Some additional checks to Login Instance check. + code layout.
--HG-- branch : trunk
This commit is contained in:
+88
-94
@@ -162,123 +162,117 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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const MapEntry *entry = sMapStore.LookupEntry(mapid);
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const MapEntry *entry = sMapStore.LookupEntry(mapid);
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if (!entry)
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if (!entry)
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return false;
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return false;
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if (!entry->IsDungeon())
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return true;
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const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
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const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
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if (entry->map_type == MAP_INSTANCE || entry->map_type == MAP_RAID)
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Group* pGroup = player->GetGroup();
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if (entry->IsRaid())
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{
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{
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if (entry->map_type == MAP_RAID)
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// can only enter in a raid group
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// GMs can avoid raid limitations
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if ((!pGroup || !pGroup->isRaidGroup()) && !player->isGameMaster() && !sWorld.getConfig(CONFIG_INSTANCE_IGNORE_RAID))
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{
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{
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// GMs can avoid raid limitations
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// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
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if (!player->isGameMaster() && !sWorld.getConfig(CONFIG_INSTANCE_IGNORE_RAID))
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// TODO: this is not a good place to send the message
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{
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
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// can only enter in a raid group
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sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance of '%s'", player->GetName(), mapName);
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Group* group = player->GetGroup();
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if (!group || !group->isRaidGroup())
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{
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// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
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// TODO: this is not a good place to send the message
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
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sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance of '%s'", player->GetName(), mapName);
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return false;
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}
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}
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}
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//The player has a heroic mode and tries to enter into instance which has no a heroic mode
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MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->map_type == MAP_RAID));
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if (!mapDiff)
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{
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bool isNormalTargetMap = entry->map_type == MAP_RAID
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? (player->GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
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: (player->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
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//Send aborted message
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// FIX ME: what about absent normal/heroic mode with specific players limit...
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player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
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return false;
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return false;
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}
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}
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}
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if (!player->isAlive())
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//The player has a heroic mode and tries to enter into instance which has no a heroic mode
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MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->IsRaid()));
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if (!mapDiff)
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{
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bool isNormalTargetMap = entry->IsRaid()
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? (player->GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
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: (player->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
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// Send aborted message
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// FIX ME: what about absent normal/heroic mode with specific players limit...
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player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
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return false;
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}
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if (!player->isAlive())
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{
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if (Corpse *corpse = player->GetCorpse())
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{
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{
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if (Corpse *corpse = player->GetCorpse())
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// let enter in ghost mode in instance that connected to inner instance with corpse
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uint32 instance_map = corpse->GetMapId();
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do
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{
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{
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// let enter in ghost mode in instance that connected to inner instance with corpse
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if (instance_map == mapid)
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uint32 instance_map = corpse->GetMapId();
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break;
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do
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{
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if (instance_map == mapid)
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break;
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(instance_map);
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(instance_map);
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instance_map = instance ? instance->parent : 0;
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instance_map = instance ? instance->parent : 0;
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}
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}
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while (instance_map);
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while (instance_map);
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if (!instance_map)
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if (!instance_map)
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{
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WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
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player->GetSession()->SendPacket(&data);
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sLog.outDebug("MAP: Player '%s' doesn't has a corpse in instance '%s' and can't enter", player->GetName(), mapName);
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return false;
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}
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sLog.outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter", player->GetName(), mapName);
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}
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else
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sLog.outDebug("Map::CanPlayerEnter - player '%s' is dead but doesn't have a corpse!", player->GetName());
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}
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(mapid);
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if (!instance)
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return false;
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//Get instance where player's group is bound & its map
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if (pGroup)
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{
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InstanceGroupBind* boundedInstance = pGroup->GetBoundInstance(player);
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if (boundedInstance && boundedInstance->save)
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{
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if (Map *boundedMap = MapManager::Instance().FindMap(mapid,boundedInstance->save->GetInstanceId()))
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{
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// Player permanently bounded to different instance than groups one
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InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDungeonDifficulty());
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if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
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boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
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{
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{
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WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
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//TODO: send some kind of error message to the player
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player->GetSession()->SendPacket(&data);
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sLog.outDebug("MAP: Player '%s' doesn't has a corpse in instance '%s' and can't enter", player->GetName(), mapName);
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return false;
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return false;
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}
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}
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sLog.outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter", player->GetName(), mapName);
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}
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else
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{
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sLog.outDebug("Map::CanEnter - player '%s' is dead but doesn't have a corpse!", player->GetName());
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}
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}
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(mapid);
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// Encounters in progress
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if (!instance)
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if (!loginCHeck && entry->IsRaid() && ((InstanceMap*)boundedMap)->GetInstanceData() && ((InstanceMap*)boundedMap)->GetInstanceData()->IsEncounterInProgress())
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return false;
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//Get instance where player's group is bound & its map
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if (player->GetGroup())
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{
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InstanceGroupBind* boundedInstance = player->GetGroup()->GetBoundInstance(player);
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if (boundedInstance && boundedInstance->save)
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{
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if (Map *boundedMap = MapManager::Instance().FindMap(mapid,boundedInstance->save->GetInstanceId()))
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{
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{
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//Player permanently bounded to different instance than groups one
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sLog.outDebug("MAP: Player '%s' can't enter instance '%s' while an encounter is in progress.", player->GetName(), mapName);
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InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDungeonDifficulty());
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player->SendTransferAborted(mapid, TRANSFER_ABORT_ZONE_IN_COMBAT);
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if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
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return false;
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boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
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}
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// Instance is full
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MapDifficulty const* mapDiff = ((InstanceMap*)boundedMap)->GetMapDifficulty();
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int8 maxPlayers = mapDiff ? mapDiff->maxPlayers : 0;
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if (maxPlayers != -1) //-1: unlimited access
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{
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if (boundedMap->GetPlayersCountExceptGMs() >= (loginCheck ? maxPlayers+1 : maxPlayers))
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{
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{
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//TODO: send some kind of error message to the player
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sLog.outDebug("MAP: Player '%s' can't enter instance '%s' because it's full.", player->GetName(), mapName);
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player->SendTransferAborted(mapid, TRANSFER_ABORT_MAX_PLAYERS);
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return false;
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return false;
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}
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}
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//Encounters in progress
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if (entry->map_type == MAP_RAID && ((InstanceMap*)boundedMap)->GetInstanceData() && ((InstanceMap*)boundedMap)->GetInstanceData()->IsEncounterInProgress())
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{
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sLog.outDebug("MAP: Player '%s' can't enter instance '%s' while an encounter is in progress.", player->GetName(), mapName);
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player->SendTransferAborted(mapid, TRANSFER_ABORT_ZONE_IN_COMBAT);
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return(false);
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}
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//Instance is full
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MapDifficulty const* mapDiff = ((InstanceMap*)boundedMap)->GetMapDifficulty();
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int8 maxPlayers = mapDiff ? mapDiff->maxPlayers : 0;
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if (maxPlayers != -1) //-1: unlimited access
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{
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if (loginCheck ? boundedMap->GetPlayersCountExceptGMs() > maxPlayers : boundedMap->GetPlayersCountExceptGMs() >= maxPlayers)
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{
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sLog.outDebug("MAP: Player '%s' can't enter instance '%s' because it's full.", player->GetName(), mapName);
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player->SendTransferAborted(mapid, TRANSFER_ABORT_MAX_PLAYERS);
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return(false);
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}
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}
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}
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}
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}
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}
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}
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}
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//Other requirements
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return player->Satisfy(objmgr.GetAccessRequirement(instance->access_id), mapid, true);
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}
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}
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else
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return true;
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//Other requirements
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return player->Satisfy(objmgr.GetAccessRequirement(instance->access_id), mapid, true);
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}
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}
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void MapManager::RemoveBonesFromMap(uint32 mapid, uint64 guid, float x, float y)
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void MapManager::RemoveBonesFromMap(uint32 mapid, uint64 guid, float x, float y)
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@@ -918,23 +918,8 @@ void WorldSession::HandleAreaTriggerOpcode(WorldPacket & recv_data)
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return;
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return;
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// check if player can enter instance : instance not full, and raid instance not in encounter fight
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// check if player can enter instance : instance not full, and raid instance not in encounter fight
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if (Map * newMap = MapManager::Instance().CreateMap(at->target_mapId, GetPlayer(), 0))
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if (!MapManager::Instance().CanPlayerEnter(at->target_mapId, GetPlayer(), false))
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{
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return;
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if (newMap && newMap->IsDungeon() && ((InstanceMap*)newMap)->GetInstanceData() && ((InstanceMap*)newMap)->GetMapDifficulty())
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{
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if (newMap->GetPlayersCountExceptGMs() >= ((InstanceMap*)newMap)->GetMapDifficulty()->maxPlayers)
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{
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GetPlayer()->SendTransferAborted(at->target_mapId, TRANSFER_ABORT_MAX_PLAYERS);
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return;
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}
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if (newMap->IsRaid() && ((InstanceMap*)newMap)->GetInstanceData()->IsEncounterInProgress())
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{
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GetPlayer()->SendTransferAborted(at->target_mapId, TRANSFER_ABORT_ZONE_IN_COMBAT);
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return;
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}
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}
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}
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GetPlayer()->TeleportTo(at->target_mapId,at->target_X,at->target_Y,at->target_Z,at->target_Orientation,TELE_TO_NOT_LEAVE_TRANSPORT);
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GetPlayer()->TeleportTo(at->target_mapId,at->target_X,at->target_Y,at->target_Z,at->target_Orientation,TELE_TO_NOT_LEAVE_TRANSPORT);
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}
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}
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+2
-2
@@ -17357,8 +17357,8 @@ bool Player::CheckInstanceLoginValid()
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if (GetMap()->IsRaid())
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if (GetMap()->IsRaid())
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{
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{
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// cannot be in raid instance without a group
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// cannot be in raid instance without a raid group
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if (!GetGroup())
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if (!GetGroup() || !GetGroup()->isRaidGroup())
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return false;
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return false;
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}
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}
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else
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else
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