/* * Copyright (C) 2008 Trinity * * Thanks to the original authors: 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Opcodes.h" #include "Log.h" #include "World.h" #include "Corpse.h" #include "Player.h" #include "MapManager.h" #include "Transports.h" #include "BattleGround.h" #include "WaypointMovementGenerator.h" #include "InstanceSaveMgr.h" void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ ) { sLog.outDebug( "WORLD: got MSG_MOVE_WORLDPORT_ACK." ); HandleMoveWorldportAckOpcode(); } void WorldSession::HandleMoveWorldportAckOpcode() { // get the teleport destination WorldLocation &loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if(!MapManager::IsValidMapCoord(loc.mapid,loc.x,loc.y,loc.z,loc.o)) { LogoutPlayer(false); return; } if(!sWorld.IsAllowedMap(loc.mapid) && (GetSecurity() < SEC_GAMEMASTER)) { if(sWorld.IsAllowedMap(GetPlayer()->m_homebindMapId)) GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()); else 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.mapid); InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if(GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleport(false); // relocate the player to the teleport destination GetPlayer()->SetMapId(loc.mapid); GetPlayer()->Relocate(loc.x, loc.y, loc.z, loc.o); // since the MapId is set before the GetInstance call, the InstanceId must be set to 0 // to let GetInstance() determine the proper InstanceId based on the player's binds GetPlayer()->SetInstanceId(0); // check this before Map::Add(player), because that will create the instance save! bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // 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(!MapManager::Instance().GetMap(GetPlayer()->GetMapId(), GetPlayer())->Add(GetPlayer())) { sLog.outDebug("WORLD: teleport of player %s (%d) to location %d,%f,%f,%f,%f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.x, loc.y, loc.z, loc.o); // teleport the player home GetPlayer()->SetDontMove(false); if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation())) { // the player must always be able to teleport home sLog.outError("WORLD: failed to teleport player %s (%d) to homebind location %d,%f,%f,%f,%f!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()); assert(false); } return; } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE) { if(!_player->InBattleGround()) { // short preparations to continue flight GetPlayer()->SetDontMove(false); FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Initialize(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } // 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(); GetPlayer()->SaveToDB(); } } if(mEntry->IsRaid() && mInstance) { if(reset_notify) { uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL); GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance } } // mount allow check if(!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // battleground state preper // only add to bg group and object, if the player was invited (else he entered through command) if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) { BattleGround *bg = _player->GetBattleGround(); if(bg) { bg->AddPlayer(_player); if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg { // get the team this way, because arenas might 'override' the teams. uint32 team = bg->GetPlayerTeam(_player->GetGUID()); if(!team) team = _player->GetTeam(); if(!bg->GetBgRaid(team)) // first player joined { Group *group = new Group; bg->SetBgRaid(team, group); group->Create(_player->GetGUIDLow(), _player->GetName()); } else // raid already exist { bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName()); } } } } // honorless target if(GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet if(GetPlayer()->m_temporaryUnsummonedPetNumber) { Pet* NewPet = new Pet; if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true)) delete NewPet; GetPlayer()->m_temporaryUnsummonedPetNumber = 0; } GetPlayer()->SetDontMove(false); } void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 4+1+4+4+4+4+4); if(GetPlayer()->GetDontMove()) return; /* extract packet */ MovementInfo movementInfo; uint32 MovementFlags; recv_data >> MovementFlags; recv_data >> movementInfo.unk1; recv_data >> movementInfo.time; recv_data >> movementInfo.x; recv_data >> movementInfo.y; recv_data >> movementInfo.z; recv_data >> movementInfo.o; //Save movement flags _player->SetUnitMovementFlags(MovementFlags); if(MovementFlags & MOVEMENTFLAG_ONTRANSPORT) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+8+4+4+4+4+4); recv_data >> movementInfo.t_guid; recv_data >> movementInfo.t_x; recv_data >> movementInfo.t_y; recv_data >> movementInfo.t_z; recv_data >> movementInfo.t_o; recv_data >> movementInfo.t_time; } if(MovementFlags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); recv_data >> movementInfo.s_pitch; // pitch, -1.55=looking down, 0=looking straight forward, +1.55=looking up } // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); recv_data >> movementInfo.fallTime; // duration of last jump (when in jump duration from jump begin to now) if(MovementFlags & MOVEMENTFLAG_JUMPING) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4+4+4+4); recv_data >> movementInfo.j_unk; // constant, but different when jumping in water and on land? recv_data >> movementInfo.j_sinAngle; // sin of angle between orientation0 and players orientation recv_data >> movementInfo.j_cosAngle; // cos of angle between orientation0 and players orientation recv_data >> movementInfo.j_xyspeed; // speed of xy movement } if(MovementFlags & MOVEMENTFLAG_SPLINE) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); recv_data >> movementInfo.u_unk1; // unknown } /*----------------*/ if(recv_data.size() != recv_data.rpos()) { sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is %u bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), recv_data.GetOpcode(), recv_data.size() - recv_data.rpos()); KickPlayer(); return; } if (!Trinity::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o)) return; /* handle special cases */ if (MovementFlags & 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_x > 50 || movementInfo.t_y > 50 || movementInfo.t_z > 50 ) return; if( !Trinity::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y+movementInfo.t_y, movementInfo.z+movementInfo.t_z, movementInfo.o+movementInfo.t_o) ) return; // if we boarded a transport, add us to it if (!GetPlayer()->m_transport) { // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter) { if ((*iter)->GetGUID() == movementInfo.t_guid) { // unmount before boarding _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); GetPlayer()->m_transport = (*iter); (*iter)->AddPassenger(GetPlayer()); break; } } } } else if (GetPlayer()->m_transport) // if we were on a transport, leave { GetPlayer()->m_transport->RemovePassenger(GetPlayer()); GetPlayer()->m_transport = NULL; movementInfo.t_x = 0.0f; movementInfo.t_y = 0.0f; movementInfo.t_z = 0.0f; movementInfo.t_o = 0.0f; movementInfo.t_time = 0; } // fall damage generation (ignore in flight case that can be triggred also at lags in moment teleportation to another map). if (recv_data.GetOpcode() == MSG_MOVE_FALL_LAND && !GetPlayer()->isInFlight()) { Player *target = GetPlayer(); //Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored if (movementInfo.fallTime > 1100 && !target->isDead() && !target->isGameMaster() && !target->HasAuraType(SPELL_AURA_HOVER) && !target->HasAuraType(SPELL_AURA_FEATHER_FALL) && !target->HasAuraType(SPELL_AURA_FLY) && !target->IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) ) { //Safe fall, fall time reduction int32 safe_fall = target->GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0; if(fall_time > 1100) //Prevent damage if fall time < 1100 { //Fall Damage calculation float fallperc = float(fall_time)/1100; uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * target->GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL)); float height = movementInfo.z; target->UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height); if (damage > 0) { //Prevent fall damage from being more than the player maximum health if (damage > target->GetMaxHealth()) damage = target->GetMaxHealth(); // Gust of Wind if (target->GetDummyAura(43621)) damage = target->GetMaxHealth()/2; target->EnvironmentalDamage(target->GetGUID(), DAMAGE_FALL, damage); } //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, target->GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall); } } //handle fall and logout at the same time (logout started before fall finished) /* outdated and create problems with sit at stun sometime if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE)) { target->SetStandState(PLAYER_STATE_SIT); // Can't move WorldPacket data( SMSG_FORCE_MOVE_ROOT, 12 ); data.append(target->GetPackGUID()); data << (uint32)2; SendPacket( &data ); } */ } if(((MovementFlags & MOVEMENTFLAG_SWIMMING) != 0) != GetPlayer()->IsInWater()) { // now client not include swimming flag in case jumping under water GetPlayer()->SetInWater( !GetPlayer()->IsInWater() || GetPlayer()->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) ); } /*----------------------*/ /* process position-change */ recv_data.put(5, getMSTime()); // offset flags(4) + unk(1) WorldPacket data(recv_data.GetOpcode(), (GetPlayer()->GetPackGUID().size()+recv_data.size())); data.append(GetPlayer()->GetPackGUID()); data.append(recv_data.contents(), recv_data.size()); GetPlayer()->SendMessageToSet(&data, false); GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o); GetPlayer()->m_movementInfo = movementInfo; if(GetPlayer()->isMovingOrTurning()) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); if(movementInfo.z < -500.0f) { if(GetPlayer()->InBattleGround() && GetPlayer()->GetBattleGround() && GetPlayer()->GetBattleGround()->HandlePlayerUnderMap(_player)) { // do nothing, the handle already did if returned true } else { // 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(GetPlayer()->isAlive()) { GetPlayer()->EnvironmentalDamage(GetPlayer()->GetGUID(),DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth()); // change the death state to CORPSE to prevent the death timer from // starting in the next player update GetPlayer()->KillPlayer(); GetPlayer()->BuildPlayerRepop(); } // cancel the death timer here if started GetPlayer()->RepopAtGraveyard(); } } } void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recv_data) { CHECK_PACKET_SIZE(recv_data, 8+4+4+1+4+4+4+4+4); /* extract packet */ uint64 guid; uint8 unkB; uint32 unk1, flags, time, fallTime; float x, y, z, orientation; uint64 t_GUID; float t_x, t_y, t_z, t_o; uint32 t_time; float s_pitch; float j_unk1, j_sinAngle, j_cosAngle, j_xyspeed; float u_unk1; float newspeed; recv_data >> guid; // now can skip not our packet if(_player->GetGUID() != guid) return; // continue parse packet recv_data >> unk1; recv_data >> flags >> unkB >> time; recv_data >> x >> y >> z >> orientation; if (flags & MOVEMENTFLAG_ONTRANSPORT) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+8+4+4+4+4+4); recv_data >> t_GUID; recv_data >> t_x >> t_y >> t_z >> t_o >> t_time; } if (flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); recv_data >> s_pitch; // pitch, -1.55=looking down, 0=looking straight forward, +1.55=looking up } // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); recv_data >> fallTime; // duration of last jump (when in jump duration from jump begin to now) if ((flags & MOVEMENTFLAG_JUMPING) || (flags & MOVEMENTFLAG_FALLING)) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4+4+4+4); recv_data >> j_unk1; // ?constant, but different when jumping in water and on land? recv_data >> j_sinAngle >> j_cosAngle; // sin + cos of angle between orientation0 and players orientation recv_data >> j_xyspeed; // speed of xy movement } if(flags & MOVEMENTFLAG_SPLINE) { // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); recv_data >> u_unk1; // unknown } // recheck CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4); 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", "Walkback", "Swim", "Swimback", "Turn", "Fly", "Flyback" }; uint16 opcode = recv_data.GetOpcode(); switch(opcode) { case CMSG_FORCE_WALK_SPEED_CHANGE_ACK: move_type = MOVE_WALK; force_move_type = MOVE_WALK; break; case CMSG_FORCE_RUN_SPEED_CHANGE_ACK: move_type = MOVE_RUN; force_move_type = MOVE_RUN; break; case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK: move_type = MOVE_WALKBACK; force_move_type = MOVE_WALKBACK; break; case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK: move_type = MOVE_SWIM; force_move_type = MOVE_SWIM; break; case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK: move_type = MOVE_SWIMBACK; force_move_type = MOVE_SWIMBACK; break; case CMSG_FORCE_TURN_RATE_CHANGE_ACK: move_type = MOVE_TURN; force_move_type = MOVE_TURN; break; case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK: move_type = MOVE_FLY; force_move_type = MOVE_FLY; break; case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK: move_type = MOVE_FLYBACK; force_move_type = MOVE_FLYBACK; 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("WORLD: Recvd CMSG_SET_ACTIVE_MOVER"); CHECK_PACKET_SIZE(recv_data,8); uint64 guid; recv_data >> guid; WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement data << uint32(0x00000000); // on blizz it increments periodically SendPacket(&data); } void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvdata*/) { //sLog.outDebug("WORLD: Recvd CMSG_MOUNTSPECIAL_ANIM"); WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8); data << uint64(GetPlayer()->GetGUID()); GetPlayer()->SendMessageToSet(&data, false); } void WorldSession::HandleMoveKnockBackAck( WorldPacket & /*recv_data*/ ) { // CHECK_PACKET_SIZE(recv_data,?); sLog.outDebug("CMSG_MOVE_KNOCK_BACK_ACK"); // Currently not used but maybe use later for recheck final player position // (must be at call same as into "recv_data >> x >> y >> z >> orientation;" /* uint32 flags, time; float x, y, z, orientation; uint64 guid; uint32 sequence; uint32 ukn1; float xdirection,ydirection,hspeed,vspeed; recv_data >> guid; recv_data >> sequence; recv_data >> flags >> time; recv_data >> x >> y >> z >> orientation; recv_data >> ukn1; //unknown recv_data >> vspeed >> xdirection >> ydirection >> hspeed; // skip not personal message; if(GetPlayer()->GetGUID()!=guid) return; // check code */ } void WorldSession::HandleMoveHoverAck( WorldPacket& /*recv_data*/ ) { sLog.outDebug("CMSG_MOVE_HOVER_ACK"); } void WorldSession::HandleMoveWaterWalkAck(WorldPacket& /*recv_data*/) { sLog.outDebug("CMSG_MOVE_WATER_WALK_ACK"); } void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data) { CHECK_PACKET_SIZE(recv_data,8+1); if(!_player->isAlive() || _player->isInCombat() ) return; uint64 summoner_guid; bool agree; recv_data >> summoner_guid; recv_data >> agree; _player->SummonIfPossible(agree); }