bool BSWScriptedAI::_doAura(uint8 m_uiSpellIdx, Unit* pTarget, SpellEffectIndex index) { SpellTable* pSpell = &m_BossSpell[m_uiSpellIdx]; if (!pTarget || !pTarget->IsInMap(m_creature) || !pTarget->isAlive()) { error_log("BSW: FAILED adding aura of spell number %u - no target or target not in map or target is dead",pSpell->m_uiSpellEntry[currentDifficulty]); return false; } if (_hasAura(m_uiSpellIdx,pTarget)) debug_log("BSW: adding aura stack from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index); else debug_log("BSW: adding new aura from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index); SpellEntry const *spell = (SpellEntry *)GetSpellStore()->LookupEntry(pSpell->m_uiSpellEntry[currentDifficulty]); if (spell && spell->Effect[index] < TOTAL_SPELL_EFFECTS) { if (IsSpellAppliesAura(spell, (1 << EFFECT_INDEX_0) | (1 << EFFECT_INDEX_1) | (1 << EFFECT_INDEX_2)) || IsSpellHaveEffect(spell, SPELL_EFFECT_PERSISTENT_AREA_AURA)) { SpellAuraHolder *holder = CreateSpellAuraHolder(spell, pTarget, pTarget); int32 basepoint = pSpell->varData ? pSpell->varData - 1 : spell->EffectBasePoints[index] + 1; if ( IsAreaAuraEffect(spell->Effect[index]) || spell->Effect[index] == SPELL_EFFECT_APPLY_AURA || spell->Effect[index] == SPELL_EFFECT_PERSISTENT_AREA_AURA ) { Aura *aura = CreateAura(spell, SpellEffectIndex(index), &basepoint, holder, pTarget); holder->AddAura(aura, SpellEffectIndex(index)); return true; } } } error_log("BSW: FAILED adding aura from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index); return false; };
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 PetAI::Reset() { m_primaryTargetGuid.Clear(); m_savedTargetGuid.Clear(); m_attackDistanceRecheckTimer.SetInterval(TIME_INTERVAL_LOOK); m_attackDistanceRecheckTimer.Reset(); m_updateAlliesTimer.SetInterval(ALLIES_UPDATE_TIME); m_updateAlliesTimer.Reset(); UpdateAllies(); for (uint8 i = PET_SPELL_PASSIVE; i < PET_SPELL_MAX; ++i) m_spellType[i].clear(); m_AIType = PET_AI_PASSIVE; m_attackDistance = 0.0f; float f_range = 0.0f; if (!m_creature->GetCharmInfo()) return; uint32 spellsSize = m_creature->IsPet() ? ((Pet*)m_creature)->GetPetAutoSpellSize() : m_creature->GetPetAutoSpellSize(); uint8 rangedDamageSpells = 0; uint8 meleeDamageSpells = 0; // classification for pet spells for (uint32 i = 0; i < spellsSize; ++i) { uint32 spellID = m_creature->IsPet() ? ((Pet*)m_creature)->GetPetAutoSpellOnPos(i) : m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (IsPassiveSpell(spellInfo)) { m_spellType[PET_SPELL_PASSIVE].insert(spellID); continue; } if (IsNonCombatSpell(spellInfo)) { // Voidwalker Consume Shadows if (IsChanneledSpell(spellInfo)) m_spellType[PET_SPELL_HEAL].insert(spellID); else m_spellType[PET_SPELL_NONCOMBAT].insert(spellID); continue; } // need more correct define this type if (IsSpellReduceThreat(spellInfo) || IsChanneledSpell(spellInfo)) { m_spellType[PET_SPELL_DEFENCE].insert(spellID); continue; } // Voracious Appetite && Cannibalize && Carrion Feeder if (spellInfo->HasAttribute(SPELL_ATTR_ABILITY) && spellInfo->HasAttribute(SPELL_ATTR_EX2_ALLOW_DEAD_TARGET)) { m_spellType[PET_SPELL_HEAL].insert(spellID); continue; } if (IsPositiveSpell(spellInfo) && IsSpellAppliesAura(spellInfo)) { m_spellType[PET_SPELL_BUFF].insert(spellID); continue; } if (spellInfo->HasAttribute(SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)) { m_spellType[PET_SPELL_FREEACTION].insert(spellID); continue; } // don't have SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY ! if (spellInfo->HasAttribute(SPELL_ATTR_EX_CANT_REFLECTED) || spellInfo->HasAttribute(SPELL_ATTR_EX7_HAS_CHARGE_EFFECT)) { m_spellType[PET_SPELL_ATTACKSTART].insert(spellID); continue; } if (IsSpellIncreaseThreat(spellInfo)) { m_spellType[PET_SPELL_THREAT].insert(spellID); continue; } // all non-combat spells classified. switch (spellInfo->rangeIndex) { case SPELL_RANGE_IDX_COMBAT: { if (IsSpellCauseDamage(spellInfo)) { m_spellType[PET_SPELL_MELEE].insert(spellID); ++meleeDamageSpells; } else { m_spellType[PET_SPELL_SPECIAL].insert(spellID); } break; } // possible debuffs or auras? case SPELL_RANGE_IDX_SELF_ONLY: case SPELL_RANGE_IDX_ANYWHERE: { m_spellType[PET_SPELL_SPECIAL].insert(spellID); break; } default: { float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(spellInfo->rangeIndex), false); if (f_range < M_NULL_F || (range > M_NULL_F && range < f_range)) f_range = range; if (IsSpellCauseDamage(spellInfo)) { m_spellType[PET_SPELL_RANGED].insert(spellID); ++rangedDamageSpells; } else { m_spellType[PET_SPELL_SPECIAL].insert(spellID); } break; } } } // define initial AI type if (m_creature->IsVehicle()) m_AIType = PET_AI_PASSIVE; if (m_spellType[PET_SPELL_RANGED].size() > 0 && (m_spellType[PET_SPELL_MELEE].size() < m_spellType[PET_SPELL_RANGED].size())) { m_AIType = PET_AI_RANGED; m_attackDistance = f_range - m_creature->GetObjectBoundingRadius() - 2.0f; if (m_attackDistance < 20.0f) m_attackDistance = 18.0f; } else { m_AIType = PET_AI_MELEE; m_attackDistance = 0.0f; } m_savedAIType = m_AIType; m_creature->GetMotionMaster()->MoveTargetedHome(); DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"PetAI::Reset %s, AI %u dist %f, spells: "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD , m_creature->GetObjectGuid().GetString().c_str(), m_AIType, m_attackDistance, m_spellType[PET_SPELL_PASSIVE].size(), m_spellType[PET_SPELL_NONCOMBAT].size(), m_spellType[PET_SPELL_BUFF].size(), m_spellType[PET_SPELL_DEBUFF].size(), m_spellType[PET_SPELL_FREEACTION].size(), m_spellType[PET_SPELL_ATTACKSTART].size(), m_spellType[PET_SPELL_THREAT].size(), m_spellType[PET_SPELL_MELEE].size(), m_spellType[PET_SPELL_RANGED].size(), m_spellType[PET_SPELL_DEFENCE].size(), m_spellType[PET_SPELL_SPECIAL].size(), m_spellType[PET_SPELL_HEAL].size() ); }
bool BSWScriptedAI::_doAura(uint32 SpellID, Unit* pTarget, SpellEffectIndex index, int32 basepoint, bool isStack) { if (!pTarget || !pTarget->IsInMap(m_creature) || !pTarget->isAlive()) { error_log("BSW: FAILED adding aura of spell number %u - no target or target not in map or target is dead",SpellID); return false; } if (_hasAura(SpellID,pTarget)) debug_log("BSW: adding aura stack from spell %u index %u",SpellID, index); else debug_log("BSW: adding new aura from spell %u index %u",SpellID, index); SpellEntry const *spell = (SpellEntry *)GetSpellStore()->LookupEntry(SpellID); if (spell) { if (IsSpellAppliesAura(spell, (1 << EFFECT_INDEX_0) | (1 << EFFECT_INDEX_1) | (1 << EFFECT_INDEX_2)) || IsSpellHaveEffect(spell, SPELL_EFFECT_PERSISTENT_AREA_AURA)) { int32 _basepoint = basepoint ? basepoint - 1 : spell->EffectBasePoints[index] + 1; bool addedToExisting = true; SpellAuraHolderPtr holder = pTarget->GetSpellAuraHolder(SpellID, pTarget->GetObjectGuid()); Aura* aura = NULL; if (!holder) { holder = CreateSpellAuraHolder(spell, pTarget, pTarget); addedToExisting = false; } if (aura = holder->GetAuraByEffectIndex(index)) { if (isStack) holder->ModStackAmount(1); } else { aura = holder->CreateAura(spell, index, &_basepoint, holder, pTarget, m_creature, NULL); holder->SetAuraDuration(aura->GetAuraMaxDuration()); } if (addedToExisting) { pTarget->AddAuraToModList(aura); holder->SetInUse(true); aura->ApplyModifier(true,true); holder->SetInUse(false); } else pTarget->AddSpellAuraHolder(holder); return true; } } error_log("BSW: FAILED adding aura from spell %u index %u",SpellID, index); return false; };
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); 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); data.Initialize( SMSG_ACCOUNT_DATA_TIMES, 128 ); for(int i = 0; i < 32; ++i) data << uint32(0); SendPacket(&data); 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 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->DisplayGuildBankTabsInfo(this); 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()->SendSocialList(); 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); 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()); 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; }