->SetUnitMovementFlags(movementInfo.flags);
        plMover->UpdateFallInformationIfNeed(movementInfo,recv_data.GetOpcode());

        if(plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if(movementInfo.z < -500.0f)
        {
            if(plMover->InBattleGround()
                && plMover->GetBattleGround()
                && plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if(plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, 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();
            }
        }
    }
    else                                                    // creature charmed
    {
        if(Map *map = mover->GetMap())
            map->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        mover->SetUnitMovementFlags(movementInfo.flags);
    }
}
Example #19
0
bool Group::_addMember(ObjectGuid guid, const char* name, bool isAssistant, uint8 group)
{
    if (IsFull())
        return false;

    if (!guid)
        return false;

    Player* player = sObjectMgr.GetPlayer(guid, false);

    uint32 lastMap = 0;
    if (player && player->IsInWorld())
        lastMap = player->GetMapId();
    else if (player && player->IsBeingTeleported())
        lastMap = player->GetTeleportDest().mapid;

    MemberSlot member;
    member.guid      = guid;
    member.name      = name;
    member.group     = group;
    member.assistant = isAssistant;
    member.lastMap   = lastMap;
    m_memberSlots.push_back(member);

    SubGroupCounterIncrease(group);

    if (player)
    {
        player->SetGroupInvite(nullptr);
        // if player is in group and he is being added to BG raid group, then call SetBattleGroundRaid()
        if (player->GetGroup() && isBattleGroup())
            player->SetBattleGroundRaid(this, group);
        // if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
        else if (player->GetGroup())
            player->SetOriginalGroup(this, group);
        // if player is not in group, then call set group
        else
            player->SetGroup(this, group);

        if (player->IsInWorld())
        {
            // if the same group invites the player back, cancel the homebind timer
            if (InstanceGroupBind* bind = GetBoundInstance(player->GetMapId()))
                if (bind->state->GetInstanceId() == player->GetInstanceId())
                    player->m_InstanceValid = true;
        }

        if (player->IsPvPFreeForAll())
        {
            player->ForceHealthAndPowerUpdate();
            for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
            {
                Player* groupMember = itr->getSource();
                if (groupMember && groupMember->GetSession())
                    groupMember->ForceHealthAndPowerUpdate();
            }
        }
    }

    if (!isRaidGroup())                                     // reset targetIcons for non-raid-groups
    {
        for (auto& m_targetIcon : m_targetIcons)
            m_targetIcon.Clear();
    }

    if (!isBattleGroup())
    {
        // insert into group table
        CharacterDatabase.PExecute("INSERT INTO group_member(groupId,memberGuid,assistant,subgroup) VALUES('%u','%u','%u','%u')",
                                   m_Id, member.guid.GetCounter(), ((member.assistant == 1) ? 1 : 0), member.group);
    }

    return true;
}
Example #20
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

    Unit *mover = _player->GetMover();
    if (mover->GetObjectGuid() != _clientMoverGuid)
        return;
    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 */
    MovementInfo movementInfo = plMover ? plMover->m_movementInfo : MovementInfo();
    recv_data >> movementInfo;
    movementInfo.UpdateTime(recv_data.GetPacketTime());

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

    if (!VerifyMovementInfo(movementInfo))
        return;

    if (plMover && !plMover->GetCheatData()->HandleAnticheatTests(movementInfo, this, &recv_data))
        return;

    // this must be called after HandleAnticheatTests because that function will update order counters (for things like slow fall, water walk, etc.)
    if (plMover && !plMover->GetCheatData()->CheckTeleport(opcode, movementInfo))
        return;

    // Interrupt spell cast at move
    if (movementInfo.HasMovementFlag(MOVEFLAG_MASK_MOVING))
        mover->InterruptSpellsWithInterruptFlags(SPELL_INTERRUPT_FLAG_MOVEMENT);

    HandleMoverRelocation(movementInfo);

    // 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->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    // TODO: remove it
    // reset knockback state when fall to ground or water
    if (plMover)
    {
        if ((opcode == MSG_MOVE_FALL_LAND || opcode == MSG_MOVE_START_SWIM) && plMover->IsLaunched())
        {
            plMover->SetLaunched(false);
            plMover->SetXYSpeed(0.0f);
        }
    }

    if (plMover)
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

    WorldPacket data(opcode, recv_data.size());
    data << _clientMoverGuid.WriteAsPacked();             // write guid
    movementInfo.Write(data);                               // write data

    mover->SendMovementMessageToSet(std::move(data), true, _player);
}
Example #21
0
    // Summon group of player
    static bool HandleGroupSummonCommand(ChatHandler* handler, char const* args)
    {
        Player* target;
        if (!handler->extractPlayerTarget((char*)args, &target))
            return false;

        // check online security
        if (handler->HasLowerSecurity(target, ObjectGuid::Empty))
            return false;

        Group* group = target->GetGroup();

        std::string nameLink = handler->GetNameLink(target);

        if (!group)
        {
            handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
            handler->SetSentErrorMessage(true);
            return false;
        }

        Player* gmPlayer = handler->GetSession()->GetPlayer();
        Group* gmGroup = gmPlayer->GetGroup();
        Map* gmMap = gmPlayer->GetMap();
        bool toInstance = gmMap->Instanceable();

        // we are in instance, and can summon only player in our group with us as lead
        if (toInstance && (
            !gmGroup || group->GetLeaderGUID() != gmPlayer->GetGUID() ||
            gmGroup->GetLeaderGUID() != gmPlayer->GetGUID()))
            // the last check is a bit excessive, but let it be, just in case
        {
            handler->SendSysMessage(LANG_CANNOT_SUMMON_TO_INST);
            handler->SetSentErrorMessage(true);
            return false;
        }

        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* player = itr->GetSource();

            if (!player || player == gmPlayer || !player->GetSession())
                continue;

            // check online security
            if (handler->HasLowerSecurity(player, ObjectGuid::Empty))
                return false;

            std::string plNameLink = handler->GetNameLink(player);

            if (player->IsBeingTeleported())
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
                handler->SetSentErrorMessage(true);
                return false;
            }

            if (toInstance)
            {
                Map* playerMap = player->GetMap();

                if (playerMap->Instanceable() && playerMap->GetInstanceId() != gmMap->GetInstanceId())
                {
                    // cannot summon from instance to instance
                    handler->PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str());
                    handler->SetSentErrorMessage(true);
                    return false;
                }
            }

            handler->PSendSysMessage(LANG_SUMMONING, plNameLink.c_str(), "");
            if (handler->needReportToTarget(player))
                ChatHandler(player->GetSession()).PSendSysMessage(LANG_SUMMONED_BY, handler->GetNameLink().c_str());

            // stop flight if need
            if (player->IsInFlight())
            {
                player->GetMotionMaster()->MovementExpired();
                player->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                player->SaveRecallPosition();

            // before GM
            float x, y, z;
            gmPlayer->GetClosePoint(x, y, z, player->GetObjectSize());
            player->TeleportTo(gmPlayer->GetMapId(), x, y, z, player->GetOrientation());
        }

        return true;
    }
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    recv_data.hexlike();

    Unit *mover = _player->m_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;

    if(!recv_data.readPackGUID(guid))
        return;

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

    if(!(movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT) && _player->GetVehicleGUID())
    {
        if(mover->GetGUID() == _player->GetGUID())
        {
            return;
        }
    }
    // we sent a movement packet with MOVEMENTFLAG_ONTRANSPORT and we are on vehicle
    // this can be moving on vehicle or entering another transport (eg. boat)
    if((movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT) && _player->GetVehicleGUID())
    {
        // we are controlling that vehicle
        if(mover->GetGUID() == _player->GetVehicleGUID())
        {
            // we sent movement packet, related to movement ON vehicle,
            // but not WITH vehicle, so mover = player
            if(_player->GetVehicleGUID() == movementInfo.t_guid)
            {
                // this is required to avoid client crash, otherwise it will result
                // in moving with vehicle on the same vehicle and that = crash
                mover = _player;
                plMover = _player;
            }
        }
        if(_player->GetVehicleGUID() == movementInfo.t_guid)
        {
            _player->m_SeatData.OffsetX = movementInfo.t_x;
            _player->m_SeatData.OffsetY = movementInfo.t_y;
            _player->m_SeatData.OffsetZ = movementInfo.t_z;
            _player->m_SeatData.Orientation = movementInfo.t_o;
        }
    }

        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
    if (!MaNGOS::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && !mover->GetVehicleGUID())
    {
        // 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_x > 50 || movementInfo.t_y > 50 || movementInfo.t_z > 50 )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        if( !MaNGOS::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y + movementInfo.t_y,
            movementInfo.z + movementInfo.t_z, movementInfo.o + movementInfo.t_o) )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            // 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 = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
            {
                if ((*iter)->GetGUID() == movementInfo.t_guid)
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.t_x = 0.0f;
        movementInfo.t_y = 0.0f;
        movementInfo.t_z = 0.0f;
        movementInfo.t_o = 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.HasMovementFlag(MOVEMENTFLAG_SWIMMING) != plMover->IsInWater()))
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
    }
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING))
    {
        if(mover->GetTypeId() == TYPEID_UNIT)
        {
            if(((Creature*)mover)->isVehicle() && !((Creature*)mover)->canSwim())
            {
                // NOTE : we should enter evade mode here, but...
                ((Vehicle*)mover)->SetSpawnDuration(1);
            }
        }
    }

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

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

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->m_movementInfo = movementInfo;
        plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        if(plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if(movementInfo.z < -500.0f)
        {
            if(plMover->InBattleGround()
                && plMover->GetBattleGround()
                && plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if(plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, 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();
            }
        }
    }
    else                                                    // creature charmed
    {
        if(mover->IsInWorld())
        {
            mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
            if(((Creature*)mover)->isVehicle())
                ((Vehicle*)mover)->RellocatePassengers(mover->GetMap());
        }
    }
}
Example #23
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
{
    Unit *mover = _player->m_mover;

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

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

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

    //get opcode
    uint16 opcode = recv_data.GetOpcode();

    /* extract packet */
    MovementInfo movementInfo;
    recv_data >> movementInfo;
    /*----------------*/

    /*if (recv_data.size() != recv_data.rpos())
    {
        sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is %u bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), opcode, recv_data.size() - recv_data.rpos());
        KickPlayer();
        return;
    }*/

    if (!Oregon::IsValidMapCoord(movementInfo.GetPos()->GetPositionX(), movementInfo.GetPos()->GetPositionY(), movementInfo.GetPos()->GetPositionZ(), movementInfo.GetPos()->GetOrientation()))
        return;

    //Save movement flags
    mover->SetUnitMovementFlags(movementInfo.GetMovementFlags());

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
    {
        // transports size limited
        // (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.GetTransportPos()->GetPositionX() > 50 || movementInfo.GetTransportPos()->GetPositionY() > 50 || movementInfo.GetTransportPos()->GetPositionZ() > 50)
            return;

        if (!Oregon::IsValidMapCoord(movementInfo.GetPos()->GetPositionX() + movementInfo.GetTransportPos()->GetPositionX(), movementInfo.GetPos()->GetPositionY() + movementInfo.GetTransportPos()->GetPositionY(),
            movementInfo.GetPos()->GetPositionZ() + movementInfo.GetTransportPos()->GetPositionZ(), movementInfo.GetPos()->GetOrientation() + movementInfo.GetTransportPos()->GetOrientation()))
            return;

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            // elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
            for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
            {
                if ((*iter)->GetGUID() == movementInfo.t_guid)
                {
                    // unmount before boarding
                    plMover->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.ClearTransportData();
    }

    // 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->HandleFallDamage(movementInfo);

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

    /* process position-change */

    if (plMover)                                            // nothing is charmed, or player charmed
    {
        recv_data.put<uint32>(5, getMSTime());                  // offset flags(4) + unk(1)
        WorldPacket data(opcode, mover->GetPackGUID().size() + recv_data.size());
        data << mover->GetPackGUID();
        data.append(recv_data.contents(), recv_data.size());
        if (plMover->isCharmed())
            plMover->GetCharmer()->SendMessageToSet(&data, false);
        else
            mover->SendMessageToSet(&data, false);

        plMover->m_movementInfo = movementInfo;
        plMover->SetPosition(movementInfo.GetPos()->GetPositionX(), movementInfo.GetPos()->GetPositionY(), movementInfo.GetPos()->GetPositionZ(), movementInfo.GetPos()->GetOrientation());

        if (opcode == MSG_MOVE_FALL_LAND || plMover->m_lastFallTime > movementInfo.GetFallTime() || plMover->m_lastFallZ < movementInfo.GetPos()->GetPositionZ())
            plMover->SetFallInformation(movementInfo.GetFallTime(), movementInfo.GetPos()->GetPositionZ());

        // we should add the check only for class hunter
        if (plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if (movementInfo.GetPos()->GetPositionZ() < -500.0f)
            plMover->HandleFallUnderMap();
    }
    else                                                    // creature charmed
        mover->GetMap()->CreatureRelocation(mover->ToCreature(), movementInfo.GetPos()->GetPositionX(), movementInfo.GetPos()->GetPositionY(), movementInfo.GetPos()->GetPositionZ(), movementInfo.GetPos()->GetOrientation());
}
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 #25
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    DEBUG_LOG("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
    recv_data.hexlike();

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

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

    /* extract packet */
    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> movementInfo;
    /*----------------*/

    // ignore wrong guid (player attempt cheating own session for not own guid possible...)
    if (guid != mover->GetObjectGuid())
        return;

    if (!MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o))
    {
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
    {
        // transports size limited
        // (also received at zeppelin/lift leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if( movementInfo.GetTransportPos()->x > 50 || movementInfo.GetTransportPos()->y > 50 || movementInfo.GetTransportPos()->z > 100 )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        if( !MaNGOS::IsValidMapCoord(movementInfo.GetPos()->x + movementInfo.GetTransportPos()->x, movementInfo.GetPos()->y + movementInfo.GetTransportPos()->y,
            movementInfo.GetPos()->z + movementInfo.GetTransportPos()->z, movementInfo.GetPos()->o + movementInfo.GetTransportPos()->o) )
        {
            recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            // elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
            for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
            {
                if ((*iter)->GetObjectGuid() == movementInfo.GetTransportGuid())
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.ClearTransportData();
    }

    // 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->IsTaxiFlying())
        plMover->HandleFall(movementInfo);

    if (plMover && (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater()))
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
    }

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

    /* process position-change */
    movementInfo.UpdateTime(getMSTime());

    WorldPacket data(opcode, recv_data.size());
    data.appendPackGUID(mover->GetGUID());                  // write guid
    movementInfo.Write(data);                               // write data
    mover->SendMessageToSetExcept(&data, _player);

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
        plMover->m_movementInfo = movementInfo;
        plMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        // after move info set
        if ((opcode == MSG_MOVE_SET_WALK_MODE || opcode == MSG_MOVE_SET_RUN_MODE))
            plMover->UpdateWalkMode(plMover, false);

        if(plMover->isMovingOrTurning())
            plMover->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

        if(movementInfo.GetPos()->z < -500.0f)
        {
            if(plMover->InBattleGround()
                && plMover->GetBattleGround()
                && plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if(plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth());
                    // pl can be alive if GM/etc
                    if(!plMover->isAlive())
                    {
                        // change the death state to CORPSE to prevent the death timer from
                        // starting in the next player update
                        plMover->KillPlayer();
                        plMover->BuildPlayerRepop();
                    }
                }

                // cancel the death timer here if started
                plMover->RepopAtGraveyard();
            }
        }
    }
    else                                                    // creature charmed
    {
        if(mover->IsInWorld())
            mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
    }
}
Example #26
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

    Player* player = ObjectAccessor::FindPlayer(guid, false);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3 + 4 + 2);
        data << uint8(0);                                   // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
        data << guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet* pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4 + 2 + 2 + 2 + 1 + 2 * 6 + 8 + 1 + 8);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data << player->GetPackGUID();

    uint32 mask1 = GROUP_UPDATE_FLAG_STATUS | GROUP_UPDATE_FLAG_CUR_HP | GROUP_UPDATE_FLAG_MAX_HP |
        GROUP_UPDATE_FLAG_POWER_TYPE | GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER |
        GROUP_UPDATE_FLAG_LEVEL | GROUP_UPDATE_FLAG_ZONE | GROUP_UPDATE_FLAG_POSITION |
        GROUP_UPDATE_FLAG_AURAS | GROUP_UPDATE_FLAG_PET_NAME | GROUP_UPDATE_FLAG_PET_AURAS |
        GROUP_UPDATE_FLAG_PHASE;

    if (pet)
        mask1 = 0x7FEFFEFF; // full mask & ~(GROUP_UPDATE_FLAG_VEHICLE_SEAT | GROUP_UPDATE_FLAG_UNK)

    Powers powerType = player->getPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(MEMBER_STATUS_ONLINE);                   // member's online status
    data << uint32(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint32(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL

    // verify player coordinates and zoneid to send to teammates
    uint16 iZoneId = 0;
    uint16 iCoordX = 0;
    uint16 iCoordY = 0;
    uint16 iCoordZ = 0;

    if (player->IsInWorld())
    {
        iZoneId = player->GetZoneId();
        iCoordX = player->GetPositionX();
        iCoordY = player->GetPositionY();
        iCoordZ = player->GetPositionZ();
    }
    else if (player->IsBeingTeleported())               // Player is in teleportation
    {
        WorldLocation& loc = player->GetTeleportDest(); // So take teleportation destination
        iZoneId = sTerrainMgr.GetZoneId(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        iCoordX = loc.coord_x;
        iCoordY = loc.coord_y;
        iCoordZ = loc.coord_z;
    }
    else
    {
        // unknown player status.
    }

    data << uint16(iZoneId);                              // GROUP_UPDATE_FLAG_ZONE
    data << uint16(iCoordX);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordY);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordZ);                              // GROUP_UPDATE_FLAG_POSITION

    data << uint8(1);                                     // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                             // placeholder, server sends 0xFFFFFFFFFFFFFFFF here, but with 1 above it seems no difference
    data << uint32(MAX_AURAS);                            // server sends here number of visible auras, but client checks
                                                          // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (SpellAuraHolder* holder = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);
            data << uint32(holder->GetId());
            data << uint16(holder->GetAuraFlags());
            if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                    if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                        data << int32(aura->GetModifier()->m_amount);
                    else
                        data << int32(0);
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->getPowerType();
        data << pet->GetObjectGuid();                       // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint32(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint32(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        data << uint8(1);                                   // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                        // placeholder, server sends 0xFFFFFFFFFFFFFFFF here, but with 1 above it seems no difference
        data << uint32(MAX_AURAS);                          // server sends here number of visible auras, but client checks
                                                            // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (SpellAuraHolder* holder = pet->GetVisibleAura(i))
            {
                petauramask |= (uint64(1) << i);
                data << uint32(holder->GetId());
                data << uint16(holder->GetAuraFlags());
                if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                    if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                        data << int32(aura->GetModifier()->m_amount);
                    else
                        data << int32(0);
            }
        }
        data.put<uint64>(petMaskPos, petauramask);          // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint8(1);                                   // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint64(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint32(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    data << uint32(8);                                      // GROUP_UPDATE_FLAG_PHASE
    data << uint32(0);                                      // GROUP_UPDATE_FLAG_PHASE
    data << uint8(0);                                       // GROUP_UPDATE_FLAG_PHASE

    SendPacket(&data);
}
Example #27
0
    // teleport player to given game_tele.entry
    static bool HandleTeleNameCommand(ChatHandler* handler, const char* args)
    {
        char* nameStr;
        char* teleStr;
        handler->extractOptFirstArg((char*)args, &nameStr, &teleStr);
        if (!teleStr)
            return false;

        Player* target;
        ObjectGuid target_guid;
        std::string target_name;
        if (!handler->extractPlayerTarget(nameStr, &target, &target_guid, &target_name))
            return false;

        if (strcmp(teleStr, "$home") == 0)    // References target's homebind
        {
            if (target)
                target->TeleportTo(target->m_homebindMapId, target->m_homebindX, target->m_homebindY, target->m_homebindZ, target->GetOrientation());
            else
            {
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_HOMEBIND);
                stmt->setUInt64(0, target_guid.GetCounter());
                PreparedQueryResult resultDB = CharacterDatabase.Query(stmt);

                if (resultDB)
                {
                    Field* fieldsDB = resultDB->Fetch();
                    WorldLocation loc(fieldsDB[0].GetUInt16(), fieldsDB[2].GetFloat(), fieldsDB[3].GetFloat(), fieldsDB[4].GetFloat(), 0.0f);
                    uint32 zoneId = fieldsDB[1].GetUInt16();

                    SQLTransaction dummy;
                    Player::SavePositionInDB(loc, zoneId, target_guid, dummy);
                }
            }

            return true;
        }

        // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
        GameTele const* tele = handler->extractGameTeleFromLink(teleStr);
        if (!tele)
        {
            handler->SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (target)
        {
            // check online security
            if (handler->HasLowerSecurity(target, ObjectGuid::Empty))
                return false;

            std::string chrNameLink = handler->playerLink(target_name);

            if (target->IsBeingTeleported() == true)
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, chrNameLink.c_str());
                handler->SetSentErrorMessage(true);
                return false;
            }

            handler->PSendSysMessage(LANG_TELEPORTING_TO, chrNameLink.c_str(), "", tele->name.c_str());
            if (handler->needReportToTarget(target))
                ChatHandler(target->GetSession()).PSendSysMessage(LANG_TELEPORTED_TO_BY, handler->GetNameLink().c_str());

            // stop flight if need
            if (target->IsInFlight())
            {
                target->GetMotionMaster()->MovementExpired();
                target->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                target->SaveRecallPosition();

            target->TeleportTo(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation);
        }
        else
        {
            // check offline security
            if (handler->HasLowerSecurity(NULL, target_guid))
                return false;

            std::string nameLink = handler->playerLink(target_name);

            handler->PSendSysMessage(LANG_TELEPORTING_TO, nameLink.c_str(), handler->GetTrinityString(LANG_OFFLINE), tele->name.c_str());

            SQLTransaction dummy;
            Player::SavePositionInDB(WorldLocation(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation),
                sMapMgr->GetZoneId(tele->mapId, tele->position_x, tele->position_y, tele->position_z), target_guid, dummy);
        }

        return true;
    }
Example #28
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 #29
0
    // teleport player to given game_tele.entry
    static bool HandleTeleNameCommand(ChatHandler* handler, const char* args)
    {
        char* nameStr;
        char* teleStr;
        handler->extractOptFirstArg((char*)args,&nameStr,&teleStr);
        if (!teleStr)
            return false;

        Player* target;
        uint64 target_guid;
        std::string target_name;
        if (!handler->extractPlayerTarget(nameStr,&target,&target_guid,&target_name))
            return false;

        // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
        GameTele const* tele = handler->extractGameTeleFromLink(teleStr);
        if (!tele)
        {
            handler->SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (target)
        {
            // check online security
            if (handler->HasLowerSecurity(target, 0))
                return false;

            std::string chrNameLink = handler->playerLink(target_name);

            if (target->IsBeingTeleported() == true)
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, chrNameLink.c_str());
                handler->SetSentErrorMessage(true);
                return false;
            }

            handler->PSendSysMessage(LANG_TELEPORTING_TO, chrNameLink.c_str(),"", tele->name.c_str());
            if (handler->needReportToTarget(target))
                (ChatHandler(target)).PSendSysMessage(LANG_TELEPORTED_TO_BY, handler->GetNameLink().c_str());

            // stop flight if need
            if (target->isInFlight())
            {
                target->GetMotionMaster()->MovementExpired();
                target->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                target->SaveRecallPosition();

            target->TeleportTo(tele->mapId,tele->position_x,tele->position_y,tele->position_z,tele->orientation);
        }
        else
        {
            // check offline security
            if (handler->HasLowerSecurity(NULL, target_guid))
                return false;

            std::string nameLink = handler->playerLink(target_name);

            handler->PSendSysMessage(LANG_TELEPORTING_TO, nameLink.c_str(), handler->GetStrawberryString(LANG_OFFLINE), tele->name.c_str());
            Player::SavePositionInDB(tele->mapId,tele->position_x,tele->position_y,tele->position_z,tele->orientation,
                sMapMgr->GetZoneId(tele->mapId,tele->position_x,tele->position_y,tele->position_z),target_guid);
        }

        return true;
    }
Example #30
0
bool ChatHandler::HandleSummonCommand(const char* args, WorldSession *m_session)
{
	if(!*args)
		return false;

	sGMLog.writefromsession(m_session, "summoned %s on map %u, %f %f %f", args, m_session->GetPlayer()->GetMapId(),m_session->GetPlayer()->GetPositionX(),m_session->GetPlayer()->GetPositionY(),m_session->GetPlayer()->GetPositionZ());

	Player * plr = m_session->GetPlayer();
	Player *chr = objmgr.GetPlayer(args, false);
	if( chr && chr->m_isGmInvisible < 2 )
	{
		// send message to user
		char buf[256];
		char buf0[256];
		if( chr->IsBeingTeleported() == true )
		{
			snprintf((char*)buf,256, "%s is already being teleported.", chr->GetName());
			SystemMessage(m_session, buf);
			return true;
		}
		if(!chr->RemoveTransporterStatus())
		{
			char buff[256];
			snprintf((char*)buf,256, "%s already being teleported.", chr->GetName());
			SystemMessage(m_session, buff);
			return true;
		}
		if( plr->RS_getAccess() < chr->RS_getAccess() || chr->m_isGmInvisible > INVIS_NONE )
		{
			snprintf((char*)buf,256, "%s is attempting to summon you!", plr->GetName());
			SystemMessageToPlr(chr, buf);
			chr->SummonRequest(plr->GetLowGUID(), plr->GetZoneId(), plr->GetMapId(), plr->GetInstanceID(), plr->GetPosition());
			snprintf((char*)buf0,256, "Summon request sent.", chr->GetName());
			SystemMessage(m_session, buf0);
			return true;
		}
		snprintf((char*)buf,256, "You are summoning %s.", chr->GetName());
		SystemMessage(m_session, buf);

		if(!(plr->m_isGmInvisible && chr->RS_getAccess() >= RS_SCRIPTER))
		{
			// send message to player
			snprintf((char*)buf0,256, "You are being summoned by %s.", m_session->GetPlayer()->GetName());
			SystemMessageToPlr(chr, buf0);
		}

		if(chr->GetTaxiState())
		{
			sEventMgr.RemoveEvents(chr, EVENT_PLAYER_TAXI_DISMOUNT);
			sEventMgr.RemoveEvents(chr, EVENT_PLAYER_TAXI_INTERPOLATE);
			chr->SetTaxiState(false);
			chr->SetTaxiPath(NULL);
			chr->UnSetTaxiPos();
			chr->m_taxi_ride_time = 0;
			chr->SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID , 0);
			chr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNTED_TAXI);
			chr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOCK_PLAYER);
			chr->SetPlayerSpeed(RUN, chr->m_runSpeed);
		}
		if(chr->m_TransporterGUID)
		{
			Transporter * pTrans = objmgr.GetTransporter(GUID_LOPART(chr->m_TransporterGUID));
			if(pTrans)
			{
				if(chr->m_lockTransportVariables == true)
				{
					char buff[256];
					snprintf((char*)buf,256, "%s is already being teleported.", chr->GetName());
					SystemMessage(m_session, buff);
					return true;
				}
				pTrans->RemovePlayer(chr);
				chr->m_CurrentTransporter = NULL;
				chr->m_TransporterGUID = 0;
			}
		}

		if( plr->GetMapMgr() == chr->GetMapMgr() )
		{
			chr->_Relocate(plr->GetMapId(),plr->GetPosition(),false,false,plr->GetInstanceID());
		}
		else
		{
			sEventMgr.AddEvent(chr,&Player::EventPortToGM,plr,0,1,1,0);
		}
	}
	else
	{
		PlayerInfo * pinfo = objmgr.GetPlayerInfoByName(args);
		if(!pinfo)
		{
			char buf[256];
			snprintf((char*)buf,256,"Player (%s) does not exist.", args);
			SystemMessage(m_session, buf);
		}
		else
		{
			Player * pPlayer = m_session->GetPlayer();
			char query[512];
			snprintf((char*) &query,512, "UPDATE characters SET mapId = %u, positionX = %f, positionY = %f, positionZ = %f, zoneId = %u WHERE guid = %u;",	pPlayer->GetMapId(), pPlayer->GetPositionX(), pPlayer->GetPositionY(), pPlayer->GetPositionZ(), pPlayer->GetZoneId(), pinfo->guid);
			CharacterDatabase.Execute(query);
			char buf[256];
			snprintf((char*)buf,256,"(Offline) %s has been summoned.", pinfo->name);
			SystemMessage(m_session, buf);
		}
	}
	return true;
}