예제 #1
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    Log.Debug("LfgHandler", "SMSG_LFG_ROLE_CHECK_UPDATE %u", GetPlayer()->GetGUID());

    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));

    data << uint32(pRoleCheck->state);                     // Check result
    data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons.size());                        // Number of dungeons
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            DBC::Structures::LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }

    data << uint8(pRoleCheck->roles.size());               // Players in group
    if (!pRoleCheck->roles.empty())
    {
        // Leader info MUST be sent 1st :S
        uint64 guid = pRoleCheck->leader;
        uint8 roles = pRoleCheck->roles.find(guid)->second;
        data << uint64(guid);                              // Guid
        data << uint8(roles > 0);                          // Ready
        data << uint32(roles);                             // Roles

        Player* player = objmgr.GetPlayer(GET_LOWGUID_PART(guid));
        data << uint8(player ? player->getLevel() : 0);    // Level

        for (LfgRolesMap::const_iterator it = pRoleCheck->roles.begin(); it != pRoleCheck->roles.end(); ++it)
        {
            if (it->first == pRoleCheck->leader)
                continue;

            guid = it->first;
            roles = it->second;
            data << uint64(guid);                          // Guid
            data << uint8(roles > 0);                      // Ready
            data << uint32(roles);                         // Roles

            player = objmgr.GetPlayer(GET_LOWGUID_PART(guid));
            data << uint8(player ? player->getLevel() : 0);     // Level
        }
    }
    SendPacket(&data);
}
예제 #2
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_ROLE_CHECK_UPDATE [" UI64FMTD "]", GetPlayer()->GetGUID());
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));

    data << uint32(pRoleCheck->state);                     // Check result
    data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons.size());                        // Number of dungeons
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }

    data << uint8(pRoleCheck->roles.size());               // Players in group
    if (!pRoleCheck->roles.empty())
    {
        // Leader info MUST be sent 1st :S
        uint64 guid = pRoleCheck->leader;
        uint8 roles = pRoleCheck->roles.find(guid)->second;
        data << uint64(guid);                              // Guid
        data << uint8(roles > 0);                          // Ready
        data << uint32(roles);                             // Roles
        Player* plr = ObjectAccessor::FindPlayer(guid);
        data << uint8(plr ? plr->getLevel() : 0);          // Level

        for (LfgRolesMap::const_iterator it = pRoleCheck->roles.begin(); it != pRoleCheck->roles.end(); ++it)
        {
            if (it->first == pRoleCheck->leader)
                continue;

            guid = it->first;
            roles = it->second;
            data << uint64(guid);                          // Guid
            data << uint8(roles > 0);                      // Ready
            data << uint32(roles);                         // Roles
            plr = ObjectAccessor::FindPlayer(guid);
            data << uint8(plr ? plr->getLevel() : 0);      // Level
        }
    }
    SendPacket(&data);
}
예제 #3
0
파일: LFGMgr.cpp 프로젝트: Rhyuk/Dev
/// <summary>
/// Get the random dungeon list that can be done at a certain level and expansion.
/// </summary>
/// <param name="level">Player level</param>
/// <param name="expansion">Player account expansion</param>
/// <returns>LfgDungeonSet*</returns>
LfgDungeonSet* LFGMgr::GetRandomDungeons(uint8 level, uint8 expansion)
{
    LfgDungeonSet *list = new LfgDungeonSet();
    LFGDungeonEntry const *dungeon;
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->expansion <= expansion && dungeon->type == LFG_TYPE_RANDOM &&
            dungeon->minlevel <= level && level <= dungeon->maxlevel)
            list->insert(dungeon->Entry());
    }
    return list;
}
예제 #4
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck& roleCheck)
{
    LfgDungeonSet dungeons;
    if (roleCheck.rDungeonId)
        dungeons.insert(roleCheck.rDungeonId);
    else
        dungeons = roleCheck.dungeons;

    sLog->outDebug(LOG_FILTER_LFG, "SMSG_LFG_ROLE_CHECK_UPDATE %s", GetPlayerInfo().c_str());
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + roleCheck.roles.size() * (8 + 1 + 4 + 1));

    data << uint32(roleCheck.state);                       // Check result
    data << uint8(roleCheck.state == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons.size());                        // Number of dungeons
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            LFGDungeonData const* dungeon = sLFGMgr->GetLFGDungeon(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }

    data << uint8(roleCheck.roles.size());                 // Players in group
    if (!roleCheck.roles.empty())
    {
        // Leader info MUST be sent 1st :S
        uint64 guid = roleCheck.leader;
        uint8 roles = roleCheck.roles.find(guid)->second;
        data << uint64(guid);                              // Guid
        data << uint8(roles > 0);                          // Ready
        data << uint32(roles);                             // Roles
        Player* player = ObjectAccessor::FindPlayer(guid);
        data << uint8(player ? player->getLevel() : 0);    // Level

        for (LfgRolesMap::const_iterator it = roleCheck.roles.begin(); it != roleCheck.roles.end(); ++it)
        {
            if (it->first == roleCheck.leader)
                continue;

            guid = it->first;
            roles = it->second;
            data << uint64(guid);                          // Guid
            data << uint8(roles > 0);                      // Ready
            data << uint32(roles);                         // Roles
            player = ObjectAccessor::FindPlayer(guid);
            data << uint8(player ? player->getLevel() : 0);// Level
        }
    }
    SendPacket(&data);
}
예제 #5
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recvData)
{
    if (!sLFGMgr.isOptionEnabled(LFG_OPTION_ENABLE_DUNGEON_FINDER | LFG_OPTION_ENABLE_RAID_BROWSER) ||
        (_player->GetGroup() && _player->GetGroup()->GetLeaderGuid() != _player->GetObjectGuid() &&
        (_player->GetGroup()->GetMembersCount() == MAX_GROUP_SIZE || !_player->GetGroup()->isLFGGroup())))
    {
        recvData.rfinish();
        return;
    }

    std::string comment;
    uint32 commentSize;
    uint32 numDungeons;
    uint32 roles;

    recvData >> roles;

    for (uint8 i = 0; i < 3; ++i)
    {
        recvData.read_skip<uint32>();
    }

    commentSize = recvData.ReadBits(9);
    numDungeons = recvData.ReadBits(24);
    if (!numDungeons)
    {
        sLog.outDebug("CMSG_LFG_JOIN %s no dungeons selected", _player->GetGuidStr().c_str());
        recvData.rfinish();
        return;
    }

    comment = recvData.ReadString(commentSize);

    LfgDungeonSet newDungeons;
    for (uint32 i = 0; i < numDungeons; ++i)
    {
        uint32 dungeon;
        recvData >> dungeon;
        newDungeons.insert((dungeon & 0x00FFFFFF));        // remove the type from the dungeon entry
    }

    sLog.outDebug("CMSG_LFG_JOIN %s roles: %u, Dungeons: %u, Comment: %s",
        _player->GetGuidStr().c_str(), roles, uint8(newDungeons.size()), comment.c_str());

    sLFGMgr.JoinLfg(_player, uint8(roles), newDungeons, comment);
}
예제 #6
0
파일: LFGMgr.cpp 프로젝트: Rhyuk/Dev
/// <summary>
/// Get the dungeon list that can be done.
/// </summary>
/// <returns>LfgDungeonSet*</returns>
LfgDungeonSet* LFGMgr::GetAllDungeons()
{
    LfgDungeonSet *dungeons = new LfgDungeonSet();
    LFGDungeonEntry const *dungeon;
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        dungeon = sLFGDungeonStore.LookupEntry(i);
        if (!dungeon || dungeon->type == LFG_TYPE_ZONE)
            continue;
        dungeons->insert(dungeon->ID);
    }
    if (!dungeons->size())
    {
        delete dungeons;
        return NULL;
    }
    else
        return dungeons;
}
예제 #7
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recv_data)
{
    Log.Debug("LfgHandler", "CMSG_LFG_JOIN");

    if ((GetPlayer()->GetGroup() && GetPlayer()->GetGroup()->GetLeader()->guid != GetPlayer()->GetGUID() && (GetPlayer()->GetGroup()->MemberCount() == 5 || !GetPlayer()->GetGroup()->isLFGGroup())))
    {
        Log.Debug("LfgHandler", "Unable to JoinQueue");

        recv_data.clear();
        return;
    }

    uint8 numDungeons;
    uint32 dungeon;
    uint32 roles;

    recv_data >> roles;
    recv_data.read<uint16>();                        // uint8 (always 0) - uint8 (always 0)
    recv_data >> numDungeons;

    if (!numDungeons)
    {
        Log.Debug("LfgHandler", "CMSG_LFG_JOIN no dungeons selected", GetPlayer()->GetGUID());
        recv_data.clear();
        return;
    }

    LfgDungeonSet newDungeons;
    for (int8 i = 0; i < numDungeons; ++i)
    {
        recv_data >> dungeon;
        newDungeons.insert((dungeon & 0x00FFFFFF));       // remove the type from the dungeon entry
    }

    recv_data.read<uint32>();                        // for 0..uint8 (always 3) { uint8 (always 0) }

    std::string comment;
    recv_data >> comment;
    Log.Debug("LfgHandler", "CMSG_LFG_JOIN: %s, roles: %u, Dungeons: %u, Comment: %s", GetPlayer()->GetName(), roles, uint8(newDungeons.size()), comment.c_str());
    sLfgMgr.Join(GetPlayer(), uint8(roles), newDungeons, comment);
}
예제 #8
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recvData)
{
    if (!sLFGMgr->isOptionEnabled(LFG_OPTION_ENABLE_DUNGEON_FINDER | LFG_OPTION_ENABLE_RAID_BROWSER) ||
            (GetPlayer()->GetGroup() && GetPlayer()->GetGroup()->GetLeaderGUID() != GetPlayer()->GetGUID() &&
             (GetPlayer()->GetGroup()->GetMembersCount() == MAXGROUPSIZE || !GetPlayer()->GetGroup()->isLFGGroup())))
    {
        recvData.rfinish();
        return;
    }

    uint8 numDungeons;
    uint32 roles;

    recvData >> roles;
    recvData.read_skip<uint16>();                          // uint8 (always 0) - uint8 (always 0)
    recvData >> numDungeons;
    if (!numDungeons)
    {
        sLog->outDebug(LOG_FILTER_LFG, "CMSG_LFG_JOIN %s no dungeons selected", GetPlayerInfo().c_str());
        recvData.rfinish();
        return;
    }

    LfgDungeonSet newDungeons;
    for (int8 i = 0; i < numDungeons; ++i)
    {
        uint32 dungeon;
        recvData >> dungeon;
        newDungeons.insert((dungeon & 0x00FFFFFF));        // remove the type from the dungeon entry
    }

    recvData.read_skip<uint32>();                          // for 0..uint8 (always 3) { uint8 (always 0) }

    std::string comment;
    recvData >> comment;
    sLog->outDebug(LOG_FILTER_LFG, "CMSG_LFG_JOIN %s roles: %u, Dungeons: %u, Comment: %s",
                   GetPlayerInfo().c_str(), roles, uint8(newDungeons.size()), comment.c_str());

    sLFGMgr->JoinLfg(GetPlayer(), uint8(roles), newDungeons, comment);
}
예제 #9
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recv_data)
{
    if (!sWorld->getBoolConfig(CONFIG_DUNGEON_FINDER_ENABLE) ||
            (GetPlayer()->GetGroup() && GetPlayer()->GetGroup()->GetLeaderGUID() != GetPlayer()->GetGUID() &&
             (GetPlayer()->GetGroup()->GetMembersCount() == MAXGROUPSIZE || !GetPlayer()->GetGroup()->isLFGGroup())))
    {
        recv_data.rfinish();
        return;
    }

    uint8 numDungeons;
    uint32 dungeon;
    uint32 roles;

    recv_data >> roles;
    recv_data.read_skip<uint16>();                        // uint8 (always 0) - uint8 (always 0)
    recv_data >> numDungeons;
    if (!numDungeons)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFG_JOIN [" UI64FMTD "] no dungeons selected", GetPlayer()->GetGUID());
        recv_data.rfinish();
        return;
    }

    LfgDungeonSet newDungeons;
    for (int8 i = 0 ; i < numDungeons; ++i)
    {
        recv_data >> dungeon;
        newDungeons.insert((dungeon & 0x00FFFFFF));       // remove the type from the dungeon entry
    }

    recv_data.read_skip<uint32>();                        // for 0..uint8 (always 3) { uint8 (always 0) }

    std::string comment;
    recv_data >> comment;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFG_JOIN [" UI64FMTD "] roles: %u, Dungeons: %u, Comment: %s", GetPlayer()->GetGUID(), roles, uint8(newDungeons.size()), comment.c_str());
    sLFGMgr->Join(GetPlayer(), uint8(roles), newDungeons, comment);
}
예제 #10
0
파일: LFGMgr.cpp 프로젝트: Rhyuk/Dev
/// <summary>
/// Get the dungeon list that can be done given a random dungeon entry.
/// </summary>
/// <param name="randomdungeon">Random dungeon entry</param>
/// <returns>LfgDungeonSet*</returns>
LfgDungeonSet* LFGMgr::GetDungeonsByRandom(uint32 randomdungeon)
{
    LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(randomdungeon);
    if (!dungeon)
        return NULL;

    uint32 grouptype = dungeon->grouptype;
    LfgDungeonSet *random = new LfgDungeonSet();
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        dungeon = sLFGDungeonStore.LookupEntry(i);
        if (!dungeon || dungeon->type == LFG_TYPE_RANDOM || dungeon->grouptype != grouptype)
            continue;
        random->insert(dungeon->ID);
    }
    if (!random->size())
    {
        delete random;
        return NULL;
    }
    else
        return random;
}
예제 #11
0
bool LfgJoinAction::JoinProposal()
{
    ItemCountByQuality visitor;
    IterateItems(&visitor, ITERATE_ITEMS_IN_EQUIP);
	bool heroic = urand(0, 100) < 50 && (visitor.count[ITEM_QUALITY_EPIC] >= 3 || visitor.count[ITEM_QUALITY_RARE] >= 10) && bot->getLevel() >= 70;
    bool random = urand(0, 100) < 25;
    bool raid = !heroic && (urand(0, 100) < 50 && visitor.count[ITEM_QUALITY_EPIC] >= 5 && (bot->getLevel() == 60 || bot->getLevel() == 70 || bot->getLevel() == 80));

    LfgDungeonSet list;
    vector<uint32> idx;
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (!dungeon || (dungeon->type != LFG_TYPE_RANDOM && dungeon->type != LFG_TYPE_DUNGEON && dungeon->type != LFG_TYPE_HEROIC &&
                dungeon->type != LFG_TYPE_RAID))
            continue;

        int botLevel = (int)bot->getLevel();
        if (dungeon->minlevel && botLevel < (int)dungeon->minlevel)
            continue;

        if (dungeon->minlevel && botLevel > (int)dungeon->minlevel + 10)
            continue;

        if (dungeon->maxlevel && botLevel > (int)dungeon->maxlevel)
            continue;

        if (heroic && !dungeon->difficulty)
            continue;

        if (raid && dungeon->type != LFG_TYPE_RAID)
            continue;

        if (random && dungeon->type != LFG_TYPE_RANDOM)
            continue;

        if (!random && !raid && !heroic && dungeon->type != LFG_TYPE_DUNGEON)
            continue;

        if (!random)
            list.insert(dungeon->ID);
        else
            idx.push_back(dungeon->ID);
    }

    if (list.empty())
        return false;

    uint8 roles = GetRoles();
    if (random)
	{
        list.insert(idx[urand(0, idx.size() - 1)]);
        sLFGMgr->JoinLfg(bot, roles, list, "bot");

        sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_RANDOM as %d", bot->GetName().c_str(), (uint32)roles);
		return true;
	}
    else if (heroic)
	{
		sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_HEROIC_DUNGEON as %d", bot->GetName().c_str(), (uint32)roles);
	}
    else if (raid)
	{
		sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_RAID as %d", bot->GetName().c_str(), (uint32)roles);
	}
    else
	{
		sLog->outMessage("playerbot", LOG_LEVEL_DEBUG, "Bot %s joined to LFG_TYPE_DUNGEON as %d", bot->GetName().c_str(), (uint32)roles);
	}

    sLFGMgr->JoinLfg(bot, roles, list, "bot");
    return true;
}
예제 #12
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);

    // Get Random dungeons that can be done at a certain level and expansion
    // FIXME - Should return seasonals (when not disabled)
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->Expansion();
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&
                dungeon->minlevel <= level && level <= dungeon->maxlevel)
            randomDungeons.insert(dungeon->Entry());
    }

    // Get player locked Dungeons
    LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);
    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    data << uint8(randomDungeons.size());                  // Random Dungeon count
    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        data << uint32(*it);                               // Dungeon Entry (id + type)
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;
        uint8 done = 0;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }
        if (qRew)
        {
            data << uint8(done);
            data << uint32(qRew->GetRewOrReqMoney());
            data << uint32(qRew->XPValue(GetPlayer()));
            data << uint32(reward->reward[done].variableMoney);
            data << uint32(reward->reward[done].variableXP);
            data << uint8(qRew->GetRewItemsCount());
            if (qRew->GetRewItemsCount())
            {
                ItemTemplate const* iProto = NULL;
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!qRew->RewItemId[i])
                        continue;

                    iProto = sObjectMgr->GetItemTemplate(qRew->RewItemId[i]);

                    data << uint32(qRew->RewItemId[i]);
                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewItemCount[i]);
                }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
예제 #13
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket &recv_data)
{
    if (!sWorld.getBoolConfig(CONFIG_DUNGEON_FINDER_ENABLE))
    {
        recv_data.rpos(recv_data.wpos());
        sLog.outDebug("CMSG_LFG_JOIN [" UI64FMTD "] Dungeon finder disabled", GetPlayer()->GetGUID());
        return;
    }

    if (sLFGMgr.isJoining(GetPlayer()->GetGUID()))
    {
        recv_data.rpos(recv_data.wpos());
        sLog.outDebug("CMSG_LFG_JOIN [" UI64FMTD "] already Joining. Ignoring", GetPlayer()->GetGUID());
        return;
    }

    uint8 numDungeons;
    uint32 dungeon;
    uint32 roles;
    std::string comment;
    LfgDungeonSet newDungeons;

    recv_data >> roles;
    recv_data.read_skip<uint8>();                           // unk - always 0
    recv_data.read_skip<uint8>();                           // unk - always 0
    recv_data >> numDungeons;
    if (!numDungeons)
    {
        sLog.outDebug("CMSG_LFG_JOIN [" UI64FMTD "] no dungeons selected", GetPlayer()->GetGUID());
        recv_data.rpos(recv_data.wpos());
        return;
    }

    for (int8 i = 0 ; i < numDungeons; ++i)
    {
        recv_data >> dungeon;
        newDungeons.insert((dungeon & 0x00FFFFFF));         // remove the type from the dungeon entry
    }

    recv_data >> numDungeons;                               // unk - always 3
    for (int8 i = 0 ; i < numDungeons; ++i)
        recv_data.read_skip<uint8>();                       // unk - always 0

    recv_data >> comment;

    LfgDungeonSet* dungeons = GetPlayer()->GetLfgDungeons();
    Group* grp = GetPlayer()->GetGroup();
    bool isRandomDungeon = dungeons->size() == 1 && sLFGMgr.isRandomDungeon(*dungeons->begin());
    bool isCurrentDungeon = newDungeons.size() == 1 && grp && grp->isLFGGroup() &&  grp->GetLfgDungeonEntry() == (*newDungeons.begin());

    if (!isRandomDungeon || !isCurrentDungeon)              // is not offer to continue - clear old dungeons and use new dungeons
    {
        dungeons->clear();
        for (LfgDungeonSet::const_iterator it = newDungeons.begin(); it != newDungeons.end(); ++it)
            dungeons->insert(*it);
    }
    GetPlayer()->SetLfgRoles(uint8(roles));
    GetPlayer()->SetLfgComment(comment);
    sLog.outDebug("CMSG_LFG_JOIN [" UI64FMTD "] as group: %u - Dungeons: %u", GetPlayer()->GetGUID(), grp ? 1 : 0, uint8(newDungeons.size()));
    newDungeons.clear();
    sLFGMgr.Join(GetPlayer());
}
예제 #14
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/)
{
    ObjectGuid guid = _player->GetObjectGuid();
    sLog.outDebug( "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",
        guid.GetString().c_str());

    // Get Random dungeons that can be done at a certain level and expansion
    LfgDungeonSet randomDungeons;
    uint8 level = _player->getLevel();
    uint8 expansion = _player->GetSession()->Expansion();

    LFGDungeonContainer& LfgDungeons = sLFGMgr.GetLFGDungeonMap();
    for (LFGDungeonContainer::const_iterator itr = LfgDungeons.begin(); itr != LfgDungeons.end(); ++itr)
    {
        LFGDungeonData const& dungeon = itr->second;
        if ((dungeon.type == LFG_TYPE_RANDOM || (dungeon.seasonal && sLFGMgr.IsSeasonActive(dungeon.id)))
            && dungeon.expansion <= expansion && dungeon.minlevel <= level && level <= dungeon.maxlevel)
            randomDungeons.insert(dungeon.Entry());
    }

    // Get player locked Dungeons
    LfgLockMap const& lock = sLFGMgr.GetLockedDungeons(guid);
    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    sLog.outDebug("SMSG_LFG_PLAYER_INFO %s", _player->GetGuidStr().c_str());
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    data << uint8(randomDungeons.size());                  // Random Dungeon count
    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        data << uint32(*it);                               // Dungeon Entry (id + type)
        LfgReward const* reward = sLFGMgr.GetRandomDungeonReward(*it, level);
        Quest const* quest = NULL;
        bool done = false;
        if (reward)
        {
            quest = sObjectMgr.GetQuestTemplate(reward->firstQuest);
            if (quest)
            {
                done = !_player->CanRewardQuest(quest, false);
                if (done)
                    quest = sObjectMgr.GetQuestTemplate(reward->otherQuest);
            }
        }

        if (quest)
        {
            data << uint8(done);
            data << uint32(500); // Times precision
            data << uint32(500); // Available times per week

            data << uint32(396); // Unknown 4.3.4
            data << uint32(0); // Unknown 4.3.4

            data << uint32(100000); // Unknown 4.3.4
            data << uint32(0); // Unknown 4.3.4
            data << uint32(0); // Unknown 4.3.4
            data << uint32(0); // Unknown 4.3.4
            data << uint32(100000); // Unknown 4.3.4
            data << uint32(70000); // Unknown 4.3.4
            data << uint32(80000); // Unknown 4.3.4

            data << uint32(90000); // Unknown 4.3.4
            data << uint32(50000); // isComplited

            data << uint8(100); // seasonal ?
            {
                for (uint8 i = 0; i < 3; ++i) // 3 - Max roles ?
                {
                    uint8 callToArmsRoleMask = 0; // TODO Call to arms role check (LfgRoles) Not implemented
                    data << uint32(callToArmsRoleMask);
                    if (callToArmsRoleMask > 0)
                    {
                        /* Call to Arms bonus*/

                        data << uint32(0); // Call to arms Money
                        data << uint32(0); // Call to arms XP

                        uint8 totalRewardCount = uint8(quest->GetRewCurrencyCount() + quest->GetRewItemsCount());
                        if (totalRewardCount > 16)
                            totalRewardCount = 16;

                        data << uint8(totalRewardCount);
                        if (totalRewardCount)
                        {
                            for (uint8 j = 0; j < QUEST_REWARD_CURRENCY_COUNT; ++j)
                            {
                                uint32 id = quest->RewCurrencyId[j];
                                if (!id)
                                    continue;

                                uint32 amount = quest->RewCurrencyCount[j];
                                if (CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(id))
                                    amount *= currency->GetPrecision();

                                data << uint32(id);
                                data << uint32(0);
                                data << uint32(amount);
                                data << uint8(true); // Is currency
                            }

                            ItemPrototype const* iProto = NULL;
                            for (uint8 j = 0; j < QUEST_REWARDS_COUNT; ++j)
                            {
                                if (!quest->RewItemId[j])
                                    continue;

                                iProto = sObjectMgr.GetItemPrototype(quest->RewItemId[j]);

                                data << uint32(quest->RewItemId[j]);
                                data << uint32(iProto ? iProto->DisplayInfoID : 0);
                                data << uint32(quest->RewItemCount[j]);
                                data << uint8(false); // Is currency
                            }
                        }
                    }
                }
            }

            data << uint32(quest->GetRewOrReqMoney());
            data << uint32(quest->XPValue(_player));

            uint8 totalRewardCount = uint8(quest->GetRewCurrencyCount() + quest->GetRewItemsCount());
            if (totalRewardCount > 16)
                totalRewardCount = 16;

            data << uint8(totalRewardCount);
            if (totalRewardCount)
            {
                for (uint8 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
                {
                    uint32 id = quest->RewCurrencyId[i];
                    if (!id)
                        continue;

                    uint32 amount = quest->RewCurrencyCount[i];
                    if (CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(id))
                        amount *= currency->GetPrecision();

                    data << uint32(id);
                    data << uint32(0);
                    data << uint32(amount);
                    data << uint8(true); // Is currency
                }

                ItemPrototype const* iProto = NULL;
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!quest->RewItemId[i])
                        continue;

                    iProto = sObjectMgr.GetItemPrototype(quest->RewItemId[i]);

                    data << uint32(quest->RewItemId[i]);
                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(quest->RewItemCount[i]);
                    data << uint8(false); // Is currency
                }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);

            for (int8 i = 0; i < 9; ++i)
                data << uint32(0); // Unknown 4.3.4

            data << uint8(1);
            for (int8 i = 0; i < 3; ++i)
                data << uint32(0); // Unknown 4.3.4

            for (int8 i = 0; i < 2; ++i)
                data << uint32(0); // Unknown 4.3.4

            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
예제 #15
0
파일: LFGHandler.cpp 프로젝트: Expery/Core
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recvData)
{
    uint32 numDungeons;
    uint32 dungeon;
    uint32 roles;
    uint8 length = 0;
    uint8 unk8 = 0;
    bool unkbit = false;

    recvData >> unk8;

    for (int i = 0; i < 3; ++i)
        recvData.read_skip<uint32>();

    recvData >> roles;

    numDungeons = recvData.ReadBits(22);
    length = recvData.ReadBits(8);
    unkbit = recvData.ReadBit();

    recvData.FlushBits();

    if (!numDungeons)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFG_JOIN [" UI64FMTD "] no dungeons selected", GetPlayer()->GetGUID());
        recvData.rfinish();
        return;
    }

    std::string comment = recvData.ReadString(length);

    LfgDungeonSet newDungeons;
    for (uint32 i = 0; i < numDungeons; ++i)
    {
        recvData >> dungeon;
        dungeon &= 0xFFFFFF;
        newDungeons.insert(dungeon);       // remove the type from the dungeon entry
    }

    const LFGDungeonEntry* entry = sLFGDungeonStore.LookupEntry(*newDungeons.begin() & 0xFFFFFF);
    uint8 type = TYPEID_DUNGEON;
    uint8 maxGroupSize = 5;
    if (entry != NULL)
        type = entry->type;

    if (type == LFG_SUBTYPEID_RAID)
        maxGroupSize = 25;
    if (type == LFG_SUBTYPEID_SCENARIO)
        maxGroupSize = 3;

    if (!sWorld->getBoolConfig(CONFIG_DUNGEON_FINDER_ENABLE) ||
        (GetPlayer()->GetGroup() && GetPlayer()->GetGroup()->GetLeaderGUID() != GetPlayer()->GetGUID() &&
        (GetPlayer()->GetGroup()->GetMembersCount() == maxGroupSize || !GetPlayer()->GetGroup()->isLFGGroup())))
    {
        recvData.rfinish();
        return;
    }

    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFG_JOIN [" UI64FMTD "] roles: %u, Dungeons: %u, Comment: %s", GetPlayer()->GetGUID(), roles, uint8(newDungeons.size()), comment.c_str());
    sLFGMgr->Join(GetPlayer(), uint8(roles), newDungeons, comment);
}
예제 #16
0
파일: LFGHandler.cpp 프로젝트: Expery/Core
void WorldSession::HandleLfgLockInfoRequestOpcode(WorldPacket& recvData)
{
    uint8 value;
    bool groupPacket;

    recvData >> value;
    groupPacket = recvData.ReadBit();

    ObjectGuid guid = GetPlayer()->GetGUID();

    // Get Random dungeons that can be done at a certain level and expansion
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->Expansion();
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
        {
            if (dungeon->flags & LFG_FLAG_SEASONAL)
            {
                if (HolidayIds holiday = sLFGMgr->GetDungeonSeason(dungeon->ID))
                    if (holiday == HOLIDAY_WOTLK_LAUNCH || !IsHolidayActive(holiday))
                        continue;
            }
            else if (dungeon->type != TYPEID_RANDOM_DUNGEON)
                continue;

            randomDungeons.insert(dungeon->Entry());
        }
    }

    // Get player locked Dungeons
    LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);

    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    bool hasGuid = true;
    data.WriteBit(hasGuid);
    if (hasGuid)
    {
        uint8 bitOrder[8] = { 0, 6, 7, 5, 2, 4, 1, 3 };
        data.WriteBitInOrder(guid, bitOrder);
    }

    data.WriteBits(randomDungeons.size(), 17);

    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;

        bool done = false;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }

        data.WriteBits(0, 21); // Unk count
        data.WriteBits(qRew ? qRew->GetRewCurrencyCount() : 0, 21);
        data.WriteBits(0, 19); // Unk count 2 - related to call to Arms

        data.WriteBit(!done);
        data.WriteBit(0); // some bit
        data.WriteBits(qRew ? qRew->GetRewItemsCount() : 0, 20);
    }

    data.WriteBits(lock.size(), 20);

    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;
        uint8 done = 0;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }

        data << uint32(0); // 11
        data << uint32(0); // 12

        data << uint32(0); // 15
        data << uint32(0); // 16
        data << uint32(0); // 17

        if (qRew)
        {
            if (qRew->GetRewItemsCount())
            {
                ItemTemplate const* iProto = NULL;
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!qRew->RewardItemId[i])
                        continue;

                    iProto = sObjectMgr->GetItemTemplate(qRew->RewardItemId[i]);

                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewardItemIdCount[i]);
                    data << uint32(qRew->RewardItemId[i]);
                }
            }

            if (qRew->GetRewCurrencyCount())
            {
                for (uint8 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
                {
                    if (!qRew->RewardCurrencyId[i])
                        continue;

                    CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(qRew->RewardCurrencyId[i]);
                    uint32 countCurrency = qRew->RewardCurrencyCount[i] ? qRew->RewardCurrencyCount[i] : 0;
                    if (currency->Flags & CURRENCY_FLAG_HIGH_PRECISION)
                        countCurrency *= 100;

                    data << uint32(qRew->RewardCurrencyId[i]);
                    data << uint32(countCurrency);
                }
            }

            data << uint32(1); // 23
            data << uint32(0); // 24
            data << uint32(0); // 25
            data << uint32(1); // 26
            data << uint32(qRew->XPValue(GetPlayer()));
            data << uint32(0); // 28
            data << uint32(0); // 29
            data << uint32(0); // 30
            data << uint32(0); // 31
            data << uint32(0); // 32
            data << uint32(qRew->GetRewOrReqMoney());
            data << uint32(*it);
        }
        else
        {
            data << uint32(0); // 23
            data << uint32(0); // 24
            data << uint32(0); // 25
            data << uint32(0); // 26
            data << uint32(0); // 27
            data << uint32(0); // 28
            data << uint32(0); // 29
            data << uint32(0); // 30
            data << uint32(0); // 31
            data << uint32(0); // 32
            data << uint32(0); // 33
            data << uint32(0); // 34
        }
    }

    if (hasGuid)
    {
        uint8 byteOrder[8] = { 6, 3, 0, 4, 5, 1, 2, 7 };
        data.WriteBytesSeq(guid, byteOrder);
    }

    for (LfgLockMap::const_iterator it = lock.begin(); it != lock.end(); ++it)
    {
        auto lockData = it->second;
        data << uint32(it->first);                         // Dungeon entry (id + type)
        data << uint32(lockData.itemLevel);
        data << uint32(lockData.lockstatus);              // Lock status
        data << uint32(GetPlayer()->GetAverageItemLevel());
    }
    /*

    bool hasGuid = true;
    data.WriteBit(hasGuid);
    if (hasGuid)
    {
        uint8 bitOrder[8] = {7, 2, 1, 6, 3, 5, 0, 4};
        data.WriteBitInOrder(guid, bitOrder);
    }

    data.WriteBits(randomDungeons.size(), 17);

    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;

        bool done = 0;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }

        data.WriteBits(0, 21); // Unk count
        data.WriteBits(qRew ? qRew->GetRewCurrencyCount() : 0, 21);
        data.WriteBits(0, 19); // Unk count 2 - related to call to Arms

        data.WriteBit(!done);
        data.WriteBits(qRew ? qRew->GetRewItemsCount() : 0, 20);
        data.WriteBit(0);
    }

    data.WriteBits(lock.size(), 20);

    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;
        uint8 done = 0;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }

        data << uint32(0);
        data << uint32(1);

        if (qRew)
        {
            if (qRew->GetRewCurrencyCount())
            {
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!qRew->RewardCurrencyId[i])
                        continue;

                    data << uint32(qRew->RewardCurrencyCount[i]);
                    data << uint32(qRew->RewardCurrencyId[i]);
                }
            }

            data << uint32(0);

            if (qRew->GetRewItemsCount())
            {
                ItemTemplate const* iProto = NULL;
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!qRew->RewardItemId[i])
                        continue;

                    iProto = sObjectMgr->GetItemTemplate(qRew->RewardItemId[i]);

                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewardItemId[i]);
                    data << uint32(qRew->RewardItemIdCount[i]);
                }
            }

            data << uint32(1); // 1 in sniff
            data << uint32(1); // 1 in sniff

            //for (int j = 0; j < info.Count3; ++j)

            data << uint32(0); // 0 in sniff
            data << uint32(0); // related to encounter - encounter progress
            data << uint32(*it); // Dungeon Entry (id + type) - progress
            data << uint32(1); // 0 in sniff
            data << uint32(1); // 0 in sniff
            data << uint32(0); // 0 in sniff
            data << uint32(0); // 0 in sniff

            data << uint32(qRew->XPValue(GetPlayer()));
            data << uint32(0); // 0 in sniff
            data << uint32(0); // 0 in sniff
            data << uint32(0); // 0 in sniff
            data << uint32(qRew->GetRewOrReqMoney());

            
            //data << uint32(qRew->GetRewOrReqMoney());
            //data << uint32(qRew->XPValue(GetPlayer()));
            //data << uint32(reward->reward[done].variableMoney);
            //data << uint32(reward->reward[done].variableXP);
        }
        else
        {
            data << uint32(16);

            data << uint32(1); // 1 in sniff unk4
            data << uint32(1); // 1 in sniff unk5

            data << uint32(0); // 0 in sniff unk6
            data << uint32(0); //related to encounter - encounter progress
            data << uint32(*it);
            data << uint32(1); // 0 in sniff unk9
            data << uint32(1); // 0 in sniff unk10
            data << uint32(0); // 0 in sniff unk11
            data << uint32(0); // 0 in sniff unk12

            data << uint32(333); // 0 in sniff unk13 // xp
            data << uint32(0); // 0 in sniff unk14
            data << uint32(0); // 0 in sniff unk15
            data << uint32(0); // 0 in sniff unk16
            data << uint32(666); // money
        }
    }

    for (LfgLockMap::const_iterator it = lock.begin(); it != lock.end(); ++it)
    {
        auto lockData = it->second;
        data << uint32(lockData.itemLevel);
        data << uint32(it->first);                         // Dungeon entry (id + type)
        data << uint32(lockData.lockstatus);              // Lock status
        data << uint32(GetPlayer()->GetAverageItemLevel());
    }

    if (hasGuid)
    {
        uint8 byteOrder[8] = {3, 1, 2, 6, 4, 7, 0, 5};
        data.WriteBytesSeq(guid, byteOrder);
    }*/

    SendPacket(&data);
}
예제 #17
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_LFG, "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",
        GetPlayerInfo().c_str());

    // Get Random dungeons that can be done at a certain level and expansion
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->Expansion();

    LFGDungeonContainer& LfgDungeons = sLFGMgr->GetLFGDungeonMap();
    for (LFGDungeonContainer::const_iterator itr = LfgDungeons.begin(); itr != LfgDungeons.end(); ++itr)
    {
        LFGDungeonData const& dungeon = itr->second;
        if ((dungeon.type == LFG_TYPE_RANDOM || (dungeon.seasonal && sLFGMgr->IsSeasonActive(dungeon.id)))
            && dungeon.expansion <= expansion && dungeon.minlevel <= level && level <= dungeon.maxlevel)
            randomDungeons.insert(dungeon.Entry());
    }

    // Get player locked Dungeons
    LfgLockMap const& lock = sLFGMgr->GetLockedDungeons(guid);
    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    sLog->outDebug(LOG_FILTER_LFG, "SMSG_LFG_PLAYER_INFO %s", GetPlayerInfo().c_str());
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    data << uint8(randomDungeons.size());                  // Random Dungeon count
    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        data << uint32(*it);                               // Dungeon Entry (id + type)
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* quest = NULL;
        uint8 done = 0;
        if (reward)
        {
            quest = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (quest)
            {
                done = !GetPlayer()->CanRewardQuest(quest, false);
                if (done)
                    quest = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }

        if (quest)
        {
            data << uint8(done);
            data << uint32(quest->GetRewOrReqMoney());
            data << uint32(quest->XPValue(GetPlayer()));
            data << uint32(reward->reward[done].variableMoney);
            data << uint32(reward->reward[done].variableXP);
            data << uint8(quest->GetRewItemsCount());
            if (quest->GetRewItemsCount())
            {
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                    if (uint32 itemId = quest->RewardItemId[i])
                    {
                        ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);
                        data << uint32(itemId);
                        data << uint32(item ? item->DisplayInfoID : 0);
                        data << uint32(quest->RewardItemIdCount[i]);
                    }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
예제 #18
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);

    // Get Random dungeons that can be done at a certain level and expansion
    // FIXME - Should return seasonals (when not disabled)
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->Expansion();
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&
            dungeon->minlevel <= level && level <= dungeon->maxlevel)
            randomDungeons.insert(dungeon->Entry());
		        // Dungeons Seleccionables con el evento en el server correspondiente. (En Dungeon Finder)
        if (dungeon && dungeon->grouptype == 11 && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
        {
                    QueryResult result = WorldDatabase.Query("SELECT dungeonId, eventEntry FROM lfg_dungeon_event");
 
                    if (!result)
                        return;
 
					Field* fields = NULL;
					do
					{
						fields = result->Fetch();
						uint32 dungeonId = fields[0].GetUInt32();
						uint32 eventEntry = fields[1].GetUInt32();
						if (dungeonId != dungeon->ID ) 
							continue;

						if (eventEntry && sGameEventMgr->IsActiveEvent(eventEntry))
							randomDungeons.insert(dungeon->Entry());
				   } while (result->NextRow());
		}
    }

    // Get player locked Dungeons
    LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);
    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    data << uint8(randomDungeons.size());                  // Random Dungeon count
    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        data << uint32(*it);                               // Dungeon Entry (id + type)
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;
        uint8 done = 0;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }
        if (qRew)
        {
            data << uint8(done);
            data << uint32(qRew->GetRewOrReqMoney());
            data << uint32(qRew->XPValue(GetPlayer()));
            data << uint32(reward->reward[done].variableMoney);
            data << uint32(reward->reward[done].variableXP);
            data << uint8(qRew->GetRewItemsCount());
            if (qRew->GetRewItemsCount())
            {
                ItemPrototype const* iProto = NULL;
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!qRew->RewItemId[i])
                        continue;

                    iProto = ObjectMgr::GetItemPrototype(qRew->RewItemId[i]);

                    data << uint32(qRew->RewItemId[i]);
                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewItemCount[i]);
                }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
예제 #19
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);

    // Get Random dungeons that can be done at a certain level and expansion
    // FIXME - Should return seasonals (when not disabled)
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->Expansion();
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&
            dungeon->minlevel <= level && level <= dungeon->maxlevel)
            randomDungeons.insert(dungeon->Entry());

        if (dungeon && dungeon->grouptype == 11 && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
        {
            uint8 eventEntry = 0;
            switch (dungeon->ID)
            {
                case 285: // The Headless Horseman
                    eventEntry = 12; // Hallow's End
                    break;
                case 286: // The Frost Lord Ahune
                    eventEntry = 1; // Midsummer Fire Festival
                    break;
                case 287: // Coren Direbrew
                    eventEntry = 24; // Brewfest
                    break;
                case 288: // The Crown Chemical Co.
                    eventEntry = 8; // Love is in the Air
                    break;
                default:
                    break;
            }

            if (eventEntry && sGameEventMgr->IsActiveEvent(eventEntry))
                randomDungeons.insert(dungeon->Entry());
        }
    }

    // Get player locked Dungeons
    LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);
    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    data << uint8(randomDungeons.size());                  // Random Dungeon count
    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        data << uint32(*it);                               // Dungeon Entry (id + type)
        LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
        Quest const* qRew = NULL;
        uint8 done = 0;
        if (reward)
        {
            qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
            if (qRew)
            {
                done = !GetPlayer()->CanRewardQuest(qRew, false);
                if (done)
                    qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
            }
        }
        if (qRew)
        {
            data << uint8(done);
            data << uint32(qRew->GetRewOrReqMoney());
            data << uint32(qRew->XPValue(GetPlayer()));
            data << uint32(reward->reward[done].variableMoney);
            data << uint32(reward->reward[done].variableXP);
            data << uint8(qRew->GetRewItemsCount());
            if (qRew->GetRewItemsCount())
            {
                ItemTemplate const* iProto = NULL;
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                {
                    if (!qRew->RewardItemId[i])
                        continue;

                    iProto = sObjectMgr->GetItemTemplate(qRew->RewardItemId[i]);

                    data << uint32(qRew->RewardItemId[i]);
                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewardItemIdCount[i]);
                }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
예제 #20
0
파일: LFGHandler.cpp 프로젝트: Expery/Core
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    ObjectGuid unkGuid = 0;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_ROLE_CHECK_UPDATE [" UI64FMTD "]", GetPlayer()->GetGUID());
    
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
    ByteBuffer dataBuffer;

    data.WriteBit(unkGuid[0]);
    data.WriteBit(unkGuid[1]);
    data.WriteBit(unkGuid[6]);
    data.WriteBits(pRoleCheck->roles.size(), 21);
    if (!pRoleCheck->roles.empty())
    {
        ObjectGuid guid = pRoleCheck->leader;
        uint8 roles = pRoleCheck->roles.find(guid)->second;
        Player* player = ObjectAccessor::FindPlayer(guid);

        data.WriteBit(guid[4]);
        data.WriteBit(guid[1]);
        data.WriteBit(guid[2]);
        data.WriteBit(guid[6]);
        data.WriteBit(roles > 0);
        data.WriteBit(guid[5]);
        data.WriteBit(guid[7]);
        data.WriteBit(guid[0]);
        data.WriteBit(guid[3]);

        dataBuffer << uint32(roles);                                   // Roles
        dataBuffer.WriteByteSeq(guid[0]);
        dataBuffer.WriteByteSeq(guid[2]);
        dataBuffer.WriteByteSeq(guid[5]);
        dataBuffer.WriteByteSeq(guid[4]);
        dataBuffer.WriteByteSeq(guid[7]);
        dataBuffer.WriteByteSeq(guid[6]);
        dataBuffer.WriteByteSeq(guid[1]);
        dataBuffer.WriteByteSeq(guid[3]);
        dataBuffer << uint8(player ? player->getLevel() : 0);          // Level

        for (LfgRolesMap::const_reverse_iterator it = pRoleCheck->roles.rbegin(); it != pRoleCheck->roles.rend(); ++it)
        {
            if (it->first == pRoleCheck->leader)
                continue;

            guid = it->first;
            roles = it->second;
            player = ObjectAccessor::FindPlayer(guid);

            data.WriteBit(guid[4]);
            data.WriteBit(guid[1]);
            data.WriteBit(guid[2]);
            data.WriteBit(guid[6]);
            data.WriteBit(roles > 0);
            data.WriteBit(guid[5]);
            data.WriteBit(guid[7]);
            data.WriteBit(guid[0]);
            data.WriteBit(guid[3]);

            dataBuffer << uint32(roles);                                   // Roles
            dataBuffer.WriteByteSeq(guid[0]);
            dataBuffer.WriteByteSeq(guid[2]);
            dataBuffer.WriteByteSeq(guid[5]);
            dataBuffer.WriteByteSeq(guid[4]);
            dataBuffer.WriteByteSeq(guid[7]);
            dataBuffer.WriteByteSeq(guid[6]);
            dataBuffer.WriteByteSeq(guid[1]);
            dataBuffer.WriteByteSeq(guid[3]);
            dataBuffer << uint8(player ? player->getLevel() : 0);          // Level
        }
    }

    data.WriteBit(unkGuid[7]);
    data.WriteBits(dungeons.size(), 22);
    data.WriteBit(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
    data.WriteBit(unkGuid[3]);
    data.WriteBit(unkGuid[5]);
    data.WriteBit(unkGuid[4]);
    data.WriteBit(unkGuid[2]);
    data.FlushBits();
    data.append(dataBuffer);
    data.WriteByteSeq(unkGuid[4]);
    if (!dungeons.empty())
    {
        for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
        {
            LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
            data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
        }
    }
    data.WriteByteSeq(unkGuid[6]);
    data.WriteByteSeq(unkGuid[7]);
    data.WriteByteSeq(unkGuid[0]);
    data.WriteByteSeq(unkGuid[3]);
    data << uint8(1);
    data.WriteByteSeq(unkGuid[5]);
    data << uint8(pRoleCheck->state);
    data.WriteByteSeq(unkGuid[2]);
    data.WriteByteSeq(unkGuid[1]);

    SendPacket(&data);
}
예제 #21
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& recv_data)
{
    Log.Debug("LfgHandler", "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST");
    uint64 guid = GetPlayer()->GetGUID();
    Log.Debug("LfgHandler", "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST %u", guid);

    // Get Random dungeons that can be done at a certain level and expansion
    // FIXME - Should return seasonals (when not disabled)
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->GetFlags();

	for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
        DBC::Structures::LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
            randomDungeons.insert(dungeon->Entry());
 
    }

    // Get player locked Dungeons
    LfgLockMap lock = sLfgMgr.GetLockedDungeons(guid);
    uint32 rsize = uint32(randomDungeons.size());
    uint32 lsize = uint32(lock.size());

    Log.Debug("LfgHandler", "SMSG_LFG_PLAYER_INFO %u", guid);
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));

    data << uint8(randomDungeons.size());                  // Random Dungeon count
    for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
    {
        data << uint32(*it);                               // Dungeon Entry (id + type)
        LfgReward const* reward = sLfgMgr.GetRandomDungeonReward(*it, level);
        Quest* qRew = NULL;
        uint8 done = 0;
        if (reward)
        {
            qRew = QuestStorage.LookupEntry(reward->reward[0].questId);
            if (qRew)
            {
                done = GetPlayer()->HasFinishedQuest(qRew->id);
                if (done)
                    qRew = QuestStorage.LookupEntry(reward->reward[1].questId);
            }
        }
        if (qRew)
        {
            data << uint8(done);
            data << uint32(qRew->reward_money);
            data << uint32(qRew->reward_xp);
            data << uint32(reward->reward[done].variableMoney);
            data << uint32(reward->reward[done].variableXP);
            ///\todo FIXME Linux: error: cast from ‘const uint32* {aka const unsigned int*}’ to ‘uint8 {aka unsigned char}’ loses precision 
            /// can someone check this now ?
            data << uint8(qRew->GetRewardItemCount());
            for (uint8 i = 0; i < 4; ++i)
                if (qRew->reward_item[i] != 0)
                {
                    ItemPrototype* item = ItemPrototypeStorage.LookupEntry(qRew->reward_item[i]);
                    data << uint32(qRew->reward_item[i]);
                    data << uint32(item ? item->DisplayInfoID : 0);
                    data << uint32(qRew->reward_itemcount[i]);
                }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}