Esempio n. 1
0
void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPackets::Quest::QuestGiverStatusMultipleQuery& /*packet*/)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_STATUS_MULTIPLE_QUERY");

    WorldPackets::Quest::QuestGiverStatusMultiple response;

    for (GuidSet::const_iterator itr = _player->m_clientGUIDs.begin(); itr != _player->m_clientGUIDs.end(); ++itr)
    {
        if (itr->IsAnyTypeCreature())
        {
            // need also pet quests case support
            Creature* questgiver = ObjectAccessor::GetCreatureOrPetOrVehicle(*GetPlayer(), *itr);
            if (!questgiver || questgiver->IsHostileTo(_player))
                continue;
            if (!questgiver->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER))
                continue;

            response.QuestGiver.emplace_back(questgiver->GetGUID(), _player->GetQuestDialogStatus(questgiver));
        }
        else if (itr->IsGameObject())
        {
            GameObject* questgiver = GetPlayer()->GetMap()->GetGameObject(*itr);
            if (!questgiver || questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER)
                continue;

            response.QuestGiver.emplace_back(questgiver->GetGUID(), _player->GetQuestDialogStatus(questgiver));
        }
    }

    SendPacket(response.Write());
}
Esempio n. 2
0
void
VisibleNotifier::Notify()
{
    Player& player = *i_camera.GetOwner();
    // at this moment i_clientGUIDs have guids that not iterate at grid level checks
    // but exist one case when this possible and object not out of range: transports
    if(Transport* transport = player.GetTransport())
    {
        for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr)
        {
            if (i_clientGUIDs.find((*itr)->GetObjectGuid()) != i_clientGUIDs.end())
            {
                // ignore far sight case
                (*itr)->UpdateVisibilityOf(*itr, &player);
                player.UpdateVisibilityOf(&player, *itr, i_data, i_visibleNow);
                i_clientGUIDs.erase((*itr)->GetObjectGuid());
            }
        }
    }

    // generate outOfRange for not iterate objects
    i_data.AddOutOfRangeGUID(i_clientGUIDs);
    for(GuidSet::iterator itr = i_clientGUIDs.begin();itr!=i_clientGUIDs.end();++itr)
    {
        player.m_clientGUIDs.erase(*itr);

        DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is out of range (no in active cells set) now for %s",
            itr->GetString().c_str(), player.GetGuidStr().c_str());
    }

    if (i_data.HasData())
    {
        // send create/outofrange packet to player (except player create updates that already sent using SendUpdateToPlayer)
        WorldPacket packet;
        i_data.BuildPacket(&packet);
        player.GetSession()->SendPacket(&packet);

        // send out of range to other players if need
        GuidSet const& oor = i_data.GetOutOfRangeGUIDs();
        for(GuidSet::const_iterator iter = oor.begin(); iter != oor.end(); ++iter)
        {
            if (!iter->IsPlayer())
                continue;

            if (Player* plr = ObjectAccessor::FindPlayer(*iter))
                plr->UpdateVisibilityOf(plr->GetCamera().GetBody(), &player);
        }
    }

    // Now do operations that required done at object visibility change to visible

    // send data at target visibility change (adding to client)
    for(std::set<WorldObject*>::const_iterator vItr = i_visibleNow.begin(); vItr != i_visibleNow.end(); ++vItr)
    {
        // target aura duration for caster show only if target exist at caster client
        if ((*vItr) != &player && (*vItr)->isType(TYPEMASK_UNIT))
            player.SendAuraDurationsForTarget((Unit*)(*vItr));
    }
}
void VisibleNotifier::SendToSelf()
{
    // at this moment i_clientGUIDs have guids that not iterate at grid level checks
    // but exist one case when this possible and object not out of range: transports
    if (Transport* transport = i_player.GetTransport())
    {
        for (Transport::PassengerSet::const_iterator itr = transport->GetPassengers().begin(); itr != transport->GetPassengers().end(); ++itr)
        {
            if (vis_guids.find((*itr)->GetGUID()) != vis_guids.end())
            {
                vis_guids.erase((*itr)->GetGUID());

                switch ((*itr)->GetTypeId())
                {
                    case TYPEID_GAMEOBJECT:
                        i_player.UpdateVisibilityOf((*itr)->ToGameObject(), i_data, i_visibleNow);
                        break;
                    case TYPEID_PLAYER:
                        i_player.UpdateVisibilityOf((*itr)->ToPlayer(), i_data, i_visibleNow);
                        if (!(*itr)->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
                            (*itr)->ToPlayer()->UpdateVisibilityOf(&i_player);
                        break;
                    case TYPEID_UNIT:
                        i_player.UpdateVisibilityOf((*itr)->ToCreature(), i_data, i_visibleNow);
                        break;
                    case TYPEID_DYNAMICOBJECT:
                        i_player.UpdateVisibilityOf((*itr)->ToDynObject(), i_data, i_visibleNow);
                        break;
                    default:
                        break;
                }
            }
        }
    }

    for (GuidSet::const_iterator it = vis_guids.begin(); it != vis_guids.end(); ++it)
    {
        i_player.m_clientGUIDs.erase(*it);
        i_data.AddOutOfRangeGUID(*it);

        if (it->IsPlayer())
        {
            Player* player = ObjectAccessor::FindPlayer(*it);
            if (player && !player->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
                player->UpdateVisibilityOf(&i_player);
        }
    }

    if (!i_data.HasData())
        return;

    WorldPacket packet;
    i_data.BuildPacket(&packet);
    i_player.GetSession()->SendPacket(&packet);

    for (std::set<Unit*>::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it)
        i_player.SendInitialVisiblePackets(*it);
}
Esempio n. 4
0
Group* Battlefield::GetGroupPlayer(ObjectGuid guid, TeamId TeamId)
{
    for (GuidSet::const_iterator itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
        if (Group* group = sGroupMgr->GetGroupByGUID(itr->GetCounter()))
            if (group->IsMember(guid))
                return group;

    return NULL;
}
Esempio n. 5
0
// ****************************************************
// ******************* Group System *******************
// ****************************************************
Group* Battlefield::GetFreeBfRaid(TeamId TeamId)
{
    for (GuidSet::const_iterator itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
        if (Group* group = sGroupMgr->GetGroupByGUID(itr->GetCounter()))
            if (!group->IsFull())
                return group;

    return NULL;
}
Esempio n. 6
0
void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPacket& /*recvPacket*/)
{
    DEBUG_LOG("WORLD: Received CMSG_QUESTGIVER_STATUS_MULTIPLE_QUERY");

    uint32 count = 0;

    WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4);
    data << uint32(count);                                  // placeholder

    for(GuidSet::const_iterator itr = _player->m_clientGUIDs.begin(); itr != _player->m_clientGUIDs.end(); ++itr)
    {
        uint8 dialogStatus = DIALOG_STATUS_NONE;

        if (itr->IsAnyTypeCreature())
        {
            // need also pet quests case support
            Creature *questgiver = GetPlayer()->GetMap()->GetAnyTypeCreature(*itr);

            if (!questgiver || questgiver->IsHostileTo(_player))
                continue;

            if (!questgiver->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER))
                continue;

            dialogStatus = sScriptMgr.GetDialogStatus(_player, questgiver);

            if (dialogStatus > DIALOG_STATUS_REWARD_REP)
                dialogStatus = getDialogStatus(_player, questgiver, DIALOG_STATUS_NONE);

            data << questgiver->GetObjectGuid();
            data << uint8(dialogStatus);
            ++count;
        }
        else if (itr->IsGameObject())
        {
            GameObject *questgiver = GetPlayer()->GetMap()->GetGameObject(*itr);

            if (!questgiver)
                continue;

            if (questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER)
                continue;

            dialogStatus = sScriptMgr.GetDialogStatus(_player, questgiver);

            if (dialogStatus > DIALOG_STATUS_REWARD_REP)
                dialogStatus = getDialogStatus(_player, questgiver, DIALOG_STATUS_NONE);

            data << questgiver->GetObjectGuid();
            data << uint8(dialogStatus);
            ++count;
        }
    }

    data.put<uint32>(0, count);                             // write real count
    SendPacket(&data);
}
Esempio n. 7
0
void GuildAchievementMgr::SaveToDB(SQLTransaction& trans)
{
    PreparedStatement* stmt;
    std::ostringstream guidstr;
    for (auto itr = _completedAchievements.begin(); itr != _completedAchievements.end(); ++itr)
    {
        if (!itr->second.Changed)
            continue;

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_ACHIEVEMENT);
        stmt->setUInt64(0, _owner->GetId());
        stmt->setUInt32(1, itr->first);
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GUILD_ACHIEVEMENT);
        stmt->setUInt64(0, _owner->GetId());
        stmt->setUInt32(1, itr->first);
        stmt->setUInt32(2, uint32(itr->second.Date));
        for (GuidSet::const_iterator gItr = itr->second.CompletingPlayers.begin(); gItr != itr->second.CompletingPlayers.end(); ++gItr)
            guidstr << gItr->GetCounter() << ',';

        stmt->setString(3, guidstr.str());
        trans->Append(stmt);

        guidstr.str("");
    }

    for (auto itr = _criteriaProgress.begin(); itr != _criteriaProgress.end(); ++itr)
    {
        if (!itr->second.Changed)
            continue;

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_ACHIEVEMENT_CRITERIA);
        stmt->setUInt64(0, _owner->GetId());
        stmt->setUInt32(1, itr->first);
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GUILD_ACHIEVEMENT_CRITERIA);
        stmt->setUInt64(0, _owner->GetId());
        stmt->setUInt32(1, itr->first);
        stmt->setUInt64(2, itr->second.Counter);
        stmt->setUInt32(3, uint32(itr->second.Date));
        stmt->setUInt64(4, itr->second.PlayerGUID.GetCounter());
        trans->Append(stmt);
    }
}
Esempio n. 8
0
/**
   Given a list of guids returns the concatenation using | as delimiter

   @param[in]     check list of guids
   @returns Concatenated string
*/
std::string ConcatenateGuids(GuidList const& check)
{
    if (check.empty())
        return "";

    // need the guids in order to avoid duplicates
    GuidSet guids(check.begin(), check.end());

    std::ostringstream o;

    GuidSet::const_iterator it = guids.begin();
    o << it->GetRawValue();
    for (++it; it != guids.end(); ++it)
        o << '|' << it->GetRawValue();

    return o.str();
}
Esempio n. 9
0
void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPacket& /*recvPacket*/)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_STATUS_MULTIPLE_QUERY");

    uint32 count = 0;

    WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4);
    data << uint32(count);                                  // placeholder

    for (GuidSet::const_iterator itr = _player->m_clientGUIDs.begin(); itr != _player->m_clientGUIDs.end(); ++itr)
    {
        uint32 questStatus = DIALOG_STATUS_NONE;

        if (itr->IsAnyTypeCreature())
        {
            // need also pet quests case support
            Creature* questgiver = ObjectAccessor::GetCreatureOrPetOrVehicle(*GetPlayer(), *itr);
            if (!questgiver || questgiver->IsHostileTo(_player))
                continue;
            if (!questgiver->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER))
                continue;

            questStatus = _player->GetQuestDialogStatus(questgiver);

            data << uint64(questgiver->GetGUID());
            data << uint8(questStatus);
            ++count;
        }
        else if (itr->IsGameObject())
        {
            GameObject* questgiver = GetPlayer()->GetMap()->GetGameObject(*itr);
            if (!questgiver || questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER)
                continue;

            questStatus = _player->GetQuestDialogStatus(questgiver);

            data << uint64(questgiver->GetGUID());
            data << uint8(questStatus);
            ++count;
        }
    }

    data.put<uint32>(0, count);                             // write real count
    SendPacket(&data);
}
Esempio n. 10
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bool UpdateData::BuildPacket(WorldPacket* packet, bool hasTransport)
{
    MANGOS_ASSERT(packet->empty());                         // shouldn't happen

    ByteBuffer buf(4 + 1 + (m_outOfRangeGUIDs.empty() ? 0 : 1 + 4 + 9 * m_outOfRangeGUIDs.size()) + m_data.wpos());

    buf << (uint32)(!m_outOfRangeGUIDs.empty() ? m_blockCount + 1 : m_blockCount);
    buf << (uint8)(hasTransport ? 1 : 0);

    if (!m_outOfRangeGUIDs.empty())
    {
        buf << (uint8) UPDATETYPE_OUT_OF_RANGE_OBJECTS;
        buf << (uint32) m_outOfRangeGUIDs.size();

        for (GuidSet::const_iterator i = m_outOfRangeGUIDs.begin(); i != m_outOfRangeGUIDs.end(); ++i)
            buf << i->WriteAsPacked();
    }

    buf.append(m_data);

    size_t pSize = buf.wpos();                              // use real used data size

    if (pSize > 100)                                        // compress large packets
    {
        uint32 destsize = compressBound(pSize);
        packet->resize(destsize + sizeof(uint32));

        packet->put<uint32>(0, pSize);
        Compress(const_cast<uint8*>(packet->contents()) + sizeof(uint32), &destsize, (void*)buf.contents(), pSize);
        if (destsize == 0)
            return false;

        packet->resize(destsize + sizeof(uint32));
        packet->SetOpcode(SMSG_COMPRESSED_UPDATE_OBJECT);
    }
    else                                                    // send small packets without compression
    {
        packet->append(buf);
        packet->SetOpcode(SMSG_UPDATE_OBJECT);
    }

    return true;
}