Пример #1
0
// Return true, only if transport has correct position!
bool MOTransport::SetPosition(WorldLocation const& loc, bool teleport)
{
    // prevent crash when a bad coord is sent by the client
    if (!MaNGOS::IsValidMapCoord(loc.getX(), loc.getY(), loc.getZ(), loc.getO()))
    {
        DEBUG_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, "Transport::SetPosition(%f, %f, %f, %f, %d) bad coordinates for transport %s!", loc.getX(), loc.getY(), loc.getZ(), loc.getO(), teleport, GetName());
        return false;
    }

    if (teleport || GetMapId() != loc.GetMapId())
    {
        Map* oldMap = GetMap();
        Map* newMap = sMapMgr.CreateMap(loc.GetMapId(), this);

        if (!newMap)
        {
            sLog.outError("Transport::SetPosition cannot create map %u for transport %s!", loc.GetMapId(), GetName());
            return false;
        }

        if (oldMap != newMap)
        {
            // Transport inserted in current map ActiveObjects list
            if (!GetTransportKit()->GetPassengers().empty())
            {
                DEBUG_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES,"Transport::SetPosition %s notify passengers (count " SIZEFMTD ") for change map from %u to %u",GetObjectGuid().GetString().c_str(), GetTransportKit()->GetPassengers().size(), GetPosition().GetMapId(), loc.GetMapId());
                GetTransportKit()->CallForAllPassengers(NotifyMapChangeBegin(oldMap, GetPosition(), loc));
            }

            oldMap->Remove((GameObject*)this, false);

            SkipUpdate(true);

            SetMap(newMap);

            Relocate(loc);
            SetLocationMapId(loc.GetMapId());
            SetLocationInstanceId(loc.GetInstanceId());

            newMap->Add((GameObject*)this);

            // Transport inserted in current map ActiveObjects list
            if (!GetTransportKit()->GetPassengers().empty())
            {
                DEBUG_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES,"Transport::SetPosition %s notify passengers (count " SIZEFMTD ") for finished change map to %u",GetObjectGuid().GetString().c_str(), GetTransportKit()->GetPassengers().size(), loc.GetMapId());
                GetTransportKit()->CallForAllPassengers(NotifyMapChangeEnd(newMap,loc));
            }

            DEBUG_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, "Transport::SetPosition %s teleported to (%f, %f, %f, %f)", GetObjectGuid().GetString().c_str(), loc.x, loc.y, loc.z, loc.orientation);
            return true;
        }
        else if (!(GetPosition() == loc))
            GetMap()->Relocation((GameObject*)this, loc);
    }
    else if (!(GetPosition() == loc))
        GetMap()->Relocation((GameObject*)this, loc);


    return false;
}
Пример #2
0
void RandomPlayerbotMgr::RandomTeleport(Player* bot, vector<WorldLocation> &locs)
{
    if (bot->IsBeingTeleported())
        return;

    if (locs.empty())
    {
        sLog->outMessage("playerbot", LOG_LEVEL_ERROR, "Cannot teleport bot %s - no locations available", bot->GetName().c_str());
        return;
    }

    for (int attemtps = 0; attemtps < 10; ++attemtps)
    {
        int index = urand(0, locs.size() - 1);
        WorldLocation loc = locs[index];
        float x = loc.m_positionX + urand(0, sPlayerbotAIConfig.grindDistance) - sPlayerbotAIConfig.grindDistance / 2;
        float y = loc.m_positionY + urand(0, sPlayerbotAIConfig.grindDistance) - sPlayerbotAIConfig.grindDistance / 2;
        float z = loc.m_positionZ;

        Map* map = sMapMgr->FindMap(loc.GetMapId(), 0);
        if (!map)
            continue;

        if (!map->IsOutdoors(x, y, z) ||
                map->IsInWater(x, y, z))
            continue;

        uint32 areaId = map->GetAreaId(x, y, z);
        if (!areaId)
            continue;

        AreaTableEntry const* area = sAreaStore.LookupEntry(areaId);
        if (!area)
            continue;

        float ground = map->GetHeight(x, y, z + 0.5f);
        if (ground <= INVALID_HEIGHT)
            continue;

        z = 0.05f + ground;
        sLog->outMessage("playerbot", LOG_LEVEL_INFO, "Random teleporting bot %s to %s %f,%f,%f", bot->GetName().c_str(), area->area_name[0], x, y, z);

        bot->GetMotionMaster()->Clear();
        bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
        return;
    }

    sLog->outMessage("playerbot", LOG_LEVEL_ERROR, "Cannot teleport bot %s - no locations available", bot->GetName().c_str());
}
Пример #3
0
void WorldSession::SendSpiritResurrect()
{
    _player->ResurrectPlayer(0.5f, true);
    _player->DurabilityLossAll(0.25f, true);

    // get corpse nearest graveyard
    WorldSafeLocsEntry const* corpseGrave = NULL;
    WorldLocation corpseLocation = _player->GetCorpseLocation();
    if (_player->HasCorpse())
    {
        corpseGrave = sObjectMgr->GetClosestGraveYard(corpseLocation.GetPositionX(), corpseLocation.GetPositionY(),
            corpseLocation.GetPositionZ(), corpseLocation.GetMapId(), _player->GetTeam());
    }

    // now can spawn bones
    _player->SpawnCorpseBones();

    // teleport to nearest from corpse graveyard, if different from nearest to player ghost
    if (corpseGrave)
    {
        WorldSafeLocsEntry const* ghostGrave = sObjectMgr->GetClosestGraveYard(
            _player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeam());

        if (corpseGrave != ghostGrave)
            _player->TeleportTo(corpseGrave->map_id, corpseGrave->x, corpseGrave->y, corpseGrave->z, _player->GetOrientation());
        // or update at original position
        else
            _player->UpdateObjectVisibility();
    }
    // or update at original position
    else
        _player->UpdateObjectVisibility();
}
Пример #4
0
void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recvData*/)
{
    if (!_player->HasCorpse())
    {
        WorldPacket data(MSG_CORPSE_QUERY, 1);
        data << uint8(0);                                   // corpse not found
        SendPacket(&data);
        return;
    }

    WorldLocation corpseLocation = _player->GetCorpseLocation();
    uint32 corpseMapID = corpseLocation.GetMapId();
    uint32 mapID = corpseLocation.GetMapId();
    float x = corpseLocation.GetPositionX();
    float y = corpseLocation.GetPositionY();
    float z = corpseLocation.GetPositionZ();

    // if corpse at different map
    if (mapID != _player->GetMapId())
    {
        // search entrance map for proper show entrance
        if (MapEntry const* corpseMapEntry = sMapStore.LookupEntry(mapID))
        {
            if (corpseMapEntry->IsDungeon() && corpseMapEntry->entrance_map >= 0)
            {
                // if corpse map have entrance
                if (Map const* entranceMap = sMapMgr->CreateBaseMap(corpseMapEntry->entrance_map))
                {
                    mapID = corpseMapEntry->entrance_map;
                    x = corpseMapEntry->entrance_x;
                    y = corpseMapEntry->entrance_y;
                    z = entranceMap->GetHeight(GetPlayer()->GetPhaseMask(), x, y, MAX_HEIGHT);
                }
            }
        }
    }

    WorldPacket data(MSG_CORPSE_QUERY, 1+(6*4));
    data << uint8(1);                                       // corpse found
    data << int32(mapID);
    data << float(x);
    data << float(y);
    data << float(z);
    data << int32(corpseMapID);
    data << uint32(0);                                      // unknown
    SendPacket(&data);
}
Пример #5
0
bool WorldLocation::operator == (WorldLocation const& loc) const
{
    return (
            (realmid == 0 || realmid == loc.realmid)
        && (!HasMap() || GetMapId()  == loc.GetMapId())
        && (GetInstanceId() == 0 || GetInstanceId() == loc.GetInstanceId())
        && ((Position)*this) == ((Position)loc));
}
Пример #6
0
float WorldLocation::GetDistance(WorldLocation const& loc) const
{
    return (!HasMap() || !loc.HasMap() || ((GetMapId() == loc.GetMapId()) && (GetInstanceId() == loc.GetInstanceId()))) ?
        ((Position)*this).GetDistance((Position)loc) :
        MAX_VISIBILITY_DISTANCE + 1.0f;
};
Пример #7
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    GetPlayer()->SetSemaphoreTeleportFar(false);
    GetPlayer()->SetIgnoreMovementCount(5);

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

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        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.GetMapId());
    InstanceTemplate const* mInstance = sObjectMgr->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;

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

    // 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(LOG_FILTER_NETWORKIO, "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;
    }
    else
        GetPlayer()->Relocate(&loc);

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

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
    {
        sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: failed to teleport player %s (%d) to map %d (%s) because of unknown reason!",
            GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown");
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        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);
            _player->SetByteValue(PLAYER_BYTES_3, 3, 0);
        }

        // join to bg case
        else if (Battleground* bg = _player->GetBattleground())
            if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId()))
                bg->AddPlayer(_player);
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // Update position client-side to avoid undermap
    /*WorldPacket data(SMSG_MOVE_UPDATE);
    _player->m_movementInfo.pos.m_positionX = loc.m_positionX;
    _player->m_movementInfo.pos.m_positionY = loc.m_positionY;
    _player->m_movementInfo.pos.m_positionZ = loc.m_positionZ;
    
    uint32 mstime = getMSTime();
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - _player->m_movementInfo.time;

    _player->m_movementInfo.time = _player->m_movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;
    
    _player->WriteMovementInfo(data);
    _player->GetSession()->SendPacket(&data);*/

    // 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->Initialize(GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        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();
        }
    }

    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);
                }
            }
        }
        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);
    GetPlayer()->UpdateZone(newzone, newarea);

    for (uint8 i = 0; i < 9; ++i)
        GetPlayer()->UpdateSpeed(UnitMoveType(i), true);

    // honorless target
    if (GetPlayer()->pvpInfo.inHostileArea)
        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();
}