void WorldSession::HandleMovementOpcodes(WorldPackets::Movement::ClientPlayerMovement& packet) { OpcodeClient opcode = packet.GetOpcode(); Unit* mover = _player->m_mover; ASSERT(mover != nullptr); // there must always be a mover Player* plrMover = mover->ToPlayer(); // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck if (plrMover && plrMover->IsBeingTeleported()) return; GetPlayer()->ValidateMovementInfo(&packet.movementInfo); MovementInfo& movementInfo = packet.movementInfo; // prevent tampered movement data if (movementInfo.guid != mover->GetGUID()) { TC_LOG_ERROR("network", "HandleMovementOpcodes: guid error"); return; } if (!movementInfo.pos.IsPositionValid()) { TC_LOG_ERROR("network", "HandleMovementOpcodes: Invalid Position"); return; } // stop some emotes at player move if (plrMover && (plrMover->GetUInt32Value(UNIT_NPC_EMOTESTATE) != 0)) plrMover->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE); /* handle special cases */ if (!movementInfo.transport.guid.IsEmpty()) { // transports size limited // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped) if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50) { return; } if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(), movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation())) { return; } // if we boarded a transport, add us to it if (plrMover) { if (!plrMover->GetTransport()) { if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid)) transport->AddPassenger(plrMover); } else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid) { plrMover->GetTransport()->RemovePassenger(plrMover); if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid)) transport->AddPassenger(plrMover); else movementInfo.ResetTransport(); } } if (!mover->GetTransport() && !mover->GetVehicle()) { GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid); if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT) movementInfo.transport.guid.Clear(); } } else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave plrMover->m_transport->RemovePassenger(plrMover); // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map). if (opcode == CMSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight()) plrMover->HandleFall(movementInfo); if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater()) { // now client not include swimming flag in case jumping under water plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ())); } uint32 mstime = getMSTime(); /*----------------------*/ if (m_clientTimeDelay == 0) m_clientTimeDelay = mstime - movementInfo.time; /* process position-change */ movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY; movementInfo.guid = mover->GetGUID(); mover->m_movementInfo = movementInfo; // Some vehicles allow the passenger to turn by himself if (Vehicle* vehicle = mover->GetVehicle()) { if (VehicleSeatEntry const* seat = vehicle->GetSeatForPassenger(mover)) { if (seat->Flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING) { if (movementInfo.pos.GetOrientation() != mover->GetOrientation()) { mover->SetOrientation(movementInfo.pos.GetOrientation()); mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); } } } return; } mover->UpdatePosition(movementInfo.pos); WorldPackets::Movement::MoveUpdate moveUpdate; moveUpdate.movementInfo = &mover->m_movementInfo; mover->SendMessageToSet(moveUpdate.Write(), _player); if (plrMover) // nothing is charmed, or player charmed { if (plrMover->IsSitState() && (movementInfo.flags & (MOVEMENTFLAG_MASK_MOVING | MOVEMENTFLAG_MASK_TURNING))) plrMover->SetStandState(UNIT_STAND_STATE_STAND); plrMover->UpdateFallInformationIfNeed(movementInfo, opcode); if (movementInfo.pos.GetPositionZ() < plrMover->GetMap()->GetMinHeight(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY())) { if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player))) { // NOTE: this is actually called many times while falling // even after the player has been teleported away /// @todo discard movement packets after the player is rooted if (plrMover->IsAlive()) { plrMover->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS); plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth()); // player can be alive if GM/etc // change the death state to CORPSE to prevent the death timer from // starting in the next player update if (!plrMover->IsAlive()) plrMover->KillPlayer(); } } } } }
void WorldSession::HandleMovementOpcodes(WorldPackets::Movement::ClientPlayerMovement& packet) { HandleMovementOpcode(packet.GetOpcode(), packet.Status); }