Exemple #1
0
void Client::SendGuildMembers() {
	uint32 len;
	uint8 *data = guild_mgr.MakeGuildMembers(GuildID(), GetName(), len);
	if(data == nullptr)
		return;	//invalid guild, shouldent happen.

	auto outapp = new EQApplicationPacket(OP_GuildMemberList);
	outapp->size = len;
	outapp->pBuffer = data;
	data = nullptr;

	Log(Logs::Detail, Logs::Guilds, "Sending OP_GuildMemberList of length %d", outapp->size);

	FastQueuePacket(&outapp);

	auto pack =
	    new ServerPacket(ServerOP_RequestOnlineGuildMembers, sizeof(ServerRequestOnlineGuildMembers_Struct));

	ServerRequestOnlineGuildMembers_Struct *srogms = (ServerRequestOnlineGuildMembers_Struct*)pack->pBuffer;

	srogms->FromID = CharacterID();
	srogms->GuildID = GuildID();

	worldserver.SendPacket(pack);

	safe_delete(pack);

	// We need to send the Guild URL and Channel name again, as sending OP_GuildMemberList appears to clear this information out.
	SendGuildURL();
	SendGuildChannel();
}
Exemple #2
0
void Client::SendGuildSpawnAppearance() {
	if (!IsInAGuild()) {
		// clear guildtag
		SendAppearancePacket(AT_GuildID, GUILD_NONE);
		Log.Out(Logs::Detail, Logs::Guilds, "Sending spawn appearance for no guild tag.");
	} else {
		uint8 rank = guild_mgr.GetDisplayedRank(GuildID(), GuildRank(), CharacterID());
		Log.Out(Logs::Detail, Logs::Guilds, "Sending spawn appearance for guild %d at rank %d", GuildID(), rank);
		SendAppearancePacket(AT_GuildID, GuildID());
		SendAppearancePacket(AT_GuildRank, rank);
	}
	UpdateWho();
}
Exemple #3
0
void Client::SendGuildMOTD(bool GetGuildMOTDReply) {
	EQApplicationPacket *outapp = new EQApplicationPacket(OP_GuildMOTD, sizeof(GuildMOTD_Struct));

	// When the Client gets an OP_GuildMOTD, it compares the text to the version it has previously stored.
	// If the text in the OP_GuildMOTD packet is the same, it does nothing. If not the same, it displays
	// the new MOTD and then stores the new text.
	//

	GuildMOTD_Struct *motd = (GuildMOTD_Struct *) outapp->pBuffer;
	motd->unknown0 = 0;
	strn0cpy(motd->name, m_pp.name, 64);

	if(IsInAGuild()) {
		if(!guild_mgr.GetGuildMOTD(GuildID(), motd->motd, motd->setby_name)) {
			motd->setby_name[0] = '\0';
			strcpy(motd->motd, "ERROR GETTING MOTD!");
		}
	} else {
		//we have to send them an empty MOTD anywyas.
		motd->motd[0] = '\0';	//just to be sure
		motd->setby_name[0] = '\0';	//just to be sure

	}

	Log.Out(Logs::Detail, Logs::Guilds, "Sending OP_GuildMOTD of length %d", outapp->size);

	FastQueuePacket(&outapp);
}
Exemple #4
0
void Client::SendGuildMOTD(bool GetGuildMOTDReply) {
	auto outapp = new EQApplicationPacket(OP_GuildMOTD, sizeof(GuildMOTD_Struct));

	// When the Client gets an OP_GuildMOTD, it compares the text to the version it has previously stored.
	// If the text in the OP_GuildMOTD packet is the same, it does nothing. If not the same, it displays
	// the new MOTD and then stores the new text.
	//
	// When the Client receives an OP_GetGuildMOTDReply, it displays the text in the packet.
	//
	// So OP_GuildMOTD should be sent on zone entry and when an Officer changes the MOTD, and OP_GetGuildMOTDReply
	// should be sent when the client issues the /getguildmotd command.
	//
	if(GetGuildMOTDReply)
		outapp->SetOpcode(OP_GetGuildMOTDReply);

	GuildMOTD_Struct *motd = (GuildMOTD_Struct *) outapp->pBuffer;
	motd->unknown0 = 0;
	strn0cpy(motd->name, m_pp.name, 64);

	if(IsInAGuild()) {
		if(!guild_mgr.GetGuildMOTD(GuildID(), motd->motd, motd->setby_name)) {
			motd->setby_name[0] = '\0';
			strcpy(motd->motd, "ERROR GETTING MOTD!");
		}
	} else {
		//we have to send them an empty MOTD anywyas.
		motd->motd[0] = '\0';	//just to be sure
		motd->setby_name[0] = '\0';	//just to be sure

	}

	Log(Logs::Detail, Logs::Guilds, "Sending OP_GuildMOTD of length %d", outapp->size);

	FastQueuePacket(&outapp);
}
Exemple #5
0
void Client::SendGuildSpawnAppearance() {
	if (!IsInAGuild()) {
		// clear guildtag
		SendAppearancePacket(AT_GuildID, GUILD_NONE);
		Log(Logs::Detail, Logs::Guilds, "Sending spawn appearance for no guild tag.");
	} else {
		uint8 rank = guild_mgr.GetDisplayedRank(GuildID(), GuildRank(), CharacterID());
		Log(Logs::Detail, Logs::Guilds, "Sending spawn appearance for guild %d at rank %d", GuildID(), rank);
		SendAppearancePacket(AT_GuildID, GuildID());
		if (ClientVersion() >= EQEmu::versions::ClientVersion::RoF)
		{
			switch (rank) {
				case 0: { rank = 5; break; }	// GUILD_MEMBER	0
				case 1: { rank = 3; break; }	// GUILD_OFFICER 1
				case 2: { rank = 1; break; }	// GUILD_LEADER	2
				default: { break; }				// GUILD_NONE
			}
		}
		SendAppearancePacket(AT_GuildRank, rank);
	}
	UpdateWho();
}
Exemple #6
0
void Client::RefreshGuildInfo()
{
	uint32 OldGuildID = guild_id;

	guildrank = GUILD_RANK_NONE;
	guild_id = GUILD_NONE;

	bool WasBanker = GuildBanker;

	CharGuildInfo info;
	if(!guild_mgr.GetCharInfo(CharacterID(), info)) {
		Log(Logs::Detail, Logs::Guilds, "Unable to obtain guild char info for %s (%d)", GetName(), CharacterID());
		return;
	}

	guildrank = info.rank;
	guild_id = info.guild_id;
	GuildBanker = info.banker || guild_mgr.IsGuildLeader(GuildID(), CharacterID());

	if(((int)zone->GetZoneID() == RuleI(World, GuildBankZoneID)))
	{
		if(WasBanker != GuildBanker)
		{
			auto outapp = new EQApplicationPacket(OP_SetGuildRank, sizeof(GuildSetRank_Struct));

			GuildSetRank_Struct *gsrs = (GuildSetRank_Struct*)outapp->pBuffer;

			gsrs->Rank = guildrank;
			strn0cpy(gsrs->MemberName, GetName(), sizeof(gsrs->MemberName));
			gsrs->Banker = GuildBanker;

			FastQueuePacket(&outapp);
		}

		if((guild_id != OldGuildID) && GuildBanks)
		{
			// Unsure about this for RoF+ ... But they don't have that action anymore so f**k it
			if (ClientVersion() < EQEmu::versions::ClientVersion::RoF)
				ClearGuildBank();

			if(guild_id != GUILD_NONE)
				GuildBanks->SendGuildBank(this);
		}
	}

	SendGuildSpawnAppearance();
}
Exemple #7
0
void Client::RefreshGuildInfo()
{
	uint32 OldGuildID = guild_id;

	guildrank = GUILD_RANK_NONE;
	guild_id = GUILD_NONE;

	bool WasBanker = GuildBanker;
	
	CharGuildInfo info;
	if(!guild_mgr.GetCharInfo(CharacterID(), info)) {
		mlog(GUILDS__ERROR, "Unable to obtain guild char info for %s (%d)", GetName(), CharacterID());
		return;
	}
	
	guildrank = info.rank;
	guild_id = info.guild_id;
	GuildBanker = info.banker || guild_mgr.IsGuildLeader(GuildID(), CharacterID());

	if(((int)zone->GetZoneID() == RuleI(World, GuildBankZoneID)))
	{
		if(WasBanker != GuildBanker)
		{
			EQApplicationPacket *outapp = new EQApplicationPacket(OP_SetGuildRank, sizeof(GuildSetRank_Struct));

			GuildSetRank_Struct *gsrs = (GuildSetRank_Struct*)outapp->pBuffer;

			gsrs->Rank = guildrank;
			strn0cpy(gsrs->MemberName, GetName(), sizeof(gsrs->MemberName));
			gsrs->Banker = GuildBanker;

			FastQueuePacket(&outapp);
		}

		if((guild_id != OldGuildID) && GuildBanks)
		{
			ClearGuildBank();

			if(guild_id != GUILD_NONE)
				GuildBanks->SendGuildBank(this);
		}
	}
	
	SendGuildSpawnAppearance();
}
Exemple #8
0
void Client::SendGuildURL()
{
	if(GetClientVersion() < EQClientSoF)
		return;

	if(IsInAGuild())
	{
		EQApplicationPacket *outapp = new EQApplicationPacket(OP_GuildUpdateURLAndChannel, sizeof(GuildUpdateURLAndChannel_Struct));

		GuildUpdateURLAndChannel_Struct *guuacs = (GuildUpdateURLAndChannel_Struct*) outapp->pBuffer;

		if(guild_mgr.GetGuildURL(GuildID(), guuacs->Text))
		{
			guuacs->Action = 0;
			FastQueuePacket(&outapp);
		}
		else
			safe_delete(outapp);
	}
}
Exemple #9
0
void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instance_id, float dest_x, float dest_y, float dest_z, float dest_h, int8 ignore_r) {
	//this is called once the client is fully allowed to zone here
	//it takes care of all the activities which occur when a client zones out

	SendLogoutPackets();

	//dont clear aggro until the zone is successful
	entity_list.RemoveFromHateLists(this);

	if(this->GetPet())
		entity_list.RemoveFromHateLists(this->GetPet());

	LogFile->write(EQEMuLog::Status, "Zoning '%s' to: %s (%i) - (%i) x=%f, y=%f, z=%f",
		m_pp.name, database.GetZoneName(zone_id), zone_id, instance_id,
		dest_x, dest_y, dest_z);

	//set the player's coordinates in the new zone so they have them
	//when they zone into it
	x_pos = dest_x; //these coordinates will now be saved when ~client is called
	y_pos = dest_y;
	z_pos = dest_z;
	heading = dest_h; // Cripp: fix for zone heading
	m_pp.heading = dest_h;
	m_pp.zone_id = zone_id;
	m_pp.zoneInstance = instance_id;

	//Force a save so its waiting for them when they zone
	Save(2);

	if (zone_id == zone->GetZoneID() && instance_id == zone->GetInstanceID()) {
		// No need to ask worldserver if we're zoning to ourselves (most
		// likely to a bind point), also fixes a bug since the default response was failure
		EQApplicationPacket* outapp = new EQApplicationPacket(OP_ZoneChange,sizeof(ZoneChange_Struct));
		ZoneChange_Struct* zc2 = (ZoneChange_Struct*) outapp->pBuffer;
		strcpy(zc2->char_name, GetName());
		zc2->zoneID = zone_id;
		zc2->instanceID = instance_id;
		zc2->success = 1;
		outapp->priority = 6;
		FastQueuePacket(&outapp);

		zone->StartShutdownTimer(AUTHENTICATION_TIMEOUT * 1000);
	} else {
	// vesuvias - zoneing to another zone so we need to the let the world server
	//handle things with the client for a while
		ServerPacket* pack = new ServerPacket(ServerOP_ZoneToZoneRequest, sizeof(ZoneToZone_Struct));
		ZoneToZone_Struct* ztz = (ZoneToZone_Struct*) pack->pBuffer;
		ztz->response = 0;
		ztz->current_zone_id = zone->GetZoneID();
		ztz->current_instance_id = zone->GetInstanceID();
		ztz->requested_zone_id = zone_id;
		ztz->requested_instance_id = instance_id;
		ztz->admin = admin;
		ztz->ignorerestrictions = ignore_r;
		strcpy(ztz->name, GetName());
		ztz->guild_id = GuildID();
		worldserver.SendPacket(pack);
		safe_delete(pack);
	}

	//reset to unsolicited.
	zone_mode = ZoneUnsolicited;
	zonesummon_x = 0;
	zonesummon_y = 0;
	zonesummon_z = 0;
	zonesummon_id = 0;
	zonesummon_ignorerestrictions = 0;
}