/*
* Copyright (C) 2008-2012 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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 "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "Corpse.h"
#include "Player.h"
#include "SpellAuras.h"
#include "MapManager.h"
#include "Transport.h"
#include "Battleground.h"
#include "WaypointMovementGenerator.h"
#include "InstanceSaveMgr.h"
#include "ObjectMgr.h"
#include "MovementStructures.h"
void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket & /*recv_data*/)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: got CMSG_WORLD_PORT_RESPONSE.");
HandleMoveWorldportAckOpcode();
}
void WorldSession::HandleMoveWorldportAckOpcode()
{
// ignore unexpected far teleports
if (!GetPlayer()->IsBeingTeleportedFar())
return;
GetPlayer()->SetSemaphoreTeleportFar(false);
// get the teleport destination
WorldLocation const loc = GetPlayer()->GetTeleportDest();
// possible errors in the coordinate validity check
if (!MapManager::IsValidMapCoord(loc))
{
LogoutPlayer(false);
return;
}
// get the destination map entry, not the current one, this will fix homebind and reset greeting
MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());
// reset instance validity, except if going to an instance inside an instance
if (GetPlayer()->m_InstanceValid == false && !mInstance)
GetPlayer()->m_InstanceValid = true;
Map* oldMap = GetPlayer()->GetMap();
if (GetPlayer()->IsInWorld())
{
sLog->outError("Player (Name %s) is still in world when teleported from map %u to new map %u", GetPlayer()->GetName(), oldMap->GetId(), loc.GetMapId());
oldMap->RemovePlayerFromMap(GetPlayer(), false);
}
// relocate the player to the teleport destination
Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
if (!newMap || !newMap->CanEnter(GetPlayer()))
{
sLog->outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
return;
}
else
GetPlayer()->Relocate(&loc);
GetPlayer()->ResetMap();
GetPlayer()->SetMap(newMap);
GetPlayer()->SendInitialPacketsBeforeAddToMap();
if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
{
sLog->outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
GetPlayer()->ResetMap();
GetPlayer()->SetMap(oldMap);
GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
return;
}
// battleground state prepare (in case join to BG), at relogin/tele player not invited
// only add to bg group and object, if the player was invited (else he entered through command)
if (_player->InBattleground())
{
// cleanup setting if outdated
if (!mEntry->IsBattlegroundOrArena())
{
// We're not in BG
_player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE);
// reset destination bg team
_player->SetBGTeam(0);
}
// join to bg case
else if (Battleground* bg = _player->GetBattleground())
{
if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId()))
bg->AddPlayer(_player);
}
}
GetPlayer()->SendInitialPacketsAfterAddToMap();
// flight fast teleport case
if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
{
if (!_player->InBattleground())
{
// short preparations to continue flight
FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
flight->Initialize(*GetPlayer());
return;
}
// battleground state prepare, stop flight
GetPlayer()->GetMotionMaster()->MovementExpired();
GetPlayer()->CleanupAfterTaxiFlight();
}
// resurrect character at enter into instance where his corpse exist after add to map
Corpse* corpse = GetPlayer()->GetCorpse();
if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
{
if (mEntry->IsDungeon())
{
GetPlayer()->ResurrectPlayer(0.5f, false);
GetPlayer()->SpawnCorpseBones();
}
}
bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
if (mInstance)
{
Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID, diff))
{
if (mapDiff->resetTime)
{
if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->MapID, diff))
{
uint32 timeleft = uint32(timeReset - time(NULL));
GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft);
}
}
}
allowMount = mInstance->AllowMount;
}
// mount allow check
if (!allowMount)
_player->RemoveAurasByType(SPELL_AURA_MOUNTED);
// update zone immediately, otherwise leave channel will cause crash in mtmap
uint32 newzone, newarea;
GetPlayer()->GetZoneAndAreaId(newzone, newarea);
GetPlayer()->UpdateZone(newzone, newarea);
// honorless target
if (GetPlayer()->pvpInfo.inHostileArea)
GetPlayer()->CastSpell(GetPlayer(), 2479, true);
// in friendly area
else if (GetPlayer()->IsPvP() && !GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
GetPlayer()->UpdatePvP(false, false);
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
//lets process all delayed operations on successful teleport
GetPlayer()->ProcessDelayedOperations();
}
void WorldSession::HandleMoveTeleportAck(WorldPacket& recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_MOVE_TELEPORT_ACK");
BitStream mask = recv_data.ReadBitStream(8);
uint32 flags, time;
recv_data >> flags >> time;
ByteBuffer bytes(8, true);
recv_data.ReadXorByte(mask[6], bytes[1]);
recv_data.ReadXorByte(mask[0], bytes[3]);
recv_data.ReadXorByte(mask[1], bytes[2]);
recv_data.ReadXorByte(mask[7], bytes[0]);
recv_data.ReadXorByte(mask[5], bytes[6]);
recv_data.ReadXorByte(mask[3], bytes[4]);
recv_data.ReadXorByte(mask[2], bytes[7]);
recv_data.ReadXorByte(mask[4], bytes[5]);
uint64 guid = BitConverter::ToUInt64(bytes);
sLog->outStaticDebug("Guid " UI64FMTD, guid);
sLog->outStaticDebug("Flags %u, time %u", flags, time/IN_MILLISECONDS);
Player* plMover = _player->m_mover->ToPlayer();
if (!plMover || !plMover->IsBeingTeleportedNear())
return;
if (guid != plMover->GetGUID())
return;
plMover->SetSemaphoreTeleportNear(false);
uint32 old_zone = plMover->GetZoneId();
WorldLocation const& dest = plMover->GetTeleportDest();
plMover->UpdatePosition(dest, true);
uint32 newzone, newarea;
plMover->GetZoneAndAreaId(newzone, newarea);
plMover->UpdateZone(newzone, newarea);
// new zone
if (old_zone != newzone)
{
// honorless target
if (plMover->pvpInfo.inHostileArea)
plMover->CastSpell(plMover, 2479, true);
// in friendly area
else if (plMover->IsPvP() && !plMover->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP))
plMover->UpdatePvP(false, false);
}
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
//lets process all delayed operations on successful teleport
GetPlayer()->ProcessDelayedOperations();
}
void WorldSession::HandleMovementOpcodes(WorldPacket & recvData)
{
uint16 opcode = recvData.GetOpcode();
Unit* mover = _player->m_mover;
ASSERT(mover != NULL); // there must always be a mover
Player* plrMover = mover->ToPlayer();
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if (plrMover && plrMover->IsBeingTeleported())
{
return;
}
/* extract packet */
MovementInfo movementInfo;
ReadMovementInfo(recvData, &movementInfo);
// prevent tampered movement data
if (movementInfo.guid != mover->GetGUID())
{
sLog->outError("HandleMovementOpcodes: guid error");
return;
}
if (!movementInfo.pos.IsPositionValid())
{
sLog->outError("HandleMovementOpcodes: Invalid Position");
return;
}
/* handle special cases */
if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
{
// transports size limited
// (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
{
recvData.rfinish(); // prevent warnings spam
return;
}
if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
{
recvData.rfinish(); // prevent warnings spam
return;
}
// if we boarded a transport, add us to it
if (plrMover && !plrMover->GetTransport())
{
// elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
{
if ((*iter)->GetGUID() == movementInfo.t_guid)
{
plrMover->m_transport = (*iter);
(*iter)->AddPassenger(plrMover);
break;
}
}
}
if (!mover->GetTransport() && !mover->GetVehicle())
{
GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
}
}
else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave
{
plrMover->m_transport->RemovePassenger(plrMover);
plrMover->m_transport = NULL;
movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
movementInfo.t_time = 0;
movementInfo.t_seat = -1;
}
// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if (opcode == MSG_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()));
}
/*----------------------*/
/* process position-change */
WorldPacket data(SMSG_PLAYER_MOVE, recvData.size());
movementInfo.time = getMSTime();
movementInfo.guid = mover->GetGUID();
WriteMovementInfo(data, &movementInfo);
mover->SendMessageToSet(&data, _player);
mover->m_movementInfo = movementInfo;
// this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
if (mover->GetVehicle())
{
mover->SetOrientation(movementInfo.pos.GetOrientation());
return;
}
mover->UpdatePosition(movementInfo.pos);
if (plrMover) // nothing is charmed, or player charmed
{
plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);
if (movementInfo.pos.GetPositionZ() < -500.0f)
{
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->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::HandleForceSpeedChangeAck(WorldPacket &recv_data)
{
uint32 opcode = recv_data.GetOpcode();
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(Opcodes(opcode)), opcode, opcode);
/* extract packet */
uint64 guid;
uint32 unk1;
float newspeed;
recv_data.readPackGUID(guid);
// now can skip not our packet
if (_player->GetGUID() != guid)
{
recv_data.rfinish(); // prevent warnings spam
return;
}
// continue parse packet
recv_data >> unk1; // counter or moveEvent
MovementInfo movementInfo;
movementInfo.guid = guid;
ReadMovementInfo(recv_data, &movementInfo);
recv_data >> newspeed;
/*----------------*/
// client ACK send one packet for mounted/run case and need skip all except last from its
// in other cases anti-cheat check can be fail in false case
UnitMoveType move_type;
UnitMoveType force_move_type;
static char const* move_type_name[MAX_MOVE_TYPE] = { "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" };
switch (opcode)
{
case CMSG_MOVE_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break;
case CMSG_MOVE_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break;
case CMSG_MOVE_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_RUN_BACK; force_move_type = MOVE_RUN_BACK; break;
case CMSG_MOVE_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break;
case CMSG_MOVE_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIM_BACK; force_move_type = MOVE_SWIM_BACK; break;
case CMSG_MOVE_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN_RATE; force_move_type = MOVE_TURN_RATE; break;
case CMSG_MOVE_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT; force_move_type = MOVE_FLIGHT; break;
case CMSG_MOVE_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLIGHT_BACK; force_move_type = MOVE_FLIGHT_BACK; break;
case CMSG_MOVE_FORCE_PITCH_RATE_CHANGE_ACK: move_type = MOVE_PITCH_RATE; force_move_type = MOVE_PITCH_RATE; break;
default:
sLog->outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
return;
}
// skip all forced speed changes except last and unexpected
// in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
if (_player->m_forced_speed_changes[force_move_type] > 0)
{
--_player->m_forced_speed_changes[force_move_type];
if (_player->m_forced_speed_changes[force_move_type] > 0)
return;
}
if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
{
if (_player->GetSpeed(move_type) > newspeed) // must be greater - just correct
{
sLog->outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
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(); // unk
MovementInfo movementInfo;
ReadMovementInfo(recv_data, &movementInfo);
_player->m_movementInfo = movementInfo;
WorldPacket data(SMSG_MOVE_UPDATE_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(); // unk
MovementInfo movementInfo;
ReadMovementInfo(recv_data, &movementInfo);
recv_data.read_skip(); // 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(); // unk
MovementInfo movementInfo;
ReadMovementInfo(recv_data, &movementInfo);
recv_data.read_skip(); // unk2
}
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
{
if (!_player->isAlive() || _player->isInCombat())
return;
uint64 summonerGuid;
bool agree;
recv_data >> summonerGuid;
recv_data >> agree;
_player->SummonIfPossible(agree);
}
void WorldSession::ReadMovementInfo(WorldPacket &data, MovementInfo* mi)
{
bool HaveTransportData = false,
HaveTransportTime2 = false,
HaveTransportTime3 = false,
HavePitch = false,
HaveFallData = false,
HaveFallDirection = false,
HaveSplineElevation = false,
HaveSpline = false;
MovementStatusElements *sequence = GetMovementStatusElementsSequence(data.GetOpcode());
if (sequence == NULL)
return;
BytesGuid guid;
BytesGuid tguid;
guid.guid = 0;
tguid.guid = 0;
for (uint32 i = 0; i < MSE_COUNT; i++)
{
MovementStatusElements element = sequence[i];
if (element >= MSEGuidByte0 && element <= MSEGuidByte7)
{
data.ReadByteMask(guid.bytes[element - MSEGuidByte0]);
continue;
}
if (element >= MSETransportGuidByte0 &&
element <= MSETransportGuidByte7)
{
if (HaveTransportData)
data.ReadByteMask(tguid.bytes[element - MSETransportGuidByte0]);
continue;
}
if (element >= MSEGuidByte0_2 && element <= MSEGuidByte7_2)
{
data.ReadByteSeq(guid.bytes[element - MSEGuidByte0_2]);
continue;
}
if (element >= MSETransportGuidByte0_2 &&
element <= MSETransportGuidByte7_2)
{
if (HaveTransportData)
data.ReadByteSeq(tguid.bytes[element - MSETransportGuidByte0_2]);
continue;
}
switch (element)
{
case MSEFlags:
mi->flags = data.ReadBits(30);
break;
case MSEFlags2:
mi->flags2 = data.ReadBits(12);
break;
case MSETimestamp:
data >> mi->time;
break;
case MSEHavePitch:
HavePitch = data.ReadBit();
break;
case MSEHaveFallData:
HaveFallData = data.ReadBit();
break;
case MSEHaveFallDirection:
if (HaveFallData)
HaveFallDirection = data.ReadBit();
break;
case MSEHaveTransportData:
HaveTransportData = data.ReadBit();
break;
case MSETransportHaveTime2:
if (HaveTransportData)
HaveTransportTime2 = data.ReadBit();
break;
case MSETransportHaveTime3:
if (HaveTransportData)
HaveTransportTime3 = data.ReadBit();
break;
case MSEHaveSpline:
HaveSpline = data.ReadBit();
break;
case MSEHaveSplineElev:
HaveSplineElevation = data.ReadBit();
break;
case MSEPositionX:
data >> mi->pos.PositionXYZStream();
break;
case MSEPositionY:
case MSEPositionZ:
break; // assume they always go as vector of 3
case MSEPositionO:
data >> mi->pos.m_orientation;
break;
case MSEPitch:
if (HavePitch)
data >> mi->pitch;
break;
case MSEFallTime:
if (HaveFallData)
data >> mi->fallTime;
break;
case MSESplineElev:
if (HaveSplineElevation)
data >> mi->splineElevation;
break;
case MSEFallHorizontalSpeed:
if (HaveFallDirection)
data >> mi->j_xyspeed;
break;
case MSEFallVerticalSpeed:
if (HaveFallData)
data >> mi->j_zspeed;
break;
case MSEFallCosAngle:
if (HaveFallDirection)
data >> mi->j_cosAngle;
break;
case MSEFallSinAngle:
if (HaveFallDirection)
data >> mi->j_sinAngle;
break;
case MSETransportSeat:
if (HaveTransportData)
data >> mi->t_seat;
break;
case MSETransportPositionO:
if (HaveTransportData)
data >> mi->t_pos.m_orientation;
break;
case MSETransportPositionX:
if (HaveTransportData)
data >> mi->t_pos.PositionXYZStream();
break;
case MSETransportPositionY:
case MSETransportPositionZ:
break; // assume they always go as vector of 3
case MSETransportTime:
if (HaveTransportData)
data >> mi->t_time;
break;
case MSETransportTime2:
if (HaveTransportTime2)
data >> mi->t_time2;
break;
case MSETransportTime3:
if (HaveTransportTime3)
data >> mi->t_time3;
break;
default:
WPError(false, "Incorrect sequence element detected at ReadMovementInfo");
}
}
mi->guid = guid.guid;
mi->t_guid = tguid.guid;
if (HaveTransportData && mi->pos.m_positionX != mi->t_pos.m_positionX)
if (GetPlayer()->GetTransport())
GetPlayer()->GetTransport()->UpdatePosition(mi);
//! Anti-cheat checks. Please keep them in seperate if() blocks to maintain a clear overview.
//! Might be subject to latency, so just remove improper flags.
#ifdef TRINITY_DEBUG
#define REMOVE_VIOLATING_FLAGS(check, maskToRemove) \
{ \
if (check) \
{ \
sLog->outDebug(LOG_FILTER_UNITS, "WorldSession::ReadMovementInfo: Violation of MovementFlags found (%s). " \
"MovementFlags: %u, MovementFlags2: %u for player GUID: %u. Mask %u will be removed.", \
STRINGIZE(check), mi->GetMovementFlags(), mi->GetExtraMovementFlags(), GetPlayer()->GetGUIDLow(), maskToRemove); \
mi->RemoveMovementFlag((maskToRemove)); \
} \
}
#else
#define REMOVE_VIOLATING_FLAGS(check, maskToRemove) \
if (check) \
mi->RemoveMovementFlag((maskToRemove));
#endif
/*! This must be a packet spoofing attempt. MOVEMENTFLAG_ROOT sent from the client is not valid
in conjunction with any of the moving movement flags such as MOVEMENTFLAG_FORWARD.
It will freeze clients that receive this player's movement info.
*/
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_ROOT),
MOVEMENTFLAG_ROOT);
//! Cannot hover without SPELL_AURA_HOVER
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_HOVER) && !GetPlayer()->HasAuraType(SPELL_AURA_HOVER),
MOVEMENTFLAG_HOVER);
//! Cannot ascend and descend at the same time
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_ASCENDING) && mi->HasMovementFlag(MOVEMENTFLAG_DESCENDING),
MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING);
//! Cannot move left and right at the same time
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_LEFT) && mi->HasMovementFlag(MOVEMENTFLAG_RIGHT),
MOVEMENTFLAG_LEFT | MOVEMENTFLAG_RIGHT);
//! Cannot strafe left and right at the same time
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_STRAFE_LEFT) && mi->HasMovementFlag(MOVEMENTFLAG_STRAFE_RIGHT),
MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT);
//! Cannot pitch up and down at the same time
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_PITCH_UP) && mi->HasMovementFlag(MOVEMENTFLAG_PITCH_DOWN),
MOVEMENTFLAG_PITCH_UP | MOVEMENTFLAG_PITCH_DOWN);
//! Cannot move forwards and backwards at the same time
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_FORWARD) && mi->HasMovementFlag(MOVEMENTFLAG_BACKWARD),
MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_BACKWARD);
//! Cannot walk on water without SPELL_AURA_WATER_WALK
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_WATERWALKING) && !GetPlayer()->HasAuraType(SPELL_AURA_WATER_WALK),
MOVEMENTFLAG_WATERWALKING);
//! Cannot feather fall without SPELL_AURA_FEATHER_FALL
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_FALLING_SLOW) && !GetPlayer()->HasAuraType(SPELL_AURA_FEATHER_FALL),
MOVEMENTFLAG_FALLING_SLOW);
/*! Cannot fly if no fly auras present. Exception is being a GM.
Note that we check for account level instead of Player::IsGameMaster() because in some
situations it may be feasable to use .gm fly on as a GM without having .gm on,
e.g. aerial combat.
*/
REMOVE_VIOLATING_FLAGS(mi->HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY) && GetSecurity() == SEC_PLAYER &&
!GetPlayer()->m_mover->HasAuraType(SPELL_AURA_FLY) &&
!GetPlayer()->m_mover->HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED),
MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY);
#undef REMOVE_VIOLATING_FLAGS
}
void WorldSession::WriteMovementInfo(WorldPacket &data, MovementInfo* mi)
{
bool HaveTransportData = mi->HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT),
HaveTransportTime2 = (mi->flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT) != 0,
HaveTransportTime3 = false,
HavePitch = (mi->HasMovementFlag(MovementFlags(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)))
|| (mi->flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING),
HaveFallData = mi->HasExtraMovementFlag(MOVEMENTFLAG2_INTERPOLATED_TURNING),
HaveFallDirection = mi->HasMovementFlag(MOVEMENTFLAG_FALLING),
HaveSplineElevation = mi->HasMovementFlag(MOVEMENTFLAG_SPLINE_ELEVATION),
HaveSpline = false;
MovementStatusElements *sequence = GetMovementStatusElementsSequence(data.GetOpcode());
if(!sequence)
return;
uint8 *guid = (uint8 *)&mi->guid;
uint8 *tguid = (uint8 *)&mi->t_guid;
for(uint32 i=0; i < MSE_COUNT; i++)
{
MovementStatusElements element = sequence[i];
if (element >= MSEGuidByte0 && element <= MSEGuidByte7)
{
data.WriteByteMask(guid[element - MSEGuidByte0]);
continue;
}
if (element >= MSETransportGuidByte0 &&
element <= MSETransportGuidByte7)
{
if (HaveTransportData)
data.WriteByteMask(tguid[element - MSETransportGuidByte0]);
continue;
}
if (element >= MSEGuidByte0_2 && element <= MSEGuidByte7_2)
{
data.WriteByteSeq(guid[element - MSEGuidByte0_2]);
continue;
}
if (element >= MSETransportGuidByte0_2 &&
element <= MSETransportGuidByte7_2)
{
if (HaveTransportData)
data.WriteByteSeq(tguid[element - MSETransportGuidByte0_2]);
continue;
}
switch (element)
{
case MSEFlags:
data.WriteBits(mi->flags, 30);
break;
case MSEFlags2:
data.WriteBits(mi->flags2, 12);
break;
case MSETimestamp:
data << mi->time;
break;
case MSEHavePitch:
data.WriteBit(HavePitch);
break;
case MSEHaveFallData:
data.WriteBit(HaveFallData);
break;
case MSEHaveFallDirection:
if (HaveFallData)
data.WriteBit(HaveFallDirection);
break;
case MSEHaveTransportData:
data.WriteBit(HaveTransportData);
break;
case MSETransportHaveTime2:
if (HaveTransportData)
data.WriteBit(HaveTransportTime2);
break;
case MSETransportHaveTime3:
if (HaveTransportData)
data.WriteBit(HaveTransportTime3);
break;
case MSEHaveSpline:
data.WriteBit(HaveSpline);
break;
case MSEHaveSplineElev:
data.WriteBit(HaveSplineElevation);
break;
case MSEPositionX:
data << mi->pos.PositionXYZStream();
break;
case MSEPositionY:
case MSEPositionZ:
break; // assume they always go as vector of 3
case MSEPositionO:
data << mi->pos.m_orientation;
break;
case MSEPitch:
if (HavePitch)
data << mi->pitch;
break;
case MSEFallTime:
if (HaveFallData)
data << mi->fallTime;
break;
case MSESplineElev:
if (HaveSplineElevation)
data << mi->splineElevation;
break;
case MSEFallHorizontalSpeed:
if (HaveFallDirection)
data << mi->j_xyspeed;
break;
case MSEFallVerticalSpeed:
if (HaveFallData)
data << mi->j_zspeed;
break;
case MSEFallCosAngle:
if (HaveFallDirection)
data << mi->j_cosAngle;
break;
case MSEFallSinAngle:
if (HaveFallDirection)
data << mi->j_sinAngle;
break;
case MSETransportSeat:
if (HaveTransportData)
data << mi->t_seat;
break;
case MSETransportPositionO:
if (HaveTransportData)
data << mi->t_pos.m_orientation;
break;
case MSETransportPositionX:
if (HaveTransportData)
data << mi->t_pos.PositionXYZStream();
break;
case MSETransportPositionY:
case MSETransportPositionZ:
break; // assume they always go as vector of 3
case MSETransportTime:
if (HaveTransportData)
data << mi->t_time;
break;
case MSETransportTime2:
if (HaveTransportTime2)
data << mi->t_time2;
break;
case MSETransportTime3:
if (HaveTransportTime3)
data << mi->t_time3;
break;
default:
WPError(false, "Incorrect sequence element detected at ReadMovementInfo");
}
}
}