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authortreeston <treeston.mmoc@gmail.com>2017-06-12 13:08:07 +0200
committertreeston <treeston.mmoc@gmail.com>2017-06-12 13:08:07 +0200
commitca0262995053e0e5baef7e97211fec8f81664ea7 (patch)
tree1791cfaa3d1c604b3ca1f4f10838e68c1c1a9553 /src
parentd455f972f2b5f27bcb1498b53056d23de633d479 (diff)
Make some adjustments to .summon and .group summon behavior to make them more permissive:
- Now only requires the either target's group leader or target itself to be on your map - Now summons all applicable group members even if one member fails checks - No longer has some truly weird edge case instance unbind code that could cause exploit behavior (Really, I have no idea why this existed, because it certainly didn't do what it might've been meant to do.)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Miscellaneous/Language.h3
-rw-r--r--src/server/scripts/Commands/cs_group.cpp37
-rw-r--r--src/server/scripts/Commands/cs_misc.cpp51
3 files changed, 50 insertions, 41 deletions
diff --git a/src/server/game/Miscellaneous/Language.h b/src/server/game/Miscellaneous/Language.h
index a36acf88614..ea86658e771 100644
--- a/src/server/game/Miscellaneous/Language.h
+++ b/src/server/game/Miscellaneous/Language.h
@@ -215,7 +215,8 @@ enum TrinityStrings
LANG_GRID_POSITION = 178,
// 179-185 used in 6.x branch
LANG_TRANSPORT_POSITION = 186,
- // Room for more level 1 187-199 not used
+ LANG_PARTIAL_GROUP_SUMMON = 187,
+ // Room for more level 1 188-199 not used
// level 2 chat
LANG_NO_SELECTION = 200,
diff --git a/src/server/scripts/Commands/cs_group.cpp b/src/server/scripts/Commands/cs_group.cpp
index 60d6f3116b5..75733e0170c 100644
--- a/src/server/scripts/Commands/cs_group.cpp
+++ b/src/server/scripts/Commands/cs_group.cpp
@@ -66,7 +66,6 @@ public:
if (!group)
{
handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
- handler->SetSentErrorMessage(true);
return false;
}
@@ -74,19 +73,22 @@ public:
Group* gmGroup = gmPlayer->GetGroup();
Map* gmMap = gmPlayer->GetMap();
bool toInstance = gmMap->Instanceable();
+ bool onlyLocalSummon = false;
- // we are in instance, and can summon only player in our group with us as lead
- if (toInstance && (
- !gmGroup || group->GetLeaderGUID() != gmPlayer->GetGUID() ||
- gmGroup->GetLeaderGUID() != gmPlayer->GetGUID()))
- // the last check is a bit excessive, but let it be, just in case
+ // make sure people end up on our instance of the map, disallow far summon if intended destination is different from actual destination
+ // note: we could probably relax this further by checking permanent saves and the like, but eh
+ // :close enough:
+ if (toInstance)
{
- handler->SendSysMessage(LANG_CANNOT_SUMMON_TO_INST);
- handler->SetSentErrorMessage(true);
- return false;
+ Player* groupLeader = ObjectAccessor::GetPlayer(gmMap, group->GetLeaderGUID());
+ if (!groupLeader || (groupLeader->GetMapId() != gmMap->GetId()) || (groupLeader->GetInstanceId() != gmMap->GetInstanceId()))
+ {
+ handler->SendSysMessage(LANG_PARTIAL_GROUP_SUMMON);
+ onlyLocalSummon = true;
+ }
}
- for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
+ for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
@@ -95,27 +97,28 @@ public:
// check online security
if (handler->HasLowerSecurity(player, ObjectGuid::Empty))
- return false;
+ continue;
std::string plNameLink = handler->GetNameLink(player);
if (player->IsBeingTeleported())
{
handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
- handler->SetSentErrorMessage(true);
- return false;
+ continue;
}
if (toInstance)
{
Map* playerMap = player->GetMap();
- if (playerMap->Instanceable() && playerMap->GetInstanceId() != gmMap->GetInstanceId())
+ if (
+ (onlyLocalSummon || (playerMap->Instanceable() && playerMap->GetId() == gmMap->GetId())) && // either no far summon allowed or we're in the same map as player (no map switch)
+ ((playerMap->GetId() != gmMap->GetId()) || (playerMap->GetInstanceId() != gmMap->GetInstanceId())) // so we need to be in the same map and instance of the map, otherwise skip
+ )
{
// cannot summon from instance to instance
- handler->PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str());
- handler->SetSentErrorMessage(true);
- return false;
+ handler->PSendSysMessage(LANG_CANNOT_SUMMON_INST_INST, plNameLink.c_str());
+ continue;
}
}
diff --git a/src/server/scripts/Commands/cs_misc.cpp b/src/server/scripts/Commands/cs_misc.cpp
index decb37757f8..5eadcf0e07d 100644
--- a/src/server/scripts/Commands/cs_misc.cpp
+++ b/src/server/scripts/Commands/cs_misc.cpp
@@ -504,7 +504,7 @@ public:
return false;
}
- Map* map = handler->GetSession()->GetPlayer()->GetMap();
+ Map* map = _player->GetMap();
if (map->IsBattlegroundOrArena())
{
@@ -516,30 +516,35 @@ public:
return false;
}
// if both players are in different bgs
- else if (target->GetBattlegroundId() && handler->GetSession()->GetPlayer()->GetBattlegroundId() != target->GetBattlegroundId())
+ else if (target->GetBattlegroundId() && _player->GetBattlegroundId() != target->GetBattlegroundId())
target->LeaveBattleground(false); // Note: should be changed so target gets no Deserter debuff
// all's well, set bg id
// when porting out from the bg, it will be reset to 0
- target->SetBattlegroundId(handler->GetSession()->GetPlayer()->GetBattlegroundId(), handler->GetSession()->GetPlayer()->GetBattlegroundTypeId());
+ target->SetBattlegroundId(_player->GetBattlegroundId(), _player->GetBattlegroundTypeId());
// remember current position as entry point for return at bg end teleportation
if (!target->GetMap()->IsBattlegroundOrArena())
target->SetBattlegroundEntryPoint();
}
- else if (map->IsDungeon())
+ else if (map->Instanceable())
{
- Map* destMap = target->GetMap();
-
- if (destMap->Instanceable() && destMap->GetInstanceId() != map->GetInstanceId())
- target->UnbindInstance(map->GetInstanceId(), target->GetDungeonDifficulty(), true);
+ Group* targetGroup = target->GetGroup();
+ Map* targetMap = target->GetMap();
+ Player* targetGroupLeader = ObjectAccessor::GetPlayer(map, targetGroup->GetLeaderGUID());
+
+ // check if far teleport is allowed
+ if (!targetGroupLeader || (targetGroupLeader->GetMapId() != map->GetId()) || (targetGroupLeader->GetInstanceId() != map->GetInstanceId()))
+ if ((targetMap->GetId() != map->GetId()) || (targetMap->GetInstanceId() != map->GetInstanceId()))
+ {
+ handler->PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST);
+ handler->SetSentErrorMessage(true);
+ return false;
+ }
- // we are in an instance, and can only summon players in our group with us as leader
- if (!handler->GetSession()->GetPlayer()->GetGroup() || !target->GetGroup() ||
- (target->GetGroup()->GetLeaderGUID() != handler->GetSession()->GetPlayer()->GetGUID()) ||
- (handler->GetSession()->GetPlayer()->GetGroup()->GetLeaderGUID() != handler->GetSession()->GetPlayer()->GetGUID()))
- // the last check is a bit excessive, but let it be, just in case
+ // check if we're already in a different instance of the same map
+ if ((targetMap->GetId() == map->GetId()) && (targetMap->GetInstanceId() != map->GetInstanceId()))
{
- handler->PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, nameLink.c_str());
+ handler->PSendSysMessage(LANG_CANNOT_SUMMON_INST_INST, nameLink.c_str());
handler->SetSentErrorMessage(true);
return false;
}
@@ -561,9 +566,9 @@ public:
// before GM
float x, y, z;
- handler->GetSession()->GetPlayer()->GetClosePoint(x, y, z, target->GetCombatReach());
- target->TeleportTo(handler->GetSession()->GetPlayer()->GetMapId(), x, y, z, target->GetOrientation());
- target->SetPhaseMask(handler->GetSession()->GetPlayer()->GetPhaseMask(), true);
+ _player->GetClosePoint(x, y, z, target->GetCombatReach());
+ target->TeleportTo(_player->GetMapId(), x, y, z, target->GetOrientation());
+ target->SetPhaseMask(_player->GetPhaseMask(), true);
}
else
{
@@ -577,12 +582,12 @@ public:
// in point where GM stay
SQLTransaction dummy;
- Player::SavePositionInDB(WorldLocation(handler->GetSession()->GetPlayer()->GetMapId(),
- handler->GetSession()->GetPlayer()->GetPositionX(),
- handler->GetSession()->GetPlayer()->GetPositionY(),
- handler->GetSession()->GetPlayer()->GetPositionZ(),
- handler->GetSession()->GetPlayer()->GetOrientation()),
- handler->GetSession()->GetPlayer()->GetZoneId(),
+ Player::SavePositionInDB(WorldLocation(_player->GetMapId(),
+ _player->GetPositionX(),
+ _player->GetPositionY(),
+ _player->GetPositionZ(),
+ _player->GetOrientation()),
+ _player->GetZoneId(),
targetGuid, dummy);
}