Esempio n. 1
0
void WorldSession::HandleDismissControlledVehicle(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received CMSG_DISMISS_CONTROLLED_VEHICLE");
    recv_data.hexlike();

    MovementInfo movementInfo;
    recv_data >> movementInfo;

    if (!GetPlayer()->GetVehicle())
        return;

    bool dismiss = true;

    Creature* vehicle = GetPlayer()->GetMap()->GetAnyTypeCreature(movementInfo.GetGuid());

    if (!vehicle || !vehicle->IsVehicle() || !vehicle->GetVehicleKit() || !vehicle->GetEntry())
        return;

    if (vehicle->GetVehicleKit()->GetEntry()->m_flags & (VEHICLE_FLAG_NOT_DISMISS | VEHICLE_FLAG_ACCESSORY))
        dismiss = false;

    // Client freezes...
    if (vehicle->GetEntry() == 34812 || vehicle->GetEntry() == 34819 || vehicle->GetEntry() == 34822 ||
        vehicle->GetEntry() == 34823 || vehicle->GetEntry() == 34824)
        dismiss = false;

    GetPlayer()->m_movementInfo = movementInfo;
    GetPlayer()->ExitVehicle();

    if (dismiss)
        vehicle->ForcedDespawn();
}
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;
    }

    MovementInfo movementInfo;
    recv_data >> movementInfo;

    if (!VerifyMovementInfo(movementInfo, movementInfo.GetGuid()))
        return;

    HandleMoverRelocation(movementInfo);

    WorldPacket data(SMSG_MOVE_UPDATE_KNOCK_BACK, recv_data.size() + 15);
    data << movementInfo;
    mover->SendMessageToSetExcept(&data, _player);
}
void WorldSession::HandleMoveNotActiveMoverOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_MOVE_NOT_ACTIVE_MOVER");
    recv_data.hexlike();

    MovementInfo mi;
    recv_data >> mi;

    if (_player->GetMover()->GetObjectGuid() == mi.GetGuid())
    {
        sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is %s and should be %s instead of %s",
                      _player->GetMover()->GetGuidStr().c_str(),
                      _player->GetGuidStr().c_str(),
                      mi.GetGuid().GetString().c_str());
        return;
    }

    _player->m_movementInfo = mi;
}
Esempio n. 4
0
void WorldSession::HandleMoveNotActiveMoverOpcode(WorldPacket &recv_data)
{
    DEBUG_LOG("WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER");
    recv_data.hexlike();

    MovementInfo mi;
    recv_data >> mi;

    if (_player->GetMover()->GetObjectGuid() == mi.GetGuid())
    {
        DEBUG_LOG("World: CMSG_MOVE_NOT_ACTIVE_MOVER %s received, but his now is active mover!", mi.GetGuid().GetString().c_str());
        recv_data.rpos(recv_data.wpos());                   // prevent warnings spam
    }

    _player->m_movementInfo = mi;
}
Esempio n. 5
0
void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    Opcodes opcode = recv_data.GetOpcode();

    DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES,"WorldSession::HandleMovementOpcodes: 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 */
    MovementInfo movementInfo;
    recv_data >> movementInfo;
    /*----------------*/

    if (!VerifyMovementInfo(movementInfo, movementInfo.GetGuid()))
        return;

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

    /* process anticheat check */
    GetPlayer()->GetAntiCheat()->DoAntiCheatCheck(CHECK_MOVEMENT,movementInfo, opcode);

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

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

    WorldPacket data(SMSG_PLAYER_MOVE, recv_data.size());
    data << movementInfo;
    mover->SendMessageToSetExcept(&data, _player);
}