/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#include "WorldSession.h"
#include "AccountMgr.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
#include "CharacterPackets.h"
#include "Chat.h"
#include "CinematicMgr.h"
#include "Common.h"
#include "Corpse.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DatabaseEnv.h"
#include "DBCStores.h"
#include "GameObject.h"
#include "GameObjectAI.h"
#include "GameTime.h"
#include "GossipDef.h"
#include "Group.h"
#include "GuildMgr.h"
#include "Language.h"
#include "Log.h"
#include "MapManager.h"
#include "MiscPackets.h"
#include "Object.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "OutdoorPvP.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellInfo.h"
#include "WhoListStorage.h"
#include "World.h"
#include "WorldPacket.h"
#include
#include
void WorldSession::HandleRepopRequest(WorldPackets::Misc::RepopRequest& /*packet*/)
{
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_REPOP_REQUEST Message");
if (GetPlayer()->IsAlive() || GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
return;
if (GetPlayer()->HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
return; // silently return, client should display the error by itself
// the world update order is sessions, players, creatures
// the netcode runs in parallel with all of these
// creatures can kill players
// so if the server is lagging enough the player can
// release spirit after he's killed but before he is updated
if (GetPlayer()->getDeathState() == JUST_DIED)
{
TC_LOG_DEBUG("network", "HandleRepopRequestOpcode: got request after player %s %s was killed and before he was updated",
GetPlayer()->GetName().c_str(), GetPlayer()->GetGUID().ToString().c_str());
GetPlayer()->KillPlayer();
}
//this is spirit release confirm?
GetPlayer()->RemoveGhoul();
GetPlayer()->RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT, true);
GetPlayer()->BuildPlayerRepop();
GetPlayer()->RepopAtGraveyard();
}
void WorldSession::HandleGossipSelectOptionOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_GOSSIP_SELECT_OPTION");
uint32 gossipListId;
uint32 menuId;
ObjectGuid guid;
std::string code = "";
recvData >> guid >> menuId >> gossipListId;
if (!_player->PlayerTalkClass->GetGossipMenu().GetItem(gossipListId))
{
recvData.rfinish();
return;
}
if (_player->PlayerTalkClass->IsGossipOptionCoded(gossipListId))
recvData >> code;
// Prevent cheating on C++ scripted menus
if (_player->PlayerTalkClass->GetGossipMenu().GetSenderGUID() != guid)
return;
Creature* unit = nullptr;
GameObject* go = nullptr;
if (guid.IsCreatureOrVehicle())
{
unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_GOSSIP);
if (!unit)
{
TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - %s not found or you can't interact with him.", guid.ToString().c_str());
return;
}
}
else if (guid.IsGameObject())
{
go = _player->GetGameObjectIfCanInteractWith(guid);
if (!go)
{
TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - %s not found or you can't interact with it.", guid.ToString().c_str());
return;
}
}
else
{
TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - unsupported %s.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
if ((unit && unit->GetScriptId() != unit->LastUsedScriptID) || (go && go->GetScriptId() != go->LastUsedScriptID))
{
TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - Script reloaded while in use, ignoring and set new scipt id");
if (unit)
unit->LastUsedScriptID = unit->GetScriptId();
if (go)
go->LastUsedScriptID = go->GetScriptId();
_player->PlayerTalkClass->SendCloseGossip();
return;
}
if (!code.empty())
{
if (unit)
{
if (!unit->AI()->GossipSelectCode(_player, menuId, gossipListId, code.c_str()))
_player->OnGossipSelect(unit, gossipListId, menuId);
}
else
{
if (!go->AI()->GossipSelectCode(_player, menuId, gossipListId, code.c_str()))
_player->OnGossipSelect(go, gossipListId, menuId);
}
}
else
{
if (unit)
{
if (!unit->AI()->GossipSelect(_player, menuId, gossipListId))
_player->OnGossipSelect(unit, gossipListId, menuId);
}
else
{
if (!go->AI()->GossipSelect(_player, menuId, gossipListId))
_player->OnGossipSelect(go, gossipListId, menuId);
}
}
}
void WorldSession::HandleWhoOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_WHO Message");
uint32 matchCount = 0;
uint32 levelMin, levelMax, racemask, classmask, zonesCount, strCount;
uint32 zoneids[10]; // 10 is client limit
std::string packetPlayerName, packetGuildName;
recvData >> levelMin; // maximal player level, default 0
recvData >> levelMax; // minimal player level, default 100 (MAX_LEVEL)
recvData >> packetPlayerName; // player name, case sensitive...
recvData >> packetGuildName; // guild name, case sensitive...
recvData >> racemask; // race mask
recvData >> classmask; // class mask
recvData >> zonesCount; // zones count, client limit = 10 (2.0.10)
if (zonesCount > 10)
return; // can't be received from real client or broken packet
for (uint32 i = 0; i < zonesCount; ++i)
{
uint32 temp;
recvData >> temp; // zone id, 0 if zone is unknown...
zoneids[i] = temp;
TC_LOG_DEBUG("network", "Zone %u: %u", i, zoneids[i]);
}
recvData >> strCount; // user entered strings count, client limit=4 (checked on 2.0.10)
if (strCount > 4)
return; // can't be received from real client or broken packet
TC_LOG_DEBUG("network", "Minlvl %u, maxlvl %u, name %s, guild %s, racemask %u, classmask %u, zones %u, strings %u", levelMin, levelMax, packetPlayerName.c_str(), packetGuildName.c_str(), racemask, classmask, zonesCount, strCount);
std::wstring str[4]; // 4 is client limit
for (uint32 i = 0; i < strCount; ++i)
{
std::string temp;
recvData >> temp; // user entered string, it used as universal search pattern(guild+player name)?
if (!Utf8toWStr(temp, str[i]))
continue;
wstrToLower(str[i]);
TC_LOG_DEBUG("network", "String %u: %s", i, temp.c_str());
}
std::wstring wpacketPlayerName;
std::wstring wpacketGuildName;
if (!(Utf8toWStr(packetPlayerName, wpacketPlayerName) && Utf8toWStr(packetGuildName, wpacketGuildName)))
return;
wstrToLower(wpacketPlayerName);
wstrToLower(wpacketGuildName);
// client send in case not set max level value 100 but Trinity supports 255 max level,
// update it to show GMs with characters after 100 level
if (levelMax >= MAX_LEVEL)
levelMax = STRONG_MAX_LEVEL;
uint32 team = _player->GetTeam();
uint32 gmLevelInWhoList = sWorld->getIntConfig(CONFIG_GM_LEVEL_IN_WHO_LIST);
uint32 displayCount = 0;
WorldPacket data(SMSG_WHO, 500); // guess size
data << uint32(matchCount); // placeholder, count of players matching criteria
data << uint32(displayCount); // placeholder, count of players displayed
WhoListInfoVector const& whoList = sWhoListStorageMgr->GetWhoList();
for (WhoListPlayerInfo const& target : whoList)
{
// player can see member of other team only if CONFIG_ALLOW_TWO_SIDE_WHO_LIST
if (target.GetTeam() != team && !HasPermission(rbac::RBAC_PERM_TWO_SIDE_WHO_LIST))
continue;
// player can see MODERATOR, GAME MASTER, ADMINISTRATOR only if CONFIG_GM_IN_WHO_LIST
if (!HasPermission(rbac::RBAC_PERM_WHO_SEE_ALL_SEC_LEVELS) && target.GetSecurity() > AccountTypes(gmLevelInWhoList))
continue;
// check if target is globally visible for player
if (_player->GetGUID() != target.GetGuid() && !target.IsVisible())
if (AccountMgr::IsPlayerAccount(_player->GetSession()->GetSecurity()) || target.GetSecurity() > _player->GetSession()->GetSecurity())
continue;
// check if target's level is in level range
uint8 lvl = target.GetLevel();
if (lvl < levelMin || lvl > levelMax)
continue;
// check if class matches classmask
uint8 class_ = target.GetClass();
if (!(classmask & (1 << class_)))
continue;
// check if race matches racemask
uint32 race = target.GetRace();
if (!(racemask & (1 << race)))
continue;
uint32 playerZoneId = target.GetZoneId();
uint8 gender = target.GetGender();
bool showZones = true;
for (uint32 i = 0; i < zonesCount; ++i)
{
if (zoneids[i] == playerZoneId)
{
showZones = true;
break;
}
showZones = false;
}
if (!showZones)
continue;
std::wstring const& wideplayername = target.GetWidePlayerName();
if (!(wpacketPlayerName.empty() || wideplayername.find(wpacketPlayerName) != std::wstring::npos))
continue;
std::wstring const& wideguildname = target.GetWideGuildName();
if (!(wpacketGuildName.empty() || wideguildname.find(wpacketGuildName) != std::wstring::npos))
continue;
std::string aname;
if (AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(playerZoneId))
aname = areaEntry->AreaName[GetSessionDbcLocale()];
bool s_show = true;
for (uint32 i = 0; i < strCount; ++i)
{
if (!str[i].empty())
{
if (wideguildname.find(str[i]) != std::wstring::npos ||
wideplayername.find(str[i]) != std::wstring::npos ||
Utf8FitTo(aname, str[i]))
{
s_show = true;
break;
}
s_show = false;
}
}
if (!s_show)
continue;
// 49 is maximum player count sent to client - can be overridden
// through config, but is unstable
if ((matchCount++) >= sWorld->getIntConfig(CONFIG_MAX_WHO))
continue;
data << target.GetPlayerName(); // player name
data << target.GetGuildName(); // guild name
data << uint32(lvl); // player level
data << uint32(class_); // player class
data << uint32(race); // player race
data << uint8(gender); // player gender
data << uint32(playerZoneId); // player zone id
++displayCount;
}
data.put(0, displayCount); // insert right count, count displayed
data.put(4, matchCount); // insert right count, count of matches
SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Send SMSG_WHO Message");
}
void WorldSession::HandleLogoutRequestOpcode(WorldPackets::Character::LogoutRequest& /*logoutRequest*/)
{
if (ObjectGuid lguid = GetPlayer()->GetLootGUID())
DoLootRelease(lguid);
bool instantLogout = (GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && !GetPlayer()->IsInCombat()) ||
GetPlayer()->IsInFlight() || HasPermission(rbac::RBAC_PERM_INSTANT_LOGOUT);
/// TODO: Possibly add RBAC permission to log out in combat
bool canLogoutInCombat = GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
uint32 reason = 0;
if (GetPlayer()->IsInCombat() && !canLogoutInCombat)
reason = 1;
else if (GetPlayer()->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR))
reason = 3; // is jumping or falling
else if (GetPlayer()->duel || GetPlayer()->HasAura(9454)) // is dueling or frozen by GM via freeze command
reason = 2; // FIXME - Need the correct value
WorldPackets::Character::LogoutResponse logoutResponse;
logoutResponse.LogoutResult = reason;
logoutResponse.Instant = instantLogout;
SendPacket(logoutResponse.Write());
if (reason)
{
SetLogoutStartTime(0);
return;
}
// instant logout in taverns/cities or on taxi or for admins, gm's, mod's if its enabled in worldserver.conf
if (instantLogout)
{
LogoutPlayer(true);
return;
}
// not set flags if player can't free move to prevent lost state at logout cancel
if (GetPlayer()->CanFreeMove())
{
if (GetPlayer()->GetStandState() == UNIT_STAND_STATE_STAND)
GetPlayer()->SetStandState(UNIT_STAND_STATE_SIT);
GetPlayer()->SetRooted(true);
GetPlayer()->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
}
SetLogoutStartTime(GameTime::GetGameTime());
}
void WorldSession::HandlePlayerLogoutOpcode(WorldPackets::Character::PlayerLogout& /*playerLogout*/)
{
}
void WorldSession::HandleLogoutCancelOpcode(WorldPackets::Character::LogoutCancel& /*logoutCancel*/)
{
// Player have already logged out serverside, too late to cancel
if (!GetPlayer())
return;
SetLogoutStartTime(0);
SendPacket(WorldPackets::Character::LogoutCancelAck().Write());
// not remove flags if can't free move - its not set in Logout request code.
if (GetPlayer()->CanFreeMove())
{
//!we can move again
GetPlayer()->SetRooted(false);
//! Stand Up
GetPlayer()->SetStandState(UNIT_STAND_STATE_STAND);
//! DISABLE_ROTATE
GetPlayer()->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
}
}
void WorldSession::HandleTogglePvP(WorldPackets::Misc::TogglePvP& togglePvP)
{
// this opcode can be used in two ways: Either set explicit new status or toggle old status
if (togglePvP.Enable)
{
GetPlayer()->ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP, *togglePvP.Enable);
GetPlayer()->ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER, !*togglePvP.Enable);
}
else
{
GetPlayer()->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP);
GetPlayer()->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER);
}
if (GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
{
if (!GetPlayer()->IsPvP() || GetPlayer()->pvpInfo.EndTimer)
GetPlayer()->UpdatePvP(true, true);
}
else
{
if (!GetPlayer()->pvpInfo.IsHostile && GetPlayer()->IsPvP())
GetPlayer()->pvpInfo.EndTimer = GameTime::GetGameTime(); // start toggle-off
}
}
void WorldSession::HandleZoneUpdateOpcode(WorldPacket& recvData)
{
uint32 newZone;
recvData >> newZone;
TC_LOG_DEBUG("network", "WORLD: Recvd ZONE_UPDATE: %u", newZone);
// use server side data, but only after update the player position. See Player::UpdatePosition().
GetPlayer()->SetNeedsZoneUpdate(true);
//GetPlayer()->SendInitWorldStates(true, newZone);
}
void WorldSession::HandleSetSelectionOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
_player->SetSelection(guid);
}
void WorldSession::HandleStandStateChangeOpcode(WorldPacket& recvData)
{
uint32 animstate;
recvData >> animstate;
switch (animstate)
{
case UNIT_STAND_STATE_STAND:
case UNIT_STAND_STATE_SIT:
case UNIT_STAND_STATE_SLEEP:
case UNIT_STAND_STATE_KNEEL:
break;
default:
return;
}
_player->SetStandState(animstate);
}
void WorldSession::HandleBugOpcode(WorldPacket& recvData)
{
uint32 suggestion, contentlen, typelen;
std::string content, type;
recvData >> suggestion >> contentlen >> content;
recvData >> typelen >> type;
if (suggestion == 0)
TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUG [Bug Report]");
else
TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUG [Suggestion]");
TC_LOG_DEBUG("network", "%s", type.c_str());
TC_LOG_DEBUG("network", "%s", content.c_str());
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_BUG_REPORT);
stmt->setString(0, type);
stmt->setString(1, content);
CharacterDatabase.Execute(stmt);
}
void WorldSession::HandleReclaimCorpse(WorldPackets::Misc::ReclaimCorpse& /*packet*/)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_RECLAIM_CORPSE");
if (_player->IsAlive())
return;
// do not allow corpse reclaim in arena
if (_player->InArena())
return;
// body not released yet
if (!_player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
return;
Corpse* corpse = _player->GetCorpse();
if (!corpse)
return;
// prevent resurrect before 30-sec delay after body release not finished
if (time_t(corpse->GetGhostTime() + _player->GetCorpseReclaimDelay(corpse->GetType() == CORPSE_RESURRECTABLE_PVP)) > GameTime::GetGameTime())
return;
if (!corpse->IsWithinDistInMap(_player, CORPSE_RECLAIM_RADIUS, true))
return;
// resurrect
_player->ResurrectPlayer(_player->InBattleground() ? 1.0f : 0.5f);
// spawn bones
_player->SpawnCorpseBones();
}
void WorldSession::HandleResurrectResponse(WorldPackets::Misc::ResurrectResponse& packet)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_RESURRECT_RESPONSE");
if (GetPlayer()->IsAlive())
return;
if (packet.Response == 0)
{
GetPlayer()->ClearResurrectRequestData(); // reject
return;
}
if (!GetPlayer()->IsResurrectRequestedBy(packet.Resurrecter))
return;
GetPlayer()->ResurrectUsingRequestData();
}
void WorldSession::SendAreaTriggerMessage(char const* Text, ...)
{
va_list ap;
char szStr [1024];
szStr[0] = '\0';
va_start(ap, Text);
vsnprintf(szStr, 1024, Text, ap);
va_end(ap);
uint32 length = strlen(szStr)+1;
WorldPacket data(SMSG_AREA_TRIGGER_MESSAGE, 4+length);
data << length;
data << szStr;
SendPacket(&data);
}
void WorldSession::HandleAreaTriggerOpcode(WorldPacket& recvData)
{
uint32 triggerId;
recvData >> triggerId;
TC_LOG_DEBUG("network", "CMSG_AREATRIGGER. Trigger ID: %u", triggerId);
Player* player = GetPlayer();
if (player->IsInFlight())
{
TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' %s in flight, ignore Area Trigger ID:%u",
player->GetName().c_str(), player->GetGUID().ToString().c_str(), triggerId);
return;
}
AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(triggerId);
if (!atEntry)
{
TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' %s send unknown (by DBC) Area Trigger ID:%u",
player->GetName().c_str(), player->GetGUID().ToString().c_str(), triggerId);
return;
}
if (!player->IsInAreaTriggerRadius(atEntry))
{
TC_LOG_DEBUG("network", "HandleAreaTriggerOpcode: Player '%s' %s too far, ignore Area Trigger ID: %u",
player->GetName().c_str(), player->GetGUID().ToString().c_str(), triggerId);
return;
}
if (player->isDebugAreaTriggers)
ChatHandler(player->GetSession()).PSendSysMessage(LANG_DEBUG_AREATRIGGER_REACHED, triggerId);
if (sScriptMgr->OnAreaTrigger(player, atEntry))
return;
if (player->IsAlive())
if (uint32 questId = sObjectMgr->GetQuestForAreaTrigger(triggerId))
if (player->GetQuestStatus(questId) == QUEST_STATUS_INCOMPLETE)
player->AreaExploredOrEventHappens(questId);
if (sObjectMgr->IsTavernAreaTrigger(triggerId))
{
// set resting flag we are in the inn
player->SetRestFlag(REST_FLAG_IN_TAVERN, atEntry->ID);
if (sWorld->IsFFAPvPRealm())
player->RemoveByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_FFA_PVP);
return;
}
if (Battleground* bg = player->GetBattleground())
if (bg->GetStatus() == STATUS_IN_PROGRESS)
bg->HandleAreaTrigger(player, triggerId);
if (OutdoorPvP* pvp = player->GetOutdoorPvP())
if (pvp->HandleAreaTrigger(_player, triggerId))
return;
AreaTrigger const* at = sObjectMgr->GetAreaTrigger(triggerId);
if (!at)
return;
bool teleported = false;
if (player->GetMapId() != at->target_mapId)
{
if (Map::EnterState denyReason = sMapMgr->PlayerCannotEnter(at->target_mapId, player, false))
{
bool reviveAtTrigger = false; // should we revive the player if he is trying to enter the correct instance?
switch (denyReason)
{
case Map::CANNOT_ENTER_NO_ENTRY:
TC_LOG_DEBUG("maps", "MAP: Player '%s' attempted to enter map with id %d which has no entry", player->GetName().c_str(), at->target_mapId);
break;
case Map::CANNOT_ENTER_UNINSTANCED_DUNGEON:
TC_LOG_DEBUG("maps", "MAP: Player '%s' attempted to enter dungeon map %d but no instance template was found", player->GetName().c_str(), at->target_mapId);
break;
case Map::CANNOT_ENTER_DIFFICULTY_UNAVAILABLE:
TC_LOG_DEBUG("maps", "MAP: Player '%s' attempted to enter instance map %d but the requested difficulty was not found", player->GetName().c_str(), at->target_mapId);
if (MapEntry const* entry = sMapStore.LookupEntry(at->target_mapId))
player->SendTransferAborted(entry->ID, TRANSFER_ABORT_DIFFICULTY, player->GetDifficulty(entry->IsRaid()));
break;
case Map::CANNOT_ENTER_NOT_IN_RAID:
{
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4 + 4);
data << uint32(0);
data << uint32(2); // You must be in a raid group to enter this instance.
player->SendDirectMessage(&data);
TC_LOG_DEBUG("maps", "MAP: Player '%s' must be in a raid group to enter instance map %d", player->GetName().c_str(), at->target_mapId);
reviveAtTrigger = true;
break;
}
case Map::CANNOT_ENTER_CORPSE_IN_DIFFERENT_INSTANCE:
{
WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
player->SendDirectMessage(&data);
TC_LOG_DEBUG("maps", "MAP: Player '%s' does not have a corpse in instance map %d and cannot enter", player->GetName().c_str(), at->target_mapId);
break;
}
case Map::CANNOT_ENTER_INSTANCE_BIND_MISMATCH:
if (MapEntry const* entry = sMapStore.LookupEntry(at->target_mapId))
{
char const* mapName = entry->MapName[player->GetSession()->GetSessionDbcLocale()];
TC_LOG_DEBUG("maps", "MAP: Player '%s' cannot enter instance map '%s' because their permanent bind is incompatible with their group's", player->GetName().c_str(), mapName);
// is there a special opcode for this?
// @todo figure out how to get player localized difficulty string (e.g. "10 player", "Heroic" etc)
ChatHandler(player->GetSession()).PSendSysMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_BIND_MISMATCH), mapName);
}
reviveAtTrigger = true;
break;
case Map::CANNOT_ENTER_TOO_MANY_INSTANCES:
player->SendTransferAborted(at->target_mapId, TRANSFER_ABORT_TOO_MANY_INSTANCES);
TC_LOG_DEBUG("maps", "MAP: Player '%s' cannot enter instance map %d because he has exceeded the maximum number of instances per hour.", player->GetName().c_str(), at->target_mapId);
reviveAtTrigger = true;
break;
case Map::CANNOT_ENTER_MAX_PLAYERS:
player->SendTransferAborted(at->target_mapId, TRANSFER_ABORT_MAX_PLAYERS);
reviveAtTrigger = true;
break;
case Map::CANNOT_ENTER_ZONE_IN_COMBAT:
player->SendTransferAborted(at->target_mapId, TRANSFER_ABORT_ZONE_IN_COMBAT);
reviveAtTrigger = true;
break;
default:
break;
}
if (reviveAtTrigger) // check if the player is touching the areatrigger leading to the map his corpse is on
if (!player->IsAlive() && player->HasCorpse())
if (player->GetCorpseLocation().GetMapId() == at->target_mapId)
{
player->ResurrectPlayer(0.5f);
player->SpawnCorpseBones();
}
return;
}
if (Group* group = player->GetGroup())
if (group->isLFGGroup() && player->GetMap()->IsDungeon())
teleported = player->TeleportToBGEntryPoint();
}
if (!teleported)
player->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, at->target_Orientation, TELE_TO_NOT_LEAVE_TRANSPORT);
}
void WorldSession::HandleUpdateAccountData(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_UPDATE_ACCOUNT_DATA");
uint32 type, timestamp, decompressedSize;
recvData >> type >> timestamp >> decompressedSize;
TC_LOG_DEBUG("network", "UAD: type %u, time %u, decompressedSize %u", type, timestamp, decompressedSize);
if (type >= NUM_ACCOUNT_DATA_TYPES)
return;
if (decompressedSize == 0) // erase
{
SetAccountData(AccountDataType(type), 0, "");
WorldPacket data(SMSG_UPDATE_ACCOUNT_DATA_COMPLETE, 4+4);
data << uint32(type);
data << uint32(0);
SendPacket(&data);
return;
}
if (decompressedSize > 0xFFFF)
{
recvData.rfinish(); // unnneded warning spam in this case
TC_LOG_ERROR("network", "UAD: Account data packet too big, size %u", decompressedSize);
return;
}
ByteBuffer dest;
dest.resize(decompressedSize);
uLongf realSize = decompressedSize;
if (uncompress(dest.contents(), &realSize, recvData.contents() + recvData.rpos(), recvData.size() - recvData.rpos()) != Z_OK)
{
recvData.rfinish(); // unnneded warning spam in this case
TC_LOG_ERROR("network", "UAD: Failed to decompress account data");
return;
}
recvData.rfinish(); // uncompress read (recvData.size() - recvData.rpos())
std::string adata;
dest >> adata;
SetAccountData(AccountDataType(type), timestamp, adata);
WorldPacket data(SMSG_UPDATE_ACCOUNT_DATA_COMPLETE, 4+4);
data << uint32(type);
data << uint32(0);
SendPacket(&data);
}
void WorldSession::HandleRequestAccountData(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_REQUEST_ACCOUNT_DATA");
uint32 type;
recvData >> type;
TC_LOG_DEBUG("network", "RAD: type %u", type);
if (type >= NUM_ACCOUNT_DATA_TYPES)
return;
AccountData* adata = GetAccountData(AccountDataType(type));
uint32 size = adata->Data.size();
uLongf destSize = compressBound(size);
ByteBuffer dest;
dest.resize(destSize);
if (size && compress(dest.contents(), &destSize, (uint8 const*)adata->Data.c_str(), size) != Z_OK)
{
TC_LOG_DEBUG("network", "RAD: Failed to compress account data");
return;
}
dest.resize(destSize);
WorldPacket data(SMSG_UPDATE_ACCOUNT_DATA, 8+4+4+4+destSize);
data << uint64(_player ? _player->GetGUID() : ObjectGuid::Empty);
data << uint32(type); // type (0-7)
data << uint32(adata->Time); // unix time
data << uint32(size); // decompressed length
data.append(dest); // compressed data
SendPacket(&data);
}
void WorldSession::HandleSetActionButtonOpcode(WorldPacket& recvData)
{
uint8 button;
uint32 packetData;
recvData >> button >> packetData;
TC_LOG_DEBUG("network", "CMSG_SET_ACTION_BUTTON Button: %u Data: %u", button, packetData);
if (!packetData)
GetPlayer()->removeActionButton(button);
else
GetPlayer()->addActionButton(button, ACTION_BUTTON_ACTION(packetData), ACTION_BUTTON_TYPE(packetData));
}
void WorldSession::HandleCompleteCinematic(WorldPackets::Misc::CompleteCinematic& /*packet*/)
{
// If player has sight bound to visual waypoint NPC we should remove it
GetPlayer()->GetCinematicMgr()->EndCinematic();
}
void WorldSession::HandleNextCinematicCamera(WorldPackets::Misc::NextCinematicCamera& /*packet*/)
{
// Sent by client when cinematic actually begun. So we begin the server side process
GetPlayer()->GetCinematicMgr()->BeginCinematic();
}
void WorldSession::HandleFeatherFallAck(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_FEATHER_FALL_ACK");
// no used
recvData.rfinish(); // prevent warnings spam
}
void WorldSession::HandleMoveUnRootAck(WorldPacket& recvData)
{
// no used
recvData.rfinish(); // prevent warnings spam
/*
uint64 guid;
recvData >> guid;
// now can skip not our packet
if (_player->GetGUID() != guid)
{
recvData.rfinish(); // prevent warnings spam
return;
}
TC_LOG_DEBUG("network", "WORLD: CMSG_FORCE_MOVE_UNROOT_ACK");
recvData.read_skip(); // unk
MovementInfo movementInfo;
movementInfo.guid = guid;
ReadMovementInfo(recvData, &movementInfo);
recvData.read_skip(); // unk2
*/
}
void WorldSession::HandleMoveRootAck(WorldPacket& recvData)
{
// no used
recvData.rfinish(); // prevent warnings spam
/*
uint64 guid;
recvData >> guid;
// now can skip not our packet
if (_player->GetGUID() != guid)
{
recvData.rfinish(); // prevent warnings spam
return;
}
TC_LOG_DEBUG("network", "WORLD: CMSG_FORCE_MOVE_ROOT_ACK");
recvData.read_skip(); // unk
MovementInfo movementInfo;
ReadMovementInfo(recvData, &movementInfo);
*/
}
void WorldSession::HandleCompleteMovie(WorldPackets::Misc::CompleteMovie& /*packet*/)
{
uint32 movie = _player->GetMovie();
if (!movie)
return;
_player->SetMovie(0);
sScriptMgr->OnMovieComplete(_player, movie);
}
void WorldSession::HandleSetActionBarToggles(WorldPacket& recvData)
{
uint8 actionBar;
recvData >> actionBar;
if (!GetPlayer()) // ignore until not logged (check needed because STATUS_AUTHED)
{
if (actionBar != 0)
TC_LOG_ERROR("network", "WorldSession::HandleSetActionBarToggles in not logged state with value: %u, ignored", uint32(actionBar));
return;
}
GetPlayer()->SetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES, actionBar);
}
void WorldSession::HandlePlayedTime(WorldPackets::Character::PlayedTimeClient& packet)
{
WorldPackets::Character::PlayedTime playedTime;
playedTime.TotalTime = _player->GetTotalPlayedTime();
playedTime.LevelTime = _player->GetLevelPlayedTime();
playedTime.TriggerScriptEvent = packet.TriggerScriptEvent; // 0-1 - will not show in chat frame
SendPacket(playedTime.Write());
}
void WorldSession::HandleInspectOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
TC_LOG_DEBUG("network", "WORLD: Received CMSG_INSPECT");
Player* player = ObjectAccessor::GetPlayer(*_player, guid);
if (!player)
{
TC_LOG_DEBUG("network", "CMSG_INSPECT: No player found from %s", guid.ToString().c_str());
return;
}
if (!GetPlayer()->IsWithinDistInMap(player, INSPECT_DISTANCE, false))
return;
if (GetPlayer()->IsValidAttackTarget(player))
return;
uint32 talent_points = 0x47;
uint32 guid_size = player->GetPackGUID().size();
WorldPacket data(SMSG_INSPECT_TALENT, guid_size+4+talent_points);
data << player->GetPackGUID();
if (GetPlayer()->CanBeGameMaster() || sWorld->getIntConfig(CONFIG_TALENTS_INSPECTING) + (GetPlayer()->GetTeamId() == player->GetTeamId()) > 1)
player->BuildPlayerTalentsInfoData(&data);
else
{
data << uint32(0); // unspentTalentPoints
data << uint8(0); // talentGroupCount
data << uint8(0); // talentGroupIndex
}
player->BuildEnchantmentsInfoData(&data);
SendPacket(&data);
}
void WorldSession::HandleInspectHonorStatsOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid;
Player* player = ObjectAccessor::GetPlayer(*_player, guid);
if (!player)
{
TC_LOG_DEBUG("network", "MSG_INSPECT_HONOR_STATS: No player found from %s", guid.ToString().c_str());
return;
}
if (!GetPlayer()->IsWithinDistInMap(player, INSPECT_DISTANCE, false))
return;
if (GetPlayer()->IsValidAttackTarget(player))
return;
WorldPacket data(MSG_INSPECT_HONOR_STATS, 8+1+4*4);
data << uint64(player->GetGUID());
data << uint8(player->GetHonorPoints());
data << uint32(player->GetUInt32Value(PLAYER_FIELD_KILLS));
data << uint32(player->GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
data << uint32(player->GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
data << uint32(player->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
SendPacket(&data);
}
void WorldSession::HandleWorldTeleportOpcode(WorldPackets::Misc::WorldTeleport& worldTeleport)
{
if (_player->IsInFlight())
{
TC_LOG_DEBUG("network", "Player '%s' (%s) in flight, ignore worldport command.",
_player->GetName().c_str(), _player->GetGUID().ToString().c_str());
return;
}
WorldLocation loc(worldTeleport.MapID, worldTeleport.Pos);
loc.SetOrientation(worldTeleport.Facing);
TC_LOG_DEBUG("network", "CMSG_WORLD_TELEPORT: Player = %s, time = %u, map = %u, pos = %s",
_player->GetName().c_str(), worldTeleport.Time, worldTeleport.MapID, loc.ToString().c_str());
if (HasPermission(rbac::RBAC_PERM_OPCODE_WORLD_TELEPORT))
_player->TeleportTo(loc);
else
SendNotification(LANG_YOU_NOT_HAVE_PERMISSION);
}
void WorldSession::HandleWhoIsOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "Received opcode CMSG_WHOIS");
std::string charname;
recvData >> charname;
if (!HasPermission(rbac::RBAC_PERM_OPCODE_WHOIS))
{
SendNotification(LANG_YOU_NOT_HAVE_PERMISSION);
return;
}
if (charname.empty() || !normalizePlayerName (charname))
{
SendNotification(LANG_NEED_CHARACTER_NAME);
return;
}
Player* player = ObjectAccessor::FindConnectedPlayerByName(charname);
if (!player)
{
SendNotification(LANG_PLAYER_NOT_EXIST_OR_OFFLINE, charname.c_str());
return;
}
uint32 accid = player->GetSession()->GetAccountId();
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_ACCOUNT_WHOIS);
stmt->setUInt32(0, accid);
PreparedQueryResult result = LoginDatabase.Query(stmt);
if (!result)
{
SendNotification(LANG_ACCOUNT_FOR_PLAYER_NOT_FOUND, charname.c_str());
return;
}
Field* fields = result->Fetch();
std::string acc = fields[0].GetString();
if (acc.empty())
acc = "Unknown";
std::string email = fields[1].GetString();
if (email.empty())
email = "Unknown";
std::string lastip = fields[2].GetString();
if (lastip.empty())
lastip = "Unknown";
std::string msg = charname + "'s " + "account is " + acc + ", e-mail: " + email + ", last ip: " + lastip;
WorldPacket data(SMSG_WHOIS, msg.size()+1);
data << msg;
SendPacket(&data);
TC_LOG_DEBUG("network", "Received whois command from player %s for character %s",
GetPlayer()->GetName().c_str(), charname.c_str());
}
void WorldSession::HandleComplainOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_COMPLAIN");
uint8 spam_type; // 0 - mail, 1 - chat
ObjectGuid spammer_guid;
uint32 unk1 = 0;
uint32 unk2 = 0;
uint32 unk3 = 0;
uint32 unk4 = 0;
std::string description = "";
recvData >> spam_type; // unk 0x01 const, may be spam type (mail/chat)
recvData >> spammer_guid; // player guid
switch (spam_type)
{
case 0:
recvData >> unk1; // const 0
recvData >> unk2; // probably mail id
recvData >> unk3; // const 0
break;
case 1:
recvData >> unk1; // probably language
recvData >> unk2; // message type?
recvData >> unk3; // probably channel id
recvData >> unk4; // time
recvData >> description; // spam description string (messagetype, channel name, player name, message)
break;
}
// NOTE: all chat messages from this spammer automatically ignored by spam reporter until logout in case chat spam.
// if it's mail spam - ALL mails from this spammer automatically removed by client
// Complaint Received message
WorldPacket data(SMSG_COMPLAIN_RESULT, 1);
data << uint8(0);
SendPacket(&data);
TC_LOG_DEBUG("network", "REPORT SPAM: type %u, %s, unk1 %u, unk2 %u, unk3 %u, unk4 %u, message %s",
spam_type, spammer_guid.ToString().c_str(), unk1, unk2, unk3, unk4, description.c_str());
}
void WorldSession::HandleRealmSplitOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_REALM_SPLIT");
uint32 unk;
std::string split_date = "01/01/01";
recvData >> unk;
WorldPacket data(SMSG_REALM_SPLIT, 4+4+split_date.size()+1);
data << unk;
data << uint32(0x00000000); // realm split state
// split states:
// 0x0 realm normal
// 0x1 realm split
// 0x2 realm split pending
data << split_date;
SendPacket(&data);
//TC_LOG_DEBUG("response sent %u", unk);
}
void WorldSession::HandleFarSightOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_FAR_SIGHT");
bool apply;
recvData >> apply;
if (apply)
{
TC_LOG_DEBUG("network", "Added FarSight %s to player %s", _player->GetGuidValue(PLAYER_FARSIGHT).ToString().c_str(), _player->GetGUID().ToString().c_str());
if (WorldObject* target = _player->GetViewpoint())
_player->SetSeer(target);
else
TC_LOG_DEBUG("network", "Player %s %s requests non-existing seer %s", _player->GetName().c_str(), _player->GetGUID().ToString().c_str(), _player->GetGuidValue(PLAYER_FARSIGHT).ToString().c_str());
}
else
{
TC_LOG_DEBUG("network", "Player %s set vision to self", _player->GetGUID().ToString().c_str());
_player->SetSeer(_player);
}
GetPlayer()->UpdateVisibilityForPlayer();
}
void WorldSession::HandleSetTitleOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "CMSG_SET_TITLE");
int32 title;
recvData >> title;
// -1 at none
if (title > 0 && title < MAX_TITLE_INDEX)
{
if (!GetPlayer()->HasTitle(title))
return;
}
else
title = 0;
GetPlayer()->SetUInt32Value(PLAYER_CHOSEN_TITLE, title);
}
void WorldSession::HandleResetInstancesOpcode(WorldPacket& /*recvData*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_RESET_INSTANCES");
if (Group* group = _player->GetGroup())
{
if (group->IsLeader(_player->GetGUID()))
group->ResetInstances(INSTANCE_RESET_ALL, false, _player);
}
else
_player->ResetInstances(INSTANCE_RESET_ALL, false);
}
void WorldSession::HandleSetDungeonDifficultyOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "MSG_SET_DUNGEON_DIFFICULTY");
uint32 mode;
recvData >> mode;
if (mode >= MAX_DUNGEON_DIFFICULTY)
{
TC_LOG_DEBUG("network", "WorldSession::HandleSetDungeonDifficultyOpcode: player %s sent an invalid instance mode %d!", _player->GetGUID().ToString().c_str(), mode);
return;
}
if (Difficulty(mode) == _player->GetDungeonDifficulty())
return;
// cannot reset while in an instance
Map* map = _player->FindMap();
if (map && map->IsDungeon())
{
TC_LOG_DEBUG("network", "WorldSession::HandleSetDungeonDifficultyOpcode: player (Name: %s, %s) tried to reset the instance while player is inside!",
_player->GetName().c_str(), _player->GetGUID().ToString().c_str());
return;
}
Group* group = _player->GetGroup();
if (group)
{
if (group->IsLeader(_player->GetGUID()))
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* groupGuy = itr->GetSource();
if (!groupGuy)
continue;
if (!groupGuy->IsInWorld())
return;
if (groupGuy->GetMap()->IsNonRaidDungeon())
{
TC_LOG_DEBUG("network", "WorldSession::HandleSetDungeonDifficultyOpcode: player %s tried to reset the instance while group member (Name: %s, %s) is inside!",
_player->GetGUID().ToString().c_str(), groupGuy->GetName().c_str(), groupGuy->GetGUID().ToString().c_str());
return;
}
}
// the difficulty is set even if the instances can't be reset
//_player->SendDungeonDifficulty(true);
group->ResetInstances(INSTANCE_RESET_CHANGE_DIFFICULTY, false, _player);
group->SetDungeonDifficulty(Difficulty(mode));
}
}
else
{
_player->ResetInstances(INSTANCE_RESET_CHANGE_DIFFICULTY, false);
_player->SetDungeonDifficulty(Difficulty(mode));
}
}
void WorldSession::HandleSetRaidDifficultyOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "MSG_SET_RAID_DIFFICULTY");
uint32 mode;
recvData >> mode;
if (mode >= MAX_RAID_DIFFICULTY)
{
TC_LOG_ERROR("network", "WorldSession::HandleSetRaidDifficultyOpcode: player %s sent an invalid instance mode %d!", _player->GetGUID().ToString().c_str(), mode);
return;
}
// cannot reset while in an instance
Map* map = _player->FindMap();
if (map && map->IsDungeon())
{
TC_LOG_DEBUG("network", "WorldSession::HandleSetRaidDifficultyOpcode: player %s tried to reset the instance while inside!", _player->GetGUID().ToString().c_str());
return;
}
if (Difficulty(mode) == _player->GetRaidDifficulty())
return;
Group* group = _player->GetGroup();
if (group)
{
if (group->IsLeader(_player->GetGUID()))
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* groupGuy = itr->GetSource();
if (!groupGuy)
continue;
if (!groupGuy->IsInWorld())
return;
if (groupGuy->GetMap()->IsRaid())
{
TC_LOG_DEBUG("network", "WorldSession::HandleSetRaidDifficultyOpcode: player %s tried to reset the instance while inside!", _player->GetGUID().ToString().c_str());
return;
}
}
// the difficulty is set even if the instances can't be reset
//_player->SendDungeonDifficulty(true);
group->ResetInstances(INSTANCE_RESET_CHANGE_DIFFICULTY, true, _player);
group->SetRaidDifficulty(Difficulty(mode));
}
}
else
{
_player->ResetInstances(INSTANCE_RESET_CHANGE_DIFFICULTY, true);
_player->SetRaidDifficulty(Difficulty(mode));
}
}
void WorldSession::HandleMoveSetCanFlyAckOpcode(WorldPacket& recvData)
{
// fly mode on/off
TC_LOG_DEBUG("network", "WORLD: CMSG_MOVE_SET_CAN_FLY_ACK");
ObjectGuid guid; // guid - unused
recvData >> guid.ReadAsPacked();
recvData.read_skip(); // unk
MovementInfo movementInfo;
movementInfo.guid = guid;
ReadMovementInfo(recvData, &movementInfo);
recvData.read_skip(); // unk2
_player->GetUnitBeingMoved()->m_movementInfo.flags = movementInfo.GetMovementFlags();
}
void WorldSession::HandleSetTaxiBenchmarkOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_SET_TAXI_BENCHMARK_MODE");
uint8 mode;
recvData >> mode;
mode ? _player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_TAXI_BENCHMARK) : _player->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_TAXI_BENCHMARK);
TC_LOG_DEBUG("network", "Client used \"/timetest %d\" command", mode);
}
void WorldSession::HandleQueryInspectAchievements(WorldPacket& recvData)
{
ObjectGuid guid;
recvData >> guid.ReadAsPacked();
TC_LOG_DEBUG("network", "CMSG_QUERY_INSPECT_ACHIEVEMENTS [%s] Inspected Player [%s]", _player->GetGUID().ToString().c_str(), guid.ToString().c_str());
Player* player = ObjectAccessor::GetPlayer(*_player, guid);
if (!player)
return;
if (!GetPlayer()->IsWithinDistInMap(player, INSPECT_DISTANCE, false))
return;
if (GetPlayer()->IsValidAttackTarget(player))
return;
player->SendRespondInspectAchievements(_player);
}
void WorldSession::HandleWorldStateUITimerUpdate(WorldPacket& /*recvData*/)
{
// empty opcode
TC_LOG_DEBUG("network", "WORLD: CMSG_WORLD_STATE_UI_TIMER_UPDATE");
WorldPackets::Misc::UITime response;
response.Time = GameTime::GetGameTime();
SendPacket(response.Write());
}
void WorldSession::HandleReadyForAccountDataTimes(WorldPacket& /*recvData*/)
{
// empty opcode
TC_LOG_DEBUG("network", "WORLD: CMSG_READY_FOR_ACCOUNT_DATA_TIMES");
SendAccountDataTimes(GLOBAL_CACHE_MASK);
}
void WorldSession::SendSetPhaseShift(uint32 PhaseShift)
{
WorldPacket data(SMSG_SET_PHASE_SHIFT, 4);
data << uint32(PhaseShift);
SendPacket(&data);
}
// Battlefield and Battleground
void WorldSession::HandleAreaSpiritHealerQueryOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
Battleground* bg = _player->GetBattleground();
ObjectGuid guid;
recvData >> guid;
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->IsSpiritService()) // it's not spirit service
return;
if (bg)
sBattlegroundMgr->SendAreaSpiritHealerQueryOpcode(_player, bg, guid);
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(_player->GetZoneId()))
bf->SendAreaSpiritHealerQueryOpcode(_player, guid);
}
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
Battleground* bg = _player->GetBattleground();
ObjectGuid guid;
recvData >> guid;
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->IsSpiritService()) // it's not spirit service
return;
if (bg)
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(_player->GetZoneId()))
bf->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
void WorldSession::HandleHearthAndResurrect(WorldPacket& /*recvData*/)
{
if (_player->IsInFlight())
return;
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(_player->GetZoneId()))
{
bf->PlayerAskToLeave(_player);
return;
}
AreaTableEntry const* atEntry = sAreaTableStore.LookupEntry(_player->GetAreaId());
if (!atEntry || !(atEntry->Flags & AREA_FLAG_WINTERGRASP_2))
return;
_player->BuildPlayerRepop();
_player->ResurrectPlayer(1.0f);
_player->TeleportTo(_player->m_homebindMapId, _player->m_homebindX, _player->m_homebindY, _player->m_homebindZ, _player->GetOrientation());
}
void WorldSession::HandleInstanceLockResponse(WorldPacket& recvPacket)
{
uint8 accept;
recvPacket >> accept;
if (!_player->HasPendingBind())
{
TC_LOG_INFO("network", "InstanceLockResponse: Player %s %s tried to bind himself/teleport to graveyard without a pending bind!",
_player->GetName().c_str(), _player->GetGUID().ToString().c_str());
return;
}
if (accept)
_player->BindToInstance();
else
_player->RepopAtGraveyard();
_player->SetPendingBind(0, 0);
}
void WorldSession::HandleUpdateMissileTrajectory(WorldPacket& recvPacket)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_UPDATE_MISSILE_TRAJECTORY");
ObjectGuid guid;
uint32 spellId;
float elevation, speed;
TaggedPosition firePos;
TaggedPosition impactPos;
uint8 moveStop;
recvPacket >> guid >> spellId >> elevation >> speed;
recvPacket >> firePos;
recvPacket >> impactPos;
recvPacket >> moveStop;
Unit* caster = ObjectAccessor::GetUnit(*_player, guid);
Spell* spell = caster ? caster->GetCurrentSpell(CURRENT_GENERIC_SPELL) : nullptr;
if (!spell || spell->m_spellInfo->Id != spellId || !spell->m_targets.HasDst() || !spell->m_targets.HasSrc())
{
recvPacket.rfinish();
return;
}
spell->m_targets.ModSrc(firePos);
spell->m_targets.ModDst(impactPos);
spell->m_targets.SetElevation(elevation);
spell->m_targets.SetSpeed(speed);
if (moveStop)
{
uint32 opcode;
recvPacket >> opcode;
recvPacket.SetOpcode(opcode);
HandleMovementOpcodes(recvPacket);
}
}