void WorldSession::HandleGroupChangeSubGroupOpcode(WorldPacket& recv_data) { // we will get correct pointer for group here, so we don't have to check if group is BG raid Group* group = GetPlayer()->GetGroup(); if (!group) return; std::string name; uint8 groupNr; recv_data >> name; recv_data >> groupNr; /** error handling **/ if (!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID())) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; /********************/ // everything is fine, do it if (Player* player = ObjectAccessor::Instance().FindPlayerByName(name.c_str())) group->ChangeMembersGroup(player, groupNr); else group->ChangeMembersGroup(objmgr.GetPlayerGUIDByName(name.c_str()), groupNr); }
void WorldSession::HandleGroupChangeSubGroupOpcode( WorldPacket & recv_data ) { std::string name; uint8 groupNr; recv_data >> name; recv_data >> groupNr; if (groupNr >= MAX_RAID_SUBGROUPS) return; // we will get correct pointer for group here, so we don't have to check if group is BG raid Group *group = GetPlayer()->GetGroup(); if(!group) return; /** error handling **/ if (!group->IsLeader(GetPlayer()->GetObjectGuid()) && !group->IsAssistant(GetPlayer()->GetObjectGuid())) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; /********************/ // everything is fine, do it if (Player* player = sObjectMgr.GetPlayer(name.c_str())) group->ChangeMembersGroup(player, groupNr); else { if (ObjectGuid guid = sObjectMgr.GetPlayerGuidByName(name.c_str())) group->ChangeMembersGroup(guid, groupNr); } }
void WorldSession::HandleGroupChangeSubGroupOpcode(WorldPacket & recv_data) { // we will get correct pointer for group here, so we don't have to check if group is BG raid Group *group = GetPlayer()->GetGroup(); if (!group) return; std::string name; uint8 groupNr; recv_data >> name; recv_data >> groupNr; if (groupNr >= MAX_RAID_SUBGROUPS) return; /** error handling **/ uint64 senderGuid = GetPlayer()->GetGUID(); if (!group->IsLeader(senderGuid) && !group->IsAssistant(senderGuid)) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; /********************/ Player *movedPlayer = sObjectMgr->GetPlayer(name.c_str()); if (movedPlayer) { //Do not allow leader to change group of player in combat if (movedPlayer->isInCombat()) return; // everything's fine, do it group->ChangeMembersGroup(movedPlayer, groupNr); } else group->ChangeMembersGroup(sObjectMgr->GetPlayerGUIDByName(name.c_str()), groupNr); }
void WorldSession::HandleGroupChangeSubGroupOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,1+1); Group *group = GetPlayer()->GetGroup(); if(!group) return; std::string name; uint8 groupNr; recv_data >> name; // recheck CHECK_PACKET_SIZE(recv_data,(name.size()+1)+1); recv_data >> groupNr; /** error handling **/ if(!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID())) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; /********************/ // everything's fine, do it group->ChangeMembersGroup(objmgr.GetPlayer(name.c_str()), groupNr); }
void WorldSession::HandleChangeSubGroupOpcode(WorldPackets::Party::ChangeSubGroup& packet) { // we will get correct pointer for group here, so we don't have to check if group is BG raid Group* group = GetPlayer()->GetGroup(); if (!group) return; if (packet.NewSubGroup >= MAX_RAID_SUBGROUPS) return; ObjectGuid senderGuid = GetPlayer()->GetGUID(); if (!group->IsLeader(senderGuid) && !group->IsAssistant(senderGuid)) return; if (!group->HasFreeSlotSubGroup(packet.NewSubGroup)) return; group->ChangeMembersGroup(packet.TargetGUID, packet.NewSubGroup); }
void WorldSession::HandleGroupChangeSubGroupOpcode(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GROUP_CHANGE_SUB_GROUP"); // we will get correct pointer for group here, so we don't have to check if group is BG raid Group* group = GetPlayer()->GetGroup(); if (!group) return; std::string name; uint8 groupNr; recvData >> name; recvData >> groupNr; if (groupNr >= MAX_RAID_SUBGROUPS) return; /********************/ /** error handling **/ uint64 senderGuid = GetPlayer()->GetGUID(); if (!group->IsLeader(senderGuid) && !group->IsAssistant(senderGuid)) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; /********************/ Player* movedPlayer = sObjectAccessor->FindPlayerByName(name.c_str()); uint64 guid; if (movedPlayer) { guid = movedPlayer->GetGUID(); } else { CharacterDatabase.EscapeString(name); guid = sObjectMgr->GetPlayerGUIDByName(name.c_str()); } group->ChangeMembersGroup(guid, groupNr); }
void WorldSession::HandleGroupChangeSubGroupOpcode(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GROUP_CHANGE_SUB_GROUP"); // we will get correct pointer for group here, so we don't have to check if group is BG raid Group* group = GetPlayer()->GetGroup(); if (!group) return; time_t now = time(NULL); if (now - timeLastChangeSubGroupCommand < 2) return; else timeLastChangeSubGroupCommand = now; ObjectGuid guid; uint8 groupNr, unk; recvData >> unk >> groupNr; uint8 bitsOrder[8] = { 1, 3, 7, 2, 0, 5, 4, 6 }; recvData.ReadBitInOrder(guid, bitsOrder); recvData.FlushBits(); uint8 bytesOrder[8] = { 7, 0, 2, 4, 5, 3, 6, 1 }; recvData.ReadBytesSeq(guid, bytesOrder); if (groupNr >= MAX_RAID_SUBGROUPS) return; uint64 senderGuid = GetPlayer()->GetGUID(); if (!group->IsLeader(senderGuid) && !group->IsAssistant(senderGuid) && !(group->GetGroupType() & GROUPTYPE_EVERYONE_IS_ASSISTANT)) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; if (Player* movedPlayer = sObjectAccessor->FindPlayer(guid)) group->ChangeMembersGroup(guid, groupNr); }
void WorldSession::HandleGroupChangeSubGroupOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_GROUP_CHANGE_SUB_GROUP"); // we will get correct pointer for group here, so we don't have to check if group is BG raid Group* group = GetPlayer()->GetGroup(); if (!group) return; std::string name; uint8 groupNr; recvData >> name; recvData >> groupNr; if (groupNr >= MAX_RAID_SUBGROUPS) return; ObjectGuid senderGuid = GetPlayer()->GetGUID(); if (!group->IsLeader(senderGuid) && !group->IsAssistant(senderGuid)) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; Player* movedPlayer = ObjectAccessor::FindConnectedPlayerByName(name); ObjectGuid guid; if (movedPlayer) { guid = movedPlayer->GetGUID(); } else { CharacterDatabase.EscapeString(name); guid = sObjectMgr->GetPlayerGUIDByName(name.c_str()); } group->ChangeMembersGroup(guid, groupNr); }
void WorldSession::HandleGroupChangeSubGroupOpcode( WorldPacket & recv_data ) { // we will get correct pointer for group here, so we don't have to check if group is BG raid Group *group = GetPlayer()->GetGroup(); if(!group) return; std::string name; uint8 groupNr; recv_data >> name; recv_data >> groupNr; /** error handling **/ if(!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID())) return; if (!group->HasFreeSlotSubGroup(groupNr)) return; /********************/ Player *movedPlayer=objmgr.GetPlayer(name.c_str()); if(!movedPlayer) return; //Do not allow leader to change group of player in combat if (movedPlayer->isInCombat()) { WorldPacket data(SMSG_GROUP_SWAP_FAILED, (0)); SendPacket(&data); return; } // everything's fine, do it group->ChangeMembersGroup(movedPlayer, groupNr); }