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- Don't abort relocation if movementflag restrictions were violated. There might be lag between client and server and even different parts of the core that made this approach improper. - MOVEMENTFLAG_ROOT cannot be used in conjunction with MOVEMENTFLAG_MASK_MOVING, but it's a valid flag to receive from client. - Fix falling to ground when unapplying fly/waterwalk aura. NOTE: This is a client-side initiated fall, in the future this should be initiated and updated by the server. (Working on it) - Rename MOVEMENTFLAG_FALLING to MOVEMENTFLAG_FALLING_FAR - Rename MOVEMENTFLAG_JUMPING to MOVEMENTFLAG_FALLING Closes #5751
575 lines
21 KiB
C++
Executable File
575 lines
21 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Opcodes.h"
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#include "Log.h"
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#include "Corpse.h"
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#include "Player.h"
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#include "SpellAuras.h"
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#include "MapManager.h"
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#include "Transport.h"
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#include "Battleground.h"
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#include "WaypointMovementGenerator.h"
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#include "InstanceSaveMgr.h"
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#include "ObjectMgr.h"
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void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket & /*recv_data*/)
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{
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sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: got MSG_MOVE_WORLDPORT_ACK.");
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HandleMoveWorldportAckOpcode();
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}
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void WorldSession::HandleMoveWorldportAckOpcode()
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{
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// ignore unexpected far teleports
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if (!GetPlayer()->IsBeingTeleportedFar())
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return;
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GetPlayer()->SetSemaphoreTeleportFar(false);
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// get the teleport destination
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WorldLocation &loc = GetPlayer()->GetTeleportDest();
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// possible errors in the coordinate validity check
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if (!MapManager::IsValidMapCoord(loc))
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{
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LogoutPlayer(false);
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return;
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}
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// get the destination map entry, not the current one, this will fix homebind and reset greeting
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MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
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InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());
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// reset instance validity, except if going to an instance inside an instance
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if (GetPlayer()->m_InstanceValid == false && !mInstance)
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GetPlayer()->m_InstanceValid = true;
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Map* oldMap = GetPlayer()->GetMap();
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ASSERT(oldMap);
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if (GetPlayer()->IsInWorld())
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{
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sLog->outCrash("Player (Name %s) is still in world when teleported from map %u to new map %u", GetPlayer()->GetName(), oldMap->GetId(), loc.GetMapId());
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oldMap->RemovePlayerFromMap(GetPlayer(), false);
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}
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// relocate the player to the teleport destination
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Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
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// the CanEnter checks are done in TeleporTo but conditions may change
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// while the player is in transit, for example the map may get full
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if (!newMap || !newMap->CanEnter(GetPlayer()))
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{
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sLog->outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
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GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
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return;
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}
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else
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GetPlayer()->Relocate(&loc);
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GetPlayer()->ResetMap();
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GetPlayer()->SetMap(newMap);
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GetPlayer()->SendInitialPacketsBeforeAddToMap();
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if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
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{
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sLog->outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
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GetPlayer()->ResetMap();
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GetPlayer()->SetMap(oldMap);
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GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
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return;
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}
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// battleground state prepare (in case join to BG), at relogin/tele player not invited
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// only add to bg group and object, if the player was invited (else he entered through command)
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if (_player->InBattleground())
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{
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// cleanup setting if outdated
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if (!mEntry->IsBattlegroundOrArena())
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{
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// We're not in BG
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_player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE);
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// reset destination bg team
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_player->SetBGTeam(0);
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}
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// join to bg case
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else if (Battleground* bg = _player->GetBattleground())
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{
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if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId()))
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bg->AddPlayer(_player);
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}
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}
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GetPlayer()->SendInitialPacketsAfterAddToMap();
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// flight fast teleport case
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if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
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{
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if (!_player->InBattleground())
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{
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// short preparations to continue flight
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FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
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flight->Initialize(*GetPlayer());
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return;
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}
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// battleground state prepare, stop flight
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GetPlayer()->GetMotionMaster()->MovementExpired();
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GetPlayer()->CleanupAfterTaxiFlight();
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}
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// resurrect character at enter into instance where his corpse exist after add to map
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Corpse* corpse = GetPlayer()->GetCorpse();
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if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
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{
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if (mEntry->IsDungeon())
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{
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GetPlayer()->ResurrectPlayer(0.5f, false);
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GetPlayer()->SpawnCorpseBones();
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}
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}
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bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
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if (mInstance)
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{
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Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
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if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID, diff))
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{
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if (mapDiff->resetTime)
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{
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if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->MapID, diff))
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{
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uint32 timeleft = uint32(timeReset - time(NULL));
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GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft);
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}
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}
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}
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allowMount = mInstance->AllowMount;
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}
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// mount allow check
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if (!allowMount)
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_player->RemoveAurasByType(SPELL_AURA_MOUNTED);
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// update zone immediately, otherwise leave channel will cause crash in mtmap
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uint32 newzone, newarea;
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GetPlayer()->GetZoneAndAreaId(newzone, newarea);
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GetPlayer()->UpdateZone(newzone, newarea);
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// honorless target
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if (GetPlayer()->pvpInfo.inHostileArea)
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GetPlayer()->CastSpell(GetPlayer(), 2479, true);
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// in friendly area
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else if (GetPlayer()->IsPvP() && !GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
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GetPlayer()->UpdatePvP(false, false);
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// resummon pet
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GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
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//lets process all delayed operations on successful teleport
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GetPlayer()->ProcessDelayedOperations();
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}
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void WorldSession::HandleMoveTeleportAck(WorldPacket& recv_data)
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{
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sLog->outDebug(LOG_FILTER_NETWORKIO, "MSG_MOVE_TELEPORT_ACK");
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uint64 guid;
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recv_data.readPackGUID(guid);
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uint32 flags, time;
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recv_data >> flags >> time;
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sLog->outStaticDebug("Guid " UI64FMTD, guid);
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sLog->outStaticDebug("Flags %u, time %u", flags, time/IN_MILLISECONDS);
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Unit* mover = _player->m_mover;
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Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
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if (!plMover || !plMover->IsBeingTeleportedNear())
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return;
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if (guid != plMover->GetGUID())
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return;
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plMover->SetSemaphoreTeleportNear(false);
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uint32 old_zone = plMover->GetZoneId();
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WorldLocation const& dest = plMover->GetTeleportDest();
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plMover->UpdatePosition(dest, true);
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uint32 newzone, newarea;
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plMover->GetZoneAndAreaId(newzone, newarea);
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plMover->UpdateZone(newzone, newarea);
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// new zone
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if (old_zone != newzone)
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{
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// honorless target
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if (plMover->pvpInfo.inHostileArea)
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plMover->CastSpell(plMover, 2479, true);
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// in friendly area
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else if (plMover->IsPvP() && !plMover->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
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plMover->UpdatePvP(false, false);
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}
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// resummon pet
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GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
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//lets process all delayed operations on successful teleport
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GetPlayer()->ProcessDelayedOperations();
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}
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void WorldSession::HandleMovementOpcodes(WorldPacket & recv_data)
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{
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uint16 opcode = recv_data.GetOpcode();
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Unit* mover = _player->m_mover;
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ASSERT(mover != NULL); // there must always be a mover
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Player* plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;
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// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
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if (plMover && plMover->IsBeingTeleported())
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{
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recv_data.rfinish(); // prevent warnings spam
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return;
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}
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/* extract packet */
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uint64 guid;
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recv_data.readPackGUID(guid);
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MovementInfo movementInfo;
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movementInfo.guid = guid;
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ReadMovementInfo(recv_data, &movementInfo);
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recv_data.rfinish(); // prevent warnings spam
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// prevent tampered movement data
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if (guid != mover->GetGUID())
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return;
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if (!movementInfo.pos.IsPositionValid())
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{
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recv_data.rfinish(); // prevent warnings spam
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return;
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}
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/* handle special cases */
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if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
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{
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// transports size limited
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// (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
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if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
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{
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recv_data.rfinish(); // prevent warnings spam
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return;
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}
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if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
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movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
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{
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recv_data.rfinish(); // prevent warnings spam
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return;
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}
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// if we boarded a transport, add us to it
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if (plMover && !plMover->GetTransport())
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{
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// elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
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for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
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{
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if ((*iter)->GetGUID() == movementInfo.t_guid)
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{
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plMover->m_transport = (*iter);
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(*iter)->AddPassenger(plMover);
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break;
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}
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}
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}
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if (!mover->GetTransport() && !mover->GetVehicle())
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{
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GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
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if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
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movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
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}
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}
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else if (plMover && plMover->GetTransport()) // if we were on a transport, leave
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{
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plMover->m_transport->RemovePassenger(plMover);
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plMover->m_transport = NULL;
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movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
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movementInfo.t_time = 0;
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movementInfo.t_seat = -1;
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}
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// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
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if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->isInFlight())
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plMover->HandleFall(movementInfo);
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if (plMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plMover->IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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plMover->SetInWater(!plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
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}
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/*----------------------*/
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/* process position-change */
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WorldPacket data(opcode, recv_data.size());
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movementInfo.time = getMSTime();
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movementInfo.guid = mover->GetGUID();
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WriteMovementInfo(&data, &movementInfo);
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mover->SendMessageToSet(&data, _player);
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mover->m_movementInfo = movementInfo;
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// this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
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if (mover->GetVehicle())
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{
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mover->SetOrientation(movementInfo.pos.GetOrientation());
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return;
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}
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mover->UpdatePosition(movementInfo.pos);
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if (plMover) // nothing is charmed, or player charmed
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{
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plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
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if (movementInfo.pos.GetPositionZ() < -500.0f)
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{
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if (!(plMover->InBattleground()
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&& plMover->GetBattleground()
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&& plMover->GetBattleground()->HandlePlayerUnderMap(_player)))
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{
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// NOTE: this is actually called many times while falling
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// even after the player has been teleported away
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// TODO: discard movement packets after the player is rooted
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if (plMover->isAlive())
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{
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plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
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// player can be alive if GM/etc
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// change the death state to CORPSE to prevent the death timer from
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// starting in the next player update
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if (!plMover->isAlive())
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plMover->KillPlayer();
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}
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}
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}
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}
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}
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void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recv_data)
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{
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uint32 opcode = recv_data.GetOpcode();
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sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);
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/* extract packet */
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uint64 guid;
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uint32 unk1;
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float newspeed;
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recv_data.readPackGUID(guid);
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// now can skip not our packet
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if (_player->GetGUID() != guid)
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{
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recv_data.rfinish(); // prevent warnings spam
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return;
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}
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// continue parse packet
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recv_data >> unk1; // counter or moveEvent
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MovementInfo movementInfo;
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movementInfo.guid = guid;
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ReadMovementInfo(recv_data, &movementInfo);
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recv_data >> newspeed;
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/*----------------*/
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// client ACK send one packet for mounted/run case and need skip all except last from its
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// in other cases anti-cheat check can be fail in false case
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UnitMoveType move_type;
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UnitMoveType force_move_type;
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static char const* move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" };
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switch (opcode)
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{
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case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break;
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case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break;
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case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; force_move_type = MOVE_RUN_BACK; break;
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case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break;
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case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; force_move_type = MOVE_SWIM_BACK; break;
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case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; force_move_type = MOVE_TURN_RATE; break;
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case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT; force_move_type = MOVE_FLIGHT; break;
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case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT_BACK; force_move_type = MOVE_FLIGHT_BACK; break;
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case CMSG_FORCE_PITCH_RATE_CHANGE_ACK: move_type = MOVE_PITCH_RATE; force_move_type = MOVE_PITCH_RATE; break;
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default:
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sLog->outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
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return;
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}
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// skip all forced speed changes except last and unexpected
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// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
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if (_player->m_forced_speed_changes[force_move_type] > 0)
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{
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--_player->m_forced_speed_changes[force_move_type];
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if (_player->m_forced_speed_changes[force_move_type] > 0)
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return;
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}
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if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
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{
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if (_player->GetSpeed(move_type) > newspeed) // must be greater - just correct
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{
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sLog->outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
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move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), newspeed);
|
|
_player->SetSpeed(move_type, _player->GetSpeedRate(move_type), true);
|
|
}
|
|
else // must be lesser - cheating
|
|
{
|
|
sLog->outBasic("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
|
|
_player->GetName(), _player->GetSession()->GetAccountId(), _player->GetSpeed(move_type), newspeed);
|
|
_player->GetSession()->KickPlayer();
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleSetActiveMoverOpcode(WorldPacket &recv_data)
|
|
{
|
|
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_SET_ACTIVE_MOVER");
|
|
|
|
uint64 guid;
|
|
recv_data >> guid;
|
|
|
|
if (GetPlayer()->IsInWorld())
|
|
{
|
|
if (_player->m_mover->GetGUID() != guid)
|
|
sLog->outError("HandleSetActiveMoverOpcode: incorrect mover guid: mover is " UI64FMTD " (%s - Entry: %u) and should be " UI64FMTD, guid, GetLogNameForGuid(guid), GUID_ENPART(guid), _player->m_mover->GetGUID());
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleMoveNotActiveMover(WorldPacket &recv_data)
|
|
{
|
|
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER");
|
|
|
|
uint64 old_mover_guid;
|
|
recv_data.readPackGUID(old_mover_guid);
|
|
|
|
MovementInfo mi;
|
|
ReadMovementInfo(recv_data, &mi);
|
|
|
|
mi.guid = old_mover_guid;
|
|
|
|
_player->m_movementInfo = mi;
|
|
}
|
|
|
|
void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recv_data*/)
|
|
{
|
|
WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8);
|
|
data << uint64(GetPlayer()->GetGUID());
|
|
|
|
GetPlayer()->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveKnockBackAck(WorldPacket & recv_data)
|
|
{
|
|
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_KNOCK_BACK_ACK");
|
|
|
|
uint64 guid;
|
|
recv_data.readPackGUID(guid);
|
|
|
|
if (_player->m_mover->GetGUID() != guid)
|
|
return;
|
|
|
|
recv_data.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recv_data, &movementInfo);
|
|
|
|
_player->m_movementInfo = movementInfo;
|
|
|
|
WorldPacket data(MSG_MOVE_KNOCK_BACK, 66);
|
|
data.appendPackGUID(guid);
|
|
_player->BuildMovementPacket(&data);
|
|
|
|
// knockback specific info
|
|
data << movementInfo.j_sinAngle;
|
|
data << movementInfo.j_cosAngle;
|
|
data << movementInfo.j_xyspeed;
|
|
data << movementInfo.j_zspeed;
|
|
|
|
_player->SendMessageToSet(&data, false);
|
|
}
|
|
|
|
void WorldSession::HandleMoveHoverAck(WorldPacket& recv_data)
|
|
{
|
|
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_HOVER_ACK");
|
|
|
|
uint64 guid; // guid - unused
|
|
recv_data.readPackGUID(guid);
|
|
|
|
recv_data.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recv_data, &movementInfo);
|
|
|
|
recv_data.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recv_data)
|
|
{
|
|
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_WATER_WALK_ACK");
|
|
|
|
uint64 guid; // guid - unused
|
|
recv_data.readPackGUID(guid);
|
|
|
|
recv_data.read_skip<uint32>(); // unk
|
|
|
|
MovementInfo movementInfo;
|
|
ReadMovementInfo(recv_data, &movementInfo);
|
|
|
|
recv_data.read_skip<uint32>(); // unk2
|
|
}
|
|
|
|
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
|
|
{
|
|
if (!_player->isAlive() || _player->isInCombat())
|
|
return;
|
|
|
|
uint64 summoner_guid;
|
|
bool agree;
|
|
recv_data >> summoner_guid;
|
|
recv_data >> agree;
|
|
|
|
_player->SummonIfPossible(agree);
|
|
}
|