コード例 #1
0
ファイル: SpellTarget.cpp プロジェクト: Bootz/arcticdev
// returns Guid of lowest percentage health friendly party or raid target within sqrt('dist') yards
uint64 Spell::FindLowestHealthRaidMember(Player* Target, uint32 dist)
{

	if(!Target || !Target->IsInWorld())
		return 0;

	uint64 lowestHealthTarget = Target->GetGUID();
	uint32 lowestHealthPct = Target->GetHealthPct();
	Group *group = Target->GetGroup();
	if(group)
	{
		group->Lock();
		for(uint32 j = 0; j < group->GetSubGroupCount(); ++j) {
			for(GroupMembersSet::iterator itr = group->GetSubGroup(j)->GetGroupMembersBegin(); itr != group->GetSubGroup(j)->GetGroupMembersEnd(); itr++)
			{
				if((*itr)->m_loggedInPlayer && Target->GetDistance2dSq((*itr)->m_loggedInPlayer) <= dist)
				{
					uint32 healthPct = (*itr)->m_loggedInPlayer->GetHealthPct();
					if(healthPct < lowestHealthPct)
					{
						lowestHealthPct = healthPct;
						lowestHealthTarget = (*itr)->m_loggedInPlayer->GetGUID();
					}
				}
			}
		}
		group->Unlock();
	}
	return lowestHealthTarget;
}
コード例 #2
0
ファイル: SpellTarget.cpp プロジェクト: xiaofeng/Arcemu
// Spell Target Handling for type 56: Target all raid members. (WotLK)
void Spell::SpellTargetAllRaid( uint32 i, uint32 j )
{
	if( !m_caster->IsInWorld() || !m_caster->IsUnit() )
		return;

    TargetsList* tmpMap = &m_targetUnits[i];
    SafeAddTarget( tmpMap, m_caster->GetGUID() );

	Group * group = static_cast< Unit* >( m_caster )->GetGroup(); 
	if( group == NULL )
		return;
	
	uint32 count = group->GetSubGroupCount();

	// Loop through each raid group.
	group->Lock();
	for( uint8 k = 0; k < count; k++ )
	{
		SubGroup * subgroup = group->GetSubGroup( k );
		if( subgroup )
		{
			for( GroupMembersSet::iterator itr = subgroup->GetGroupMembersBegin(); itr != subgroup->GetGroupMembersEnd(); ++itr )
			{
				if( (*itr)->m_loggedInPlayer && (*itr)->m_loggedInPlayer != m_caster)
					SafeAddTarget( tmpMap,(*itr)->m_loggedInPlayer->GetGUID() );
			}
		}
	}
	group->Unlock();
}
コード例 #3
0
ファイル: MiscHandler.cpp プロジェクト: Sylica2013/Antrix
void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
{
	if(!_player->IsInWorld())
		return;

	uint64 guid;
	recv_data >> guid;

	if(_player->isCasting())
		_player->InterruptSpell();

	if(_player->InGroup() && !_player->m_bgInBattleground)
	{
		Group * party = _player->GetGroup();
		if(party)
		{
			if(party->GetMethod() == PARTY_LOOT_MASTER)
			{				
				WorldPacket data(SMSG_LOOT_MASTER_LIST, 330);  // wont be any larger
				data << (uint8)party->MemberCount();
				uint32 real_count = 0;
				SubGroup *s;
				GroupMembersSet::iterator itr;
				for(uint32 i = 0; i < party->GetSubGroupCount(); ++i)
				{
					s = party->GetSubGroup(i);
					for(itr = s->GetGroupMembersBegin(); itr != s->GetGroupMembersEnd(); ++itr)
					{
						if(_player->GetZoneId() == (*itr)->GetZoneId())
						{
							data << (*itr)->GetGUID();
							++real_count;
						}
					}
				}
				*(uint8*)&data.contents()[0] = real_count;

				party->SendPacketToAll(&data);
			}
/*			//this commented code is not used because it was never tested and finished !
			else if(party->GetMethod() == PARTY_LOOT_RR)
			{
				Creature *target=GetPlayer()->GetMapMgr()->GetCreature(guid); //maybe we should extend this to other object types too
				if(target)
				{
					if(target->TaggerGuid==GetPlayer()->GetGUID())
						GetPlayer()->SendLoot(guid,1);
					else return;
				}
			}*/
		}	
	}
	GetPlayer()->SendLoot(guid,1);
}
コード例 #4
0
void HonorHandler::OnPlayerKilledUnit( Player *pPlayer, Unit* pVictim )
{
	if( pVictim == NULL || pPlayer == NULL )
		return;

	if( pPlayer->GetTypeId() != TYPEID_PLAYER || !pVictim->IsUnit() )
		return;

	if( !pVictim->IsPlayer() || static_cast< Player* >( pVictim )->m_honorless )
		return;

    if( pVictim->IsPlayer() )
	{
		if( pPlayer->m_bg )
		{
			if( static_cast< Player* >( pVictim )->m_bgTeam == pPlayer->m_bgTeam )
				return;

			// patch 2.4, players killed >50 times in battlegrounds won't be worth honor for the rest of that bg
			if( static_cast<Player*>(pVictim)->m_bgScore.Deaths >= 50 )
				return;
		}
		else
		{
			if( pPlayer->GetTeam() == static_cast< Player* >( pVictim )->GetTeam() )
				return;
		}
	}

	// Calculate points
	int32 Points = 0;
	if(pVictim->IsPlayer() && pPlayer != pVictim)
		Points = CalculateHonorPointsForKill( pPlayer->getLevel(), pVictim->getLevel() );

	if( Points > 0 )
	{
		if( pPlayer->m_bg )
		{
			// hackfix for battlegrounds (since the groups there are disabled, we need to do this manually)
			vector<Player*> toadd;
			uint32 t = pPlayer->m_bgTeam;
			toadd.reserve(15);		// shouldn't have more than this
			pPlayer->m_bg->Lock();
			set<Player*> * s = &pPlayer->m_bg->m_players[t];

			for(set<Player*>::iterator itr = s->begin(); itr != s->end(); ++itr)
			{
				// Also check that the player is in range, and the player is alive.
				if((*itr) == pPlayer || ((*itr)->isAlive() && (*itr)->isInRange(pPlayer,100.0f)))
					toadd.push_back(*itr);
			}

			if( toadd.size() > 0 )
			{
				uint32 pts = Points / (uint32)toadd.size();
				for(vector<Player*>::iterator vtr = toadd.begin(); vtr != toadd.end(); ++vtr)
				{
					AddHonorPointsToPlayer(*vtr, pts);

					(*vtr)->m_killsToday++;
					(*vtr)->m_killsLifetime++;
					pPlayer->m_bg->HookOnHK(*vtr);
					if(pVictim)
					{
						// Send PVP credit
						WorldPacket data(SMSG_PVP_CREDIT, 12);
						uint32 pvppoints = pts * 10;
						data << pvppoints << pVictim->GetGUID() << uint32(static_cast< Player* >(pVictim)->GetPVPRank());
						(*vtr)->GetSession()->SendPacket(&data);
					}
				}
			}

			pPlayer->m_bg->Unlock();
		}
		else
		{
			set<Player*> contributors;
			// First loop: Get all the people in the attackermap.
			pVictim->UpdateOppFactionSet();
			for(std::set<Object*>::iterator itr = pVictim->GetInRangeOppFactsSetBegin(); itr != pVictim->GetInRangeOppFactsSetEnd(); itr++)
			{
				if(!(*itr)->IsPlayer())
					continue;

				bool added = false;
				Player * plr = (Player*)(*itr);
				if(pVictim->CombatStatus.m_attackers.find(plr->GetGUID()) != pVictim->CombatStatus.m_attackers.end())
				{
					added = true;
					contributors.insert(plr);
				}

				if(added && plr->GetGroup())
				{
					Group * pGroup = plr->GetGroup();
					uint32 groups = pGroup->GetSubGroupCount();
					for(uint32 i = 0; i < groups; i++)
					{
						SubGroup * sg = pGroup->GetSubGroup(i);
						if(!sg) continue;

						for(GroupMembersSet::iterator itr2 = sg->GetGroupMembersBegin(); itr2 != sg->GetGroupMembersEnd(); itr2++)
						{
							PlayerInfo * pi = (*itr2);
							Player * gm = objmgr.GetPlayer(pi->guid);
							if(!gm) continue;

							if(gm->isInRange(pVictim, 100.0f))
								contributors.insert(gm);
						}
					}
				}
			}

			for(set<Player*>::iterator itr = contributors.begin(); itr != contributors.end(); itr++)
			{
				Player * pAffectedPlayer = (*itr);
				if(!pAffectedPlayer) continue;

				pAffectedPlayer->m_killsToday++;
				pAffectedPlayer->m_killsLifetime++;
				if(pAffectedPlayer->m_bg)
					pAffectedPlayer->m_bg->HookOnHK(pAffectedPlayer);

				int32 contributorpts = Points / (int32)contributors.size();
				AddHonorPointsToPlayer(pAffectedPlayer, contributorpts);
				if(pVictim->IsPlayer())
				{
					sHookInterface.OnHonorableKill(pAffectedPlayer, (Player*)pVictim);

					WorldPacket data(SMSG_PVP_CREDIT, 12);
					uint32 pvppoints = contributorpts * 10; // Why *10?
					data << pvppoints << pVictim->GetGUID() << uint32(static_cast< Player* >(pVictim)->GetPVPRank());
					pAffectedPlayer->GetSession()->SendPacket(&data);
				}
				int PvPToken = 0;
				Config.OptionalConfig.GetInt("Extra", "PvPToken", &PvPToken);
				if( PvPToken > 0 )
				{
					int PvPTokenID = 0;
					Config.OptionalConfig.GetInt("Extra", "PvPTokenID", &PvPTokenID);
					if( PvPTokenID > 0 ) 
					{
						Item * PvPTokenItem = objmgr.CreateItem(PvPTokenID, pAffectedPlayer);
						if( PvPTokenItem )
						{
							PvPTokenItem->SoulBind();
							pAffectedPlayer->GetItemInterface()->AddItemToFreeSlot( PvPTokenItem );
						}
					}
				}
				if(pAffectedPlayer->GetZoneId() == 3518)
				{
					// Add Halaa Battle Token
					SpellEntry * pvp_token_spell = dbcSpell.LookupEntry(pAffectedPlayer->GetTeam()? 33004 : 33005);
					pAffectedPlayer->CastSpell(pAffectedPlayer, pvp_token_spell, true);
				}
				// If we are in Hellfire Peninsula <http://www.wowwiki.com/Hellfire_Peninsula#World_PvP_-_Hellfire_Fortifications>
				if(pAffectedPlayer->GetZoneId() == 3483)
				{
					// Hellfire Horde Controlled Towers
					/*if(pAffectedPlayer->GetMapMgr()->GetWorldState(2478) != 3 && pAffectedPlayer->GetTeam() == 1)
						return;

					// Hellfire Alliance Controlled Towers
					if(pAffectedPlayer->GetMapMgr()->GetWorldState(2476) != 3 && pAffectedPlayer->GetTeam() == 0)
						return;
					*/

					// Add Mark of Thrallmar/Honor Hold
					SpellEntry * pvp_token_spell = dbcSpell.LookupEntry(pAffectedPlayer->GetTeam()? 32158 : 32155);
					pAffectedPlayer->CastSpell(pAffectedPlayer, pvp_token_spell, true);
				}
			}
		}
	}
}
コード例 #5
0
ファイル: PlayerPacketWrapper.cpp プロジェクト: vata/wowice
/*Loot type MUST be
1-corpse, go
2-skinning/herbalism/minning
3-Fishing
*/
void Player::SendLoot(uint64 guid,uint8 loot_type, uint32 mapid)
{
	Group * m_Group = m_playerInfo->m_Group;

	if( !IsInWorld() )
		return;

	Loot * pLoot = NULL;
	uint32 guidtype = GET_TYPE_FROM_GUID(guid);
	
	int8 loot_method;

	if( m_Group != NULL )
		loot_method = m_Group->GetMethod();
	else
		loot_method = PARTY_LOOT_FFA;

	if(guidtype == HIGHGUID_TYPE_UNIT)
	{
		Creature* pCreature = GetMapMgr()->GetCreature(GET_LOWGUID_PART(guid));
		if(!pCreature)return;
		pLoot=&pCreature->loot;
		m_currentLoot = pCreature->GetGUID();
		
	}else if(guidtype == HIGHGUID_TYPE_GAMEOBJECT)
	{
		GameObject* pGO = GetMapMgr()->GetGameObject(GET_LOWGUID_PART(guid));
		if(!pGO)return;
		pGO->SetByte(GAMEOBJECT_BYTES_1, 0,0);
		pLoot=&pGO->loot;
		m_currentLoot = pGO->GetGUID();
	}
	else if((guidtype == HIGHGUID_TYPE_PLAYER) )
	{
		Player *p=GetMapMgr()->GetPlayer((uint32)guid);
		if(!p)return;
		pLoot=&p->loot;
		m_currentLoot = p->GetGUID();
	}
	else if( (guidtype == HIGHGUID_TYPE_CORPSE))
	{
		Corpse *pCorpse = objmgr.GetCorpse((uint32)guid);
		if(!pCorpse)return;
		pLoot=&pCorpse->loot;
		m_currentLoot = pCorpse->GetGUID();
	}
	else if( (guidtype == HIGHGUID_TYPE_ITEM) )
	{
		Item *pItem = GetItemInterface()->GetItemByGUID(guid);
		if(!pItem)
			return;
		pLoot = pItem->loot;
		m_currentLoot = pItem->GetGUID();
	}

	if(!pLoot)
	{
		// something whack happened.. damn cheaters..
		return;
	}

	// add to looter set
	pLoot->looters.insert( GetLowGUID() );

	WorldPacket data, data2(32);
	data.SetOpcode( SMSG_LOOT_RESPONSE );


	m_lootGuid = guid;


	data << uint64( guid );
	data << uint8( loot_type );//loot_type;
	data << uint32( pLoot->gold );
	data << uint8( 0 ); //loot size reserve


	std::vector<__LootItem>::iterator iter=pLoot->items.begin();
	uint32 count= 0;
	uint8 slottype = 0;

	for(uint32 x= 0;iter!=pLoot->items.end();iter++,x++)
	{
		if (iter->iItemsCount == 0)
			continue;

		LooterSet::iterator itr = iter->has_looted.find(GetLowGUID());
		if (iter->has_looted.end() != itr)
			continue;

		ItemPrototype* itemProto =iter->item.itemproto;
		if (!itemProto)
			continue;

		// check if it's on ML if so only quest items and ffa loot should be shown based on mob
		if ( loot_method == PARTY_LOOT_MASTER && m_Group && m_Group->GetLooter() != m_playerInfo )
			// pass on all ffa_loot and the grey / white items
			if ( !iter->ffa_loot && !(itemProto->Quality < m_Group->GetThreshold()) )
				continue;

		//quest items check. type 4/5
		//quest items that don't start quests.
        if((itemProto->Bonding == ITEM_BIND_QUEST) && !(itemProto->QuestId) && !HasQuestForItem(itemProto->ItemId))
            continue;
        if((itemProto->Bonding == ITEM_BIND_QUEST2) && !(itemProto->QuestId) && !HasQuestForItem(itemProto->ItemId))
            continue;

        //quest items that start quests need special check to avoid drops all the time.
        if((itemProto->Bonding == ITEM_BIND_QUEST) && (itemProto->QuestId) && GetQuestLogForEntry(itemProto->QuestId))
            continue;
        if((itemProto->Bonding == ITEM_BIND_QUEST2) && (itemProto->QuestId) && GetQuestLogForEntry(itemProto->QuestId))
            continue;

        if((itemProto->Bonding == ITEM_BIND_QUEST) && (itemProto->QuestId) && HasFinishedQuest(itemProto->QuestId))
            continue;
        if((itemProto->Bonding == ITEM_BIND_QUEST2) && (itemProto->QuestId) && HasFinishedQuest(itemProto->QuestId))
            continue;

        //check for starting item quests that need questlines.
        if((itemProto->QuestId && itemProto->Bonding != ITEM_BIND_QUEST && itemProto->Bonding != ITEM_BIND_QUEST2))
        {
            bool HasRequiredQuests = true;
            Quest * pQuest = QuestStorage.LookupEntry(itemProto->QuestId);
            if(pQuest)
            {
				uint32 finishedCount = 0;

                //check if its a questline.
                for(uint32 i = 0; i < pQuest->count_requiredquests; i++)
                {
                    if(pQuest->required_quests[i])
                    {
                        if(!HasFinishedQuest(pQuest->required_quests[i]) || GetQuestLogForEntry(pQuest->required_quests[i]))
                        {
							if (!(pQuest->quest_flags & QUEST_FLAG_ONLY_ONE_REQUIRED)) {
								HasRequiredQuests = false;
								break;
							}
						}
						else
						{
							finishedCount++;
						}
                    }
                }

				if (pQuest->quest_flags & QUEST_FLAG_ONLY_ONE_REQUIRED) {
					if (finishedCount == 0) continue;
				} else {
	                if(!HasRequiredQuests)
    	                continue;
				}
            }
        }

		slottype = 0;
		if(m_Group != NULL && loot_type < 2)
		{
			switch(loot_method)
			{
			case PARTY_LOOT_MASTER:
				slottype = 2;
				break;
			case PARTY_LOOT_GROUP:
			case PARTY_LOOT_RR:
			case PARTY_LOOT_NBG:
				slottype = 1;
				break;
			default:
				slottype = 0;
				break;
			}
			// only quality items are distributed
			if(itemProto->Quality < m_Group->GetThreshold())
			{
				slottype = 0;
			}

			// if all people passed anyone can loot it? :P
			if(iter->passed)
				slottype = 0;					// All players passed on the loot

			//if it is ffa loot and not an masterlooter
			if(iter->ffa_loot)
				slottype = 0;
		}

		data << uint8( x );
		data << uint32( itemProto->ItemId );
		data << uint32( iter->iItemsCount );//nr of items of this type
		data << uint32( iter->item.displayid );

        if(iter->iRandomSuffix)
		{
			data << uint32( Item::GenerateRandomSuffixFactor( itemProto ) );
			data << uint32( -int32( iter->iRandomSuffix->id ) );
		}
		else if(iter->iRandomProperty)
		{
			data << uint32( 0 );
			data << uint32( iter->iRandomProperty->ID );
		}
		else
		{
			data << uint32( 0 );
			data << uint32( 0 );
		}

		data << slottype;   // "still being rolled for" flag

		if(slottype == 1)
		{
			if(iter->roll == NULL && !iter->passed)
			{
				int32 ipid = 0;
				uint32 factor= 0;
				if(iter->iRandomProperty)
					ipid=iter->iRandomProperty->ID;
				else if(iter->iRandomSuffix)
				{
					ipid = -int32(iter->iRandomSuffix->id);
					factor=Item::GenerateRandomSuffixFactor(iter->item.itemproto);
				}

				if(iter->item.itemproto)
				{
					iter->roll = new LootRoll(60000, (m_Group != NULL ? m_Group->MemberCount() : 1),  guid, x, itemProto->ItemId, factor, uint32(ipid), GetMapMgr());

					data2.Initialize(SMSG_LOOT_START_ROLL);
					data2 << guid;
					data2 << uint32( mapid );
					data2 << uint32( x );
					data2 << uint32( itemProto->ItemId );
					data2 << uint32( factor );
					if(iter->iRandomProperty)
						data2 << uint32(iter->iRandomProperty->ID);
					else if(iter->iRandomSuffix)
						data2 << uint32( ipid );
					else
						data2 << uint32( 0 );

					data2 << uint32( iter->iItemsCount );
					data2 << uint32( 60000 );	// countdown
					data2 << uint8( 7 );		// some sort of flags that require research
				}

				Group * pGroup = m_playerInfo->m_Group;
				if(pGroup)
				{
					pGroup->Lock();
					for(uint32 i = 0; i < pGroup->GetSubGroupCount(); ++i)
					{
						for(GroupMembersSet::iterator itr2 = pGroup->GetSubGroup(i)->GetGroupMembersBegin(); itr2 != pGroup->GetSubGroup(i)->GetGroupMembersEnd(); ++itr2)
						{

                            PlayerInfo *pinfo = *itr2;

							if( pinfo->m_loggedInPlayer && pinfo->m_loggedInPlayer->GetItemInterface()->CanReceiveItem( itemProto, iter->iItemsCount ) == 0 )
							{
								if( pinfo->m_loggedInPlayer->m_passOnLoot )
									iter->roll->PlayerRolled( pinfo->m_loggedInPlayer, 3 );		// passed
								else
									pinfo->m_loggedInPlayer->SendPacket( &data2 );
							}
						}
					}
					pGroup->Unlock();
				}
				else
				{
					m_session->SendPacket(&data2);
				}
			}
		}
		count++;
	}
	data.wpos(13);
	data << uint8( count );

	m_session->SendPacket(&data);

	SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING );
}
コード例 #6
0
ファイル: SpellTarget.cpp プロジェクト: xiaofeng/Arcemu
/// Spell Target Handling for type 31: related to scripted effects
void Spell::SpellTargetScriptedEffects( uint32 i, uint32 j )
{
	// Circle of healing or Wild Growth
	// - target top 5 hp deficient raid members around target.
	if( GetProto()->NameHash == SPELL_HASH_CIRCLE_OF_HEALING || GetProto()->NameHash == SPELL_HASH_WILD_GROWTH )
	{
		if( p_caster == NULL || !p_caster->IsInWorld() )
			return;

		TargetsList* tmpMap = &m_targetUnits[i];
		Unit * pTarget = p_caster->GetMapMgr()->GetUnit( m_targets.m_unitTarget );

		if( !pTarget )
			return;
		
		if( p_caster == pTarget ||
			IsInrange( p_caster->GetPositionX(), p_caster->GetPositionY(), p_caster->GetPositionZ(), pTarget, GetMaxRange( dbcSpellRange.LookupEntry( GetProto()->rangeIndex ) ) ) )
			SafeAddTarget( tmpMap, pTarget->GetGUID() );	 
		else
		{
			cancastresult = SPELL_FAILED_OUT_OF_RANGE;
			return; // No point targeting others if the target is not in casting range.
		}

		Group * group = p_caster->GetGroup(); 
		if( group == NULL )
			return;

		std::vector<Player*> raidList;
		std::vector<Player*>::iterator itr;

		uint32 count = group->GetSubGroupCount();

		group->Lock();
		for( uint32 k = 0; k < count; k++ )
		{
			SubGroup * subgroup = group->GetSubGroup( k );
			if( subgroup )
			{
				for( GroupMembersSet::iterator itr = subgroup->GetGroupMembersBegin(); itr != subgroup->GetGroupMembersEnd(); ++itr )
				{
					if( (*itr)->m_loggedInPlayer && m_caster != (*itr)->m_loggedInPlayer && 
						IsInrange( pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), (*itr)->m_loggedInPlayer, GetRadius(i) ) )
						raidList.push_back( (*itr)->m_loggedInPlayer );
				}
			}
		}
		group->Unlock();

		std::sort( raidList.begin(), raidList.end(), hpLessThan );

		uint32 maxTargets = 4;
		if( GetProto()->NameHash == SPELL_HASH_CIRCLE_OF_HEALING && p_caster->HasSpell( 55675 ) ) // Glyph of circle of healing
			maxTargets++;

		for( itr = raidList.begin(); itr != raidList.end() && maxTargets > 0; ++itr, maxTargets-- )
		{
			SafeAddTarget( tmpMap, (*itr)->GetGUID() );
		}
	}
	else
		FillAllTargetsInArea( i, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, GetRadius(i) );
}
コード例 #7
0
void HonorHandler::OnPlayerKilledUnit( PlayerPointer pPlayer, UnitPointer pVictim )
{
	if( pVictim == NULL || pPlayer == NULL || !pVictim->IsPlayer() || !pPlayer->IsPlayer() )
		return;

	if( TO_PLAYER( pVictim )->m_honorless )
		return;

    if( pVictim->IsPlayer() )
	{
		if( pPlayer->m_bg )
		{
			if( TO_PLAYER( pVictim )->m_bgTeam == pPlayer->m_bgTeam )
				return;

			// patch 2.4, players killed >50 times in battlegrounds won't be worth honor for the rest of that bg
			if( TO_PLAYER(pVictim)->m_bgScore.Deaths >= 50 )
				return;
		}
		else
		{
			if( pPlayer->GetTeam() == TO_PLAYER( pVictim )->GetTeam() )
				return;
		}
	}

	// Calculate points
	int32 Points = CalculateHonorPointsForKill(pPlayer, pVictim);

	if( Points > 0 )
	{
		if( pPlayer->m_bg )
		{
			// hackfix for battlegrounds (since the gorups there are disabled, we need to do this manually)
			vector<PlayerPointer  > toadd;
			uint32 t = pPlayer->m_bgTeam;
			toadd.reserve(15);		// shouldnt have more than this
			pPlayer->m_bg->Lock();
			set<PlayerPointer  > * s = &pPlayer->m_bg->m_players[t];

			for(set<PlayerPointer  >::iterator itr = s->begin(); itr != s->end(); ++itr)
			{
				if((*itr) == pPlayer || (*itr)->isInRange(pPlayer,40.0f))
					toadd.push_back(*itr);
			}

			if( toadd.size() > 0 )
			{
				uint32 pts = Points / (uint32)toadd.size();
				for(vector<PlayerPointer  >::iterator vtr = toadd.begin(); vtr != toadd.end(); ++vtr)
				{
					AddHonorPointsToPlayer(*vtr, pts);

					(*vtr)->GetAchievementInterface()->HandleAchievementCriteriaHonorableKill();
					(*vtr)->GetAchievementInterface()->HandleAchievementCriteriaHonorableKillClass( pVictim->getClass() );
					(*vtr)->GetAchievementInterface()->HandleAchievementCriteriaHonorableKillRace( pVictim->getRace() );

					(*vtr)->m_killsToday++;
					(*vtr)->m_killsLifetime++;
					pPlayer->m_bg->HookOnHK(*vtr);
					if(pVictim)
					{
						// Send PVP credit
						WorldPacket data(SMSG_PVP_CREDIT, 12);
						uint32 pvppoints = pts * 10;
						data << pvppoints << pVictim->GetGUID() << uint32(TO_PLAYER(pVictim)->GetPVPRank());
						(*vtr)->GetSession()->SendPacket(&data);
					}
				}
			}

			pPlayer->m_bg->Unlock();
		}
		else if(pPlayer->GetGroup())
        {
            Group *pGroup = pPlayer->GetGroup();
            PlayerPointer gPlayer = NULLPLR;
            int32 GroupPoints;
			pGroup->Lock();
            GroupPoints = (Points / (pGroup->MemberCount() ? pGroup->MemberCount() : 1));
            GroupMembersSet::iterator gitr;
			for(uint32 k = 0; k < pGroup->GetSubGroupCount(); k++)
			{
				for(gitr = pGroup->GetSubGroup(k)->GetGroupMembersBegin(); gitr != pGroup->GetSubGroup(k)->GetGroupMembersEnd(); ++gitr)
				{
					gPlayer = (*gitr)->m_loggedInPlayer;
                    
                    if(gPlayer && (gPlayer == pPlayer || gPlayer->isInRange(pPlayer,100.0f))) // visible range
                    {
						gPlayer->GetAchievementInterface()->HandleAchievementCriteriaHonorableKill();
						gPlayer->GetAchievementInterface()->HandleAchievementCriteriaHonorableKillClass( pVictim->getClass() );
						gPlayer->GetAchievementInterface()->HandleAchievementCriteriaHonorableKillRace( pVictim->getRace() );
                        gPlayer->m_killsToday++;
                        gPlayer->m_killsLifetime++;
						if(gPlayer->m_bg)
							gPlayer->m_bg->HookOnHK(gPlayer);

						sHookInterface.OnHonorableKill(gPlayer, TO_PLAYER(pVictim));
		                AddHonorPointsToPlayer(gPlayer, GroupPoints);
                        if(pVictim)
		                {
			                // Send PVP credit
			                WorldPacket data(SMSG_PVP_CREDIT, 12);
			                uint32 pvppoints = GroupPoints * 10;
			                data << pvppoints << pVictim->GetGUID() << uint32(TO_PLAYER(pVictim)->GetPVPRank());
			                gPlayer->GetSession()->SendPacket(&data);
		                }
						//patch by emsy
                        // If we are in Halaa
                        if(pPlayer->GetZoneId() == 3518)
                        {
                            // Add Halaa Battle Token
                            SpellEntry * pvp_token_spell = dbcSpell.LookupEntry(gPlayer->GetTeam()? 33004 : 33005);
                            gPlayer->CastSpell(gPlayer, pvp_token_spell, true);
                        }
                        // If we are in Hellfire Peninsula
                        if(pPlayer->GetZoneId() == 3483)
                        {
                            // Add Mark of Thrallmar/Honor Hold
                            SpellEntry * pvp_token_spell = dbcSpell.LookupEntry(gPlayer->GetTeam()? 32158 : 32155);
                            gPlayer->CastSpell(gPlayer, pvp_token_spell, true);
                        }
                    }

                }
            }
			pGroup->Unlock();
        
        }
        else
        {
			pPlayer->GetAchievementInterface()->HandleAchievementCriteriaHonorableKill();
			pPlayer->GetAchievementInterface()->HandleAchievementCriteriaHonorableKillClass( pVictim->getClass() );
			pPlayer->GetAchievementInterface()->HandleAchievementCriteriaHonorableKillRace( pVictim->getRace() );
		    pPlayer->m_killsToday++;
		    pPlayer->m_killsLifetime++;
		    AddHonorPointsToPlayer(pPlayer, Points);
    		
			if(pPlayer->m_bg)
				pPlayer->m_bg->HookOnHK(pPlayer);

			sHookInterface.OnHonorableKill(pPlayer, TO_PLAYER(pVictim));
		    if(pVictim)
		    {
			    // Send PVP credit
			    WorldPacket data(SMSG_PVP_CREDIT, 12);
			    uint32 pvppoints = Points * 10;
			    data << pvppoints << pVictim->GetGUID() << uint32(TO_PLAYER(pVictim)->GetPVPRank());
			    pPlayer->GetSession()->SendPacket(&data);
		    }
			//patch by emsy
            // If we are in Halaa
            if(pPlayer->GetZoneId() == 3518)
            {
                // Add Halaa Battle Token
                SpellEntry * halaa_spell = dbcSpell.LookupEntry(pPlayer->GetTeam()? 33004 : 33005);
                pPlayer->CastSpell(pPlayer, halaa_spell, true);
            }
        }
	}
}
コード例 #8
0
ファイル: BattlegroundMgr.cpp プロジェクト: Chero/abcwow
void CBattlegroundManager::HandleArenaJoin(WorldSession * m_session, uint32 BattlegroundType, uint8 as_group, uint8 rated_match)
{
	uint32 pguid = m_session->GetPlayer()->GetLowGUID();
	uint32 lgroup = GetLevelGrouping(m_session->GetPlayer()->getLevel());
	if(as_group && m_session->GetPlayer()->GetGroup() == NULL)
		return;

	Group * pGroup = m_session->GetPlayer()->GetGroup();
	if(as_group)
	{
		if(pGroup->GetSubGroupCount() != 1)
		{
			m_session->SystemMessage("Sorry, raid groups joining battlegrounds are currently unsupported.");
			return;
		}
		if(pGroup->GetLeader() != m_session->GetPlayer()->m_playerInfo)
		{
			m_session->SystemMessage("You must be the party leader to add a group to an arena.");
			return;
		}

		GroupMembersSet::iterator itx;
		if(!rated_match)
		{
			/* add all players normally.. bleh ;P */
			pGroup->Lock();
			for(itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
			{
				if((*itx)->m_loggedInPlayer && !(*itx)->m_loggedInPlayer->m_bgIsQueued && !(*itx)->m_loggedInPlayer->m_bg)
					HandleArenaJoin((*itx)->m_loggedInPlayer->GetSession(), BattlegroundType, 0, 0);
			}
			pGroup->Unlock();
			return;
		}
		else
		{
			/* make sure all players are 70 */
			uint32 maxplayers;
			uint32 arenateamtype;
			switch(BattlegroundType)
			{
			case BATTLEGROUND_ARENA_2V2:
				arenateamtype=0;
				maxplayers=2;
				break;

			case BATTLEGROUND_ARENA_3V3:
				arenateamtype=1;
				maxplayers=3;
				break;

			case BATTLEGROUND_ARENA_5V5:
				arenateamtype=2;
				maxplayers=5;
				break;

			default:
				arenateamtype=0;
				maxplayers=2;
				break;
			}

			uint32 team_id = 0;

			pGroup->Lock();
			for(itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
			{
				if( maxplayers == 0 )
				{
					m_session->SystemMessage("You have too many players in your party to join this type of arena.");
					pGroup->Unlock();
					return;
				}

				if((*itx)->lastLevel < 70)
				{
					m_session->SystemMessage("Sorry, some of your party members are not level 70.");
					pGroup->Unlock();
					return;
				}

				if((*itx)->m_loggedInPlayer)
				{
					ArenaTeam * t = (*itx)->m_loggedInPlayer->m_arenaTeams[arenateamtype];
					if( t != NULL )
					{
						if ( team_id == 0 )
							team_id = t->m_id;

						if ( team_id != t->m_id )
						{
							m_session->SystemMessage("Sorry, not all your party members are in same arena team.");
							pGroup->Unlock();
							return;
						}
					}
					else
					{
						m_session->SystemMessage("Sorry, not all your party members are in same arena team.");
						pGroup->Unlock();
						return;
					}

					if( (*itx)->m_loggedInPlayer->m_bgIsQueued )
						BattlegroundManager.RemovePlayerFromQueues((*itx)->m_loggedInPlayer);

					/*
					if((*itx)->m_loggedInPlayer->m_bg || (*itx)->m_loggedInPlayer->m_bg || (*itx)->m_loggedInPlayer->m_bgIsQueued)
					{
						m_session->SystemMessage("One or more of your party members are already queued or inside a battleground.");
						pGroup->Unlock();
						return;
					}
					*/

					--maxplayers;
				}
			}
			if( maxplayers > 0 )
			{
				m_session->SystemMessage("Sorry, you have too few valid arena members in your group.");
				pGroup->Unlock();
				return;
			}

			WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
			data << uint32(6);		// all arenas

			for(itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
			{
				if((*itx)->m_loggedInPlayer)
				{
					SendBattlefieldStatus((*itx)->m_loggedInPlayer, 1, BattlegroundType, 0 , 0, 0,1);
					(*itx)->m_loggedInPlayer->m_bgIsQueued = true;
					(*itx)->m_loggedInPlayer->m_bgQueueInstanceId = 0;
					(*itx)->m_loggedInPlayer->m_bgQueueType = BattlegroundType;
					(*itx)->m_loggedInPlayer->GetSession()->SendPacket(&data);
					(*itx)->m_loggedInPlayer->m_bgEntryPointX=(*itx)->m_loggedInPlayer->GetPositionX();
					(*itx)->m_loggedInPlayer->m_bgEntryPointY=(*itx)->m_loggedInPlayer->GetPositionY();
					(*itx)->m_loggedInPlayer->m_bgEntryPointZ=(*itx)->m_loggedInPlayer->GetPositionZ();
					(*itx)->m_loggedInPlayer->m_bgEntryPointMap=(*itx)->m_loggedInPlayer->GetMapId();
				}
			}

			pGroup->Unlock();

			m_queueLock.Acquire();
			m_queuedGroups[BattlegroundType].push_back(pGroup->GetID());
			m_queueLock.Release();
			Log.Success("BattlegroundMgr", "Group %u is now in battleground queue for arena type %u", pGroup->GetID(), BattlegroundType);

			/* send the battleground status packet */

			return;
		}
	}
	

	/* Queue him! */
	m_queueLock.Acquire();
	m_queuedPlayers[BattlegroundType][lgroup].push_back(pguid);
	Log.Success("BattlegroundMgr", "Player %u is now in battleground queue for {Arena %u}", m_session->GetPlayer()->GetLowGUID(), BattlegroundType );

	/* send the battleground status packet */
	SendBattlefieldStatus(m_session->GetPlayer(), 1, BattlegroundType, 0 , 0, 0,0);
	m_session->GetPlayer()->m_bgIsQueued = true;
	m_session->GetPlayer()->m_bgQueueInstanceId = 0;
	m_session->GetPlayer()->m_bgQueueType = BattlegroundType;

	/* Set battleground entry point */
	m_session->GetPlayer()->m_bgEntryPointX = m_session->GetPlayer()->GetPositionX();
	m_session->GetPlayer()->m_bgEntryPointY = m_session->GetPlayer()->GetPositionY();
	m_session->GetPlayer()->m_bgEntryPointZ = m_session->GetPlayer()->GetPositionZ();
	m_session->GetPlayer()->m_bgEntryPointMap = m_session->GetPlayer()->GetMapId();
	m_session->GetPlayer()->m_bgEntryPointInstance = m_session->GetPlayer()->GetInstanceID();

	m_queueLock.Release();
}
コード例 #9
0
ファイル: MiscHandler.cpp プロジェクト: Sylica2013/Antrix
void WorldSession::HandleLootMoneyOpcode( WorldPacket & recv_data )
{
	if(!_player->IsInWorld()) return;
	Loot * pLoot = NULL;
	uint64 lootguid=GetPlayer()->GetLootGUID();
	if(!lootguid)
		return;   // duno why this happens

	if(_player->isCasting())
		_player->InterruptSpell();

	WorldPacket pkt;	
	Unit * pt = 0;

	if(UINT32_LOPART(GUID_HIPART(lootguid)) == HIGHGUID_UNIT)
	{
		Creature* pCreature = _player->GetMapMgr()->GetCreature(lootguid);
		if(!pCreature)return;
		pLoot=&pCreature->loot;
		pt = pCreature;
	}
	else if(UINT32_LOPART(GUID_HIPART(lootguid)) == HIGHGUID_GAMEOBJECT)
	{
		GameObject* pGO = _player->GetMapMgr()->GetGameObject(lootguid);
		if(!pGO)return;
		pLoot=&pGO->loot;
	}
	else if(UINT32_LOPART(GUID_HIPART(lootguid)) == HIGHGUID_CORPSE)
	{
		Corpse *pCorpse = objmgr.GetCorpse((uint32)lootguid);
		if(!pCorpse)return;
		pLoot=&pCorpse->loot;
	}
	else if(UINT32_LOPART(GUID_HIPART(lootguid)) == HIGHGUID_PLAYER)
	{
		Player * pPlayer = _player->GetMapMgr()->GetPlayer(lootguid);
		if(!pPlayer) return;
		pLoot = &pPlayer->loot;
		pPlayer->bShouldHaveLootableOnCorpse = false;
		pt = pPlayer;
	}
	else if( (UINT32_LOPART(GUID_HIPART(lootguid)) == HIGHGUID_ITEM) )
	{
		Item *pItem = _player->GetItemInterface()->GetItemByGUID(lootguid);
		if(!pItem)
			return;
		pLoot = pItem->loot;
	}

	if (!pLoot)
	{
		//bitch about cheating maybe?
		return;
	}

	uint32 money = pLoot->gold;

	pLoot->gold=0;
	WorldPacket data(1);
	data.SetOpcode(SMSG_LOOT_CLEAR_MONEY);
	// send to all looters
	Player * plr;
	for(LooterSet::iterator itr = pLoot->looters.begin(); itr != pLoot->looters.end(); ++itr)
	{
		if((plr = _player->GetMapMgr()->GetPlayer(*itr)))
			plr->GetSession()->SendPacket(&data);
	}

	if(!_player->InGroup())
	{
		if(money)
		{
			GetPlayer()->ModUInt32Value( PLAYER_FIELD_COINAGE , money);
			sHookInterface.OnLoot(_player, pt, money, 0);
		}
	}
	else
	{
		//this code is wrong mustbe party not raid!
		Group* party = _player->GetGroup();
		if(party)
		{
			/*uint32 share = money/party->MemberCount();*/
			vector<Player*> targets;
			targets.reserve(party->MemberCount());

			GroupMembersSet::iterator itr;
			SubGroup * sgrp;
			for(uint32 i = 0; i < party->GetSubGroupCount(); i++)
			{
				sgrp = party->GetSubGroup(i);
				for(itr = sgrp->GetGroupMembersBegin(); itr != sgrp->GetGroupMembersEnd(); ++itr)
				{
					if((*itr)->GetZoneId() == _player->GetZoneId() && _player->GetInstanceID() == (*itr)->GetInstanceID())
						targets.push_back((*itr));
				}
			}

			if(!targets.size())
				return;

			uint32 share = money / targets.size();

			pkt.SetOpcode(SMSG_LOOT_MONEY_NOTIFY);
			pkt << share;

			for(vector<Player*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
			{
				(*itr)->ModUInt32Value(PLAYER_FIELD_COINAGE, share);
				(*itr)->GetSession()->SendPacket(&pkt);
			}
		}
	}   
}
コード例 #10
0
ファイル: BattlegroundMgr.cpp プロジェクト: Declipe/AscEmu
void CBattlegroundManager::HandleArenaJoin(WorldSession* m_session, uint32 BattlegroundType, uint8 as_group, uint8 rated_match)
{
    uint32 pguid = m_session->GetPlayer()->GetLowGUID();
    uint32 lgroup = GetLevelGrouping(m_session->GetPlayer()->getLevel());
    if (as_group && m_session->GetPlayer()->GetGroup() == NULL)
        return;

    Group* pGroup = m_session->GetPlayer()->GetGroup();
    if (as_group)
    {
        if (pGroup->GetSubGroupCount() != 1)
        {
            m_session->SystemMessage(m_session->LocalizedWorldSrv(55));
            return;
        }
        if (pGroup->GetLeader() != m_session->GetPlayer()->getPlayerInfo())
        {
            m_session->SystemMessage(m_session->LocalizedWorldSrv(56));
            return;
        }

        GroupMembersSet::iterator itx;
        if (!rated_match)
        {
            /* add all players normally.. bleh ;P */
            pGroup->Lock();
            for (itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
            {
                if ((*itx)->m_loggedInPlayer && !(*itx)->m_loggedInPlayer->m_bgIsQueued && !(*itx)->m_loggedInPlayer->m_bg)
                    HandleArenaJoin((*itx)->m_loggedInPlayer->GetSession(), BattlegroundType, 0, 0);
            }
            pGroup->Unlock();
            return;
        }
        else
        {
            /* make sure all players are 70 */
            uint32 maxplayers;
            uint32 type = BattlegroundType - BATTLEGROUND_ARENA_2V2;
            switch (BattlegroundType)
            {
                case BATTLEGROUND_ARENA_3V3:
                    maxplayers = 3;
                    break;

                case BATTLEGROUND_ARENA_5V5:
                    maxplayers = 5;
                    break;

                case BATTLEGROUND_ARENA_2V2:
                default:
                    maxplayers = 2;
                    break;
            }

            if (pGroup->GetLeader()->m_loggedInPlayer && pGroup->GetLeader()->m_loggedInPlayer->m_arenaTeams[type] == NULL)
            {
                m_session->SendNotInArenaTeamPacket(uint8(maxplayers));
                return;
            }

            pGroup->Lock();
            for (itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
            {
                if (maxplayers == 0)
                {
                    m_session->SystemMessage(m_session->LocalizedWorldSrv(58));
                    pGroup->Unlock();
                    return;
                }

                if ((*itx)->lastLevel < PLAYER_ARENA_MIN_LEVEL)
                {
                    m_session->SystemMessage(m_session->LocalizedWorldSrv(59));
                    pGroup->Unlock();
                    return;
                }

                if ((*itx)->m_loggedInPlayer)
                {
                    if ((*itx)->m_loggedInPlayer->m_bg || (*itx)->m_loggedInPlayer->m_bgIsQueued)
                    {
                        m_session->SystemMessage(m_session->LocalizedWorldSrv(60));
                        pGroup->Unlock();
                        return;
                    };
                    if ((*itx)->m_loggedInPlayer->m_arenaTeams[type] != pGroup->GetLeader()->m_loggedInPlayer->m_arenaTeams[type])
                    {
                        m_session->SystemMessage(m_session->LocalizedWorldSrv(61));
                        pGroup->Unlock();
                        return;
                    }

                    --maxplayers;
                }
            }
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << uint32(6);      // all arenas

            for (itx = pGroup->GetSubGroup(0)->GetGroupMembersBegin(); itx != pGroup->GetSubGroup(0)->GetGroupMembersEnd(); ++itx)
            {
                if ((*itx)->m_loggedInPlayer)
                {
                    SendBattlefieldStatus((*itx)->m_loggedInPlayer, BGSTATUS_INQUEUE, BattlegroundType, 0, 0, 0, 1);
                    (*itx)->m_loggedInPlayer->m_bgIsQueued = true;
                    (*itx)->m_loggedInPlayer->m_bgQueueInstanceId = 0;
                    (*itx)->m_loggedInPlayer->m_bgQueueType = BattlegroundType;
                    (*itx)->m_loggedInPlayer->GetSession()->SendPacket(&data);
                    (*itx)->m_loggedInPlayer->m_bgEntryPointX = (*itx)->m_loggedInPlayer->GetPositionX();
                    (*itx)->m_loggedInPlayer->m_bgEntryPointY = (*itx)->m_loggedInPlayer->GetPositionY();
                    (*itx)->m_loggedInPlayer->m_bgEntryPointZ = (*itx)->m_loggedInPlayer->GetPositionZ();
                    (*itx)->m_loggedInPlayer->m_bgEntryPointMap = (*itx)->m_loggedInPlayer->GetMapId();
                }
            }

            pGroup->Unlock();

            m_queueLock.Acquire();
            m_queuedGroups[BattlegroundType].push_back(pGroup->GetID());
            m_queueLock.Release();
            Log.Notice("BattlegroundMgr", "Group %u is now in battleground queue for arena type %u", pGroup->GetID(), BattlegroundType);

            /* send the battleground status packet */

            return;
        }
    }


    /* Queue him! */
    m_queueLock.Acquire();
    m_queuedPlayers[BattlegroundType][lgroup].push_back(pguid);
    Log.Notice("BattlegroundMgr", "Player %u is now in battleground queue for {Arena %u}", m_session->GetPlayer()->GetLowGUID(), BattlegroundType);

    /* send the battleground status packet */
    SendBattlefieldStatus(m_session->GetPlayer(), BGSTATUS_INQUEUE, BattlegroundType, 0, 0, 0, 0);
    m_session->GetPlayer()->m_bgIsQueued = true;
    m_session->GetPlayer()->m_bgQueueInstanceId = 0;
    m_session->GetPlayer()->m_bgQueueType = BattlegroundType;

    /* Set battleground entry point */
    m_session->GetPlayer()->m_bgEntryPointX = m_session->GetPlayer()->GetPositionX();
    m_session->GetPlayer()->m_bgEntryPointY = m_session->GetPlayer()->GetPositionY();
    m_session->GetPlayer()->m_bgEntryPointZ = m_session->GetPlayer()->GetPositionZ();
    m_session->GetPlayer()->m_bgEntryPointMap = m_session->GetPlayer()->GetMapId();
    m_session->GetPlayer()->m_bgEntryPointInstance = m_session->GetPlayer()->GetInstanceID();

    m_queueLock.Release();
}