예제 #1
0
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);
}
예제 #2
0
파일: GroupHandler.cpp 프로젝트: gc/mangos
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);
    }
}
예제 #3
0
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);
	}
예제 #4
0
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);
}
예제 #5
0
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);
}
예제 #6
0
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);
}
예제 #7
0
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);
}
예제 #8
0
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);
}
예제 #9
0
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);
}