void WorldSession::HandleTaxiRequestEarlyLanding(WorldPackets::Taxi::TaxiRequestEarlyLanding& /*taxiRequestEarlyLanding*/) { if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE) { if (GetPlayer()->m_taxi.RequestEarlyLanding()) { FlightPathMovementGenerator* flight = static_cast<FlightPathMovementGenerator*>(GetPlayer()->GetMotionMaster()->top()); flight->LoadPath(GetPlayer(), flight->GetPath()[flight->GetCurrentNode()]->NodeIndex); flight->Reset(GetPlayer()); } } }
void WorldSession::HandleMoveWorldportAckOpcode() { // ignore unexpected far teleports if(!GetPlayer()->IsBeingTeleportedFar()) return; // get the teleport destination WorldLocation &loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation)) { sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player got's teleported far to a not valid location. (map:%u, x:%f, y:%f, z:%f) We log him out and don't save him..", loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); // stop teleportation else we would try this again in the beginning of WorldSession::LogoutPlayer... GetPlayer()->SetSemaphoreTeleportFar(false); // player don't gets saved - so his coords will stay at the point where // he was last saved LogoutPlayer(false); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid); InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if(GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleportFar(false); // relocate the player to the teleport destination GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer())); GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); // check this before Map::Add(player), because that will create the instance save! bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId()) == NULL); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if(!GetPlayer()->GetMap()->Add(GetPlayer())) { //if player wasn't added to map, reset his map pointer! GetPlayer()->ResetMap(); DEBUG_LOG("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); // teleport the player home GetPlayer()->TeleportToHomebind(); return; } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE) { if(!_player->InBattleGround()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Reset(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } // resurrect character at enter into instance where his corpse exist after add to map Corpse *corpse = GetPlayer()->GetCorpse(); if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId()) { if( mEntry->IsDungeon() ) { GetPlayer()->ResurrectPlayer(0.5f); GetPlayer()->SpawnCorpseBones(); } } if(mEntry->IsRaid() && mInstance) { if(reset_notify) { uint32 timeleft = sInstanceSaveMgr.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL); GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance } } // mount allow check if(!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // battleground state prepare // only add to bg group and object, if the player was invited (else he entered through command) if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) { BattleGround *bg = _player->GetBattleGround(); if(bg) { bg->AddPlayer(_player); if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg { // get the team this way, because arenas might 'override' the teams. uint32 team = bg->GetPlayerTeam(_player->GetGUID()); if(!team) team = _player->GetTeam(); if(!bg->GetBgRaid(team)) // first player joined { Group *group = new Group; bg->SetBgRaid(team, group); group->Create(_player->GetGUIDLow(), _player->GetName()); } else // raid already exist { bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName()); } } } } // honorless target if(GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); //lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); }
void WorldSession::HandleMoveWorldportAckOpcode() { // ignore unexpected far teleports if(!GetPlayer()->IsBeingTeleportedFar()) return; if (_player->GetVehicleKit()) _player->GetVehicleKit()->RemoveAllPassengers(); // get the teleport destination WorldLocation &loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation)) { sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far to a not valid location. (map:%u, x:%f, y:%f, " "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); // stop teleportation else we would try this again and again in LogoutPlayer... GetPlayer()->SetSemaphoreTeleportFar(false); // and teleport the player to a valid place GetPlayer()->TeleportToHomebind(); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid); InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if(GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleportFar(false); // relocate the player to the teleport destination GetPlayer()->SetMap(sMapMgr.CreateMap(loc.mapid, GetPlayer())); GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); GetPlayer()->m_anti_TeleTime=time(NULL); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if(!GetPlayer()->GetMap()->Add(GetPlayer())) { //if player wasn't added to map, reset his map pointer! GetPlayer()->ResetMap(); sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far but couldn't be added to map. (map:%u, x:%f, y:%f, " "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); // teleport the player home GetPlayer()->TeleportToHomebind(); return; } // battleground state prepare (in case join to BG), at relogin/tele player not invited // only add to bg group and object, if the player was invited (else he entered through command) if(_player->InBattleGround()) { // cleanup setting if outdated if(!mEntry->IsBattleGroundOrArena()) { // We're not in BG _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // reset destination bg team _player->SetBGTeam(0); } // join to bg case else if(BattleGround *bg = _player->GetBattleGround()) { if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) bg->AddPlayer(_player); } } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE) { if(!_player->InBattleGround()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Reset(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } // resurrect character at enter into instance where his corpse exist after add to map Corpse *corpse = GetPlayer()->GetCorpse(); if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId()) { if( mEntry->IsDungeon() ) { GetPlayer()->ResurrectPlayer(0.5f); GetPlayer()->SpawnCorpseBones(); } } if (mInstance) { Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid()); if(MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID,diff)) { if (mapDiff->resetTime) { if (time_t timeReset = sInstanceSaveMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff)) { uint32 timeleft = uint32(timeReset - time(NULL)); GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft); } } } } // mount allow check if(!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // honorless target if(GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); GetPlayer()->Anti__SetLastTeleTime(::time(NULL)); GetPlayer()->m_anti_BeginFallZ=INVALID_HEIGHT; //lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); }
void WorldSession::HandleMoveWorldportAckOpcode() { // ignore unexpected far teleports if (!GetPlayer()->IsBeingTeleportedFar()) return; // get start teleport coordinates (will used later in fail case) WorldLocation old_loc; GetPlayer()->GetPosition(old_loc); // get the teleport destination WorldLocation& loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check (only cheating case possible) if (!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation)) { sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to a not valid location " "(map:%u, x:%f, y:%f, z:%f) We port him to his homebind instead..", GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); // stop teleportation else we would try this again and again in LogoutPlayer... GetPlayer()->SetSemaphoreTeleportFar(false); // and teleport the player to a valid place GetPlayer()->TeleportToHomebind(); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid); Map* pMap = nullptr; // prevent crash at attempt landing to not existed battleground instance if (mEntry->IsBattleGround()) { if (GetPlayer()->GetBattleGroundId()) pMap = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId()); if (!pMap) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to nonexisten battleground instance " " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..", GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); GetPlayer()->SetSemaphoreTeleportFar(false); // Teleport to previous place, if cannot be ported back TP to homebind place if (!GetPlayer()->TeleportTo(old_loc)) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...", GetPlayer()->GetGuidStr().c_str()); GetPlayer()->TeleportToHomebind(); } return; } } InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if (GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleportFar(false); // relocate the player to the teleport destination if (!pMap) pMap = sMapMgr.CreateMap(loc.mapid, GetPlayer()); GetPlayer()->SetMap(pMap); GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if (!pMap->Add(GetPlayer())) { // if player wasn't added to map, reset his map pointer! GetPlayer()->ResetMap(); DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far but couldn't be added to map " " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..", GetPlayer()->GetGuidStr().c_str(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); // Teleport to previous place, if cannot be ported back TP to homebind place if (!GetPlayer()->TeleportTo(old_loc)) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...", GetPlayer()->GetGuidStr().c_str()); GetPlayer()->TeleportToHomebind(); } return; } // battleground state prepare (in case join to BG), at relogin/tele player not invited // only add to bg group and object, if the player was invited (else he entered through command) if (_player->InBattleGround()) { // cleanup seting if outdated if (!mEntry->IsBattleGround()) { // We're not in BG _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // reset destination bg team _player->SetBGTeam(TEAM_NONE); } // join to bg case else if (BattleGround* bg = _player->GetBattleGround()) { if (_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) bg->AddPlayer(_player); } } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE) { if (!_player->InBattleGround()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Reset(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } if (mEntry->IsRaid() && mInstance) { if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID)) { uint32 timeleft = uint32(timeReset - time(nullptr)); GetPlayer()->SendInstanceResetWarning(mEntry->MapID, timeleft); } } // mount allow check if (!pMap->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // honorless target if (GetPlayer()->pvpInfo.inPvPEnforcedArea) GetPlayer()->CastSpell(GetPlayer(), 2479, TRIGGERED_OLD_TRIGGERED); // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); // lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); // notify group after successful teleport if (_player->GetGroup()) _player->SetGroupUpdateFlag(GROUP_UPDATE_FULL); }
void WorldSession::HandleMoveWorldportAckOpcode() { // get start teleport coordinates (will used later in fail case) WorldLocation old_loc; GetPlayer()->GetPosition(old_loc); // get the teleport destination WorldLocation &loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if (!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation)) { // stop teleportation else we would try this again and again in LogoutPlayer... GetPlayer()->SetSemaphoreTeleport(false); // player don't gets saved - so his coords will stay at the point where // he was last saved LogoutPlayer(false); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid); Map *map = NULL; // prevent crash at attempt landing to not existed battleground instance if(mEntry->IsBattleGroundOrArena()) { if (GetPlayer()->GetBattleGroundId()) map = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId()); if (!map) { GetPlayer()->SetSemaphoreTeleport(false); // Teleport to previous place, if cannot be ported back TP to homebind place if (!GetPlayer()->TeleportTo(old_loc)) GetPlayer()->TeleportToHomebind(); return; } } InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if (GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleport(false); // relocate the player to the teleport destination if (!map) map = sMapMgr.CreateMap(loc.mapid, GetPlayer()); GetPlayer()->SetMapId(loc.mapid); GetPlayer()->SetMap(map); GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); // since the MapId is set before the GetInstance call, the InstanceId must be set to 0 // to let GetInstance() determine the proper InstanceId based on the player's binds GetPlayer()->SetInstanceId(map->GetInstanceId()); // check this before Map::Add(player), because that will create the instance save! bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if (!GetPlayer()->GetMap()->Add(GetPlayer())) { // Teleport to previous place, if cannot be ported back TP to homebind place if (!GetPlayer()->TeleportTo(old_loc)) GetPlayer()->TeleportToHomebind(); return; } //this will set player's team ... so IT MUST BE CALLED BEFORE SendInitialPacketsAfterAddToMap() // battleground state prepare (in case join to BG), at relogin/tele player not invited // only add to bg group and object, if the player was invited (else he entered through command) if (_player->InBattleGround()) { // cleanup seting if outdated if (!mEntry->IsBattleGroundOrArena()) { // Do next only if found in battleground _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // We're not in BG. // reset destination bg team _player->SetBGTeam(TEAM_NONE); } // join to bg case else if (BattleGround *bg = _player->GetBattleGround()) { if (_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) bg->AddPlayer(_player); } } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE) { if (!_player->InBattleGround()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Reset(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetUnitStateMgr().InitDefaults(true); GetPlayer()->CleanupAfterTaxiFlight(); } // resurrect character at enter into instance where his corpse exist after add to map Corpse *corpse = GetPlayer()->GetCorpse(); if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId()) { if (mEntry->IsDungeon()) { GetPlayer()->ResurrectPlayer(0.5f,false); GetPlayer()->SpawnCorpseBones(); } } if (mEntry->IsRaid() && mInstance) { if (reset_notify) { uint32 timeleft = sInstanceSaveManager.GetResetTimefor (GetPlayer()->GetMapId()) - time(NULL); GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance } } // mount allow check if (!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // honorless target if (GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet if (GetPlayer()->m_temporaryUnsummonedPetNumber) { Pet* NewPet = new Pet; if (!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true)) delete NewPet; GetPlayer()->m_temporaryUnsummonedPetNumber = 0; } }
void WorldSession::HandleMoveWorldportAckOpcode() { // ignore unexpected far teleports if(!GetPlayer()->IsBeingTeleportedFar()) return; if (_player->GetVehicleKit()) _player->GetVehicleKit()->RemoveAllPassengers(); // get start teleport coordinates (will used later in fail case) WorldLocation const& old_loc = GetPlayer()->GetPosition(); // get the teleport destination WorldLocation& loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check (only cheating case possible) if (!MapManager::IsValidMapCoord(loc)) { sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to a not valid location " "(map:%u, x:%f, y:%f, z:%f) We port him to his homebind instead..", GetPlayer()->GetGuidStr().c_str(), loc.GetMapId(), loc.x, loc.y, loc.z); // stop teleportation else we would try this again and again in LogoutPlayer... GetPlayer()->SetSemaphoreTeleportFar(false); // and teleport the player to a valid place GetPlayer()->TeleportToHomebind(); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId()); Map* map = NULL; // prevent crash at attempt landing to not existed battleground instance if(mEntry->IsBattleGroundOrArena()) { if (GetPlayer()->GetBattleGroundId()) map = sMapMgr.FindMap(loc.GetMapId(), GetPlayer()->GetBattleGroundId()); if (!map) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far to nonexisten battleground instance " " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..", GetPlayer()->GetGuidStr().c_str(), loc.GetMapId(), loc.x, loc.y, loc.z); GetPlayer()->SetSemaphoreTeleportFar(false); // Teleport to previous place, if cannot be ported back TP to homebind place if (!GetPlayer()->TeleportTo(old_loc, TELE_TO_NODELAY)) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...", GetPlayer()->GetGuidStr().c_str()); GetPlayer()->TeleportToHomebind(); } return; } } InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.GetMapId()); // reset instance validity, except if going to an instance inside an instance if (GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleportFar(false); // relocate the player to the teleport destination if (!map) map = sMapMgr.CreateMap(loc.GetMapId(), GetPlayer()); if (!map) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: cannot create requested map %u for teleport!", loc.GetMapId()); GetPlayer()->SetSemaphoreTeleportFar(false); GetPlayer()->TeleportToHomebind(); return; } GetPlayer()->SetMap(map); GetPlayer()->Relocate(loc.getX(), loc.getY(), loc.getZ(), loc.orientation); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if (!map->Add(GetPlayer())) { // if player wasn't added to map, reset his map pointer! GetPlayer()->ResetMap(); DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s was teleported far but couldn't be added to map " " (map:%u, x:%f, y:%f, z:%f) Trying to port him to his previous place..", GetPlayer()->GetGuidStr().c_str(), loc.GetMapId(), loc.x, loc.y, loc.z); // Teleport to previous place, if cannot be ported back TP to homebind place if (!GetPlayer()->TeleportTo(old_loc, TELE_TO_NODELAY)) { DETAIL_LOG("WorldSession::HandleMoveWorldportAckOpcode: %s cannot be ported to his previous place, teleporting him to his homebind place...", GetPlayer()->GetGuidStr().c_str()); GetPlayer()->TeleportToHomebind(); } return; } // battleground state prepare (in case join to BG), at relogin/tele player not invited // only add to bg group and object, if the player was invited (else he entered through command) if(_player->InBattleGround()) { // cleanup setting if outdated if(!mEntry->IsBattleGroundOrArena()) { // We're not in BG _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // reset destination bg team _player->SetBGTeam(TEAM_NONE); } // join to bg case else if(BattleGround *bg = _player->GetBattleGround()) { if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) bg->AddPlayer(_player); } } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if (GetPlayer()->IsInUnitState(UNIT_ACTION_TAXI)) { if (!_player->InBattleGround()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->CurrentMovementGenerator()); flight->Reset(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetUnitStateMgr().InitDefaults(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } if (mInstance) { Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid()); if(MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mEntry->MapID,diff)) { if (mapDiff->resetTime) { if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff)) { uint32 timeleft = uint32(timeReset - time(NULL)); GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft); } } } } // mount allow check if(!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // honorless target if(GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); //lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); // Set last WS update time to 0 - grant sending ALL WS updates from new map. GetPlayer()->SetLastWorldStateUpdateTime(time_t(0)); }