Example #1
1
void WorldSession::HandleMoveKnockBackAck( WorldPacket & recv_data )
{
    DEBUG_LOG("CMSG_MOVE_KNOCK_BACK_ACK");

    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;
    }

    ObjectGuid guid;
    MovementInfo movementInfo;

    recv_data >> guid.ReadAsPacked();
    recv_data >> Unused<uint32>();                          // knockback packets counter
    recv_data >> movementInfo;

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

    HandleMoverRelocation(movementInfo);

    WorldPacket data(MSG_MOVE_KNOCK_BACK, recv_data.size() + 15);
    data << mover->GetPackGUID();
    data << movementInfo;
    data << movementInfo.GetJumpInfo().sinAngle;
    data << movementInfo.GetJumpInfo().cosAngle;
    data << movementInfo.GetJumpInfo().xyspeed;
    data << movementInfo.GetJumpInfo().velocity;
    mover->SendMessageToSetExcept(&data, _player);
}
Example #2
1
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);

    // 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);
}