Exemplo n.º 1
0
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;
};
Exemplo n.º 2
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;
}
Exemplo n.º 3
0
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()
        );
}
Exemplo n.º 4
0
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;
};
Exemplo n.º 5
0
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;
}
Exemplo n.º 6
0
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;
}