Exemplo n.º 1
0
void WorldSession::HandleGroupSetLeaderOpcode( WorldPacket & recv_data )
{
    ObjectGuid guid;
    recv_data >> guid;

    Group *group = GetPlayer()->GetGroup();
    if (!group)
        return;

    Player *player = sObjectMgr.GetPlayer(guid);

    /** error handling **/
    if (!player || !group->IsLeader(GetPlayer()->GetObjectGuid()) || player->GetGroup() != group)
        return;
    /********************/

    //Ranger: instance-reset exploit fix get from getmangos.com
    for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        if(itr->getSource()->IsInWorld())
        {
            Map *map = itr->getSource()->GetMap();
            if (map && map->IsDungeon() && (player->GetBoundInstance(map->GetId(),map->GetDifficulty()) && !itr->getSource()->GetBoundInstance(map->GetId(),map->GetDifficulty())))
            {
                sLog.outError("WorldSession::HandleGroupSetLeaderOpcode: %s cannot set %s to Leader.", GetPlayer()->GetGuidStr().c_str(), player->GetGuidStr().c_str());
                ChatHandler(GetPlayer()).PSendSysMessage("Sorry, cannot set new Leader. Please select another member.");
                return;
            }
        }
    }

    // everything's fine, do it
    group->ChangeLeader(guid);
}
        void SetData(uint32 uiI, uint32 uiValue)
        {
            if (uiValue == VAPOR_CASTED_COALESCE && numberCastCoalesce < 3)
            {
                numberCastCoalesce++;

                if (numberCastCoalesce >= 3)
                {
                    Map* map = me->GetMap();
                    AchievementEntry const* its_frost_damage = sAchievementStore.LookupEntry(ACHIEVEMENT_ITS_FROST_DAMAGE);

                    if (map && map->IsDungeon() && map->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC)
                    {
                        Map::PlayerList const   & players = map->GetPlayers();
                        if (!players.isEmpty())
                        {
                            for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
                            {
                                if (Player* player = i->getSource())
                                {
                                    if (player->GetDistance(me) < 300.0f)
                                    {
                                        player->CompletedAchievement(its_frost_damage);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Exemplo n.º 3
0
void BSWScriptedAI::doReset()
{
    Map* pMap = m_creature->GetMap();
    if (pMap) currentDifficulty = pMap->GetDifficulty();
        else currentDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
    m_BSWRecords.clear();
    setStage(0);
    _loadFromDB();
    _fillEmptyDataField();
    resetTimers();
};
Exemplo n.º 4
0
bool Quest::CanBeAccounted(Player *p) const
{
    if(HasSpecialFlag(QUEST_FG_FLAGS_CUSTOM_STRICT_MODE))
    {
        // not in instance? always accept this.
        if(!p->GetInstanceId())
            return true;

        Map *mp = p->GetMap();
        if(IsHeroic())
        {
            // in heroic dungeon, or heroic instance
            if(mp->IsRaid())
            {
                return mp->GetDifficulty() >= RAID_DIFFICULTY_10MAN_HEROIC;
            }
            else
            {
                return mp->GetDifficulty() >= DUNGEON_DIFFICULTY_HEROIC;
            }
        }
        else
        {   
            // in normal dungeon, or normal instance
            if(mp->IsRaid())
            {
                return mp->GetDifficulty() <= RAID_DIFFICULTY_25MAN_NORMAL;
            }
            else
            {
                return mp->GetDifficulty() == DUNGEON_DIFFICULTY_NORMAL;
            }
        }
            
    }

    return true;
}
Exemplo n.º 5
0
void Group::_homebindIfInstance(Player* player)
{
    if (player && !player->isGameMaster())
    {
        Map* map = player->GetMap();
        if (map->IsDungeon())
        {
            // leaving the group in an instance, the homebind timer is started
            // unless the player is permanently saved to the instance
            InstancePlayerBind* playerBind = player->GetBoundInstance(map->GetId(), map->GetDifficulty());
            if (!playerBind || !playerBind->perm)
                player->m_InstanceValid = false;
        }
    }
}
Exemplo n.º 6
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    GetPlayer()->SetSemaphoreTeleportFar(0);

    // get the teleport destination
    WorldLocation const& loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        KickPlayer();
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());

    Map* oldMap = GetPlayer()->GetMap();
    if (GetPlayer()->IsInWorld())
    {
        sLog->outError("Player (Name %s) is still in world when teleported from map %u to new map %u", GetPlayer()->GetName().c_str(), oldMap->GetId(), loc.GetMapId());
        oldMap->RemovePlayerFromMap(GetPlayer(), false);
    }

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
    {
        GetPlayer()->m_InstanceValid = true;
        // pussywizard: m_InstanceValid can be false only by leaving a group in an instance => so remove temp binds that could not be removed because player was still on the map!
        if (!sInstanceSaveMgr->PlayerIsPermBoundToInstance(GetPlayer()->GetGUIDLow(), oldMap->GetId(), oldMap->GetDifficulty()))
            sInstanceSaveMgr->PlayerUnbindInstance(GetPlayer()->GetGUIDLow(), oldMap->GetId(), oldMap->GetDifficulty(), true);
    }

    // relocate the player to the teleport destination
    Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
    // 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 (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        sLog->outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    GetPlayer()->Relocate(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation());

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
    {
        sLog->outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    oldMap->AfterPlayerUnlinkFromMap();

    // pussywizard: transport teleport couldn't teleport us to the same map (some other teleport pending, reqs not met, etc.), but we still have transport set until player moves! clear it if map differs (crashfix)
    if (Transport* t = _player->GetTransport())
        if (!t->IsInMap(_player))
        {
            t->RemovePassenger(_player);
            _player->m_transport = NULL;
            _player->m_movementInfo.transport.Reset();
            _player->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }

    if (!_player->getHostileRefManager().isEmpty())
        _player->getHostileRefManager().deleteReferences(); // pussywizard: multithreading crashfix

    CellCoord pair(Trinity::ComputeCellCoord(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY()));
    Cell cell(pair);
    if (!GridCoord(cell.GridX(), cell.GridY()).IsCoordValid())
    {
        KickPlayer();
        return;
    }
    newMap->LoadGrid(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());

    // pussywizard: player supposed to enter bg map
    if (_player->InBattleground())
    {
        // but landed on another map, cleanup data
        if (!mEntry->IsBattlegroundOrArena())
            _player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE, PLAYER_MAX_BATTLEGROUND_QUEUES, false, false, TEAM_NEUTRAL);
        // everything ok
        else if (Battleground* bg = _player->GetBattleground())
        {
            if (_player->IsInvitedForBattlegroundInstance()) // GMs are not invited, so they are not added to participants
                bg->AddPlayer(_player);
        }
    }

    // pussywizard: arena spectator stuff
    {
        if (newMap->IsBattleArena() && ((BattlegroundMap*)newMap)->GetBG() && _player->HasPendingSpectatorForBG(((BattlegroundMap*)newMap)->GetInstanceId()))
        {
            _player->ClearReceivedSpectatorResetFor();
            _player->SetIsSpectator(true);
            ArenaSpectator::SendCommand(_player, "%sENABLE", SPECTATOR_ADDON_PREFIX);
            ((BattlegroundMap*)newMap)->GetBG()->AddSpectator(_player);
            ArenaSpectator::HandleResetCommand(_player);
        }
        else
            _player->SetIsSpectator(false);

        GetPlayer()->SetPendingSpectatorForBG(0);
        timeWhoCommandAllowed = time(NULL) + sWorld->GetNextWhoListUpdateDelaySecs() + 1; // after exiting arena Subscribe will scan for a player and cached data says he is still in arena, so disallow until next update

        if (uint32 inviteInstanceId = _player->GetPendingSpectatorInviteInstanceId())
        {
            if (Battleground* tbg = sBattlegroundMgr->GetBattleground(inviteInstanceId))
                tbg->RemoveToBeTeleported(_player->GetGUID());
            _player->SetPendingSpectatorInviteInstanceId(0);
        }
    }

    // xinef: do this again, player can be teleported inside bg->AddPlayer(_player)!!!!
    CellCoord pair2(Trinity::ComputeCellCoord(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY()));
    Cell cell2(pair2);
    if (!GridCoord(cell2.GridX(), cell2.GridY()).IsCoordValid())
    {
        KickPlayer();
        return;
    }
    newMap->LoadGrid(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // 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();
        }
    }

    bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
    if (mInstance)
    {
        Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
        if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID, diff))
            if (mapDiff->resetTime)
                if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->MapID, diff))
                {
                    uint32 timeleft = uint32(timeReset - time(NULL));
                    GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft, true);
                }
        allowMount = mInstance->AllowMount;
    }

    // mount allow check
    if (!allowMount)
        _player->RemoveAurasByType(SPELL_AURA_MOUNTED);

    // update zone immediately, otherwise leave channel will cause crash in mtmap
    uint32 newzone, newarea;
    GetPlayer()->GetZoneAndAreaId(newzone, newarea, true);
    GetPlayer()->UpdateZone(newzone, newarea);

    // honorless target
    if (GetPlayer()->pvpInfo.IsHostile)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // in friendly area
    else if (GetPlayer()->IsPvP() && !GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
        GetPlayer()->UpdatePvP(false, false);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
Exemplo n.º 7
0
/*
- return the right instance for the object, based on its InstanceId
- create the instance if it's not created already
- the player is not actually added to the instance (only in InstanceMap::Add)
*/
Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player)
{ 
    if (GetId() != mapId || !player)
        return NULL;

    Map* map = NULL;

    if (IsBattlegroundOrArena())
    {
        // instantiate or find existing bg map for player
        // the instance id is set in battlegroundid
        uint32 newInstanceId = player->GetBattlegroundId();
        if (!newInstanceId)
            return NULL;

        map = sMapMgr->FindMap(mapId, newInstanceId);
        if (!map)
        {
            Battleground* bg = player->GetBattleground(true);
            if (bg && bg->GetStatus() < STATUS_WAIT_LEAVE)
                map = CreateBattleground(newInstanceId, bg);
            else
            {
                player->TeleportToEntryPoint();
                return NULL;
            }
        }
    }
    else
    {
        Difficulty realdiff = player->GetDifficulty(IsRaid());
        uint32 destInstId = sInstanceSaveMgr->PlayerGetDestinationInstanceId(player, GetId(), realdiff);

        if (destInstId)
        {
            InstanceSave* pSave = sInstanceSaveMgr->GetInstanceSave(destInstId);
            ASSERT(pSave); // pussywizard: must exist

            map = FindInstanceMap(destInstId);
            if (!map)
                map = CreateInstance(destInstId, pSave, realdiff);
            else if ((mapId == 631 || mapId == 724) && !map->HavePlayers() && map->GetDifficulty() != realdiff)
            {
                if (player->isBeingLoaded()) // pussywizard: crashfix (assert(passengers.empty) fail in ~transport), could be added to a transport during loading from db
                    return NULL;

                if (!map->AllTransportsEmpty())
                    map->AllTransportsRemovePassengers(); // pussywizard: gameobjects / summons (assert(passengers.empty) fail in ~transport)

                for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
                    if (i->first == destInstId)
                    {
                        DestroyInstance(i);
                        map = CreateInstance(destInstId, pSave, realdiff);
                        break;
                    }
            }
        }
        else
        {
            uint32 newInstanceId = sMapMgr->GenerateInstanceId();
            ASSERT(!FindInstanceMap(newInstanceId)); // pussywizard: instance with new id can't exist
            Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
            map = CreateInstance(newInstanceId, NULL, diff);
        }
    }

    return map;
}