void WorldSession::HandleBattleGroundJoinOpcode(WorldPacket& recvData) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group* grp = NULL; recvData >> guid; // battlemaster guid recvData >> bgTypeId_; // battleground type id (DBC id) recvData >> instanceId; // instance id, 0 if First Available selected recvData >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { IC_LOG_ERROR("network", "Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); IC_LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleground()) return; // get bg instance or bg template if instance not found Battleground* bg = NULL; if (instanceId) bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId); if (!bg) bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground(bg)) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { // player is already in random queue WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) { // player is already in queue, can't start random queue WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattlegroundQueueId()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, 0, false, isPremade, 0, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType, 0); SendPacket(&data); IC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName().c_str()); } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = NULL; uint32 avgTime = 0; if (err > 0) { IC_LOG_DEBUG("bg.battleground", "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, 0, false, isPremade, 0, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; // this should never happen WorldPacket data; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType, 0); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); IC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName().c_str()); } IC_LOG_DEBUG("bg.battleground", "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId); }
bool SynPacket::answer(const char *_cmd, vector<string> &args) { string cmd = _cmd; if (cmd == "SYN") { m_ver = atol(args[0].c_str()); if (m_ver == m_client->getListVer()) return false; ContactList::GroupIterator itg; Group *grp; while ((grp = ++itg) != NULL) { MSNUserData *data; ClientDataIterator it(grp->clientData, m_client); while ((data = (MSNUserData*)(++it)) != NULL) { data->sFlags.value = data->Flags.value; data->Flags.value = 0; } } ContactList::ContactIterator itc; Contact *contact; while ((contact = ++itc) != NULL) { MSNUserData *data; ClientDataIterator it(contact->clientData, m_client); while ((data = (MSNUserData*)(++it)) != NULL) { data->sFlags.value = data->Flags.value; data->Flags.value = 0; } } return true; } if (cmd == "GTC") return true; if (cmd == "BLP") return true; if (cmd == "PRP") { if (args.size() < 2) { log(L_WARN, "Bad PRP size"); return true; } if (args[0] == "PHH") set_str(&m_client->data.owner.PhoneHome.ptr, m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8()); if (args[0] == "PHW") set_str(&m_client->data.owner.PhoneWork.ptr, m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8()); if (args[0] == "PHM") set_str(&m_client->data.owner.PhoneMobile.ptr, m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8()); if (args[0] == "MBE") m_client->data.owner.Mobile.bValue = (args[1] == "Y"); return true; } if (cmd == "BPR") { if (args.size() < 2) { log(L_WARN, "Bad BPR size"); return true; } if (m_data == NULL) { log(L_WARN, "BRP without LST"); return true; } if (args[0] == "PHH") set_str(&m_data->PhoneHome.ptr, m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8()); if (args[0] == "PHW") set_str(&m_data->PhoneWork.ptr, m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8()); if (args[0] == "PHM") set_str(&m_data->PhoneMobile.ptr, m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8()); if (args[0] == "MBE") m_data->Mobile.bValue = (args[1] == "Y"); return true; } if (cmd == "LSG") { if (args.size() < 3) { log(L_WARN, "Bad LSG size"); return true; } unsigned id = atol(args[0].c_str()); if (id == 0) return true; Group *grp; string grp_name; grp_name = m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8(); MSNListRequest *lr = m_client->findRequest(id, LR_GROUPxREMOVED); if (lr) return true; MSNUserData *data = m_client->findGroup(id, NULL, grp); if (data) { lr = m_client->findRequest(grp->id(), LR_GROUPxCHANGED); if (lr) { data->sFlags.value |= MSN_CHECKED; return true; } } data = m_client->findGroup(id, grp_name.c_str(), grp); data->sFlags.value |= MSN_CHECKED; return true; } if (cmd == "LST") { if (m_data) { Contact *contact; if (m_client->findContact(m_data->EMail.ptr, contact)) { m_client->setupContact(contact, m_data); Event e(EventContactChanged, contact); e.process(); } } if (args.size() < 3) { log(L_WARN, "Bad size for LST"); return true; } string mail; mail = m_client->unquote(QString::fromUtf8(args[0].c_str())).utf8(); string name; name = m_client->unquote(QString::fromUtf8(args[1].c_str())).utf8(); Contact *contact; MSNListRequest *lr = m_client->findRequest(mail.c_str(), LR_CONTACTxREMOVED); if (lr) return true; bool bNew = false; m_data = m_client->findContact(mail.c_str(), contact); if (m_data == NULL) { m_data = m_client->findContact(mail.c_str(), name.c_str(), contact); bNew = true; } else { set_str(&m_data->EMail.ptr, mail.c_str()); set_str(&m_data->ScreenName.ptr, name.c_str()); if (name != (const char*)(contact->getName().utf8())) contact->setName(QString::fromUtf8(name.c_str())); } m_data->sFlags.value |= MSN_CHECKED; lr = m_client->findRequest(mail.c_str(), LR_CONTACTxCHANGED); unsigned grp = NO_GROUP; if (args.size() > 3) grp = atol(args[3].c_str()); m_data->Group.value = grp; m_data->Flags.value |= MSN_FORWARD; set_str(&m_data->PhoneHome.ptr, NULL); set_str(&m_data->PhoneWork.ptr, NULL); set_str(&m_data->PhoneMobile.ptr, NULL); m_data->Mobile.bValue = false; Group *group = NULL; if ((grp == 0) || (grp == NO_GROUP)) { group = getContacts()->group(0); } else { m_client->findGroup(grp, NULL, group); } if ((lr == NULL) && group && (group->id() != contact->getGroup())) { unsigned grp = group->id(); if (grp == 0) { void *d; ClientDataIterator it_d(contact->clientData); while ((d = ++it_d) != NULL) { if (d != m_data) break; } if (d) { grp = contact->getGroup(); m_client->findRequest(m_data->EMail.ptr, LR_CONTACTxCHANGED, true); MSNListRequest lr; lr.Type = LR_CONTACTxCHANGED; lr.Name = m_data->EMail.ptr; m_client->m_requests.push_back(lr); } } contact->setGroup(grp); } return true; } bDone = true; return false; }
bool JabberClient::send(Message *msg, void *_data) { if (getState() != Connected) return false; JabberUserData *data = (JabberUserData*)_data; switch (msg->type()){ case MessageAuthRefused:{ string grp; Group *group = NULL; Contact *contact = getContacts()->contact(msg->contact()); if (contact && contact->getGroup()) group = getContacts()->group(contact->getGroup()); if (group) grp = group->getName().utf8(); listRequest(data, data->Name, grp.c_str(), false); if (data->Subscribe & SUBSCRIBE_FROM){ m_socket->writeBuffer.packetStart(); m_socket->writeBuffer << "<presence to=\"" << data->ID; m_socket->writeBuffer << "\" type=\"unsubscribed\"><status>" << (const char*)(quoteString(msg->getPlainText(), false).utf8()) << "</status></presence>"; sendPacket(); if ((msg->getFlags() & MESSAGE_NOHISTORY) == 0){ msg->setClient(dataName(data).c_str()); Event e(EventSent, msg); e.process(); } Event e(EventMessageSent, msg); e.process(); delete msg; return true; } } case MessageGeneric:{ Contact *contact = getContacts()->contact(msg->contact()); if ((contact == NULL) || (data == NULL)) return false; m_socket->writeBuffer.packetStart(); m_socket->writeBuffer << "<message to=\"" << data->ID; m_socket->writeBuffer << "\"><body>" << (const char*)msg->getPlainText().utf8() << "</body></message>"; sendPacket(); if ((msg->getFlags() & MESSAGE_NOHISTORY) == 0){ msg->setClient(dataName(data).c_str()); Event e(EventSent, msg); e.process(); } Event e(EventMessageSent, msg); e.process(); delete msg; return true; } case MessageAuthRequest:{ m_socket->writeBuffer.packetStart(); m_socket->writeBuffer << "<presence to=\"" << data->ID; m_socket->writeBuffer << "\" type=\"subscribe\"><status>" << (const char*)(quoteString(msg->getPlainText(), false).utf8()) << "</status></presence>"; sendPacket(); if ((msg->getFlags() & MESSAGE_NOHISTORY) == 0){ msg->setClient(dataName(data).c_str()); Event e(EventSent, msg); e.process(); } Event e(EventMessageSent, msg); e.process(); delete msg; return true; } case MessageAuthGranted:{ m_socket->writeBuffer.packetStart(); m_socket->writeBuffer << "<presence to=\"" << data->ID; m_socket->writeBuffer << "\" type=\"subscribed\"></presence>"; sendPacket(); if ((msg->getFlags() & MESSAGE_NOHISTORY) == 0){ msg->setClient(dataName(data).c_str()); Event e(EventSent, msg); e.process(); } Event e(EventMessageSent, msg); e.process(); delete msg; return true; } case MessageJabberOnline: if (isAgent(data->ID) && (data->Status == STATUS_OFFLINE)){ m_socket->writeBuffer.packetStart(); m_socket->writeBuffer << "<presence to=\"" << data->ID << "\"></presence>"; sendPacket(); delete msg; return true; } break; case MessageJabberOffline: if (isAgent(data->ID) && (data->Status != STATUS_OFFLINE)){ m_socket->writeBuffer.packetStart(); m_socket->writeBuffer << "<presence to=\"" << data->ID << "\" type=\"unavailable\"></presence>"; sendPacket(); delete msg; return true; } break; } return false; }
void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ ) { sLog.outDebug("WORLD: CMSG_LOOT_MONEY"); Player *player = GetPlayer(); uint64 guid = player->GetLootGUID(); if(!guid) return; Loot *pLoot = NULL; switch(GUID_HIPART(guid)) { case HIGHGUID_GAMEOBJECT: { GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) if( pGameObject && (pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) ) pLoot = &pGameObject->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse *bones = _player->GetMap()->GetCorpse(guid); if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) pLoot = &bones->loot; break; } case HIGHGUID_ITEM: { if(Item *item = GetPlayer()->GetItemByGuid(guid)) pLoot = &item->loot; break; } case HIGHGUID_UNIT: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) pLoot = &pCreature->loot ; break; } default: return; // unlootable type } if( pLoot ) { if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item can be looted only single player { Group *group = player->GetGroup(); std::vector<Player*> playersNear; for(GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* playerGroup = itr->getSource(); if(!playerGroup) continue; if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE),false)) playersNear.push_back(playerGroup); } uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size())); for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney( money_per_player ); (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player); //Offset surely incorrect, but works WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 ); data << uint32(money_per_player); (*i)->GetSession()->SendPacket( &data ); } } else { player->ModifyMoney( pLoot->gold ); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold); } pLoot->gold = 0; pLoot->NotifyMoneyRemoved(); } }
void GroupMgr::LoadGroups() { { uint32 oldMSTime = getMSTime(); // Delete all groups whose leader does not exist CharacterDatabase.DirectExecute("DELETE FROM groups WHERE leaderGuid NOT IN (SELECT guid FROM characters)"); // Delete all groups with less than 2 members CharacterDatabase.DirectExecute("DELETE FROM groups WHERE guid NOT IN (SELECT guid FROM group_member GROUP BY guid HAVING COUNT(guid) > 1)"); // 0 1 2 3 4 5 6 7 8 9 QueryResult result = CharacterDatabase.Query("SELECT g.leaderGuid, g.lootMethod, g.looterGuid, g.lootThreshold, g.icon1, g.icon2, g.icon3, g.icon4, g.icon5, g.icon6" // 10 11 12 13 14 15 16 17 18 ", g.icon7, g.icon8, g.groupType, g.difficulty, g.raiddifficulty, g.masterLooterGuid, g.guid, lfg.dungeon, lfg.state FROM groups g LEFT JOIN lfg_data lfg ON lfg.guid = g.guid ORDER BY g.guid ASC"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 group definitions. DB table `groups` is empty!"); return; } uint32 count = 0; do { Field* fields = result->Fetch(); Group* group = new Group; group->LoadGroupFromDB(fields); AddGroup(group); // Get the ID used for storing the group in the database and register it in the pool. uint32 storageId = group->GetDbStoreId(); RegisterGroupDbStoreId(storageId, group); // Increase the next available storage ID if (storageId == NextGroupDbStoreId) NextGroupDbStoreId++; ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u group definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } TC_LOG_INFO("server.loading", "Loading Group members..."); { uint32 oldMSTime = getMSTime(); // Delete all rows from group_member or group_instance with no group CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE guid NOT IN (SELECT guid FROM groups)"); CharacterDatabase.DirectExecute("DELETE FROM group_instance WHERE guid NOT IN (SELECT guid FROM groups)"); // Delete all members that does not exist CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE memberGuid NOT IN (SELECT guid FROM characters)"); // 0 1 2 3 4 QueryResult result = CharacterDatabase.Query("SELECT guid, memberGuid, memberFlags, subgroup, roles FROM group_member ORDER BY guid"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 group members. DB table `group_member` is empty!"); return; } uint32 count = 0; do { Field* fields = result->Fetch(); Group* group = GetGroupByDbStoreId(fields[0].GetUInt32()); if (group) group->LoadMemberFromDB(fields[1].GetUInt32(), fields[2].GetUInt8(), fields[3].GetUInt8(), fields[4].GetUInt8()); else TC_LOG_ERROR("misc", "GroupMgr::LoadGroups: Consistency failed, can't find group (storage id: %u)", fields[0].GetUInt32()); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u group members in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } TC_LOG_INFO("server.loading", "Loading Group instance saves..."); { uint32 oldMSTime = getMSTime(); // 0 1 2 3 4 5 6 QueryResult result = CharacterDatabase.Query("SELECT gi.guid, i.map, gi.instance, gi.permanent, i.difficulty, i.resettime, COUNT(g.guid) " "FROM group_instance gi INNER JOIN instance i ON gi.instance = i.id " "LEFT JOIN character_instance ci LEFT JOIN groups g ON g.leaderGuid = ci.guid ON ci.instance = gi.instance AND ci.permanent = 1 GROUP BY gi.instance ORDER BY gi.guid"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 group-instance saves. DB table `group_instance` is empty!"); return; } uint32 count = 0; do { Field* fields = result->Fetch(); Group* group = GetGroupByDbStoreId(fields[0].GetUInt32()); // group will never be NULL (we have run consistency sql's before loading) MapEntry const* mapEntry = sMapStore.LookupEntry(fields[1].GetUInt16()); if (!mapEntry || !mapEntry->IsDungeon()) { TC_LOG_ERROR("sql.sql", "Incorrect entry in group_instance table : no dungeon map %d", fields[1].GetUInt16()); continue; } uint32 diff = fields[4].GetUInt8(); if (diff >= uint32(mapEntry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)) { TC_LOG_ERROR("sql.sql", "Wrong dungeon difficulty use in group_instance table: %d", diff + 1); diff = 0; // default for both difficaly types } InstanceSave* save = sInstanceSaveMgr->AddInstanceSave(mapEntry->MapID, fields[2].GetUInt32(), Difficulty(diff), time_t(fields[5].GetUInt32()), fields[6].GetUInt64() != 0, true); group->BindToInstance(save, fields[3].GetBool(), true); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u group-instance saves in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData) { uint32 bgTypeId_; uint32 instanceId; uint8 asGroup; bool isPremade = false; Group* grp = NULL; ObjectGuid guid; recvData >> instanceId; // Instance Id guid[2] = recvData.ReadBit(); guid[0] = recvData.ReadBit(); guid[3] = recvData.ReadBit(); guid[1] = recvData.ReadBit(); guid[5] = recvData.ReadBit(); asGroup = recvData.ReadBit(); // As Group guid[4] = recvData.ReadBit(); guid[6] = recvData.ReadBit(); guid[7] = recvData.ReadBit(); recvData.ReadByteSeq(guid[2]); recvData.ReadByteSeq(guid[6]); recvData.ReadByteSeq(guid[4]); recvData.ReadByteSeq(guid[3]); recvData.ReadByteSeq(guid[7]); recvData.ReadByteSeq(guid[0]); recvData.ReadByteSeq(guid[5]); recvData.ReadByteSeq(guid[1]); //extract from guid bgTypeId_ = GUID_LOPART(guid); if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); //TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID:"UI64FMTD" TypeId:%u)", guid, bgTypeId_); // can do this, since it's battleground, not arena BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleground()) return; // get bg instance or bg template if instance not found Battleground* bg = NULL; if (instanceId) bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId); if (!bg) bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE; // check queue conditions if (!asGroup) { if (GetPlayer()->isUsingLfg()) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_LFG_CANT_USE_BATTLEGROUND); GetPlayer()->GetSession()->SendPacket(&data); return; } // check Deserter debuff if (!_player->CanJoinToBattleground(bg)) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { // player is already in random queue WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) { // player is already in queue, can't start random queue WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_NON_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattlegroundQueueId()) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); // add joined time data _player->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, ginfo->ArenaType); SendPacket(&data); TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName().c_str()); } else { grp = _player->GetGroup(); if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); GroupQueueInfo* ginfo = NULL; uint32 avgTime = 0; if (!err) { TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; // this should never happen if (err) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // add joined time data member->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, ginfo->ArenaType); member->GetSession()->SendPacket(&data); TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName().c_str()); } TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleMoveWorldportAckOpcode() { // ignore unexpected far teleports if(!GetPlayer()->IsBeingTeleportedFar()) return; // get the teleport destination WorldLocation &loc = GetPlayer()->GetTeleportDest(); // possible errors in the coordinate validity check if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation)) { sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player got's teleported far to a not valid location. (map:%u, x:%f, y:%f, z:%f) We log him out and don't save him..", loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z); // stop teleportation else we would try this again in the beginning of WorldSession::LogoutPlayer... GetPlayer()->SetSemaphoreTeleportFar(false); // player don't gets saved - so his coords will stay at the point where // he was last saved LogoutPlayer(false); return; } // get the destination map entry, not the current one, this will fix homebind and reset greeting MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid); InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid); // reset instance validity, except if going to an instance inside an instance if(GetPlayer()->m_InstanceValid == false && !mInstance) GetPlayer()->m_InstanceValid = true; GetPlayer()->SetSemaphoreTeleportFar(false); // relocate the player to the teleport destination GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer())); GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); // check this before Map::Add(player), because that will create the instance save! bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId()) == NULL); GetPlayer()->SendInitialPacketsBeforeAddToMap(); // the CanEnter checks are done in TeleporTo but conditions may change // while the player is in transit, for example the map may get full if(!GetPlayer()->GetMap()->Add(GetPlayer())) { //if player wasn't added to map, reset his map pointer! GetPlayer()->ResetMap(); DEBUG_LOG("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation); // teleport the player home GetPlayer()->TeleportToHomebind(); return; } GetPlayer()->SendInitialPacketsAfterAddToMap(); // flight fast teleport case if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE) { if(!_player->InBattleGround()) { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); flight->Reset(*GetPlayer()); return; } // battleground state prepare, stop flight GetPlayer()->GetMotionMaster()->MovementExpired(); GetPlayer()->m_taxi.ClearTaxiDestinations(); } // resurrect character at enter into instance where his corpse exist after add to map Corpse *corpse = GetPlayer()->GetCorpse(); if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId()) { if( mEntry->IsDungeon() ) { GetPlayer()->ResurrectPlayer(0.5f); GetPlayer()->SpawnCorpseBones(); } } if(mEntry->IsRaid() && mInstance) { if(reset_notify) { uint32 timeleft = sInstanceSaveMgr.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL); GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance } } // mount allow check if(!mEntry->IsMountAllowed()) _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); // battleground state prepare // only add to bg group and object, if the player was invited (else he entered through command) if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId())) { BattleGround *bg = _player->GetBattleGround(); if(bg) { bg->AddPlayer(_player); if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg { // get the team this way, because arenas might 'override' the teams. uint32 team = bg->GetPlayerTeam(_player->GetGUID()); if(!team) team = _player->GetTeam(); if(!bg->GetBgRaid(team)) // first player joined { Group *group = new Group; bg->SetBgRaid(team, group); group->Create(_player->GetGUIDLow(), _player->GetName()); } else // raid already exist { bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName()); } } } } // honorless target if(GetPlayer()->pvpInfo.inHostileArea) GetPlayer()->CastSpell(GetPlayer(), 2479, true); // resummon pet GetPlayer()->ResummonPetTemporaryUnSummonedIfAny(); //lets process all delayed operations on successful teleport GetPlayer()->ProcessDelayedOperations(); }
void Corpse::LootItem(Client* client, const EQApplicationPacket* app) { /* This gets sent no matter what as a sort of ACK */ client->QueuePacket(app); if (!loot_cooldown_timer.Check()) { SendEndLootErrorPacket(client); //unlock corpse for others if (this->being_looted_by = client->GetID()) { being_looted_by = 0xFFFFFFFF; } return; } /* To prevent item loss for a player using 'Loot All' who doesn't have inventory space for all their items. */ if (RuleB(Character, CheckCursorEmptyWhenLooting) && !client->GetInv().CursorEmpty()) { client->Message(13, "You may not loot an item while you have an item on your cursor."); SendEndLootErrorPacket(client); /* Unlock corpse for others */ if (this->being_looted_by = client->GetID()) { being_looted_by = 0xFFFFFFFF; } return; } LootingItem_Struct* lootitem = (LootingItem_Struct*)app->pBuffer; if (this->being_looted_by != client->GetID()) { client->Message(13, "Error: Corpse::LootItem: BeingLootedBy != client"); SendEndLootErrorPacket(client); return; } if (IsPlayerCorpse() && !CanPlayerLoot(client->CharacterID()) && !become_npc && (char_id != client->CharacterID() && client->Admin() < 150)) { client->Message(13, "Error: This is a player corpse and you dont own it."); SendEndLootErrorPacket(client); return; } if (is_locked && client->Admin() < 100) { SendLootReqErrorPacket(client, 0); client->Message(13, "Error: Corpse locked by GM."); return; } if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) && GetPlayerKillItem() == 0){ client->Message(13, "Error: You cannot loot any more items from this corpse."); SendEndLootErrorPacket(client); being_looted_by = 0xFFFFFFFF; return; } const Item_Struct* item = 0; ItemInst *inst = 0; ServerLootItem_Struct* item_data = nullptr, *bag_item_data[10]; memset(bag_item_data, 0, sizeof(bag_item_data)); if (GetPlayerKillItem() > 1){ item = database.GetItem(GetPlayerKillItem()); } else if (GetPlayerKillItem() == -1 || GetPlayerKillItem() == 1){ item_data = GetItem(lootitem->slot_id - EmuConstants::CORPSE_BEGIN); //dont allow them to loot entire bags of items as pvp reward } else{ item_data = GetItem(lootitem->slot_id - EmuConstants::CORPSE_BEGIN, bag_item_data); } if (GetPlayerKillItem()<=1 && item_data != 0) { item = database.GetItem(item_data->item_id); } if (item != 0) { if (item_data){ inst = database.CreateItem(item, item_data ? item_data->charges : 0, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5, item_data->aug_6, item_data->attuned); } else { inst = database.CreateItem(item); } } if (client && inst) { if (client->CheckLoreConflict(item)) { client->Message_StringID(0, LOOT_LORE_ERROR); SendEndLootErrorPacket(client); being_looted_by = 0; delete inst; return; } if (inst->IsAugmented()) { for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; i++) { ItemInst *itm = inst->GetAugment(i); if (itm) { if (client->CheckLoreConflict(itm->GetItem())) { client->Message_StringID(0, LOOT_LORE_ERROR); SendEndLootErrorPacket(client); being_looted_by = 0; delete inst; return; } } } } char buf[88]; char corpse_name[64]; strcpy(corpse_name, corpse_name); snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(), EntityList::RemoveNumbers(corpse_name)); buf[87] = '\0'; std::vector<EQEmu::Any> args; args.push_back(inst); args.push_back(this); parse->EventPlayer(EVENT_LOOT, client, buf, 0, &args); parse->EventItem(EVENT_LOOT, client, inst, this, buf, 0); if (!IsPlayerCorpse() && RuleB(Character, EnableDiscoveredItems)) { if (client && !client->GetGM() && !client->IsDiscovered(inst->GetItem()->ID)) client->DiscoverItem(inst->GetItem()->ID); } if (zone->adv_data) { ServerZoneAdventureDataReply_Struct *ad = (ServerZoneAdventureDataReply_Struct*)zone->adv_data; if (ad->type == Adventure_Collect && !IsPlayerCorpse()) { if (ad->data_id == inst->GetItem()->ID) { zone->DoAdventureCountIncrease(); } } } /* First add it to the looter - this will do the bag contents too */ if (lootitem->auto_loot) { if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data)) client->PutLootInInventory(MainCursor, *inst, bag_item_data); } else { client->PutLootInInventory(MainCursor, *inst, bag_item_data); } /* Update any tasks that have an activity to loot this item */ if (RuleB(TaskSystem, EnableTaskSystem)) client->UpdateTasksForItem(ActivityLoot, item->ID); /* Remove it from Corpse */ if (item_data){ /* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */ database.DeleteItemOffCharacterCorpse(this->corpse_db_id, item_data->equip_slot, item_data->item_id); /* Delete Item Instance */ RemoveItem(item_data->lootslot); } /* Remove Bag Contents */ if (item->ItemClass == ItemClassContainer && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) { for (int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) { if (bag_item_data[i]) { /* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */ database.DeleteItemOffCharacterCorpse(this->corpse_db_id, bag_item_data[i]->equip_slot, bag_item_data[i]->item_id); /* Delete Item Instance */ RemoveItem(bag_item_data[i]); } } } if (GetPlayerKillItem() != -1) { SetPlayerKillItemID(0); } /* Send message with item link to groups and such */ Client::TextLink linker; linker.SetLinkType(linker.linkItemInst); linker.SetItemInst(inst); auto item_link = linker.GenerateLink(); client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str()); if (!IsPlayerCorpse()) { Group *g = client->GetGroup(); if(g != nullptr) { g->GroupMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str()); } else { Raid *r = client->GetRaid(); if(r != nullptr) { r->RaidMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str()); } } } } else { SendEndLootErrorPacket(client); safe_delete(inst); return; } if (IsPlayerCorpse()){ client->SendItemLink(inst); } else{ client->SendItemLink(inst, true); } safe_delete(inst); }
void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* app) { // Added 12/08. Started compressing loot struct on live. char tmp[10]; if(player_corpse_depop) { SendLootReqErrorPacket(client, 0); return; } if(IsPlayerCorpse() && corpse_db_id == 0) { // SendLootReqErrorPacket(client, 0); client->Message(13, "Warning: Corpse's dbid = 0! Corpse will not survive zone shutdown!"); std::cout << "Error: PlayerCorpse::MakeLootRequestPackets: dbid = 0!" << std::endl; // return; } if(is_locked && client->Admin() < 100) { SendLootReqErrorPacket(client, 0); client->Message(13, "Error: Corpse locked by GM."); return; } if(being_looted_by == 0) being_looted_by = 0xFFFFFFFF; if(this->being_looted_by != 0xFFFFFFFF) { // lets double check.... Entity* looter = entity_list.GetID(this->being_looted_by); if(looter == 0) this->being_looted_by = 0xFFFFFFFF; } uint8 Loot_Request_Type = 1; bool loot_coin = false; if(database.GetVariable("LootCoin", tmp, 9)) loot_coin = (atoi(tmp) == 1); if (this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) { SendLootReqErrorPacket(client, 0); Loot_Request_Type = 0; } else if (IsPlayerCorpse() && char_id == client->CharacterID()) { Loot_Request_Type = 2; } else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) { Loot_Request_Type = 2; } else if (GetPlayerKillItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */ Loot_Request_Type = 3; } else if (GetPlayerKillItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */ Loot_Request_Type = 4; } else if (GetPlayerKillItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */ Loot_Request_Type = 5; } if (Loot_Request_Type == 1) { if (client->Admin() < 100 || !client->GetGM()) { SendLootReqErrorPacket(client, 2); } } if(Loot_Request_Type >= 2 || (Loot_Request_Type == 1 && client->Admin() >= 100 && client->GetGM())) { this->being_looted_by = client->GetID(); EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct)); moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer; d->response = 1; d->unknown1 = 0x42; d->unknown2 = 0xef; /* Dont take the coin off if it's a gm peeking at the corpse */ if(Loot_Request_Type == 2 || (Loot_Request_Type >= 3 && loot_coin)) { if(!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && client->GetGroup()) { d->copper = 0; d->silver = 0; d->gold = 0; d->platinum = 0; Group *cgroup = client->GetGroup(); cgroup->SplitMoney(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), client); } else { d->copper = this->GetCopper(); d->silver = this->GetSilver(); d->gold = this->GetGold(); d->platinum = this->GetPlatinum(); client->AddMoneyToPP(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), false); } RemoveCash(); Save(); } auto timestamps = database.GetItemRecastTimestamps(client->CharacterID()); outapp->priority = 6; client->QueuePacket(outapp); safe_delete(outapp); if(Loot_Request_Type == 5) { int pkitem = GetPlayerKillItem(); const Item_Struct* item = database.GetItem(pkitem); ItemInst* inst = database.CreateItem(item, item->MaxCharges); if(inst) { if (item->RecastDelay) inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0); client->SendItemPacket(EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot); safe_delete(inst); } else { client->Message(13, "Could not find item number %i to send!!", GetPlayerKillItem()); } client->QueuePacket(app); return; } int i = 0; const Item_Struct* item = 0; ItemList::iterator cur,end; cur = itemlist.begin(); end = itemlist.end(); int corpselootlimit = EQLimits::InventoryMapSize(MapCorpse, client->GetClientVersion()); for(; cur != end; ++cur) { ServerLootItem_Struct* item_data = *cur; item_data->lootslot = 0xFFFF; // Dont display the item if it's in a bag // Added cursor queue slots to corpse item visibility list. Nothing else should be making it to corpse. if(!IsPlayerCorpse() || item_data->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || Loot_Request_Type>=3 || (item_data->equip_slot >= 8000 && item_data->equip_slot <= 8999)) { if(i < corpselootlimit) { item = database.GetItem(item_data->item_id); if(client && item) { ItemInst* inst = database.CreateItem(item, item_data->charges, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5, item_data->aug_6, item_data->attuned); if(inst) { if (item->RecastDelay) inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0); // MainGeneral1 is the corpse inventory start offset for Ti(EMu) - CORPSE_END = MainGeneral1 + MainCursor client->SendItemPacket(i + EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot); safe_delete(inst); } item_data->lootslot = i; } } i++; } } if(IsPlayerCorpse() && (char_id == client->CharacterID() || client->GetGM())) { if(i > corpselootlimit) { client->Message(15, "*** This corpse contains more items than can be displayed! ***"); client->Message(0, "Remove items and re-loot corpse to access remaining inventory."); client->Message(0, "(%s contains %i additional %s.)", GetName(), (i - corpselootlimit), (i - corpselootlimit) == 1 ? "item" : "items"); } if(IsPlayerCorpse() && i == 0 && itemlist.size() > 0) { // somehow, player corpse contains items, but client doesn't see them... client->Message(13, "This corpse contains items that are inaccessable!"); client->Message(15, "Contact a GM for item replacement, if necessary."); client->Message(15, "BUGGED CORPSE [DBID: %i, Name: %s, Item Count: %i]", GetCorpseDBID(), GetName(), itemlist.size()); cur = itemlist.begin(); end = itemlist.end(); for(; cur != end; ++cur) { ServerLootItem_Struct* item_data = *cur; item = database.GetItem(item_data->item_id); Log.Out(Logs::General, Logs::None, "Corpse Looting: %s was not sent to client loot window (corpse_dbid: %i, charname: %s(%s))", item->Name, GetCorpseDBID(), client->GetName(), client->GetGM() ? "GM" : "Owner"); client->Message(0, "Inaccessable Corpse Item: %s", item->Name); } } } } // Disgrace: Client seems to require that we send the packet back... client->QueuePacket(app); // This is required for the 'Loot All' feature to work for SoD clients. I expect it is to tell the client that the // server has now sent all the items on the corpse. if(client->GetClientVersion() >= ClientVersion::SoD) { SendLootReqErrorPacket(client, 6); } }
void WorldSession::HandlePushQuestToParty(WorldPacket& recvPacket) { uint32 questId; recvPacket >> questId; if (!_player->CanShareQuest(questId)) return; TC_LOG_DEBUG("network", "WORLD: Received CMSG_PUSHQUESTTOPARTY questId = %u", questId); Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) return; Player * const sender = GetPlayer(); Group* group = sender->GetGroup(); if (!group) return; for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* receiver = itr->GetSource(); if (!receiver || receiver == sender) continue; if (!receiver->SatisfyQuestStatus(quest, false)) { sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_HAVE_QUEST); continue; } if (receiver->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE) { sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_FINISH_QUEST); continue; } if (!receiver->CanTakeQuest(quest, false)) { sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_CANT_TAKE_QUEST); continue; } if (!receiver->SatisfyQuestLog(false)) { sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_LOG_FULL); continue; } if (receiver->GetDivider() != 0) { sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_BUSY); continue; } sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_SHARING_QUEST); if (quest->IsAutoAccept() && receiver->CanAddQuest(quest, true) && receiver->CanTakeQuest(quest, true)) { receiver->AddQuest(quest, sender); if (receiver->CanCompleteQuest(questId)) receiver->CompleteQuest(questId); } if ((quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly()) || quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE)) receiver->PlayerTalkClass->SendQuestGiverRequestItems(quest, sender->GetGUID(), receiver->CanCompleteRepeatableQuest(quest), true); else { receiver->SetDivider(sender->GetGUID()); receiver->PlayerTalkClass->SendQuestGiverQuestDetails(quest, sender->GetGUID(), true); } } }
void ICQClient::snac_lists(unsigned short type, unsigned short seq) { switch (type){ case ICQ_SNACxLISTS_ERROR: break; case ICQ_SNACxLISTS_RIGHTS: log(L_DEBUG, "List rights"); break; case ICQ_SNACxLISTS_ROSTER:{ char c; unsigned short list_len; log(L_DEBUG,"Rosters"); m_socket->readBuffer >> c; if (c){ log(L_WARN, "Bad first roster byte %02X", c); break; } bool bIgnoreTime = false; if (!m_bRosters){ m_bRosters = true; setContactsInvisible(0); Group *grp; ContactList::GroupIterator it_g; while ((grp = ++it_g) != NULL){ ICQUserData *data; ClientDataIterator it(grp->clientData, this); while ((data = (ICQUserData*)(++it)) != NULL){ if (data->IcqID == 0){ data->bChecked = true; continue; } data->bChecked = false; } } Contact *contact; ContactList::ContactIterator it_c; while ((contact = ++it_c) != NULL){ ICQUserData *data; ClientDataIterator it(contact->clientData, this); while ((data = (ICQUserData*)(++it)) != NULL){ data->bChecked = false; data->GrpId = 0; data->IgnoreId = 0; data->VisibleId = 0; data->InvisibleId = 0; } } } m_socket->readBuffer >> list_len; for (unsigned i = 0; i < list_len; i++){ string str; unsigned short id, grp_id, type, len; m_socket->readBuffer.unpackStr(str); m_socket->readBuffer >> grp_id >> id >> type >> len; TlvList *inf = NULL; if (len){ Buffer b(len); b.pack(m_socket->readBuffer.data(m_socket->readBuffer.readPos()), len); m_socket->readBuffer.incReadPos(len); inf = new TlvList(b); } switch (type){ case ICQ_USER: { if (str.length()){ log(L_DEBUG, "User %s", str.c_str()); // check for own uin in contact lsit if (atol(str.c_str()) == getUin()) { log(L_DEBUG, "Own Uin in contact list - removing!"); seq = sendRoster(ICQ_SNACxLISTS_DELETE, "", grp_id, id); m_listRequest = new ContactServerRequest(seq, number(id).c_str(), 0, 0); break; } ListRequest *lr = findContactListRequest(str.c_str()); if (lr){ log(L_DEBUG, "Request found"); lr->icq_id = id; lr->grp_id = grp_id; Contact *contact; ICQUserData *data = findContact(lr->screen.c_str(), NULL, false, contact); if (data){ data->IcqID = id; data->GrpId = grp_id; } }else{ bool bChanged = false; string alias; Tlv *tlv_name = NULL; if (inf) tlv_name = (*inf)(TLV_ALIAS); if (tlv_name) alias = (char*)(*tlv_name); log(L_DEBUG, "User %s [%s] - %u", str.c_str(), alias.c_str(), grp_id); Contact *contact; Group *grp = NULL; ICQUserData *data = findGroup(grp_id, NULL, grp); data = findContact(str.c_str(), alias.c_str(), true, contact, grp); if (inf && (*inf)(TLV_WAIT_AUTH)){ if (!data->WaitAuth){ data->WaitAuth = true; bChanged = true; } } data->IcqID = id; data->GrpId = grp_id; Tlv *tlv_phone = NULL; if (inf) tlv_phone = (*inf)(TLV_CELLULAR); if (tlv_phone){ set_str(&data->Cellular, *tlv_phone); string phone = trimPhone(*tlv_phone); QString phone_str = quoteChars(QString::fromUtf8(phone.c_str()), ","); phone_str += ",Private Cellular,"; phone_str += number(CELLULAR).c_str(); bChanged |= contact->setPhones(phone_str, NULL); }else{ set_str(&data->Cellular, NULL); } if (atol(str.c_str()) == getUin()) { log(L_DEBUG,"Own Uin in contact list"); Event e(EventContactDeleted, contact); e.process(); break; } if (bChanged){ Event e(EventContactChanged, contact); e.process(); } if ((data->InfoFetchTime == 0) && data->Uin) addFullInfoRequest(data->Uin); } }else{ bIgnoreTime = true; } break; } case ICQ_GROUPS:{ if (str.size() == 0) break; log(L_DEBUG, "group %s %u", str.c_str(), grp_id); ListRequest *lr = findGroupListRequest(grp_id); if (lr){ lr->icq_id = grp_id; }else{ Group *grp; ICQUserData *data = findGroup(grp_id, str.c_str(), grp); data->IcqID = grp_id; data->bChecked = true; if (grp->getName() != QString::fromUtf8(str.c_str())){ grp->setName(QString::fromUtf8(str.c_str())); Event e(EventGroupChanged, grp); e.process(); } } break; } case ICQ_VISIBLE_LIST:{ if (str.length()){ log(L_DEBUG, "Visible %s", str.c_str()); ListRequest *lr = findContactListRequest(str.c_str()); if (lr) lr->visible_id = id; if ((lr == NULL) || (lr->type != LIST_USER_DELETED)){ Contact *contact; ICQUserData *data = findContact(str.c_str(), NULL, true, contact); data->ContactVisibleId = id; if ((lr == NULL) && (data->VisibleId != id)){ data->VisibleId = id; Event e(EventContactChanged, contact); e.process(); } if ((data->InfoFetchTime == 0) && data->Uin) addFullInfoRequest(data->Uin); } } break; } case ICQ_INVISIBLE_LIST:{ if (str.length()){ log(L_DEBUG, "Invisible %s", str.c_str()); ListRequest *lr = findContactListRequest(str.c_str()); if (lr) lr->invisible_id = id; if ((lr == NULL) || (lr->type != LIST_USER_DELETED)){ Contact *contact; ICQUserData *data = findContact(str.c_str(), NULL, true, contact); data->ContactInvisibleId = id; if ((lr == NULL) && (data->InvisibleId != id)){ data->InvisibleId = id; Event e(EventContactChanged, contact); e.process(); } if ((data->InfoFetchTime == 0) && data->Uin) addFullInfoRequest(data->Uin); } } break; } case ICQ_IGNORE_LIST:{ if (str.length()){ log(L_DEBUG, "Ignore %s", str.c_str()); ListRequest *lr = findContactListRequest(str.c_str()); if (lr) lr->ignore_id = id; Contact *contact; ICQUserData *data = findContact(str.c_str(), NULL, true, contact); if (data->IgnoreId != id){ data->IgnoreId = id; if (lr == NULL){ contact->setIgnore(true); Event e(EventContactChanged, contact); e.process(); } } } break; } case ICQ_INVISIBLE_STATE: setContactsInvisible(id); break; case 0x0009: case 0x0011: case 0x0013: break; default: log(L_WARN,"Unknown roster type %04X", type); } if (inf) delete inf; } unsigned long time; m_socket->readBuffer >> time; if ((time == 0) && list_len && !bIgnoreTime) break; setContactsTime(time); Group *grp; ContactList::GroupIterator it_g; list<Group*> forRemove; while ((grp = ++it_g) != NULL){ ICQUserData *data = (ICQUserData*)(grp->clientData.getData(this)); if ((data == NULL) || data->bChecked) continue; ListRequest *lr = findGroupListRequest(data->IcqID); if (lr) continue; forRemove.push_back(grp); } for (list<Group*>::iterator it = forRemove.begin(); it != forRemove.end(); ++it){ delete *it; } Contact *contact; ContactList::ContactIterator it_c; while ((contact = ++it_c) != NULL){ ICQUserData *data; ClientDataIterator it_d(contact->clientData); bool bOther = false; unsigned long newGroup = 0; while ((data = (ICQUserData*)(++it_d)) != NULL){ if (it_d.client() != this){ bOther = true; continue; } unsigned grpId = data->GrpId; ContactList::GroupIterator it_g; while ((grp = ++it_g) != NULL){ ICQUserData *data = (ICQUserData*)(grp->clientData.getData(this)); if (data && (data->IcqID == grpId)) break; } if (grp) newGroup = grp->id(); } if (newGroup != contact->getGroup()){ if ((newGroup == 0) && bOther){ addContactRequest(contact); }else{ contact->setGroup(newGroup); } Event e(EventContactChanged, contact); e.process(); } } } case ICQ_SNACxLISTS_ROSTERxOK: // FALLTHROUGH { log(L_DEBUG, "Rosters OK"); snac(ICQ_SNACxFAM_LISTS, ICQ_SNACxLISTS_UNKNOWN); sendPacket(); sendCapability(); sendICMB(1, 11); sendICMB(0, 3); sendLogonStatus(); sendClientReady(); sendMessageRequest(); if (getContactsInvisible() == 0){ snac(ICQ_SNACxFAM_LISTS, ICQ_SNACxLISTS_EDIT); sendPacket(); snac(ICQ_SNACxFAM_LISTS, ICQ_SNACxLISTS_CREATE, true); m_socket->writeBuffer << 0x00000000L << 0x00000001L << 0x000400C8L << (unsigned short)0; sendPacket(); snac(ICQ_SNACxFAM_LISTS, ICQ_SNACxLISTS_SAVE); sendPacket(); } break; } case ICQ_SNACxLISTS_ADDED:{ string screen = m_socket->readBuffer.unpackScreen(); messageReceived(new AuthMessage(MessageAdded), screen.c_str()); break; } case ICQ_SNACxLISTS_AUTHxREQUEST:{ string screen = m_socket->readBuffer.unpackScreen(); string message; string charset; unsigned short have_charset; m_socket->readBuffer.unpackStr(message); m_socket->readBuffer >> have_charset; if (have_charset){ m_socket->readBuffer.incReadPos(2); m_socket->readBuffer.unpackStr(charset); } log(L_DEBUG, "Auth request %s", screen.c_str()); ICQAuthMessage *msg = new ICQAuthMessage(MessageICQAuthRequest); msg->setServerText(message.c_str()); msg->setCharset(charset.c_str()); messageReceived(msg, screen.c_str()); Contact *contact; ICQUserData *data = findContact(screen.c_str(), NULL, false, contact); if (data) data->WantAuth = true; break; } case ICQ_SNACxLISTS_AUTH:{ string screen = m_socket->readBuffer.unpackScreen(); char auth_ok; m_socket->readBuffer >> auth_ok; string message; string charset; unsigned short have_charset; m_socket->readBuffer.unpackStr(message); m_socket->readBuffer >> have_charset; if (have_charset){ m_socket->readBuffer.incReadPos(2); m_socket->readBuffer.unpackStr(charset); } log(L_DEBUG, "Auth %u %s", auth_ok, screen.c_str()); ICQAuthMessage *msg = new ICQAuthMessage(auth_ok ? MessageICQAuthGranted : MessageICQAuthRefused); msg->setServerText(message.c_str()); msg->setCharset(charset.c_str()); messageReceived(msg, screen.c_str()); if (auth_ok){ Contact *contact; ICQUserData *data = findContact(screen.c_str(), NULL, false, contact); if (data){ data->WaitAuth = false; Event e(EventContactChanged, contact); e.process(); addPluginInfoRequest(data->Uin, PLUGIN_QUERYxSTATUS); addPluginInfoRequest(data->Uin, PLUGIN_QUERYxINFO); } } break; } case ICQ_SNACxLISTS_DONE: if (m_listRequest && m_listRequest->seq() == seq){ unsigned short res; m_socket->readBuffer >> res; log(L_DEBUG, "List request answer %u", res); m_listRequest->process(this, res); delete m_listRequest; m_listRequest = NULL; processListRequest(); } break; default: log(L_WARN, "Unknown lists family type %04X", type); }
void WorldSession::HandleGroupInviteOpcode(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GROUP_INVITE"); std::string membername; recv_data >> membername; recv_data.read_skip<uint32>(); // attempt add selected player // cheating if (!normalizePlayerName(membername)) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_BAD_PLAYER_NAME_S); return; } Player* player = sObjectAccessor->FindPlayerByName(membername.c_str()); // no player if (!player) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_BAD_PLAYER_NAME_S); return; } // restrict invite to GMs if (!sWorld->getBoolConfig(CONFIG_ALLOW_GM_GROUP) && !GetPlayer()->isGameMaster() && player->isGameMaster()) return; // can't group with if (!GetPlayer()->isGameMaster() && !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && GetPlayer()->GetTeam() != player->GetTeam()) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_PLAYER_WRONG_FACTION); return; } if (GetPlayer()->GetInstanceId() != 0 && player->GetInstanceId() != 0 && GetPlayer()->GetInstanceId() != player->GetInstanceId() && GetPlayer()->GetMapId() == player->GetMapId()) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_TARGET_NOT_IN_INSTANCE_S); return; } // just ignore us if (player->GetInstanceId() != 0 && player->GetDungeonDifficulty() != GetPlayer()->GetDungeonDifficulty()) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_IGNORING_YOU_S); return; } if (player->GetSocial()->HasIgnore(GetPlayer()->GetGUIDLow())) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_IGNORING_YOU_S); return; } Group* group = GetPlayer()->GetGroup(); if (group && group->isBGGroup()) group = GetPlayer()->GetOriginalGroup(); Group* group2 = player->GetGroup(); if (group2 && group2->isBGGroup()) group2 = player->GetOriginalGroup(); // player already in another group or invited if (group2 || player->GetGroupInvite()) { SendPartyResult(PARTY_OP_INVITE, membername, ERR_ALREADY_IN_GROUP_S); if (group2) { // tell the player that they were invited but it failed as they were already in a group WorldPacket data(SMSG_GROUP_INVITE, 10); // guess size data << uint8(0); // invited/already in group flag data << GetPlayer()->GetName(); // max len 48 data << uint32(0); // unk data << uint8(0); // count data << uint32(0); // unk player->GetSession()->SendPacket(&data); } return; } if (group) { // not have permissions for invite if (!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID())) { SendPartyResult(PARTY_OP_INVITE, "", ERR_NOT_LEADER); return; } // not have place if (group->IsFull()) { SendPartyResult(PARTY_OP_INVITE, "", ERR_GROUP_FULL); return; } } // ok, but group not exist, start a new group // but don't create and save the group to the DB until // at least one person joins if (!group) { group = new Group; // new group: if can't add then delete if (!group->AddLeaderInvite(GetPlayer())) { delete group; return; } if (!group->AddInvite(player)) { delete group; return; } } else { // already existed group: if can't add then just leave if (!group->AddInvite(player)) { return; } } // ok, we do it WorldPacket data(SMSG_GROUP_INVITE, 10); // guess size data << uint8(1); // invited/already in group flag data << GetPlayer()->GetName(); // max len 48 data << uint32(0); // unk data << uint8(0); // count data << uint32(0); // unk player->GetSession()->SendPacket(&data); SendPartyResult(PARTY_OP_INVITE, membername, ERR_PARTY_RESULT_OK); }
void WorldSession::HandleGroupAcceptOpcode(WorldPacket& recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GROUP_ACCEPT"); recv_data.read_skip<uint32>(); Group* group = GetPlayer()->GetGroupInvite(); if (!group) return; // Remove player from invitees in any case group->RemoveInvite(GetPlayer()); if (group->GetLeaderGUID() == GetPlayer()->GetGUID()) { sLog->outError("HandleGroupAcceptOpcode: player %s(%d) tried to accept an invite to his own group", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow()); return; } // Group is full if (group->IsFull()) { SendPartyResult(PARTY_OP_INVITE, "", ERR_GROUP_FULL); return; } Player* leader = ObjectAccessor::FindPlayer(group->GetLeaderGUID()); // Forming a new group, create it if (!group->IsCreated()) { // This can happen if the leader is zoning. To be removed once delayed actions for zoning are implemented if (!leader) { group->RemoveAllInvites(); return; } // If we're about to create a group there really should be a leader present ASSERT(leader); group->RemoveInvite(leader); group->Create(leader); sGroupMgr->AddGroup(group); } // Everything is fine, do it, PLAYER'S GROUP IS SET IN ADDMEMBER!!! if (!group->AddMember(GetPlayer())) return; group->BroadcastGroupUpdate(); }
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/) { TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); uint64 guid = player->GetLootGUID(); if (!guid) return; Loot* loot = NULL; bool shareMoney = true; switch (GUID_HIPART(guid)) { case HIGHGUID_GAMEOBJECT: { GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid); // do not check distance for GO if player is the owner of it (ex. fishing bobber) if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE)))) loot = &go->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = ObjectAccessor::GetCorpse(*player, guid); if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE)) { loot = &bones->loot; shareMoney = false; } break; } case HIGHGUID_ITEM: { if (Item* item = player->GetItemByGuid(guid)) { loot = &item->loot; shareMoney = false; } break; } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* creature = player->GetMap()->GetCreature(guid); bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed); if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE)) { loot = &creature->loot; if (creature->IsAlive()) shareMoney = false; } break; } default: return; // unlootable type } if (loot) { loot->NotifyMoneyRemoved(); if (shareMoney && player->GetGroup()) //item, pickpocket and players can be looted only single player { Group* group = player->GetGroup(); std::vector<Player*> playersNear; for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (player->IsWithinDistInMap(member, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) playersNear.push_back(member); } uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size())); for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney(goldPerPlayer); (*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1); data << uint32(goldPerPlayer); data << uint8(playersNear.size() <= 1); // Controls the text displayed in chat. 0 is "Your share is..." and 1 is "You loot..." (*i)->GetSession()->SendPacket(&data); } } else { player->ModifyMoney(loot->gold); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1); data << uint32(loot->gold); data << uint8(1); // "You loot..." SendPacket(&data); } loot->gold = 0; // Delete the money loot record from the DB if (loot->containerID > 0) loot->DeleteLootMoneyFromContainerItemDB(); // Delete container if empty if (loot->isLooted() && IS_ITEM_GUID(guid)) player->GetSession()->DoLootRelease(guid); } }
void GLQuadRenderer::destroyBuffers(const Group& group) { group.destroyBuffer(GPU_BUFFER_NAME); group.destroyBuffer(TEXTURE_BUFFER_NAME); }
/* checks that do not require a map to be created will send transfer error messages on fail */ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player) { const MapEntry *entry = sMapStore.LookupEntry(mapid); if(!entry) return false; const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()]; if(entry->map_type == MAP_INSTANCE || entry->map_type == MAP_RAID) { if (entry->map_type == MAP_RAID) { // GMs can avoid raid limitations if(!player->isGameMaster() && !sWorld.getConfig(CONFIG_INSTANCE_IGNORE_RAID)) { // can only enter in a raid group Group* group = player->GetGroup(); if (!group || !group->isRaidGroup()) { // probably there must be special opcode, because client has this string constant in GlobalStrings.lua // TODO: this is not a good place to send the message player->GetSession()->SendAreaTriggerMessage("You must be in a raid group to enter %s instance", mapName); sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance of '%s'", player->GetName(), mapName); return false; } } } //The player has a heroic mode and tries to enter into instance which has no a heroic mode MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->map_type == MAP_RAID)); if (!mapDiff) { bool isRegularTargetMap = player->GetDifficulty(entry->IsRaid()) == REGULAR_DIFFICULTY; //Send aborted message // FIX ME: what about absent normal/heroic mode with specific players limit... player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isRegularTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC); return false; } if (!player->isAlive()) { if(Corpse *corpse = player->GetCorpse()) { // let enter in ghost mode in instance that connected to inner instance with corpse uint32 instance_map = corpse->GetMapId(); do { if(instance_map==mapid) break; InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(instance_map); instance_map = instance ? instance->parent : 0; } while (instance_map); if (!instance_map) { player->GetSession()->SendAreaTriggerMessage("You cannot enter %s while in a ghost mode", mapName); sLog.outDebug("MAP: Player '%s' doesn't has a corpse in instance '%s' and can't enter", player->GetName(), mapName); return false; } sLog.outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter", player->GetName(), mapName); } else { sLog.outDebug("Map::CanEnter - player '%s' is dead but doesn't have a corpse!", player->GetName()); } } // TODO: move this to a map dependent location /*if(i_data && i_data->IsEncounterInProgress()) { sLog.outDebug("MAP: Player '%s' can't enter instance '%s' while an encounter is in progress.", player->GetName(), GetMapName()); player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); return(false); }*/ return true; } else return true; }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData) { TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); uint8 arenaslot; // 2v2, 3v3 or 5v5 recvData >> arenaslot; // ignore if we already in BG or BG queue if (_player->InBattleground()) return; uint32 arenaRating = 0; uint32 matchmakerRating = 0; uint8 arenatype = ArenaTeam::GetTypeBySlot(arenaslot); //check existance Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "Battleground: template bg (all arenas) not found"); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE; Group* grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; uint32 ateamId = _player->GetArenaTeamId(arenaslot); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); uint32 avgTime = 0; GroupQueueInfo* ginfo = NULL; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, arenaslot); if (!err) { TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName().c_str(), matchmakerRating, arenatype); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, matchmakerRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; if (err) { WorldPacket data; sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // add joined time data member->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, arenatype); member->GetSession()->SendPacket(&data); TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName().c_str()); } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); ObjectGuid guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; ArenaType arenatype; uint32 arenaRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } // check existance BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId); Group * grp = NULL; // check queue conditions if (!asGroup) { // you can't join in this way by client if (isRated) return; // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice) ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queue arenaRating = at->GetRating(); // the arena team id must match for everyone in the group // get the personal ratings for queue uint32 avg_pers_rating = 0; for(Group::member_citerator citr = grp->GetMemberSlots().begin(); citr != grp->GetMemberSlots().end(); ++citr) { ArenaTeamMember const* at_member = at->GetMember(citr->guid); if (!at_member) // group member joining to arena must be in leader arena team return; // calc avg personal rating avg_pers_rating += at_member->personal_rating; } avg_pers_rating /= grp->GetMembersCount(); // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (asGroup) { DEBUG_LOG("Battleground: arena join as group start"); if (isRated) DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: arena join as group end"); //announce to world ... removed } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); }
/* - return the right instance for the object, based on its InstanceId - create the instance if it's not created already - the player is not actually added to the instance (only in InstanceMap::Add) */ Map* MapInstanced::GetInstance(const WorldObject* obj) { uint32 CurInstanceId = obj->GetInstanceId(); Map* map = NULL; if (obj->GetMapId() == GetId() && CurInstanceId != 0) { // the object wants to be put in a certain instance of this map map = _FindMap(CurInstanceId); if(!map) { // For players if the instanceId is set, it's assumed they are already in a map, // hence the map must be loaded. For Creatures, GameObjects etc the map must exist // prior to calling GetMap, they are not allowed to create maps for themselves. sLog.outError("GetInstance: object %s(%d), typeId %d, in world %d, should be in map %d,%d but that's not loaded yet.", obj->GetName(), obj->GetGUIDLow(), obj->GetTypeId(), obj->IsInWorld(), obj->GetMapId(), obj->GetInstanceId()); assert(false); } return(map); } else { // instance not specified, find an existing or create a new one if(obj->GetTypeId() != TYPEID_PLAYER) { sLog.outError("MAPINSTANCED: WorldObject '%u' (Entry: %u TypeID: %u) is in map %d,%d and requested base map instance of map %d, this must not happen", obj->GetGUIDLow(), obj->GetEntry(), obj->GetTypeId(), obj->GetMapId(), obj->GetInstanceId(), GetId()); assert(false); return NULL; } else { uint32 NewInstanceId = 0; // instanceId of the resulting map Player* player = (Player*)obj; if(IsBattleGroundOrArena()) { // instantiate or find existing bg map for player // the instance id is set in battlegroundid NewInstanceId = player->GetBattleGroundId(); if(!NewInstanceId) { if(player->GetSession()->PlayerLoading()) return NULL; else assert(NewInstanceId); } map = _FindMap(NewInstanceId); if(!map) { map = CreateBattleGround(NewInstanceId); ((BattleGroundMap*)map)->SetBG(player->GetBattleGround()); } if(!((BattleGroundMap*)map)->GetBG()) { sLog.outError("The bg-class couldn't be assigned (very early) to the battlegroundmap, it's possible, that some db-spawned creatures are now not handled right this is related to battleground alterac valley (av) - please post bugreport, and add information how this bg was created (if you don't have information, report it also) Player: %s (%u) in map:%u requested map:%u", player->GetName(), player->GetGUIDLow(), player->GetMapId(), GetId()); if(player->GetBattleGround()) { sLog.outError("somehow the battleground was found, but please report also - i end this bg now.."); ((BattleGroundMap*)map)->SetBG(player->GetBattleGround()); player->GetBattleGround()->EndBattleGround(0); //to avoid the assert } //assert(false); } return map; } InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty()); InstanceSave *pSave = pBind ? pBind->save : NULL; // the player's permanet player bind is taken into consideration first // then the player's group bind and finally the solo bind. if(!pBind || !pBind->perm) { InstanceGroupBind *groupBind = NULL; Group *group = player->GetGroup(); // use the player's difficulty setting (it may not be the same as the group's) if(group && (groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty()))) pSave = groupBind->save; } if(pSave) { // solo/perm/group NewInstanceId = pSave->GetInstanceId(); map = _FindMap(NewInstanceId); // it is possible that the save exists but the map doesn't if(!map) map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty()); return map; } else { // if no instanceId via group members or instance saves is found // the instance will be created for the first time NewInstanceId = MapManager::Instance().GenerateInstanceId(); return CreateInstance(NewInstanceId, NULL, player->GetDifficulty()); } } } }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { ObjectGuid guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE); // ignore if player is already in BG if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if (!unit->isBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found BattleGround *bg = NULL; if (instanceId) bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId); // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) && (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (joinAsGroup) { DEBUG_LOG("Battleground: the following players are joining as group:"); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player); // send status packet (in queue) WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: group end"); } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(0, ARENA_TYPE_NONE, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); }
// is Resource heavy, do not spam or use heavily in loop Unit *PlayerbotClassAI::FindMainTankInRaid(Player *gPlayer) { // check if original main tank is still alive. No point regetting main // tank b/c chances are slim that it will not get reset in the middle of a fight. // But if main tank dies, try to find next best canidate if (mainTank!=NULL && mainTank->isAlive()) { return mainTank; } if (!gPlayer) return NULL; Group *pGroup = gPlayer->GetGroup(); if (!pGroup) return NULL; uint64 pLeaderGuid = pGroup->GetLeaderGUID(); Unit *pPlayer = NULL; // Check if set in raid if (pGroup->isRaidGroup()) { QueryResult result = CharacterDatabase.PQuery("SELECT memberGuid FROM group_member WHERE memberFlags='%u' AND guid = '%u'",MEMBER_FLAG_MAINTANK, pGroup->GetGUID()); if(result) { uint64 pGuid = MAKE_NEW_GUID(result->Fetch()->GetInt32(),0,HIGHGUID_PLAYER); pPlayer = ObjectAccessor::FindPlayer(pGuid); if (pPlayer && pGroup->IsMember(pGuid) && pPlayer->isAlive()){ mainTank = pPlayer; return pPlayer; } } } // if could not find tank try assuming // Assume the one with highest health is the main tank uint32 maxhpfound=0; std::list<Unit*> unitList; gPlayer->GetRaidMember(unitList,30); if (!unitList.empty()){ for (std::list<Unit*>::iterator itr = unitList.begin() ; itr!=unitList.end();++itr) { //Player *tPlayer = GetPlayerBot()->GetObjPlayer((*itr)->GetGUID()); Unit *tPlayer = ObjectAccessor::FindPlayer((*itr)->GetGUID()); if (tPlayer == NULL) continue; if (tPlayer->isDead()) continue; if (GetPlayerBot()->GetAreaId() != tPlayer->GetAreaId()) continue; //if(tPlayer->GetGUID() == GetPlayerBot()->GetGUID()) continue; if (GetPlayerBot()->GetDistance(tPlayer) > 50) continue; if (tPlayer->GetMaxHealth() > maxhpfound) { maxhpfound = tPlayer->GetMaxHealth(); pPlayer=tPlayer; } // Also check pets if ( (tPlayer->getClass() == (uint8) CLASS_HUNTER || tPlayer->getClass() == (uint8) CLASS_WARLOCK) && IS_PET_GUID(tPlayer->GetPetGUID()) ) { Pet* tpet = ObjectAccessor::GetPet(*tPlayer, tPlayer->GetPetGUID()); if (!tpet || !tpet->IsInWorld() || !tpet->isDead()) continue; if (tpet->GetArmor() > tPlayer->GetArmor()) //Probably a tanking capable pet.. { if (tpet->GetMaxHealth() > maxhpfound) { maxhpfound = tpet->GetMaxHealth(); pPlayer=tpet; } else if (tPlayer->GetGUID() == pPlayer->GetGUID()) {pPlayer = tpet;} //set pet as tank instead of owner } } } } mainTank = pPlayer; return pPlayer; }
bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck) { MapEntry const* entry = sMapStore.LookupEntry(mapid); if (!entry) return false; if (!entry->IsDungeon()) return true; InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(mapid); if (!instance) return false; Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid()); //The player has a heroic mode and tries to enter into instance which has no a heroic mode MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty); if (!mapDiff) { // Send aborted message for dungeons if (entry->IsNonRaidDungeon()) { player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty()); return false; } else // attempt to downscale mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty); } //Bypass checks for GMs if (player->isGameMaster()) return true; char const* mapName = entry->name; Group* group = player->GetGroup(); if (entry->IsRaid()) { // can only enter in a raid group if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID)) { // probably there must be special opcode, because client has this string constant in GlobalStrings.lua // TODO: this is not a good place to send the message player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName); sLog->outDebug("MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName(), mapName); return false; } } if (!player->isAlive()) { if (Corpse* corpse = player->GetCorpse()) { // let enter in ghost mode in instance that connected to inner instance with corpse uint32 corpseMap = corpse->GetMapId(); do { if (corpseMap == mapid) break; InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(corpseMap); corpseMap = instance ? instance->parent : 0; } while (corpseMap); if (!corpseMap) { WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE); player->GetSession()->SendPacket(&data); sLog->outDebug("MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName(), mapName); return false; } sLog->outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName(), mapName); } else sLog->outDebug("Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName()); } // players are only allowed to enter 5 instances per hour if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup()))) { uint32 instaceIdToCheck = 0; if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid())) instaceIdToCheck = save->GetInstanceId(); // instanceId can never be 0 - will not be found if (!player->CheckInstanceCount(instaceIdToCheck)) { player->SendTransferAborted(mapid, TRANSFER_ABORT_TOO_MANY_INSTANCES); return false; } } //Other requirements return player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true); }
/* - return the right instance for the object, based on its InstanceId - create the instance if it's not created already - the player is not actually added to the instance (only in InstanceMap::Add) */ Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player) { if (GetId() != mapId || !player) return NULL; Map* map = NULL; uint32 NewInstanceId = 0; // instanceId of the resulting map if (IsBattlegroundOrArena()) { // instantiate or find existing bg map for player // the instance id is set in battlegroundid NewInstanceId = player->GetBattlegroundId(); if (!NewInstanceId) return NULL; map = sMapMgr->FindMap(mapId, NewInstanceId); if (!map) { if (Battleground* bg = player->GetBattleground()) map = CreateBattleground(NewInstanceId, bg); else { player->TeleportToBGEntryPoint(); return NULL; } } } else { InstancePlayerBind* pBind = player->GetBoundInstance(GetId(), player->GetDifficulty(IsRaid())); InstanceSave* pSave = pBind ? pBind->save : NULL; // the player's permanent player bind is taken into consideration first // then the player's group bind and finally the solo bind. if (!pBind || !pBind->perm) { InstanceGroupBind* groupBind = NULL; Group* group = player->GetGroup(); // use the player's difficulty setting (it may not be the same as the group's) if (group) { groupBind = group->GetBoundInstance(this); if (groupBind) pSave = groupBind->save; } } if (pSave) { // solo/perm/group NewInstanceId = pSave->GetInstanceId(); map = FindInstanceMap(NewInstanceId); // it is possible that the save exists but the map doesn't if (!map) map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty()); } else { // if no instanceId via group members or instance saves is found // the instance will be created for the first time NewInstanceId = sMapMgr->GenerateInstanceId(); Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid()); //Seems it is now possible, but I do not know if it should be allowed //ASSERT(!FindInstanceMap(NewInstanceId)); map = FindInstanceMap(NewInstanceId); if (!map) map = CreateInstance(NewInstanceId, NULL, diff); } } return map; }
TEST(Group, isInitOk) { EXPECT_EQ("G1", myGroup.getGroupName()); EXPECT_EQ(5, myGroup.getNbPersGroup()); }
SynPacket::~SynPacket() { if ((m_client->getListVer() != m_ver) && bDone) { if (m_data) { Contact *contact; if (m_client->findContact(m_data->EMail.ptr, contact)) { Event e(EventContactChanged, contact); e.process(); } } m_client->setListVer(m_ver); ContactList::GroupIterator itg; Group *grp; list<Group*> grpRemove; list<Contact*> contactRemove; while ((grp = ++itg) != NULL) { ClientDataIterator it(grp->clientData, m_client); MSNUserData *data = (MSNUserData*)(++it); if (grp->id() && (data == NULL)) { MSNListRequest lr; lr.Type = LR_GROUPxCHANGED; lr.Name = number(grp->id()); m_client->m_requests.push_back(lr); continue; } if (data == NULL) continue; if ((data->sFlags.value & MSN_CHECKED) == 0) grpRemove.push_back(grp); } Contact *contact; ContactList::ContactIterator itc; while ((contact = ++itc) != NULL) { MSNUserData *data; ClientDataIterator it(contact->clientData, m_client); list<void*> forRemove; while ((data = (MSNUserData*)(++it)) != NULL) { if (data->sFlags.value & MSN_CHECKED) { if ((data->sFlags.value & MSN_REVERSE) && ((data->Flags.value & MSN_REVERSE) == 0)) m_client->auth_message(contact, MessageRemoved, data); } else { forRemove.push_back(data); } } if (forRemove.empty()) continue; for (list<void*>::iterator itr = forRemove.begin(); itr != forRemove.end(); ++itr) contact->clientData.freeData(*itr); if (contact->clientData.size() == 0) contactRemove.push_back(contact); } for (list<Contact*>::iterator rc = contactRemove.begin(); rc != contactRemove.end(); ++rc) delete *rc; for (list<Group*>::iterator rg = grpRemove.begin(); rg != grpRemove.end(); ++rg) delete *rg; } if (m_client->getState() == Client::Connecting) { m_client->setState(Client::Connected); m_client->processRequests(); } }
TEST(Group, isExpensesPerPersonOk) { // Two person + 1 donor myGroup.setNbPersGroup(2); EXPECT_EQ(150, myGroup.expensesPerPerson()); }
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/) { DEBUG_LOG("WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); ObjectGuid guid = player->GetLootGuid(); if (!guid) return; Loot* pLoot = NULL; Item* pItem = NULL; switch (guid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE))) pLoot = &pGameObject->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = _player->GetMap()->GetCorpse(guid); if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) pLoot = &bones->loot; break; } case HIGHGUID_ITEM: { pItem = GetPlayer()->GetItemByGuid(guid); if (!pItem || !pItem->HasGeneratedLoot()) return; pLoot = &pItem->loot; break; } case HIGHGUID_UNIT: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed); if (ok_loot && pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) pLoot = &pCreature->loot ; break; } default: return; // unlootable type } if (pLoot) { pLoot->NotifyMoneyRemoved(); if (!guid.IsItem() && player->GetGroup()) // item can be looted only single player { Group* group = player->GetGroup(); std::vector<Player*> playersNear; for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* playerGroup = itr->getSource(); if (!playerGroup) continue; if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) playersNear.push_back(playerGroup); } uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size())); for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney(money_per_player); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4); data << uint32(money_per_player); (*i)->GetSession()->SendPacket(&data); } } else player->ModifyMoney(pLoot->gold); pLoot->gold = 0; if (pItem) pItem->SetLootState(ITEM_LOOT_CHANGED); } }
void GLQuadRenderer::render(const Group& group) { if (!prepareBuffers(group)) return; float oldModelView[16]; for (int i = 0; i < 16; ++i) oldModelView[i] = modelView[i]; glGetFloatv(GL_MODELVIEW_MATRIX,modelView); for (int i = 0; i < 16; ++i) if (oldModelView[i] != modelView[i]) { invertModelView(); break; } initBlending(); initRenderingHints(); glShadeModel(GL_FLAT); switch(texturingMode) { case TEXTURE_2D : if (getTexture3DGLExt() == SUPPORTED) glDisable(GL_TEXTURE_3D); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,textureIndex); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,getTextureBlending()); if (!group.getModel()->isEnabled(PARAM_TEXTURE_INDEX)) { if (!group.getModel()->isEnabled(PARAM_ANGLE)) renderParticle = &GLQuadRenderer::render2D; else renderParticle = &GLQuadRenderer::render2DRot; } else { if (!group.getModel()->isEnabled(PARAM_ANGLE)) renderParticle = &GLQuadRenderer::render2DAtlas; else renderParticle = &GLQuadRenderer::render2DAtlasRot; } break; case TEXTURE_3D : glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_3D); glBindTexture(GL_TEXTURE_3D,textureIndex); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,getTextureBlending()); if (!group.getModel()->isEnabled(PARAM_ANGLE)) renderParticle = &GLQuadRenderer::render3D; else renderParticle = &GLQuadRenderer::render3DRot; break; case TEXTURE_NONE : glDisable(GL_TEXTURE_2D); if (getTexture3DGLExt() == SUPPORTED) glDisable(GL_TEXTURE_3D); if (!group.getModel()->isEnabled(PARAM_ANGLE)) renderParticle = &GLQuadRenderer::render2D; else renderParticle = &GLQuadRenderer::render2DRot; break; } bool globalOrientation = precomputeOrientation3D( group, Vector3D(-invModelView[8],-invModelView[9],-invModelView[10]), Vector3D(invModelView[4],invModelView[5],invModelView[6]), Vector3D(invModelView[12],invModelView[13],invModelView[14])); if (globalOrientation) { computeGlobalOrientation3D(); for (size_t i = 0; i < group.getNbParticles(); ++i) (this->*renderParticle)(group.getParticle(i)); } else { for (size_t i = 0; i < group.getNbParticles(); ++i) { const Particle& particle = group.getParticle(i); computeSingleOrientation3D(particle); (this->*renderParticle)(particle); } } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); if (texturingMode == TEXTURE_2D) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,0,textureBuffer); } else if (texturingMode == TEXTURE_3D) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3,GL_FLOAT,0,textureBuffer); } // interleaves vertex and color data glVertexPointer(3,GL_FLOAT,7 * sizeof(float),gpuBuffer); glColorPointer(4,GL_FLOAT,7 * sizeof(float),gpuBuffer + 3); glDrawArrays(GL_QUADS,0,group.getNbParticles() << 2); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); if (texturingMode != TEXTURE_NONE) glDisableClientState(GL_TEXTURE_COORD_ARRAY); }
void *JabberClient::processEvent(Event *e) { if (e->type() == EventTemplateExpanded){ TemplateExpand *t = (TemplateExpand*)(e->param()); setStatus((unsigned)(t->param), quoteString(t->tmpl, false).utf8()); } if (e->type() == EventContactChanged){ Contact *contact = (Contact*)(e->param()); string grpName; string name; name = contact->getName().utf8(); Group *grp = NULL; if (contact->getGroup()) grp = getContacts()->group(contact->getGroup()); if (grp) grpName = grp->getName().utf8(); ClientDataIterator it(contact->clientData, this); JabberUserData *data; while ((data = (JabberUserData*)(++it)) != NULL){ if (!cmp(grpName, data->Group)){ listRequest(data, name.c_str(), grpName.c_str(), false); continue; } if (data->Name && *data->Name){ if (!cmp(name, data->Name)) listRequest(data, name.c_str(), grpName.c_str(), false); continue; } if (!cmp(name, data->ID)) listRequest(data, name.c_str(), grpName.c_str(), false); } return NULL; } if (e->type() == EventContactDeleted){ Contact *contact = (Contact*)(e->param()); ClientDataIterator it(contact->clientData, this); JabberUserData *data; while ((data = (JabberUserData*)(++it)) != NULL){ listRequest(data, NULL, NULL, true); } return NULL; } if (e->type() == EventGroupChanged){ Group *grp = (Group*)(e->param()); string grpName; grpName = grp->getName().utf8(); ContactList::ContactIterator itc; Contact *contact; while ((contact = ++itc) != NULL){ if (contact->getGroup() != grp->id()) continue; ClientDataIterator it(contact->clientData, this); JabberUserData *data; while ((data = (JabberUserData*)(++it)) != NULL){ if (!cmp(grpName, data->Group)) listRequest(data, contact->getName().utf8(), grpName.c_str(), false); } } } return NULL; }
void WorldSession::HandleBattleGroundArenaJoin(WorldPacket& recvData) { IC_LOG_DEBUG("network", "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group* grp = NULL; recvData >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleground()) return; Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if (!unit->IsBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; uint32 matchmakerRating = 0; switch (arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: IC_LOG_ERROR("network", "Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } //check existance Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { IC_LOG_ERROR("network", "Battleground: template bg (all arenas) not found"); return; } if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); GroupJoinBattlegroundResult err = ERR_GROUP_JOIN_BATTLEGROUND_FAIL; if (!asGroup) { // check if already in queue if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots if (!_player->HasFreeBattlegroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; } BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); if (asGroup) { uint32 avgTime = 0; if (err > 0) { IC_LOG_DEBUG("bg.battleground", "Battleground: arena join as group start"); if (isRated) { IC_LOG_DEBUG("bg.battleground", "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName().c_str(), matchmakerRating, arenatype); bg->SetRated(true); } else bg->SetRated(false); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo); } for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->GetSource(); if (!member) continue; WorldPacket data; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype, 0); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); IC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName().c_str()); } } else { GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype, 0); SendPacket(&data); IC_LOG_DEBUG("bg.battleground", "Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName().c_str()); } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId); }