void WorldSession::HandleGuildDemoteOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_DEMOTE"); std::string plName; recvPacket >> plName; if (!normalizePlayerName(plName)) { return; } Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_DEMOTE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } MemberSlot* slot = guild->GetMemberSlot(plName); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if (slot->guid == GetPlayer()->GetObjectGuid()) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_NAME_INVALID); return; } // do not allow to demote same or higher rank if (GetPlayer()->GetRank() >= slot->RankId) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } // do not allow to demote lowest rank if (slot->RankId >= guild->GetLowestRank()) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_RANK_TOO_LOW_S); return; } uint32 newRankId = slot->RankId + 1; // when demoting player, rank is increased slot->ChangeRank(newRankId); // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_DEMOTE_PLAYER, GetPlayer()->GetObjectGuid(), slot->guid, newRankId); guild->BroadcastEvent(GE_DEMOTION, _player->GetName(), plName.c_str(), guild->GetRankName(slot->RankId).c_str()); }
void WorldSession::HandleGuildLeaveOpcode(WorldPacket& /*recvPacket*/) { sLog.outDebug("WORLD: Received CMSG_GUILD_LEAVE"); Guild *guild = sObjectMgr.GetGuildById(_player->GetGuildId()); if(!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if(_player->GetGUID() == guild->GetLeader() && guild->GetMemberSize() > 1) { SendGuildCommandResult(GUILD_QUIT_S, "", ERR_GUILD_LEADER_LEAVE); return; } if(_player->GetGUID() == guild->GetLeader()) { guild->Disband(); return; } guild->DelMember(_player->GetGUID()); // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_LEAVE_GUILD, _player->GetGUIDLow(), 0, 0); guild->BroadcastEvent(GE_LEFT, _player->GetGUID(), 1, _player->GetName(), "", ""); SendGuildCommandResult(GUILD_QUIT_S, guild->GetName(), ERR_PLAYER_NO_MORE_IN_GUILD); }
void WorldSession::HandleGuildRemoveOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_REMOVE"); std::string plName; recvPacket >> plName; if (!normalizePlayerName(plName)) { return; } Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_REMOVE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } MemberSlot* slot = guild->GetMemberSlot(plName); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if (slot->RankId == GR_GUILDMASTER) { SendGuildCommandResult(GUILD_QUIT_S, "", ERR_GUILD_LEADER_LEAVE); return; } // do not allow to kick player with same or higher rights if (GetPlayer()->GetRank() >= slot->RankId) { SendGuildCommandResult(GUILD_QUIT_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } // possible last member removed, do cleanup, and no need events if (guild->DelMember(slot->guid)) { guild->Disband(); delete guild; return; } // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_UNINVITE_PLAYER, GetPlayer()->GetObjectGuid(), slot->guid); guild->BroadcastEvent(GE_REMOVED, plName.c_str(), _player->GetName()); }
void WorldSession::HandleGuildPromoteOpcode(WorldPacket& recvPacket) { sLog.outDebug("WORLD: Received CMSG_GUILD_PROMOTE"); std::string plName; recvPacket >> plName; if(!normalizePlayerName(plName)) return; Guild* guild = sObjectMgr.GetGuildById(GetPlayer()->GetGuildId()); if(!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if(!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_PROMOTE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } uint64 plGuid; MemberSlot* slot = guild->GetMemberSlot(plName, plGuid); if(!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if(plGuid == GetPlayer()->GetGUID()) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_NAME_INVALID); return; } // allow to promote only to lower rank than member's rank // guildmaster's rank = 0 // GetPlayer()->GetRank() + 1 is highest rank that current player can promote to if(GetPlayer()->GetRank() + 1 >= slot->RankId) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } uint32 newRankId = slot->RankId - 1; //when promoting player, rank is decreased guild->ChangeRank(plGuid, newRankId); // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_PROMOTE_PLAYER, GetPlayer()->GetGUIDLow(), GUID_LOPART(plGuid), newRankId); guild->BroadcastEvent(GE_PROMOTION, 0, 3, _player->GetName(), plName, guild->GetRankName(newRankId)); }
void WorldSession::HandleGuildPromoteOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_PROMOTE"); std::string plName; ObjectGuid targetGuid; recvPacket.ReadGuidMask<7, 2, 5, 6, 1, 0, 3, 4>(targetGuid); recvPacket.ReadGuidBytes<0, 5, 2, 3, 6, 4, 1, 7>(targetGuid); Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_PROMOTE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } if (!sObjectMgr.GetPlayerNameByGUID(targetGuid, plName)) return; MemberSlot* slot = guild->GetMemberSlot(targetGuid); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if (slot->guid == GetPlayer()->GetObjectGuid()) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_NAME_INVALID); return; } // allow to promote only to lower rank than member's rank // guildmaster's rank = 0 // GetPlayer()->GetRank() + 1 is highest rank that current player can promote to if (GetPlayer()->GetRank() + 1 >= slot->RankId) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } uint32 newRankId = slot->RankId - 1; // when promoting player, rank is decreased slot->ChangeRank(newRankId); // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_PROMOTE_PLAYER, GetPlayer()->GetObjectGuid(), slot->guid, newRankId); guild->BroadcastEvent(GE_PROMOTION, _player->GetName(), plName.c_str(), guild->GetRankName(newRankId).c_str()); }
void WorldSession::HandleGuildRemoveOpcode(WorldPacket& recvPacket) { sLog.outDebug("WORLD: Received CMSG_GUILD_REMOVE"); std::string plName; recvPacket >> plName; if(!normalizePlayerName(plName)) return; Guild* guild = sObjectMgr.GetGuildById(GetPlayer()->GetGuildId()); if(!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if(!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_REMOVE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } uint64 plGuid; MemberSlot* slot = guild->GetMemberSlot(plName, plGuid); if(!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if(slot->RankId == GR_GUILDMASTER) { SendGuildCommandResult(GUILD_QUIT_S, "", ERR_GUILD_LEADER_LEAVE); return; } // do not allow to kick player with same or higher rights if(GetPlayer()->GetRank() >= slot->RankId) { SendGuildCommandResult(GUILD_QUIT_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } guild->DelMember(plGuid); // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_UNINVITE_PLAYER, GetPlayer()->GetGUIDLow(), GUID_LOPART(plGuid), 0); guild->BroadcastEvent(GE_REMOVED, 0, 2, plName, _player->GetName(), ""); }
void WorldSession::HandleGuildLeaderOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_LEADER"); std::string name = recvPacket.ReadString(recvPacket.ReadBits(7)); Player* oldLeader = GetPlayer(); if (!normalizePlayerName(name)) return; Guild* guild = sGuildMgr.GetGuildById(oldLeader->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (oldLeader->GetObjectGuid() != guild->GetLeaderGuid()) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } MemberSlot* oldSlot = guild->GetMemberSlot(oldLeader->GetObjectGuid()); if (!oldSlot) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } MemberSlot* slot = guild->GetMemberSlot(name); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, name, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if (slot->guid == oldLeader->GetObjectGuid()) return; guild->SetLeader(slot->guid); // NOTE: GR_OFFICER might not actually be officer rank oldSlot->ChangeRank(GR_OFFICER); guild->BroadcastEvent(GE_LEADER_CHANGED, oldLeader->GetName(), name.c_str()); }
void WorldSession::HandleGuildLeaveOpcode(WorldPacket& /*recvPacket*/) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_LEAVE"); Guild* guild = sGuildMgr.GetGuildById(_player->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (_player->GetObjectGuid() == guild->GetLeaderGuid() && guild->GetMemberSize() > 1) { SendGuildCommandResult(GUILD_QUIT_S, "", ERR_GUILD_LEADER_LEAVE); return; } // do not delete guilds that level are higher than undeletable if (guild->GetMemberSize() == 1 && guild->GetLevel() >= sWorld.getConfig(CONGIG_UINT32_GUILD_UNDELETABLE_LEVEL)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_UNDELETABLE_DUE_TO_LEVEL); return; } sCalendarMgr.RemoveGuildCalendar(_player->GetObjectGuid(), guild->GetId()); if (_player->GetObjectGuid() == guild->GetLeaderGuid()) { guild->Disband(); delete guild; return; } SendGuildCommandResult(GUILD_QUIT_S, guild->GetName(), ERR_PLAYER_NO_MORE_IN_GUILD); if (guild->DelMember(_player->GetObjectGuid())) { guild->Disband(); delete guild; return; } // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_LEAVE_GUILD, _player->GetObjectGuid()); guild->BroadcastEvent(GE_LEFT, _player->GetObjectGuid(), _player->GetName()); }
void WorldSession::HandleGuildLeaderOpcode(WorldPacket& recvPacket) { sLog.outDebug("WORLD: Received CMSG_GUILD_LEADER"); std::string name; recvPacket >> name; Player *oldLeader = GetPlayer(); if(!normalizePlayerName(name)) return; Guild *guild = sObjectMgr.GetGuildById(oldLeader->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (oldLeader->GetGUID() != guild->GetLeader()) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } uint64 newLeaderGUID; MemberSlot* slot = guild->GetMemberSlot(name, newLeaderGUID); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, name, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } guild->SetLeader(newLeaderGUID); guild->ChangeRank(oldLeader->GetGUID(), GR_OFFICER); guild->BroadcastEvent(GE_LEADER_CHANGED, 0, 2, oldLeader->GetName(), name, ""); }
void WorldSession::HandleGuildAcceptOpcode(WorldPacket& /*recvPacket*/) { Guild *guild; Player *player = GetPlayer(); sLog.outDebug("WORLD: Received CMSG_GUILD_ACCEPT"); guild = sObjectMgr.GetGuildById(player->GetGuildIdInvited()); if(!guild || player->GetGuildId()) return; // not let enemies sign guild charter if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GUILD) && player->GetTeam() != sObjectMgr.GetPlayerTeamByGUID(guild->GetLeader())) return; if(!guild->AddMember(GetPlayer()->GetGUID(),guild->GetLowestRank())) return; // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_JOIN_GUILD, GetPlayer()->GetGUIDLow(), 0, 0); guild->BroadcastEvent(GE_JOINED, player->GetGUID(), 1, player->GetName(), "", ""); }
void WorldSession::HandleGuildMOTDOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_MOTD"); std::string MOTD = recvPacket.ReadString(recvPacket.ReadBits(11)); Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_SETMOTD)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } guild->SetMOTD(MOTD); guild->BroadcastEvent(GE_MOTD, MOTD.c_str()); }
void WorldSession::HandleGuildLeaveOpcode(WorldPacket& /*recvPacket*/) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_LEAVE"); Guild* guild = sGuildMgr.GetGuildById(_player->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (_player->GetObjectGuid() == guild->GetLeaderGuid() && guild->GetMemberSize() > 1) { SendGuildCommandResult(GUILD_QUIT_S, "", ERR_GUILD_LEADER_LEAVE); return; } if (_player->GetObjectGuid() == guild->GetLeaderGuid()) { guild->Disband(); delete guild; return; } SendGuildCommandResult(GUILD_QUIT_S, guild->GetName(), ERR_PLAYER_NO_MORE_IN_GUILD); if (guild->DelMember(_player->GetObjectGuid())) { guild->Disband(); delete guild; return; } // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_LEAVE_GUILD, _player->GetObjectGuid()); guild->BroadcastEvent(GE_LEFT, _player->GetObjectGuid(), _player->GetName()); }
/// %Log the player out void WorldSession::LogoutPlayer(bool Save) { // finish pending transfers before starting the logout while(_player && _player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); m_playerLogout = true; m_playerSave = Save; if (_player) { // Playerbot mod: log out all player bots owned by this toon if (GetPlayer()->GetPlayerbotMgr()) GetPlayer()->GetPlayerbotMgr()->LogoutAllBots(); sLog.outChar("Account: %d (IP: %s) Logout Character:[%s] (guid: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName() ,_player->GetGUIDLow()); if (ObjectGuid lootGuid = GetPlayer()->GetLootGuid()) DoLootRelease(lootGuid); ///- If the player just died before logging out, make him appear as a ghost //FIXME: logout must be delayed in case lost connection with client in time of combat if (GetPlayer()->GetDeathTimer()) { GetPlayer()->getHostileRefManager().deleteReferences(); GetPlayer()->BuildPlayerRepop(); GetPlayer()->RepopAtGraveyard(); } else if (GetPlayer()->IsInCombat() && GetPlayer()->GetMap()) { GetPlayer()->CombatStop(); GetPlayer()->getHostileRefManager().setOnlineOfflineState(false); GetPlayer()->RemoveAllAurasOnDeath(); // build set of player who attack _player or who have pet attacking of _player std::set<Player*> aset; GuidSet& attackers = GetPlayer()->GetMap()->GetAttackersFor(GetPlayer()->GetObjectGuid()); for (GuidSet::const_iterator itr = attackers.begin(); itr != attackers.end();) { Unit* attacker = GetPlayer()->GetMap()->GetUnit(*itr++); if (!attacker) continue; Unit* owner = attacker->GetOwner(); // including player controlled case if(owner) { if(owner->GetTypeId() == TYPEID_PLAYER) aset.insert((Player*)owner); } else if(attacker->GetTypeId() == TYPEID_PLAYER) aset.insert((Player*)(attacker)); } GetPlayer()->SetPvPDeath(!aset.empty()); GetPlayer()->KillPlayer(); GetPlayer()->BuildPlayerRepop(); GetPlayer()->RepopAtGraveyard(); // give honor to all attackers from set like group case for(std::set<Player*>::const_iterator itr = aset.begin(); itr != aset.end(); ++itr) (*itr)->RewardHonor(GetPlayer(),aset.size()); // give bg rewards and update counters like kill by first from attackers // this can't be called for all attackers. if(!aset.empty()) if(BattleGround *bg = GetPlayer()->GetBattleGround()) bg->HandleKillPlayer(GetPlayer(),*aset.begin()); } else if(GetPlayer()->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) { // this will kill character by SPELL_AURA_SPIRIT_OF_REDEMPTION GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); //GetPlayer()->SetDeathPvP(*); set at SPELL_AURA_SPIRIT_OF_REDEMPTION apply time GetPlayer()->KillPlayer(); GetPlayer()->BuildPlayerRepop(); GetPlayer()->RepopAtGraveyard(); } else if (GetPlayer()->HasPendingBind()) { GetPlayer()->RepopAtGraveyard(); GetPlayer()->SetPendingBind(NULL, 0); } //drop a flag if player is carrying it if(BattleGround *bg = GetPlayer()->GetBattleGround()) bg->EventPlayerLoggedOut(GetPlayer()); ///- Teleport to home if the player is in an invalid instance if(!GetPlayer()->m_InstanceValid && !GetPlayer()->isGameMaster()) { GetPlayer()->TeleportToHomebind(); //this is a bad place to call for far teleport because we need player to be in world for successful logout //maybe we should implement delayed far teleport logout? } // FG: finish pending transfers after starting the logout // this should fix players beeing able to logout and login back with full hp at death position while(GetPlayer()->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if(BattleGroundQueueTypeId bgQueueTypeId = GetPlayer()->GetBattleGroundQueueTypeId(i)) { GetPlayer()->RemoveBattleGroundQueueId(bgQueueTypeId); sBattleGroundMgr.m_BattleGroundQueues[ bgQueueTypeId ].RemovePlayer(GetPlayer()->GetObjectGuid(), true); } } ///- Reset the online field in the account table // no point resetting online in character table here as Player::SaveToDB() will set it to 1 since player has not been removed from world at this stage // No SQL injection as AccountID is uint32 if (!GetPlayer()->GetPlayerbotAI()) { static SqlStatementID id; SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?"); stmt.PExecute(uint32(0), GetAccountId()); } ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (guild) { if (MemberSlot* slot = guild->GetMemberSlot(GetPlayer()->GetObjectGuid())) { slot->SetMemberStats(GetPlayer()); slot->UpdateLogoutTime(); } guild->BroadcastEvent(GE_SIGNED_OFF, GetPlayer()->GetObjectGuid(), GetPlayer()->GetName()); } ///- Remove pet GetPlayer()->RemovePet(PET_SAVE_AS_CURRENT); GetPlayer()->InterruptNonMeleeSpells(true); if (VehicleKitPtr vehicle = GetPlayer()->GetVehicle()) GetPlayer()->ExitVehicle(); ///- empty buyback items and save the player in the database // some save parts only correctly work in case player present in map/player_lists (pets, etc) if(Save) GetPlayer()->SaveToDB(); ///- Leave all channels before player delete... GetPlayer()->CleanupChannels(); // LFG cleanup sLFGMgr.Leave(GetPlayer()); ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group. GetPlayer()->UninviteFromGroup(); // remove player from the group if he is: // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected) if(GetPlayer()->GetGroup() && !GetPlayer()->GetGroup()->isRaidGroup() && m_Socket) GetPlayer()->RemoveFromGroup(); ///- Send update to group if(GetPlayer()->GetGroup()) GetPlayer()->GetGroup()->SendUpdate(); ///- Broadcast a logout message to the player's friends sSocialMgr.SendFriendStatus(GetPlayer(), FRIEND_OFFLINE, GetPlayer()->GetObjectGuid(), true); sSocialMgr.RemovePlayerSocial (GetPlayer()->GetGUIDLow ()); // Playerbot - remember player GUID for update SQL below uint32 guid = GetPlayer()->GetGUIDLow(); ///- Remove the player from the world // the player may not be in the world when logging out // e.g if he got disconnected during a transfer to another map // calls to GetMap in this case may cause crashes if (GetPlayer()->IsInWorld()) { Map* _map = GetPlayer()->GetMap(); _map->Remove(GetPlayer(), true); } else { GetPlayer()->CleanupsBeforeDelete(); if (GetPlayer()->GetMap()) GetPlayer()->GetMap()->DeleteFromWorld(GetPlayer()); else { sObjectAccessor.RemoveObject(GetPlayer()); delete GetPlayer(); } } SetPlayer(NULL); // deleted in Remove/DeleteFromWorld call ///- Send the 'logout complete' packet to the client WorldPacket data( SMSG_LOGOUT_COMPLETE, 0 ); SendPacket( &data ); static SqlStatementID updChars; // Playerbot mod: commented out above and do this one instead SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 0 WHERE guid = ?"); stmt.PExecute(guid); DEBUG_LOG( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" ); } m_playerLogout = false; m_playerSave = false; m_playerRecentlyLogout = true; LogoutRequest(0); }
void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder) { ObjectGuid playerGuid = holder->GetGuid(); Player* pCurrChar = new Player(this); pCurrChar->GetMotionMaster()->Initialize(); SetPlayer(pCurrChar); m_playerLoading = true; SetOnline(); // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools) if (!pCurrChar->LoadFromDB(playerGuid, holder)) { KickPlayer(); // disconnect client, player no set to session and it will not deleted or saved at kick delete pCurrChar; // delete it manually delete holder; // delete all unprocessed queries m_playerLoading = false; sLog.outError("HandlePlayerLogin> LoadFromDB failed to load %s, AccountId = %u", pCurrChar->GetGuidStr().c_str(), GetAccountId()); WorldPacket data(SMSG_CHARACTER_LOGIN_FAILED, 1); data << (uint8)CHAR_LOGIN_NO_CHARACTER; SendPacket(data, true); return; } WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20); data << pCurrChar->GetMapId(); data << pCurrChar->GetPositionX(); data << pCurrChar->GetPositionY(); data << pCurrChar->GetPositionZ(); data << pCurrChar->GetOrientation(); SendPacket(data); data.Initialize(SMSG_ACCOUNT_DATA_TIMES, 128); for (int i = 0; i < 32; ++i) data << uint32(0); SendPacket(data); // Send Spam records SendExpectedSpamRecords(); SendMotd(pCurrChar); // QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow()); QueryResult* resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD); if (resultGuild) { Field* fields = resultGuild->Fetch(); pCurrChar->SetInGuild(fields[0].GetUInt32()); pCurrChar->SetRank(fields[1].GetUInt32()); delete resultGuild; } else if (pCurrChar->GetGuildId()) // clear guild related fields in case wrong data about nonexistent membership { pCurrChar->SetInGuild(0); pCurrChar->SetRank(0); } if (pCurrChar->GetGuildId() != 0) { Guild* guild = sGuildMgr.GetGuildById(pCurrChar->GetGuildId()); if (guild) { data.Initialize(SMSG_GUILD_EVENT, (1 + 1 + guild->GetMOTD().size() + 1)); data << uint8(GE_MOTD); data << uint8(1); data << guild->GetMOTD(); SendPacket(data); DEBUG_LOG("WORLD: Sent guild-motd (SMSG_GUILD_EVENT)"); guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetObjectGuid(), pCurrChar->GetName()); } else { // remove wrong guild data sLog.outError("Player %s (GUID: %u) marked as member of nonexistent guild (id: %u), removing guild membership for player.", pCurrChar->GetName(), pCurrChar->GetGUIDLow(), pCurrChar->GetGuildId()); pCurrChar->SetInGuild(0); } } if (!pCurrChar->isAlive()) pCurrChar->SendCorpseReclaimDelay(true); pCurrChar->SendInitialPacketsBeforeAddToMap(); // Show cinematic at the first time that player login if (!pCurrChar->getCinematic()) { pCurrChar->setCinematic(1); if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace())) pCurrChar->SendCinematicStart(rEntry->CinematicSequence); } uint32 miscRequirement = 0; AreaLockStatus lockStatus = AREA_LOCKSTATUS_OK; if (AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(pCurrChar->GetMapId())) lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement); else { // Some basic checks in case of a map without areatrigger MapEntry const* mapEntry = sMapStore.LookupEntry(pCurrChar->GetMapId()); if (!mapEntry) lockStatus = AREA_LOCKSTATUS_UNKNOWN_ERROR; } if (lockStatus != AREA_LOCKSTATUS_OK || !pCurrChar->GetMap()->Add(pCurrChar)) { // normal delayed teleport protection not applied (and this correct) for this case (Player object just created) AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId()); if (at) lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement); if (!at || lockStatus != AREA_LOCKSTATUS_OK || !pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation())) pCurrChar->TeleportToHomebind(); } sObjectAccessor.AddObject(pCurrChar); // DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName()); pCurrChar->GetSocial()->SendFriendList(); pCurrChar->GetSocial()->SendIgnoreList(); pCurrChar->SendInitialPacketsAfterAddToMap(); static SqlStatementID updChars; static SqlStatementID updAccount; SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?"); stmt.PExecute(pCurrChar->GetGUIDLow()); stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET active_realm_id = ? WHERE id = ?"); stmt.PExecute(realmID, GetAccountId()); pCurrChar->SetInGameTime(WorldTimer::getMSTime()); // announce group about member online (must be after add to player list to receive announce to self) if (Group* group = pCurrChar->GetGroup()) group->UpdatePlayerOnlineStatus(pCurrChar); // friend status sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true); // Place character in world (and load zone) before some object loading pCurrChar->LoadCorpse(); // setting Ghost+speed if dead if (pCurrChar->m_deathState != ALIVE) { // not blizz like, we must correctly save and load player instead... if (pCurrChar->getRace() == RACE_NIGHTELF) pCurrChar->CastSpell(pCurrChar, 20584, TRIGGERED_OLD_TRIGGERED); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) pCurrChar->CastSpell(pCurrChar, 8326, TRIGGERED_OLD_TRIGGERED); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) pCurrChar->SetWaterWalk(true); } pCurrChar->TaxiFlightResume(); // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned) pCurrChar->LoadPet(); // Set FFA PvP for non GM in non-rest mode if (sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) pCurrChar->SetPvPFreeForAll(true); if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) pCurrChar->UpdatePvPContested(true); // Apply at_login requests if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { pCurrChar->resetSpells(); SendNotification(LANG_RESET_SPELLS); } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { pCurrChar->resetTalents(true); SendNotification(LANG_RESET_TALENTS); // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TAXINODES)) { pCurrChar->InitTaxiNodes(); pCurrChar->RemoveAtLoginFlag(AT_LOGIN_RESET_TAXINODES, true); SendNotification("Your taxi nodes have been reset."); } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST)) pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); // show time before shutdown if shutdown planned. if (sWorld.IsShutdowning()) sWorld.ShutdownMsg(true, pCurrChar); if (sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS)) pCurrChar->SetTaxiCheater(true); if (pCurrChar->isGameMaster()) SendNotification(LANG_GM_ON); if (!pCurrChar->isGMVisible()) { SendNotification(LANG_INVISIBLE_INVISIBLE); SpellEntry const* invisibleAuraInfo = sSpellTemplate.LookupEntry<SpellEntry>(sWorld.getConfig(CONFIG_UINT32_GM_INVISIBLE_AURA)); if (invisibleAuraInfo && IsSpellAppliesAura(invisibleAuraInfo)) pCurrChar->CastSpell(pCurrChar, invisibleAuraInfo, TRIGGERED_OLD_TRIGGERED); } std::string IP_str = GetRemoteAddress(); sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid: %u)", GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow()); if (!pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED)) pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); m_playerLoading = false; delete holder; }
void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder) { ObjectGuid playerGuid = holder->GetGuid(); Player *pCurrChar = new Player(this); pCurrChar->GetMotionMaster()->Initialize(); // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools) if(!pCurrChar->LoadFromDB(playerGuid, holder)) { KickPlayer(); // disconnect client, player no set to session and it will not deleted or saved at kick delete pCurrChar; // delete it manually delete holder; // delete all unprocessed queries m_playerLoading = false; return; } SetPlayer(pCurrChar); WorldPacket data( SMSG_LOGIN_VERIFY_WORLD, 20 ); data << pCurrChar->GetMapId(); data << pCurrChar->GetPositionX(); data << pCurrChar->GetPositionY(); data << pCurrChar->GetPositionZ(); data << pCurrChar->GetOrientation(); SendPacket(&data); data.Initialize( SMSG_ACCOUNT_DATA_TIMES, 128 ); for(int i = 0; i < 32; ++i) data << uint32(0); SendPacket(&data); // Send MOTD (1.12.1 not have SMSG_MOTD, so do it in another way) { uint32 linecount=0; std::string str_motd = sWorld.GetMotd(); std::string::size_type pos, nextpos; std::string motd; pos = 0; while ( (nextpos= str_motd.find('@',pos)) != std::string::npos ) { if (nextpos != pos) { ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos,nextpos-pos).c_str()); ++linecount; } pos = nextpos + 1; } if (pos < str_motd.length()) { ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos).c_str()); ++linecount; } DEBUG_LOG( "WORLD: Sent motd (SMSG_MOTD)" ); } //QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow()); QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD); if(resultGuild) { Field *fields = resultGuild->Fetch(); pCurrChar->SetInGuild(fields[0].GetUInt32()); pCurrChar->SetRank(fields[1].GetUInt32()); delete resultGuild; } else if(pCurrChar->GetGuildId()) // clear guild related fields in case wrong data about nonexistent membership { pCurrChar->SetInGuild(0); pCurrChar->SetRank(0); } if(pCurrChar->GetGuildId() != 0) { Guild* guild = sGuildMgr.GetGuildById(pCurrChar->GetGuildId()); if(guild) { data.Initialize(SMSG_GUILD_EVENT, (2+guild->GetMOTD().size()+1)); data << uint8(GE_MOTD); data << uint8(1); data << guild->GetMOTD(); SendPacket(&data); DEBUG_LOG( "WORLD: Sent guild-motd (SMSG_GUILD_EVENT)" ); guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetObjectGuid(), pCurrChar->GetName()); } else { // remove wrong guild data sLog.outError("Player %s (GUID: %u) marked as member of nonexistent guild (id: %u), removing guild membership for player.",pCurrChar->GetName(),pCurrChar->GetGUIDLow(),pCurrChar->GetGuildId()); pCurrChar->SetInGuild(0); } } if(!pCurrChar->isAlive()) pCurrChar->SendCorpseReclaimDelay(true); pCurrChar->SendInitialPacketsBeforeAddToMap(); //Show cinematic at the first time that player login if( !pCurrChar->getCinematic() ) { pCurrChar->setCinematic(1); if(ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace())) pCurrChar->SendCinematicStart(rEntry->CinematicSequence); } if (!pCurrChar->GetMap()->Add(pCurrChar)) { // normal delayed teleport protection not applied (and this correct) for this case (Player object just created) AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId()); if(at) pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation()); else pCurrChar->TeleportToHomebind(); } sObjectAccessor.AddObject(pCurrChar); //DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName()); pCurrChar->GetSocial()->SendFriendList(); pCurrChar->GetSocial()->SendIgnoreList(); pCurrChar->SendInitialPacketsAfterAddToMap(); static SqlStatementID updChars; static SqlStatementID updAccount; SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?"); stmt.PExecute(pCurrChar->GetGUIDLow()); stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET active_realm_id = ? WHERE id = ?"); stmt.PExecute(realmID, GetAccountId()); pCurrChar->SetInGameTime( WorldTimer::getMSTime() ); // announce group about member online (must be after add to player list to receive announce to self) if (Group *group = pCurrChar->GetGroup()) group->SendUpdate(); // friend status sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true); // Place character in world (and load zone) before some object loading pCurrChar->LoadCorpse(); // setting Ghost+speed if dead if (pCurrChar->m_deathState != ALIVE) { // not blizz like, we must correctly save and load player instead... if(pCurrChar->getRace() == RACE_NIGHTELF) pCurrChar->CastSpell(pCurrChar, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) pCurrChar->CastSpell(pCurrChar, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) pCurrChar->SetMovement(MOVE_WATER_WALK); } pCurrChar->ContinueTaxiFlight(); // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned) pCurrChar->LoadPet(); // Set FFA PvP for non GM in non-rest mode if(sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_RESTING) ) pCurrChar->SetFFAPvP(true); if(pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) pCurrChar->SetContestedPvP(); // Apply at_login requests if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { pCurrChar->resetSpells(); SendNotification(LANG_RESET_SPELLS); } if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { pCurrChar->resetTalents(true); SendNotification(LANG_RESET_TALENTS); // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST)) pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); // show time before shutdown if shutdown planned. if (sWorld.IsShutdowning()) sWorld.ShutdownMsg(true,pCurrChar); if (sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS)) pCurrChar->SetTaxiCheater(true); if (pCurrChar->isGameMaster()) SendNotification(LANG_GM_ON); if (!pCurrChar->isGMVisible()) SendNotification(LANG_INVISIBLE_INVISIBLE); std::string IP_str = GetRemoteAddress(); sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid: %u)", GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow()); if(!pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED)) pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); m_playerLoading = false; delete holder; }
void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder) { /* Store the player's GUID for later reference */ ObjectGuid playerGuid = holder->GetGuid(); /* Create a new instance of the player object */ Player* pCurrChar = new Player(this); /* Initialize a motion generator */ pCurrChar->GetMotionMaster()->Initialize(); /* Account ID is validated in LoadFromDB (prevents cheaters logging in to characters not on their account) */ if (!pCurrChar->LoadFromDB(playerGuid, holder)) /// Could not load character from database, cancel login { /* Disconnect the game client */ KickPlayer(); /* Remove references to avoid dangling pointers */ delete pCurrChar; delete holder; /* Checked in WorldSession::Update */ m_playerLoading = false; return; } /* Validation check completely, assign player to WorldSession::_player for later use */ SetPlayer(pCurrChar); WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20); data << pCurrChar->GetMapId(); data << pCurrChar->GetPositionX(); data << pCurrChar->GetPositionY(); data << pCurrChar->GetPositionZ(); data << pCurrChar->GetOrientation(); SendPacket(&data); data.Initialize(SMSG_ACCOUNT_DATA_TIMES, 128); for (int i = 0; i < 32; ++i) { data << uint32(0); } SendPacket(&data); /* 1.12.1 does not have SMSG_MOTD, so we send a server message */ /* Used for counting number of newlines in MOTD */ uint32 linecount = 0; /* The MOTD itself */ std::string str_motd = sWorld.GetMotd(); /* Used for tracking our position within the MOTD while iterating through it */ std::string::size_type pos = 0, nextpos; /* Find the next occurance of @ in the string * This is how newlines are represented */ while ((nextpos = str_motd.find('@', pos)) != std::string::npos) { /* If these are not equal, it means a '@' was found * These are used to represent newlines in the string * It is set by the code above here */ if (nextpos != pos) { /* Send the player a system message containing the substring from pos to nextpos - pos */ ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos, nextpos - pos).c_str()); ++linecount; } pos = nextpos + 1; } /* There are no more newlines in our MOTD, so we send whatever is left */ if (pos < str_motd.length()) { ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos).c_str()); } DEBUG_LOG("WORLD: Sent motd (SMSG_MOTD)"); /* Attempt to load guild for player */ if (QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD)) { /* We're in a guild, so set the player's guild data to represent that */ Field* fields = resultGuild->Fetch(); pCurrChar->SetInGuild(fields[0].GetUInt32()); pCurrChar->SetRank(fields[1].GetUInt32()); /* Avoid dangling pointers */ delete resultGuild; } /* Player thinks they have a guild, but it isn't in the database. Clear that information */ else if (pCurrChar->GetGuildId()) { pCurrChar->SetInGuild(0); pCurrChar->SetRank(0); } /* Player is in a guild * TODO: Can we move this code into the block above? Not sure why it's down here */ if (pCurrChar->GetGuildId() != 0) { /* Get guild based on what we set the player's guild to above */ Guild* guild = sGuildMgr.GetGuildById(pCurrChar->GetGuildId()); /* More checks to see if they're in a guild? I'm sure this is redundant */ if (guild) { /* Build MOTD packet and send it to the player */ data.Initialize(SMSG_GUILD_EVENT, (1 + 1 + guild->GetMOTD().size() + 1)); data << uint8(GE_MOTD); data << uint8(1); data << guild->GetMOTD(); SendPacket(&data); DEBUG_LOG("WORLD: Sent guild-motd (SMSG_GUILD_EVENT)"); /* Let everyone in the guild know you've just signed in */ guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetObjectGuid(), pCurrChar->GetName()); } /* If the player is not in a guild */ else { sLog.outError("Player %s (GUID: %u) marked as member of nonexistent guild (id: %u), removing guild membership for player.", pCurrChar->GetName(), pCurrChar->GetGUIDLow(), pCurrChar->GetGuildId()); /* Set guild to 0 (again) */ pCurrChar->SetInGuild(0); } } /* Don't let the player get stuck logging in with no corpse */ if (!pCurrChar->IsAlive()) { pCurrChar->SendCorpseReclaimDelay(true); } /* Sends information required before the player can be added to the map * TODO: See if we can send information about game objects here (prevent alt+f4 through object) */ pCurrChar->SendInitialPacketsBeforeAddToMap(); /* If it's the player's first login, send a cinematic */ if (!pCurrChar->getCinematic()) { pCurrChar->setCinematic(1); /* Set the start location to the player's racial starting point */ if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace())) { pCurrChar->SendCinematicStart(rEntry->CinematicSequence); } } uint32 miscRequirement = 0; AreaLockStatus lockStatus = AREA_LOCKSTATUS_OK; if (AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(pCurrChar->GetMapId())) { lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement); } else { // Some basic checks in case of a map without areatrigger MapEntry const* mapEntry = sMapStore.LookupEntry(pCurrChar->GetMapId()); if (!mapEntry) { lockStatus = AREA_LOCKSTATUS_UNKNOWN_ERROR; } } /* This code is run if we can not add the player to the map for some reason */ if (lockStatus != AREA_LOCKSTATUS_OK || !pCurrChar->GetMap()->Add(pCurrChar)) { /* Attempt to find an areatrigger to teleport the player for us */ AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId()); if (at) { lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement); } /* We couldn't find an areatrigger to teleport, so just move the player back to their home bind */ if (!at || lockStatus != AREA_LOCKSTATUS_OK || !pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation())) { pCurrChar->TeleportToHomebind(); } } sObjectAccessor.AddObject(pCurrChar); DEBUG_LOG("Player %s added to map %i", pCurrChar->GetName(), pCurrChar->GetMapId()); /* send the player's social lists */ pCurrChar->GetSocial()->SendFriendList(); pCurrChar->GetSocial()->SendIgnoreList(); /* Send packets that must be sent only after player is added to the map */ pCurrChar->SendInitialPacketsAfterAddToMap(); /* Mark player as online in the database */ static SqlStatementID updChars; static SqlStatementID updAccount; SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?"); stmt.PExecute(pCurrChar->GetGUIDLow()); stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET active_realm_id = ? WHERE id = ?"); stmt.PExecute(realmID, GetAccountId()); /* Sync player's in-game time with server time */ pCurrChar->SetInGameTime(WorldTimer::getMSTime()); /* Send logon notification to player's group * This is sent after player is added to the world so that player receives it too */ if (Group* group = pCurrChar->GetGroup()) { group->SendUpdate(); } /* Inform player's friends that player has come online */ sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true); /* Load the player's corpse if it exists, or resurrect the player if not */ pCurrChar->LoadCorpse(); /* If the player is dead, we need to set them as a ghost and increase movespeed */ if (pCurrChar->m_deathState != ALIVE) { /* If player is a night elf, wisp racial should be applied */ if (pCurrChar->getRace() == RACE_NIGHTELF) { pCurrChar->CastSpell(pCurrChar, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) } /* Apply ghost spell to player */ pCurrChar->CastSpell(pCurrChar, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) /* Allow player to walk on water */ pCurrChar->SetWaterWalk(true); } /* If player is on a taxi, continue their flight */ pCurrChar->ContinueTaxiFlight(); /* Load pet if player has one * If the player is dead or on a taxi, the pet will be remembered as a temporary summon */ pCurrChar->LoadPet(); /* If we're running an FFA PvP realm and the player isn't a GM, mark them as PvP flagged */ if (sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) { pCurrChar->SetFFAPvP(true); } if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) { pCurrChar->SetContestedPvP(); } /* Apply onLogon requests (such as talent resets) */ if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { pCurrChar->resetSpells(); SendNotification(LANG_RESET_SPELLS); } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { pCurrChar->resetTalents(true); SendNotification(LANG_RESET_TALENTS); // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here } /* We've done what we need to, remove the flag */ if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST)) { pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); } /* If the server is shutting down, show shutdown time remaining */ if (sWorld.IsShutdowning()) { sWorld.ShutdownMsg(true, pCurrChar); } /* If player should have all taxi paths, give them to the player */ if (sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS)) { pCurrChar->SetTaxiCheater(true); } /* Send GM notifications */ if (pCurrChar->isGameMaster()) { SendNotification(LANG_GM_ON); } if (!pCurrChar->isGMVisible()) { SendNotification(LANG_INVISIBLE_INVISIBLE); SpellEntry const* invisibleAuraInfo = sSpellStore.LookupEntry(sWorld.getConfig(CONFIG_UINT32_GM_INVISIBLE_AURA)); if (invisibleAuraInfo && IsSpellAppliesAura(invisibleAuraInfo)) { pCurrChar->CastSpell(pCurrChar, invisibleAuraInfo, true); } } std::string IP_str = GetRemoteAddress(); sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid: %u)", GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow()); /* Make player stand up if they're not already stood up and not stunned */ if (!pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED)) { pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); } m_playerLoading = false; /* Used for movement */ m_clientTimeDelay = 0; /* Used for looting */ pCurrChar->lastTimeLooted = time(NULL); delete holder; }
/// %Log the player out void WorldSession::LogoutPlayer(bool Save) { // finish pending transfers before starting the logout while (_player && _player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); m_playerLogout = true; m_playerSave = Save; if (_player) { sLFGMgr.Leave(_player); GetPlayer()->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_REMOVED_FROM_QUEUE); GetPlayer()->GetSession()->SendLfgUpdatePlayer(LFG_UPDATETYPE_REMOVED_FROM_QUEUE); GetPlayer()->GetSession()->SendLfgUpdateSearch(false); if (uint64 lguid = GetPlayer()->GetLootGUID()) DoLootRelease(lguid); ///- If the player just died before logging out, make him appear as a ghost //FIXME: logout must be delayed in case lost connection with client in time of combat if (_player->GetDeathTimer()) { _player->getHostileRefManager().deleteReferences(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); } else if (!_player->getAttackers().empty()) { _player->CombatStop(); _player->getHostileRefManager().setOnlineOfflineState(false); _player->RemoveAllAurasOnDeath(); // build set of player who attack _player or who have pet attacking of _player std::set<Player*> aset; for (Unit::AttackerSet::const_iterator itr = _player->getAttackers().begin(); itr != _player->getAttackers().end(); ++itr) { Unit* owner = (*itr)->GetOwner(); // including player controlled case if (owner) { if (owner->GetTypeId() == TYPEID_PLAYER) aset.insert(owner->ToPlayer()); } else if ((*itr)->GetTypeId() == TYPEID_PLAYER) aset.insert((Player*)(*itr)); } _player->SetPvPDeath(!aset.empty()); _player->KillPlayer(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); // give honor to all attackers from set like group case for (std::set<Player*>::const_iterator itr = aset.begin(); itr != aset.end(); ++itr) (*itr)->RewardHonor(_player,aset.size()); // give bg rewards and update counters like kill by first from attackers // this can't be called for all attackers. if (!aset.empty()) if (Battleground *bg = _player->GetBattleground()) bg->HandleKillPlayer(_player,*aset.begin()); } else if (_player->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) { // this will kill character by SPELL_AURA_SPIRIT_OF_REDEMPTION _player->RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT); //_player->SetDeathPvP(*); set at SPELL_AURA_SPIRIT_OF_REDEMPTION apply time _player->KillPlayer(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); } //drop a flag if player is carrying it if (Battleground *bg = _player->GetBattleground()) bg->EventPlayerLoggedOut(_player); ///- Teleport to home if the player is in an invalid instance if (!_player->m_InstanceValid && !_player->isGameMaster()) _player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation()); sOutdoorPvPMgr.HandlePlayerLeaveZone(_player,_player->GetZoneId()); for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i)) { _player->RemoveBattlegroundQueueId(bgQueueTypeId); sBattlegroundMgr.m_BattlegroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetGUID(), true); } } // Repop at GraveYard or other player far teleport will prevent saving player because of not present map // Teleport player immediately for correct player save while (_player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members Guild *guild = sObjectMgr.GetGuildById(_player->GetGuildId()); if (guild) { guild->SetMemberStats(_player->GetGUID()); guild->UpdateLogoutTime(_player->GetGUID()); guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetGUID(), 1, _player->GetName(), "", ""); } ///- Remove pet _player->RemovePet(NULL,PET_SAVE_AS_CURRENT, true); ///- empty buyback items and save the player in the database // some save parts only correctly work in case player present in map/player_lists (pets, etc) if (Save) { uint32 eslot; for (int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j) { eslot = j - BUYBACK_SLOT_START; _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0); _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); } _player->SaveToDB(); } ///- Leave all channels before player delete... _player->CleanupChannels(); ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group. _player->UninviteFromGroup(); // remove player from the group if he is: // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected) if (_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket) _player->RemoveFromGroup(); ///- Send update to group and reset stored max enchanting level if (_player->GetGroup()) { _player->GetGroup()->SendUpdate(); _player->GetGroup()->ResetMaxEnchantingLevel(); } ///- Broadcast a logout message to the player's friends sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true); sSocialMgr.RemovePlayerSocial (_player->GetGUIDLow ()); ///- Remove the player from the world // the player may not be in the world when logging out // e.g if he got disconnected during a transfer to another map // calls to GetMap in this case may cause crashes _player->CleanupsBeforeDelete(); sLog.outChar("Account: %d (IP: %s) Logout Character:[%s] (GUID: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName() ,_player->GetGUIDLow()); Map* _map = _player->GetMap(); _map->Remove(_player, true); SetPlayer(NULL); // deleted in Remove call ///- Send the 'logout complete' packet to the client WorldPacket data(SMSG_LOGOUT_COMPLETE, 0); SendPacket(&data); ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline //No SQL injection as AccountId is uint32 CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'", GetAccountId()); sLog.outDebug("SESSION: Sent SMSG_LOGOUT_COMPLETE Message"); sScriptMgr.OnPlayerLogout(GetPlayer()); } m_playerLogout = false; m_playerSave = false; m_playerRecentlyLogout = true; LogoutRequest(0); }
void WorldSession::HandleGuildSetRankOpcode(WorldPacket& recvPacket) { uint32 newRankId; std::string plName; ObjectGuid targetGuid, invokerGuid; recvPacket >> newRankId; recvPacket.ReadGuidMask<1, 7>(targetGuid); recvPacket.ReadGuidMask<4, 2>(invokerGuid); recvPacket.ReadGuidMask<4, 5, 6>(targetGuid); recvPacket.ReadGuidMask<1, 7>(invokerGuid); recvPacket.ReadGuidMask<2, 3, 0>(targetGuid); recvPacket.ReadGuidMask<6, 3, 0, 5>(invokerGuid); recvPacket.ReadGuidBytes<0>(targetGuid); recvPacket.ReadGuidBytes<1, 3, 5>(invokerGuid); recvPacket.ReadGuidBytes<7, 3>(targetGuid); recvPacket.ReadGuidBytes<0>(invokerGuid); recvPacket.ReadGuidBytes<1>(targetGuid); recvPacket.ReadGuidBytes<6>(invokerGuid); recvPacket.ReadGuidBytes<2, 5, 4>(targetGuid); recvPacket.ReadGuidBytes<2, 4>(invokerGuid); recvPacket.ReadGuidBytes<6>(targetGuid); recvPacket.ReadGuidBytes<7>(invokerGuid); DEBUG_LOG("WORLD: Received CMSG_GUILD_SET_RANK guid1 %s guid2 %s rank %u", targetGuid.GetString().c_str(), invokerGuid.GetString().c_str(), newRankId); Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (!sObjectMgr.GetPlayerNameByGUID(targetGuid, plName)) return; MemberSlot* slot = guild->GetMemberSlot(targetGuid); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if (slot->guid == GetPlayer()->GetObjectGuid()) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_NAME_INVALID); return; } if (slot->RankId == newRankId || newRankId >= guild->GetRanksSize()) return; bool promote = newRankId < slot->RankId; if (!guild->HasRankRight(GetPlayer()->GetRank(), promote ? GR_RIGHT_PROMOTE : GR_RIGHT_DEMOTE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } if (promote) { // allow to promote only to lower rank than member's rank // and only to rank not higher that invoker's if (GetPlayer()->GetRank() + 1 >= slot->RankId || newRankId <= GetPlayer()->GetRank()) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } } else { // do not allow to demote same or higher rank if (GetPlayer()->GetRank() >= slot->RankId) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } } slot->ChangeRank(newRankId); // Put record into guild log guild->LogGuildEvent(promote ? GUILD_EVENT_LOG_PROMOTE_PLAYER : GUILD_EVENT_LOG_DEMOTE_PLAYER, GetPlayer()->GetObjectGuid(), slot->guid, newRankId); guild->BroadcastEvent(promote ? GE_PROMOTION : GE_DEMOTION, _player->GetName(), plName.c_str(), guild->GetRankName(newRankId).c_str()); }
/// %Log the player out void WorldSession::LogoutPlayer(bool Save) { // finish pending transfers before starting the logout while(_player && _player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); m_playerLogout = true; m_playerSave = Save; if (_player) { // Playerbot mod: log out all player bots owned by this toon if (_player->GetPlayerbotMgr()) _player->GetPlayerbotMgr()->LogoutAllBots(); if (uint64 lguid = GetPlayer()->GetLootGUID()) DoLootRelease(lguid); ///- If the player just died before logging out, make him appear as a ghost //FIXME: logout must be delayed in case lost connection with client in time of combat if (_player->GetDeathTimer()) { _player->getHostileRefManager().deleteReferences(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); } else if (!_player->getAttackers().empty()) { _player->CombatStop(); _player->getHostileRefManager().setOnlineOfflineState(false); _player->RemoveAllAurasOnDeath(); // build set of player who attack _player or who have pet attacking of _player std::set<Player*> aset; for(Unit::AttackerSet::const_iterator itr = _player->getAttackers().begin(); itr != _player->getAttackers().end(); ++itr) { Unit* owner = (*itr)->GetOwner(); // including player controlled case if(owner) { if(owner->GetTypeId()==TYPEID_PLAYER) aset.insert((Player*)owner); } else if((*itr)->GetTypeId()==TYPEID_PLAYER) aset.insert((Player*)(*itr)); } _player->SetPvPDeath(!aset.empty()); _player->KillPlayer(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); // give honor to all attackers from set like group case for(std::set<Player*>::const_iterator itr = aset.begin(); itr != aset.end(); ++itr) (*itr)->RewardHonor(_player,aset.size()); // give bg rewards and update counters like kill by first from attackers // this can't be called for all attackers. if(!aset.empty()) if(BattleGround *bg = _player->GetBattleGround()) bg->HandleKillPlayer(_player,*aset.begin()); } else if(_player->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) { // this will kill character by SPELL_AURA_SPIRIT_OF_REDEMPTION _player->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); //_player->SetDeathPvP(*); set at SPELL_AURA_SPIRIT_OF_REDEMPTION apply time _player->KillPlayer(); _player->BuildPlayerRepop(); _player->RepopAtGraveyard(); } //drop a flag if player is carrying it if(BattleGround *bg = _player->GetBattleGround()) bg->EventPlayerLoggedOut(_player); ///- Teleport to home if the player is in an invalid instance if(!_player->m_InstanceValid && !_player->isGameMaster()) { _player->TeleportToHomebind(); //this is a bad place to call for far teleport because we need player to be in world for successful logout //maybe we should implement delayed far teleport logout? } // FG: finish pending transfers after starting the logout // this should fix players beeing able to logout and login back with full hp at death position while(_player->IsBeingTeleportedFar()) HandleMoveWorldportAckOpcode(); for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if(BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i)) { _player->RemoveBattleGroundQueueId(bgQueueTypeId); sBattleGroundMgr.m_BattleGroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetGUID(), true); } } ///- Reset the online field in the account table // no point resetting online in character table here as Player::SaveToDB() will set it to 1 since player has not been removed from world at this stage // No SQL injection as AccountID is uint32 if (! _player->GetPlayerbotAI()) loginDatabase.PExecute("UPDATE account SET active_realm_id = 0 WHERE id = '%u'", GetAccountId()); ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members Guild *guild = sObjectMgr.GetGuildById(_player->GetGuildId()); if(guild) { guild->SetMemberStats(_player->GetGUID()); guild->UpdateLogoutTime(_player->GetGUID()); guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetGUID(), 1, _player->GetName(), "", ""); } ///- Remove pet _player->RemovePet(NULL, PET_SAVE_AS_CURRENT, true); ///- empty buyback items and save the player in the database // some save parts only correctly work in case player present in map/player_lists (pets, etc) if(Save) { uint32 eslot; for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; ++j) { eslot = j - BUYBACK_SLOT_START; _player->SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0); _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); _player->SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); } _player->SaveToDB(); } ///- Leave all channels before player delete... _player->CleanupChannels(); ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group. _player->UninviteFromGroup(); // remove player from the group if he is: // a) in group; b) not in raid group; c) logging out normally (not being kicked or disconnected) if(_player->GetGroup() && !_player->GetGroup()->isRaidGroup() && m_Socket) _player->RemoveFromGroup(); ///- Send update to group if(_player->GetGroup()) _player->GetGroup()->SendUpdate(); ///- Broadcast a logout message to the player's friends sSocialMgr.SendFriendStatus(_player, FRIEND_OFFLINE, _player->GetGUIDLow(), true); sSocialMgr.RemovePlayerSocial (_player->GetGUIDLow ()); // Playerbot - remember player GUID for update SQL below uint32 guid = _player->GetGUIDLow(); ///- Remove the player from the world // the player may not be in the world when logging out // e.g if he got disconnected during a transfer to another map // calls to GetMap in this case may cause crashes Map* _map = _player->GetMap(); _map->Remove(_player, true); SetPlayer(NULL); // deleted in Remove call ///- Send the 'logout complete' packet to the client WorldPacket data( SMSG_LOGOUT_COMPLETE, 0 ); SendPacket( &data ); ///- Since each account can only have one online character at any given time, ensure all characters for active account are marked as offline //No SQL injection as AccountId is uint32 //CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE account = '%u'", // GetAccountId()); // Playerbot mod: commented out above and do this one instead CharacterDatabase.PExecute("UPDATE characters SET online = 0 WHERE guid = '%u'", guid); sLog.outDebug( "SESSION: Sent SMSG_LOGOUT_COMPLETE Message" ); } m_playerLogout = false; m_playerSave = false; m_playerRecentlyLogout = true; LogoutRequest(0); }
void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder) { // The following fixes a crash. Use case: // Session1 created, requests login, kicked. // Session2 created, requests login, and receives 2 login callback. if (GetPlayer() || !m_playerLoading) { sLog.outInfo("[CRASH] HandlePlayerLogin on session %u with player %s [loading=%u]", GetAccountId(), GetPlayerName(), m_playerLoading); delete holder; m_playerLoading = false; return; } ObjectGuid playerGuid = holder->GetGuid(); ASSERT(playerGuid.IsPlayer()); // If the character is online (ALT-F4 logout for example) Player *pCurrChar = sObjectAccessor.FindPlayer(playerGuid); MasterPlayer* pCurrMasterPlayer = sObjectAccessor.FindMasterPlayer(playerGuid); bool alreadyOnline = false; if (pCurrChar) { // Hacking attempt if (pCurrChar->GetSession()->GetAccountId() != GetAccountId()) { KickPlayer(); delete holder; m_playerLoading = false; return; } pCurrChar->GetSession()->SetPlayer(NULL); pCurrChar->SetSession(this); // Need to attach packet bcaster to the new socket pCurrChar->m_broadcaster->ChangeSocket(GetSocket()); alreadyOnline = true; // If the character had a logout request, then he is articifially stunned (cf CMSG_LOGOUT_REQUEST handler). Fix it here. if (pCurrChar->CanFreeMove()) { pCurrChar->SetMovement(MOVE_UNROOT); pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); pCurrChar->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); } } else { // Character found online but not in world ? if (HashMapHolder<Player>::Find(playerGuid)) { sLog.outInfo("[CRASH] Trying to login already ingame character guid %u", playerGuid.GetCounter()); KickPlayer(); delete holder; m_playerLoading = false; return; } pCurrChar = new Player(this); pCurrChar->GetMotionMaster()->Initialize(); } // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools) if (alreadyOnline) pCurrChar->SendPacketsAtRelogin(); else if (!pCurrChar->LoadFromDB(playerGuid, holder)) { KickPlayer(); // disconnect client, player no set to session and it will not deleted or saved at kick delete pCurrChar; // delete it manually delete holder; // delete all unprocessed queries m_playerLoading = false; return; } ASSERT(pCurrChar->GetSession() == this); SetPlayer(pCurrChar); if (pCurrMasterPlayer) { pCurrMasterPlayer->GetSession()->SetMasterPlayer(NULL); pCurrMasterPlayer->SetSession(this); m_masterPlayer = pCurrMasterPlayer; } else { m_masterPlayer = new MasterPlayer(this); m_masterPlayer->LoadPlayer(GetPlayer()); m_masterPlayer->LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS)); m_masterPlayer->LoadSocial(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST)); m_masterPlayer->LoadMails(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILS)); m_masterPlayer->LoadMailedItems(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILEDITEMS)); } m_masterPlayer->UpdateNextMailTimeAndUnreads(); sObjectAccessor.AddObject(m_masterPlayer); WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20); data << pCurrChar->GetMapId(); data << pCurrChar->GetPositionX(); data << pCurrChar->GetPositionY(); data << pCurrChar->GetPositionZ(); data << pCurrChar->GetOrientation(); SendPacket(&data); data.Initialize(SMSG_ACCOUNT_DATA_TIMES, 128); for (int i = 0; i < 32; ++i) data << uint32(0); SendPacket(&data); // Send MOTD (1.12.1 not have SMSG_MOTD, so do it in another way) { uint32 linecount = 0; std::string str_motd = sWorld.GetMotd(); std::string::size_type pos, nextpos; std::string motd; pos = 0; while ((nextpos = str_motd.find('@', pos)) != std::string::npos) { if (nextpos != pos) { ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos, nextpos - pos).c_str()); ++linecount; } pos = nextpos + 1; } if (pos < str_motd.length()) { ChatHandler(pCurrChar).PSendSysMessage(str_motd.substr(pos).c_str()); ++linecount; } DEBUG_LOG("WORLD: Sent motd (SMSG_MOTD)"); } if (!alreadyOnline) { //QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow()); QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD); if (resultGuild) { Field *fields = resultGuild->Fetch(); pCurrChar->SetInGuild(fields[0].GetUInt32()); pCurrChar->SetRank(fields[1].GetUInt32()); } else if (pCurrChar->GetGuildId()) // clear guild related fields in case wrong data about nonexistent membership { pCurrChar->SetInGuild(0); pCurrChar->SetRank(0); } if (pCurrChar->GetGuildId() != 0) { Guild* guild = sGuildMgr.GetGuildById(pCurrChar->GetGuildId()); if (guild) { data.Initialize(SMSG_GUILD_EVENT, (2 + guild->GetMOTD().size() + 1)); data << uint8(GE_MOTD); data << uint8(1); data << guild->GetMOTD(); SendPacket(&data); DEBUG_LOG("WORLD: Sent guild-motd (SMSG_GUILD_EVENT)"); guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetObjectGuid(), pCurrChar->GetName()); } else { // remove wrong guild data sLog.outError("Player %s (GUID: %u) marked as member of nonexistent guild (id: %u), removing guild membership for player.", pCurrChar->GetName(), pCurrChar->GetGUIDLow(), pCurrChar->GetGuildId()); pCurrChar->SetInGuild(0); } } } if (!pCurrChar->isAlive()) pCurrChar->SendCorpseReclaimDelay(true); pCurrChar->SendInitialPacketsBeforeAddToMap(); GetMasterPlayer()->SendInitialActionButtons(); //Show cinematic at the first time that player login if (!pCurrChar->getCinematic()) { pCurrChar->setCinematic(1); if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace())) pCurrChar->SendCinematicStart(rEntry->CinematicSequence); } if (!alreadyOnline && !pCurrChar->GetMap()->Add(pCurrChar)) { // normal delayed teleport protection not applied (and this correct) for this case (Player object just created) AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId()); if (at) pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation()); else pCurrChar->TeleportToHomebind(); } if (alreadyOnline) pCurrChar->GetMap()->ExistingPlayerLogin(pCurrChar); // SendInitSelf ... else sObjectAccessor.AddObject(pCurrChar); //DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName()); pCurrChar->GetSocial()->SendFriendList(); pCurrChar->GetSocial()->SendIgnoreList(); pCurrChar->SendInitialPacketsAfterAddToMap(); if (alreadyOnline) pCurrChar->SendInitWorldStates(pCurrChar->GetCachedZoneId()); static SqlStatementID updChars; static SqlStatementID updAccount; SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?"); stmt.PExecute(pCurrChar->GetGUIDLow()); stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET current_realm = ?, online = 1 WHERE id = ?"); stmt.PExecute(realmID, GetAccountId()); pCurrChar->SetInGameTime(WorldTimer::getMSTime()); // announce group about member online (must be after add to player list to receive announce to self) if (Group *group = pCurrChar->GetGroup()) group->UpdatePlayerOnlineStatus(pCurrChar); // friend status // TODO: Call it when node finished loading also if (GetMasterPlayer()) sSocialMgr.SendFriendStatus(GetMasterPlayer(), FRIEND_ONLINE, GetMasterPlayer()->GetObjectGuid(), true); if (!alreadyOnline) { // Place character in world (and load zone) before some object loading pCurrChar->LoadCorpse(); // setting Ghost+speed if dead if (pCurrChar->m_deathState != ALIVE) { // not blizz like, we must correctly save and load player instead... if (pCurrChar->getRace() == RACE_NIGHTELF) pCurrChar->CastSpell(pCurrChar, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) pCurrChar->CastSpell(pCurrChar, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) pCurrChar->SetMovement(MOVE_WATER_WALK); } } // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned) if (alreadyOnline) pCurrChar->PetSpellInitialize(); else { pCurrChar->ContinueTaxiFlight(); pCurrChar->LoadPet(); } // Set FFA PvP for non GM in non-rest mode if (sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) pCurrChar->SetFFAPvP(true); if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) pCurrChar->SetContestedPvP(); // Apply at_login requests if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { pCurrChar->resetSpells(); SendNotification(LANG_RESET_SPELLS); } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { pCurrChar->resetTalents(true); SendNotification(LANG_RESET_TALENTS); // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST)) pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); // show time before shutdown if shutdown planned. if (sWorld.IsShutdowning()) sWorld.ShutdownMsg(true, pCurrChar); if (sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS)) pCurrChar->SetTaxiCheater(true); if (pCurrChar->isGameMaster()) SendNotification(LANG_GM_ON); if (!pCurrChar->isGMVisible()) SendNotification(LANG_INVISIBLE_INVISIBLE, pCurrChar->GetGMInvisibilityLevel()); std::string IP_str = GetRemoteAddress(); sLog.out(LOG_CHAR, "Account: %d (IP: %s) Login Character:[%s] (guid: %u)%s", GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow(), alreadyOnline ? " Player was already online" : ""); sWorld.LogCharacter(pCurrChar, "Login"); if (!alreadyOnline && !pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED)) pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); m_playerLoading = false; _clientMoverGuid = pCurrChar->GetObjectGuid(); delete holder; if (alreadyOnline) { pCurrChar->UpdateControl(); // Send "Release spirit" timer, etc ... if (pCurrChar->getDeathState() == CORPSE) pCurrChar->KillPlayer(); } // Update warden speeds //if (GetWarden()) //for (int i = 0; i < MAX_MOVE_TYPE; ++i) //GetWarden()->SendSpeedChange(UnitMoveType(i), pCurrChar->GetSpeed(UnitMoveType(i))); ALL_SESSION_SCRIPTS(this, OnLogin(pCurrChar)); }
void WorldSession::HandlePlayerReconnect() { // stop logout timer if need LogoutRequest(0); // set loading flag m_playerLoading = true; // reset all visible objects to be able to resend them _player->m_clientGUIDs.clear(); SetOnline(); WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20); data << _player->GetMapId(); data << _player->GetPositionX(); data << _player->GetPositionY(); data << _player->GetPositionZ(); data << _player->GetOrientation(); SendPacket(data); data.Initialize(SMSG_ACCOUNT_DATA_TIMES, 128); for (int i = 0; i < 32; ++i) data << uint32(0); SendPacket(data); // Send Spam records SendExpectedSpamRecords(); SendMotd(_player); if (_player->GetGuildId() != 0) { Guild* guild = sGuildMgr.GetGuildById(_player->GetGuildId()); if (guild) { data.Initialize(SMSG_GUILD_EVENT, (1 + 1 + guild->GetMOTD().size() + 1)); data << uint8(GE_MOTD); data << uint8(1); data << guild->GetMOTD(); SendPacket(data); DEBUG_LOG("WORLD: Sent guild-motd (SMSG_GUILD_EVENT)"); guild->BroadcastEvent(GE_SIGNED_ON, _player->GetObjectGuid(), _player->GetName()); } else { // remove wrong guild data sLog.outError("Player %s (GUID: %u) marked as member of nonexistent guild (id: %u), removing guild membership for player.", _player->GetName(), _player->GetGUIDLow(), _player->GetGuildId()); _player->SetInGuild(0); } } if (!_player->isAlive()) _player->SendCorpseReclaimDelay(true); _player->SendInitialPacketsBeforeAddToMap(); _player->GetMap()->CreatePlayerOnClient(_player); _player->GetSocial()->SendFriendList(); _player->GetSocial()->SendIgnoreList(); _player->SendInitWorldStates(_player->GetZoneId()); _player->CastSpell(_player, 836, TRIGGERED_OLD_TRIGGERED); // LOGINEFFECT _player->SendEnchantmentDurations(); // must be after add to map _player->SendItemDurations(); // must be after add to map // announce group about member online (must be after add to player list to receive announce to self) if (Group* group = _player->GetGroup()) group->UpdatePlayerOnlineStatus(_player); // friend status sSocialMgr.SendFriendStatus(_player, FRIEND_ONLINE, _player->GetObjectGuid(), true); // show time before shutdown if shutdown planned. if (sWorld.IsShutdowning()) sWorld.ShutdownMsg(true, _player); if (sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS)) _player->SetTaxiCheater(true); if (_player->isGameMaster()) SendNotification(LANG_GM_ON); std::string IP_str = GetRemoteAddress(); sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid: %u)", GetAccountId(), IP_str.c_str(), _player->GetName(), _player->GetGUIDLow()); // sync client auras timer _player->UpdateClientAuras(); // sync client control (if taxi flying the client is already sync) if (_player->IsTaxiFlying()) _player->TaxiFlightResume(true); else if (!_player->IsClientControlled(_player)) _player->UpdateClientControl(_player, false); // initialize client pet bar if need _player->SendPetBar(); // send mirror timers _player->SendMirrorTimers(true); m_playerLoading = false; }
void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder) { uint64 playerGuid = holder->GetGuid(); Player *pCurrChar = new Player(this); pCurrChar->GetMotionMaster()->Initialize(); // "GetAccountId()==db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools) if(!pCurrChar->LoadFromDB(GUID_LOPART(playerGuid), holder)) { KickPlayer(); // disconnect client, player no set to session and it will not deleted or saved at kick delete pCurrChar; // delete it manually delete holder; // delete all unprocessed queries m_playerLoading = false; return; } SetPlayer(pCurrChar); pCurrChar->SendDungeonDifficulty(false); WorldPacket data( SMSG_LOGIN_VERIFY_WORLD, 20 ); data << pCurrChar->GetMapId(); data << pCurrChar->GetPositionX(); data << pCurrChar->GetPositionY(); data << pCurrChar->GetPositionZ(); data << pCurrChar->GetOrientation(); SendPacket(&data); // load player specific part before send times LoadAccountData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACCOUNTDATA),PER_CHARACTER_CACHE_MASK); SendAccountDataTimes(PER_CHARACTER_CACHE_MASK); data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2); // added in 2.2.0 data << uint8(2); // unknown value data << uint8(0); // enable(1)/disable(0) voice chat interface in client SendPacket(&data); // Send MOTD { data.Initialize(SMSG_MOTD, 50); // new in 2.0.1 data << (uint32)0; uint32 linecount=0; std::string str_motd = sWorld.GetMotd(); std::string::size_type pos, nextpos; pos = 0; while ( (nextpos= str_motd.find('@',pos)) != std::string::npos ) { if (nextpos != pos) { data << str_motd.substr(pos, nextpos-pos); ++linecount; } pos = nextpos + 1; } if (pos < str_motd.length()) { data << str_motd.substr(pos); ++linecount; } data.put(0, linecount); SendPacket( &data ); DEBUG_LOG( "WORLD: Sent motd (SMSG_MOTD)" ); } //QueryResult *result = CharacterDatabase.PQuery("SELECT guildid,rank FROM guild_member WHERE guid = '%u'",pCurrChar->GetGUIDLow()); QueryResult *resultGuild = holder->GetResult(PLAYER_LOGIN_QUERY_LOADGUILD); if(resultGuild) { Field *fields = resultGuild->Fetch(); pCurrChar->SetInGuild(fields[0].GetUInt32()); pCurrChar->SetRank(fields[1].GetUInt32()); delete resultGuild; } else if(pCurrChar->GetGuildId()) // clear guild related fields in case wrong data about non existed membership { pCurrChar->SetInGuild(0); pCurrChar->SetRank(0); } if(pCurrChar->GetGuildId() != 0) { Guild* guild = sObjectMgr.GetGuildById(pCurrChar->GetGuildId()); if(guild) { data.Initialize(SMSG_GUILD_EVENT, (1+1+guild->GetMOTD().size()+1)); data << uint8(GE_MOTD); data << uint8(1); data << guild->GetMOTD(); SendPacket(&data); DEBUG_LOG( "WORLD: Sent guild-motd (SMSG_GUILD_EVENT)" ); guild->DisplayGuildBankTabsInfo(this); guild->BroadcastEvent(GE_SIGNED_ON, pCurrChar->GetGUID(), 1, pCurrChar->GetName(), "", ""); } else { // remove wrong guild data sLog.outError("Player %s (GUID: %u) marked as member not existed guild (id: %u), removing guild membership for player.",pCurrChar->GetName(),pCurrChar->GetGUIDLow(),pCurrChar->GetGuildId()); pCurrChar->SetInGuild(0); } } data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4+4); data << uint32(0); data << uint32(0); SendPacket(&data); pCurrChar->SendInitialPacketsBeforeAddToMap(); //Show cinematic at the first time that player login if( !pCurrChar->getCinematic() ) { pCurrChar->setCinematic(1); if(ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass())) { if (cEntry->CinematicSequence) pCurrChar->SendCinematicStart(cEntry->CinematicSequence); else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace())) pCurrChar->SendCinematicStart(rEntry->CinematicSequence); } } if (!pCurrChar->GetMap()->Add(pCurrChar)) { AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId()); if(at) pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation()); else pCurrChar->TeleportToHomebind(); } sObjectAccessor.AddObject(pCurrChar); //sLog.outDebug("Player %s added to Map.",pCurrChar->GetName()); pCurrChar->SendInitialPacketsAfterAddToMap(); CharacterDatabase.PExecute("UPDATE characters SET online = 1 WHERE guid = '%u'", pCurrChar->GetGUIDLow()); loginDatabase.PExecute("UPDATE account SET active_realm_id = %d WHERE id = '%u'", realmID, GetAccountId()); pCurrChar->SetInGameTime( getMSTime() ); // announce group about member online (must be after add to player list to receive announce to self) if(Group *group = pCurrChar->GetGroup()) { //pCurrChar->groupInfo.group->SendInit(this); // useless group->SendUpdate(); } // friend status sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUIDLow(), true); // Place character in world (and load zone) before some object loading pCurrChar->LoadCorpse(); // setting Ghost+speed if dead if (pCurrChar->m_deathState != ALIVE) { // not blizz like, we must correctly save and load player instead... if(pCurrChar->getRace() == RACE_NIGHTELF) pCurrChar->CastSpell(pCurrChar, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) pCurrChar->CastSpell(pCurrChar, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) pCurrChar->SetMovement(MOVE_WATER_WALK); } pCurrChar->ContinueTaxiFlight(); // reset for all pets before pet loading if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS)) Pet::resetTalentsForAllPetsOf(pCurrChar); // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned) pCurrChar->LoadPet(); // Set FFA PvP for non GM in non-rest mode if(sWorld.IsFFAPvPRealm() && !pCurrChar->isGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_RESTING) ) pCurrChar->SetFFAPvP(true); if(pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) pCurrChar->SetContestedPvP(); // Apply at_login requests if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { pCurrChar->resetSpells(); SendNotification(LANG_RESET_SPELLS); } if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { pCurrChar->resetTalents(true,true); pCurrChar->SendTalentsInfoData(false); // original talents send already in to SendInitialPacketsBeforeAddToMap, resend reset state SendNotification(LANG_RESET_TALENTS); // we can use SMSG_TALENTS_INVOLUNTARILY_RESET here } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST)) pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); // show time before shutdown if shutdown planned. if(sWorld.IsShutdowning()) sWorld.ShutdownMsg(true,pCurrChar); if(sWorld.getConfig(CONFIG_BOOL_ALL_TAXI_PATHS)) pCurrChar->SetTaxiCheater(true); if(pCurrChar->isGameMaster()) SendNotification(LANG_GM_ON); std::string IP_str = GetRemoteAddress(); sLog.outChar("Account: %d (IP: %s) Login Character:[%s] (guid:%u)", GetAccountId(), IP_str.c_str(), pCurrChar->GetName(), pCurrChar->GetGUIDLow()); if(!pCurrChar->IsStandState() && !pCurrChar->hasUnitState(UNIT_STAT_STUNNED)) pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); m_playerLoading = false; delete holder; }
void WorldSession::HandleGuildRemoveOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_REMOVE"); std::string plName; ObjectGuid targetGuid; recvPacket.ReadGuidMask<6, 5, 4, 0, 1, 3, 7, 2>(targetGuid); recvPacket.ReadGuidBytes<2, 6, 5, 7, 1, 4, 3, 0>(targetGuid); Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId()); if (!guild) { SendGuildCommandResult(GUILD_CREATE_S, "", ERR_GUILD_PLAYER_NOT_IN_GUILD); return; } if (!guild->HasRankRight(GetPlayer()->GetRank(), GR_RIGHT_REMOVE)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_PERMISSIONS); return; } if (!sObjectMgr.GetPlayerNameByGUID(targetGuid, plName)) return; MemberSlot* slot = guild->GetMemberSlot(targetGuid); if (!slot) { SendGuildCommandResult(GUILD_INVITE_S, plName, ERR_GUILD_PLAYER_NOT_IN_GUILD_S); return; } if (slot->RankId == GR_GUILDMASTER) { SendGuildCommandResult(GUILD_QUIT_S, "", ERR_GUILD_LEADER_LEAVE); return; } // do not allow to kick player with same or higher rights if (GetPlayer()->GetRank() >= slot->RankId) { SendGuildCommandResult(GUILD_QUIT_S, plName, ERR_GUILD_RANK_TOO_HIGH_S); return; } // do not delete guilds that level are higher than undeletable if (guild->GetMemberSize() == 1 && guild->GetLevel() >= sWorld.getConfig(CONGIG_UINT32_GUILD_UNDELETABLE_LEVEL)) { SendGuildCommandResult(GUILD_INVITE_S, "", ERR_GUILD_UNDELETABLE_DUE_TO_LEVEL); return; } // possible last member removed, do cleanup, and no need events if (guild->DelMember(slot->guid)) { guild->Disband(); delete guild; return; } // Put record into guild log guild->LogGuildEvent(GUILD_EVENT_LOG_UNINVITE_PLAYER, GetPlayer()->GetObjectGuid(), slot->guid); guild->BroadcastEvent(GE_REMOVED, plName.c_str(), _player->GetName()); }