コード例 #1
0
ファイル: ChatHandler.cpp プロジェクト: Chero/abcwow
void WorldSession::HandleTextEmoteOpcode( WorldPacket & recv_data )
{
	CHECK_PACKET_SIZE(recv_data, 16);
	if(!_player->IsInWorld() || !_player->isAlive())
		return;

	uint64 guid;
	uint32
		text_emote,
		unk,
		namelen =1;
	const char* name =" ";

	recv_data >> text_emote;
	recv_data >> unk;
	recv_data >> guid;

	Unit * pUnit = _player->GetMapMgr()->GetUnit(guid);
	if(pUnit)
	{
		if(pUnit->IsPlayer())
		{
			name = static_cast< Player* >( pUnit )->GetName();
			namelen = (uint32)strlen(name) + 1;
		}
		else if(pUnit->GetTypeId() == TYPEID_UNIT)
		{
			Creature * p = static_cast<Creature*>(pUnit);
			if(p->GetCreatureName())
			{
				name = p->GetCreatureName()->Name;
				namelen = (uint32)strlen(name) + 1;
			}
			else
			{
				name = 0;
				namelen = 0;
			}
		}
	}

	emoteentry *em = dbcEmoteEntry.LookupEntry(text_emote);
	if(em)
	{
		WorldPacket data(SMSG_EMOTE, 28 + namelen);

		sHookInterface.OnEmote(_player, (EmoteType)em->textid);
		if(pUnit)
			CALL_SCRIPT_EVENT(pUnit,OnEmote)(_player,(EmoteType)em->textid);

        switch(em->textid)
        {
            case EMOTE_STATE_SLEEP:
            case EMOTE_STATE_SIT:
            case EMOTE_STATE_KNEEL:
			case EMOTE_STATE_DANCE:
				{
					_player->SetUInt32Value(UNIT_NPC_EMOTESTATE, em->textid);
				}break;
		}

		data << (uint32)em->textid;
		data << (uint64)GetPlayer()->GetGUID();
		GetPlayer()->SendMessageToSet(&data, true); //If player receives his own emote, his animation stops.

		data.Initialize(SMSG_TEXT_EMOTE);
		data << (uint64)GetPlayer()->GetGUID();
		data << (uint32)text_emote;
		data << unk;
		data << (uint32)namelen;
		if( namelen > 1 )   data.append(name, namelen);
		else				data << (uint8)0x00;

		GetPlayer()->SendMessageToSet(&data, true);
	}
}
コード例 #2
0
ファイル: ChatHandler.cpp プロジェクト: Selenah/ArcEmu
void WorldSession::HandleTextEmoteOpcode(WorldPacket & recv_data)
{
	CHECK_INWORLD_RETURN

	CHECK_PACKET_SIZE(recv_data, 16);
	if(!_player->isAlive())
		return;

	uint64 guid;
	uint32
	text_emote,
	unk,
	namelen = 1;
	const char* name = " ";

	recv_data >> text_emote;
	recv_data >> unk;
	recv_data >> guid;
	if(m_muted && m_muted >= (uint32)UNIXTIME)
	{
		SystemMessage("Your voice is currently muted by a moderator.");
		return;
	}

	if(!GetPermissionCount() && sWorld.flood_lines)
	{
		/* flood detection, wheeee! */
		if(UNIXTIME >= floodTime)
		{
			floodLines = 0;
			floodTime = UNIXTIME + sWorld.flood_seconds;
		}

		if((++floodLines) > sWorld.flood_lines)
		{
			return;
		}
	}
	Unit* pUnit = _player->GetMapMgr()->GetUnit(guid);
	if(pUnit)
	{
		if(pUnit->IsPlayer())
		{
			name = TO< Player* >(pUnit)->GetName();
			namelen = (uint32)strlen(name) + 1;
		}
		else if(pUnit->IsPet())
		{
			name = TO< Pet* >(pUnit)->GetName().c_str();
			namelen = (uint32)strlen(name) + 1;
		}
		else
		{
			Creature* p = TO< Creature* >(pUnit);
			name = p->GetCreatureInfo()->Name;
			namelen = (uint32)strlen(name) + 1;
		}
	}

	emoteentry* em = dbcEmoteEntry.LookupEntryForced(text_emote);
	if(em)
	{
		WorldPacket data(SMSG_EMOTE, 28 + namelen);

		sHookInterface.OnEmote(_player, (EmoteType)em->textid, pUnit);
		if(pUnit)
			CALL_SCRIPT_EVENT(pUnit, OnEmote)(_player, (EmoteType)em->textid);

		switch(em->textid)
		{
			case EMOTE_STATE_SLEEP:
			case EMOTE_STATE_SIT:
			case EMOTE_STATE_KNEEL:
			case EMOTE_STATE_DANCE:
				{
					_player->SetEmoteState(em->textid);
				}
				break;
		}

		data << (uint32)em->textid;
		data << (uint64)GetPlayer()->GetGUID();
		GetPlayer()->SendMessageToSet(&data, true); //If player receives his own emote, his animation stops.

		data.Initialize(SMSG_TEXT_EMOTE);
		data << (uint64)GetPlayer()->GetGUID();
		data << (uint32)text_emote;
		data << unk;
		data << (uint32)namelen;
		if(namelen > 1)   data.append(name, namelen);
		else				data << (uint8)0x00;

		GetPlayer()->SendMessageToSet(&data, true);
#ifdef ENABLE_ACHIEVEMENTS
		_player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE, text_emote, 0, 0);
#endif
		sQuestMgr.OnPlayerEmote(_player, text_emote, guid);
	}
}
コード例 #3
0
ファイル: GameEventManager.cpp プロジェクト: Demensis/arcemu
void GameEventMgr::ScriptedBackToOrig(uint32 event_id)
{
	GameEventScriptMap::iterator event_backup = m_GameEventScriptBackup.find(event_id);
	if( event_backup == m_GameEventScriptBackup.end() )
		return;

	set<EventScript*>::iterator itr = event_backup->second.begin();
	for( itr; itr != event_backup->second.end(); itr++ )
	{
		uint32 mapid = (*itr)->mapid;
		uint32 sql_id = (*itr)->sql_id;
		uint8 type = (*itr)->type;
		uint32 data1 = (*itr)->data_1;
		uint32 data2 = (*itr)->data_2;
		uint32 data3 = (*itr)->data_3;

		MapMgr * mapmgr = sInstanceMgr.GetMapMgr( mapid );
		if( mapmgr == NULL )
			return;

		Creature *c;
		GameObject *go;
		if(type < GAMEOBJECT_CHANGE_STATE)
		{
			c = mapmgr->GetSqlIdCreature( sql_id );
			if( c == NULL ) return;
		}
		else
		{
			go = mapmgr->GetSqlIdGameObject( sql_id );
			if( go == NULL ) return;
		}

		switch( type )
		{
			case CREATURE_CHANGE_SCRIPTED_CHANGE:
			{
				CALL_SCRIPT_EVENT(c, GameEventFinish)(event_id);
			} break;
			case CREATURE_CHANGE_EMOTE:
			{
				c->Emote(EmoteType(data1));
				c->SetEmoteState(data2);
				c->SetStandState(static_cast<uint8>(data3));
			} break;

			case CREATURE_CHANGE_DISPLAYID:
			{
				c->SetDisplayId(data1);
				c->SetNativeDisplayId(data2);
				c->SetMount(data3);

				c->EventModelChange();
			} break;

			case CREATURE_CHANGE_WEAPON:
			{
				c->SetEquippedItem(MELEE, data1);
				c->SetEquippedItem(OFFHAND, data2);
				c->SetEquippedItem(RANGED, data3);
			} break;

			case CREATURE_CHANGE_REACT:
			{
				c->SetFaction(data1);
				c->SetUInt32Value(UNIT_NPC_FLAGS, data2);
				c->SetUInt32Value(UNIT_FIELD_FLAGS, data3);
			} break;

			case CREATURE_CAST_SPELL_ON_EVENT_STOP:
			{
				SpellEntry * sp = dbcSpell.LookupEntryForced( data1 );
				if( sp == NULL )
					return;

				SpellCastTime * casttime = dbcSpellCastTime.LookupEntry(sp->CastingTimeIndex);
				Spell * spell = sSpellFactoryMgr.NewSpell(c, sp, false, NULL);

				SpellCastTargets t(0);

				// force self casting
				if( data2 )
				{
					t.m_unitTarget = c->GetGUID();
				}
				else
				{
					spell->GenerateTargets(&t);
					spell->m_targets = t;
				}

				if (objmgr.IsSpellDisabled(spell->GetProto()->Id) || spell->CanCast(false) != SPELL_CANCAST_OK || !spell->HasPower() || c->m_silenced || c->IsStunned() || c->IsFeared() )
				{
					delete spell;
					return;
				}

				if( casttime->CastTime > 0 )
					c->GetAIInterface()->StopMovement(casttime->CastTime);

				spell->prepare(&t);

			} break;

			case CREATURE_CHANGE_UPDATE_FIELD:
			{
				c->SetUInt32Value(data1, data2);
			} break;

			case GAMEOBJECT_CHANGE_STATE:
			{
				go->SetState((uint8)data1);
			} break;
		}
	}

	m_GameEventScriptBackup.erase(event_id);
}
コード例 #4
0
ファイル: MiscHandler.cpp プロジェクト: Sylica2013/Antrix
void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
	if(!_player->IsInWorld()) return;
//	uint8 slot = 0;
	uint32 itemid = 0;
	uint32 amt = 1;
	uint8 lootSlot = 0;
	uint8 error = 0;
	SlotResult slotresult;

	Item *add;
	Loot *pLoot = NULL;

	if(_player->isCasting())
		_player->InterruptSpell();
	GameObject * pGO = NULL;
	Creature * pCreature = NULL;

	if(UINT32_LOPART(GUID_HIPART(GetPlayer()->GetLootGUID())) == HIGHGUID_UNIT)
	{
		pCreature = _player->GetMapMgr()->GetCreature((uint32)GetPlayer()->GetLootGUID());
		if (!pCreature)return;
		pLoot=&pCreature->loot;	
	}
	else if(UINT32_LOPART(GUID_HIPART(_player->GetLootGUID())) == HIGHGUID_GAMEOBJECT)
	{
		pGO = _player->GetMapMgr()->GetGameObject((uint32)GetPlayer()->GetLootGUID());
		if(!pGO)return;
		pLoot=&pGO->loot;
	}else if( (UINT32_LOPART(GUID_HIPART(_player->GetLootGUID())) == HIGHGUID_ITEM) )
	{
		Item *pItem = _player->GetItemInterface()->GetItemByGUID(_player->GetLootGUID());
		if(!pItem)
			return;
		pLoot = pItem->loot;
	}

	if(!pLoot) return;

	recv_data >> lootSlot;
	if (lootSlot >= pLoot->items.size())
	{
		sLog.outDebug("AutoLootItem: Player %s might be using a hack! (slot %d, size %d)",
						GetPlayer()->GetName(), lootSlot, pLoot->items.size());
		return;
	}

	amt = pLoot->items.at(lootSlot).iItemsCount;

	if (!amt)//Test for party loot
	{  
		GetPlayer()->GetItemInterface()->BuildInventoryChangeError(NULL, NULL,INV_ERR_ALREADY_LOOTED);
		return;
	} 
	itemid = pLoot->items.at(lootSlot).item.itemid;
	ItemPrototype* it = ItemPrototypeStorage.LookupEntry(itemid);

	if((error = _player->GetItemInterface()->CanReceiveItem(it, 1)))
	{
		_player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, error);
		return;
	}

	if(pGO)
		CALL_GO_SCRIPT_EVENT(pGO, OnLootTaken)(_player, it);
	else if(pCreature)
		CALL_SCRIPT_EVENT(pCreature, OnLootTaken)(_player, it);

	add = GetPlayer()->GetItemInterface()->FindItemLessMax(itemid, amt, false);
	sHookInterface.OnLoot(_player, pCreature, 0, itemid);
	if (!add)
	{
		slotresult = GetPlayer()->GetItemInterface()->FindFreeInventorySlot(it);
		if(!slotresult.Result)
		{
			GetPlayer()->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_INVENTORY_FULL);
			return;
		}
	
		sLog.outDebug("AutoLootItem MISC");
		Item *item = objmgr.CreateItem( itemid, GetPlayer());
	   
		item->SetUInt32Value(ITEM_FIELD_STACK_COUNT,amt);
		uint32 rndprop=pLoot->items.at(lootSlot).iRandomProperty;
		if(rndprop)
			item->SetUInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,rndprop);
		item->ApplyRandomProperties();

		GetPlayer()->GetItemInterface()->SafeAddItem(item,slotresult.ContainerSlot, slotresult.Slot);
		
		if (it->Class == 12)		// Quest item
			sQuestMgr.OnPlayerItemPickup(GetPlayer(),item);
	}
	else 
	{	
		add->SetCount(add->GetUInt32Value(ITEM_FIELD_STACK_COUNT) + amt);
		add->m_isDirty = true;
		if (it->Class == 12)		// Quest item
			sQuestMgr.OnPlayerItemPickup(GetPlayer(),add);
	}

	pLoot->items.at(lootSlot).iItemsCount=0;
	// this gets sent to all looters
	WorldPacket data(1);
	data.SetOpcode(SMSG_LOOT_REMOVED);
	data << lootSlot;
	Player * plr;
	for(LooterSet::iterator itr = pLoot->looters.begin(); itr != pLoot->looters.end(); ++itr)
	{
		if((plr = _player->GetMapMgr()->GetPlayer(*itr)))
			plr->GetSession()->SendPacket(&data);
	}

    WorldPacket idata;
    if(it->Class == ITEM_CLASS_QUEST)
    {
        uint32 pcount = _player->GetItemInterface()->GetItemCount(it->ItemId, true);
		BuildItemPushResult(&idata, _player->GetGUID(), ITEM_PUSH_TYPE_LOOT, amt, itemid, pLoot->items.at(lootSlot).iRandomProperty,0xFF,0,0xFFFFFFFF,pcount);
    }
    else BuildItemPushResult(&idata, _player->GetGUID(), ITEM_PUSH_TYPE_LOOT, amt, itemid, pLoot->items.at(lootSlot).iRandomProperty);

	if(_player->InGroup())
		_player->GetGroup()->SendPacketToAll(&idata);
	else
		SendPacket(&idata);
}
コード例 #5
0
ファイル: GameEventManager.cpp プロジェクト: Demensis/arcemu
void GameEventMgr::DoScript(uint32 event_id, uint32 sql_id, uint8 type, uint32 data1, uint32 data2, uint32 data3, char * say, uint32 mapid)
{
	MapMgr * mapmgr = sInstanceMgr.GetMapMgr( mapid );
	if( mapmgr == NULL )
		return;

	Creature *c;
	GameObject *go;
	if(type < GAMEOBJECT_CHANGE_STATE)
	{
		c = mapmgr->GetSqlIdCreature( sql_id );
		if( c == NULL ) return;
	}
	else
	{
		go = mapmgr->GetSqlIdGameObject( sql_id );
		if( go == NULL ) return;
	}

	// create backup for original values
	EventScript * es = new EventScript();
	es->sql_id = sql_id;
	es->mapid = mapid;
	es->type = type;
	es->data_1 = 0; // null them out first!
	es->data_2 = 0;
	es->data_3 = 0;

	if( c && strlen(say) )
	{
		c->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, say);
	}

	switch( type )
	{
		case CREATURE_CHANGE_SCRIPTED_CHANGE:
		{
			CALL_SCRIPT_EVENT(c, GameEventStart)(event_id);
		} break;
		case CREATURE_CHANGE_EMOTE:
		{
			// do not backup one-shoot emote
			c->Emote(EmoteType(data1));

			// backup emote state first
			es->data_2 = c->GetEmoteState();
			c->SetEmoteState(data2);

			// backup stand state
			es->data_3 = static_cast<uint32>(c->GetStandState());
			c->SetStandState(static_cast<uint8>(data3));
		} break;

		case CREATURE_CHANGE_DISPLAYID:
		{
			es->data_1 = c->GetDisplayId();
			c->SetDisplayId(data1);
			es->data_2 = c->GetNativeDisplayId();
			c->SetNativeDisplayId(data2);
			es->data_3 = c->GetMount();
			c->SetMount(data3);

			c->EventModelChange();
		} break;

		case CREATURE_CHANGE_WEAPON:
		{
			es->data_1 = c->GetEquippedItem(MELEE);
			es->data_2 = c->GetEquippedItem(OFFHAND);
			es->data_3 = c->GetEquippedItem(RANGED);
			c->SetEquippedItem(MELEE, data1);
			c->SetEquippedItem(OFFHAND, data2);
			c->SetEquippedItem(RANGED, data3);
		} break;

		case CREATURE_CHANGE_REACT:
		{
			es->data_1 = c->GetFaction();
			c->SetFaction(data1);
			es->data_2 = c->GetUInt32Value(UNIT_NPC_FLAGS);
			c->SetUInt32Value(UNIT_NPC_FLAGS, data2);
			es->data_3 = c->GetUInt32Value(UNIT_FIELD_FLAGS);
			c->SetUInt32Value(UNIT_FIELD_FLAGS, data3);
		} break;

		case CREATURE_CAST_SPELL_ON_EVENT_START:
		{
			SpellEntry * sp = dbcSpell.LookupEntryForced( data1 );
			if( sp == NULL )
				return;

			SpellCastTime * casttime = dbcSpellCastTime.LookupEntry(sp->CastingTimeIndex);
			Spell * spell = sSpellFactoryMgr.NewSpell(c, sp, false, NULL);

			SpellCastTargets t(0);

			// force self casting
			if( data2 )
			{
				t.m_unitTarget = c->GetGUID();
			}
			else
			{
				spell->GenerateTargets(&t);
				spell->m_targets = t;
			}

			if (objmgr.IsSpellDisabled(spell->GetProto()->Id) || spell->CanCast(false) != SPELL_CANCAST_OK || !spell->HasPower() || c->m_silenced || c->IsStunned() || c->IsFeared() )
			{
				delete spell;
				return;
			}

			if( casttime->CastTime > 0 )
				c->GetAIInterface()->StopMovement(casttime->CastTime);

			spell->prepare(&t);

		} break;

		case CREATURE_CAST_SPELL_ON_EVENT_STOP:
		{
			// this time just backup it, we will procez it on event end
			es->data_1 = data1;
			es->data_2 = data2;
		} break;

		case CREATURE_CHANGE_UPDATE_FIELD:
		{
			es->data_1 = data1;
			es->data_2 = c->GetUInt32Value(data1);
			c->SetUInt32Value(data1, data2);
		} break;

		case CREATURE_CHANGE_DESPAWN:
		{
			GameEventMap::iterator itr = CheckAndReturnEvent( event_id );
			if( itr == m_GameEventMap.end() )
				return;

			uint32 current_time = mktime(&g_localTime);
			// this is calculated in seconds and added 1 extra second as timer for spawn and despawn
			uint32 respawntime = itr->second->end_time - current_time + 1;
			// values here are in miliseconds
			c->Despawn(0, respawntime*1000);
			delete es;
			return;
		} break;

		case GAMEOBJECT_CHANGE_STATE:
		{
			es->data_1 = (uint32)go->GetState();
			go->SetState((uint8)data1);
		} break;
	}

	// insert event into storage
	GameEventScriptMap::iterator itr = m_GameEventScriptBackup.find(event_id);
	if( itr == m_GameEventScriptBackup.end() )
	{
		set< EventScript* > s;
		s.insert( es );
		m_GameEventScriptBackup.insert(make_pair(event_id, s));
	}
	else
	{
		itr->second.insert( es );
	}
}