Пример #1
0
/**
   Check compatibilities between groups. If group is Matched proposal will be created

   @param[in]     check List of guids to check compatibilities
   @return LfgCompatibility type of compatibility
*/
LfgCompatibility LFGQueue::CheckCompatibility(LfgGuidList check)
{
    std::string strGuids = ConcatenateGuids(check);
    LfgProposal proposal;
    LfgDungeonSet proposalDungeons;
    LfgGroupsMap proposalGroups;
    LfgRolesMap proposalRoles;

    // Check for correct size
    if (check.size() > MAXGROUPSIZE || check.empty())
    {
        sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s): Size wrong - Not compatibles", strGuids.c_str());
        return LFG_INCOMPATIBLES_WRONG_GROUP_SIZE;
    }

    // Check all-but-new compatiblitity
    if (check.size() > 2)
    {
        uint64 frontGuid = check.front();
        check.pop_front();

        // Check all-but-new compatibilities (New, A, B, C, D) --> check(A, B, C, D)
        LfgCompatibility child_compatibles = CheckCompatibility(check);
        if (child_compatibles < LFG_COMPATIBLES_WITH_LESS_PLAYERS) // Group not compatible
        {
            sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) child %s not compatibles", strGuids.c_str(), ConcatenateGuids(check).c_str());
            SetCompatibles(strGuids, child_compatibles);
            return child_compatibles;
        }
        check.push_front(frontGuid);
    }

    // Check if more than one LFG group and number of players joining
    uint8 numPlayers = 0;
    uint8 numLfgGroups = 0;
    for (LfgGuidList::const_iterator it = check.begin(); it != check.end() && numLfgGroups < 2 && numPlayers <= MAXGROUPSIZE; ++it)
    {
        uint64 guid = (*it);
        LfgQueueDataContainer::iterator itQueue = QueueDataStore.find(guid);
        if (itQueue == QueueDataStore.end())
        {
            sLog->outError(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: [" UI64FMTD "] is not queued but listed as queued!", guid);
            RemoveFromQueue(guid);
            return LFG_COMPATIBILITY_PENDING;
        }

        // Store group so we don't need to call Mgr to get it later (if it's player group will be 0 otherwise would have joined as group)
        for (LfgRolesMap::const_iterator it2 = itQueue->second.roles.begin(); it2 != itQueue->second.roles.end(); ++it2)
            proposalGroups[it2->first] = IS_GROUP(itQueue->first) ? itQueue->first : 0;

        numPlayers += itQueue->second.roles.size();

        if (sLFGMgr->IsLfgGroup(guid))
        {
            if (!numLfgGroups)
                proposal.group = guid;
            ++numLfgGroups;
        }
    }

    // Group with less that MAXGROUPSIZE members always compatible
    if (check.size() == 1 && numPlayers != MAXGROUPSIZE)
    {
        sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) sigle group. Compatibles", strGuids.c_str());
        LfgQueueDataContainer::iterator itQueue = QueueDataStore.find(check.front());

        LfgCompatibilityData data(LFG_COMPATIBLES_WITH_LESS_PLAYERS);
        data.roles = itQueue->second.roles;
        LFGMgr::CheckGroupRoles(data.roles);

        UpdateBestCompatibleInQueue(itQueue, strGuids, data.roles);
        SetCompatibilityData(strGuids, data);
        return LFG_COMPATIBLES_WITH_LESS_PLAYERS;
    }

    if (numLfgGroups > 1)
    {
        sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) More than one Lfggroup (%u)", strGuids.c_str(), numLfgGroups);
        SetCompatibles(strGuids, LFG_INCOMPATIBLES_MULTIPLE_LFG_GROUPS);
        return LFG_INCOMPATIBLES_MULTIPLE_LFG_GROUPS;
    }

    if (numPlayers > MAXGROUPSIZE)
    {
        sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) Too much players (%u)", strGuids.c_str(), numPlayers);
        SetCompatibles(strGuids, LFG_INCOMPATIBLES_TOO_MUCH_PLAYERS);
        return LFG_INCOMPATIBLES_TOO_MUCH_PLAYERS;
    }

    // If it's single group no need to check for duplicate players, ignores, bad roles or bad dungeons as it's been checked before joining
    if (check.size() > 1)
    {
        for (LfgGuidList::const_iterator it = check.begin(); it != check.end(); ++it)
        {
            const LfgRolesMap &roles = QueueDataStore[(*it)].roles;
            for (LfgRolesMap::const_iterator itRoles = roles.begin(); itRoles != roles.end(); ++itRoles)
            {
                LfgRolesMap::const_iterator itPlayer;
                for (itPlayer = proposalRoles.begin(); itPlayer != proposalRoles.end(); ++itPlayer)
                {
                    if (itRoles->first == itPlayer->first)
                        sLog->outError(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: ERROR! Player multiple times in queue! [" UI64FMTD "]", itRoles->first);
                    else if (sLFGMgr->HasIgnore(itRoles->first, itPlayer->first))
                        break;
                }
                if (itPlayer == proposalRoles.end())
                    proposalRoles[itRoles->first] = itRoles->second;
            }
        }

        if (uint8 playersize = numPlayers - proposalRoles.size())
        {
            sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) not compatible, %u players are ignoring each other", strGuids.c_str(), playersize);
            SetCompatibles(strGuids, LFG_INCOMPATIBLES_HAS_IGNORES);
            return LFG_INCOMPATIBLES_HAS_IGNORES;
        }

        LfgRolesMap debugRoles = proposalRoles;
        if (!LFGMgr::CheckGroupRoles(proposalRoles))
        {
            std::ostringstream o;
            for (LfgRolesMap::const_iterator it = debugRoles.begin(); it != debugRoles.end(); ++it)
                o << ", " << it->first << ": " << sLFGMgr->GetRolesString(it->second);

            sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) Roles not compatible%s", strGuids.c_str(), o.str().c_str());
            SetCompatibles(strGuids, LFG_INCOMPATIBLES_NO_ROLES);
            return LFG_INCOMPATIBLES_NO_ROLES;
        }

        LfgGuidList::iterator itguid = check.begin();
        proposalDungeons = QueueDataStore[*itguid].dungeons;
        std::ostringstream o;
        o << ", " << *itguid << ": (" << sLFGMgr->ConcatenateDungeons(proposalDungeons) << ")";
        for (++itguid; itguid != check.end(); ++itguid)
        {
            LfgDungeonSet temporal;
            LfgDungeonSet &dungeons = QueueDataStore[*itguid].dungeons;
            o << ", " << *itguid << ": (" << sLFGMgr->ConcatenateDungeons(dungeons) << ")";
            std::set_intersection(proposalDungeons.begin(), proposalDungeons.end(), dungeons.begin(), dungeons.end(), std::inserter(temporal, temporal.begin()));
            proposalDungeons = temporal;
        }

        if (proposalDungeons.empty())
        {
            sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) No compatible dungeons%s", strGuids.c_str(), o.str().c_str());
            SetCompatibles(strGuids, LFG_INCOMPATIBLES_NO_DUNGEONS);
            return LFG_INCOMPATIBLES_NO_DUNGEONS;
        }
    }
    else
    {
        uint64 gguid = *check.begin();
        const LfgQueueData &queue = QueueDataStore[gguid];
        proposalDungeons = queue.dungeons;
        proposalRoles = queue.roles;
        LFGMgr::CheckGroupRoles(proposalRoles);          // assing new roles
    }

    // Enough players?
    if (numPlayers != MAXGROUPSIZE)
    {
        sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) Compatibles but not enough players(%u)", strGuids.c_str(), numPlayers);
        LfgCompatibilityData data(LFG_COMPATIBLES_WITH_LESS_PLAYERS);
        data.roles = proposalRoles;

        for (LfgGuidList::const_iterator itr = check.begin(); itr != check.end(); ++itr)
            UpdateBestCompatibleInQueue(QueueDataStore.find(*itr), strGuids, data.roles);

        SetCompatibilityData(strGuids, data);
        return LFG_COMPATIBLES_WITH_LESS_PLAYERS;
    }

    proposal.queues = check;
    proposal.isNew = numLfgGroups != 1;

    if (!sLFGMgr->AllQueued(check))
    {
        sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) Group MATCH but can't create proposal!", strGuids.c_str());
        SetCompatibles(strGuids, LFG_COMPATIBLES_BAD_STATES);
        return LFG_COMPATIBLES_BAD_STATES;
    }

    // Create a new proposal
    proposal.cancelTime = time(NULL) + LFG_TIME_PROPOSAL;
    proposal.state = LFG_PROPOSAL_INITIATING;
    proposal.leader = 0;
    proposal.dungeonId = Las::Containers::SelectRandomContainerElement(proposalDungeons);

    bool leader = false;
    for (LfgRolesMap::const_iterator itRoles = proposalRoles.begin(); itRoles != proposalRoles.end(); ++itRoles)
    {
        // Assing new leader
        if (itRoles->second & PLAYER_ROLE_LEADER)
        {
            if (!leader || !proposal.leader || urand(0, 1))
                proposal.leader = itRoles->first;
            leader = true;
        }
        else if (!leader && (!proposal.leader || urand(0, 1)))
            proposal.leader = itRoles->first;

        // Assing player data and roles
        LfgProposalPlayer &data = proposal.players[itRoles->first];
        data.role = itRoles->second;
        data.group = proposalGroups.find(itRoles->first)->second;
        if (!proposal.isNew && data.group && data.group == proposal.group) // Player from existing group, autoaccept
            data.accept = LFG_ANSWER_AGREE;
    }

    // Mark proposal members as not queued (but not remove queue data)
    for (LfgGuidList::const_iterator itQueue = proposal.queues.begin(); itQueue != proposal.queues.end(); ++itQueue)
    {
        uint64 guid = (*itQueue);
        RemoveFromNewQueue(guid);
        RemoveFromCurrentQueue(guid);
    }

    sLFGMgr->AddProposal(proposal);

    sLog->outDebug(LOG_FILTER_LFG, "LFGQueue::CheckCompatibility: (%s) MATCH! Group formed", strGuids.c_str());
    SetCompatibles(strGuids, LFG_COMPATIBLES_MATCH);
    return LFG_COMPATIBLES_MATCH;
}
Пример #2
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);

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

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

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

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

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

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

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

                    data << uint32(qRew->RewItemId[i]);
                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewItemCount[i]);
                }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
Пример #3
0
void WorldSession::SendLfgUpdateProposal(uint32 proposalId, const LfgProposal* pProp)
{
    if (!pProp)
        return;

    uint64 guid = GetPlayer()->GetGUID();
    LfgProposalPlayerMap::const_iterator itPlayer = pProp->players.find(guid);
    if (itPlayer == pProp->players.end())                  // Player MUST be in the proposal
        return;

    LfgProposalPlayer* ppPlayer = itPlayer->second;
    uint32 pLowGroupGuid = ppPlayer->groupLowGuid;
    uint32 dLowGuid = pProp->groupLowGuid;
    uint32 dungeonId = pProp->dungeonId;
    bool isSameDungeon = false;
    bool isContinue = false;
    Group* grp = dLowGuid ? sGroupMgr->GetGroupByGUID(dLowGuid) : NULL;
    uint32 completedEncounters = 0;
    if (grp)
    {
        uint64 gguid = grp->GetGUID();
        isContinue = grp->isLFGGroup() && sLFGMgr->GetState(gguid) != LFG_STATE_FINISHED_DUNGEON;
        isSameDungeon = GetPlayer()->GetGroup() == grp && isContinue;
    }

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PROPOSAL_UPDATE [" UI64FMTD "] state: %u", GetPlayer()->GetGUID(), pProp->state);
    WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + pProp->players.size() * (4 + 1 + 1 + 1 + 1 +1));

    if (!isContinue)                                       // Only show proposal dungeon if it's continue
    {
        LfgDungeonSet playerDungeons = sLFGMgr->GetSelectedDungeons(guid);
        if (playerDungeons.size() == 1)
            dungeonId = (*playerDungeons.begin());
    }

    if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId))
    {
        dungeonId = dungeon->Entry();

        // Select a player inside to be get completed encounters from
        if (grp)
        {
            for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* groupMember = itr->getSource();
                if (groupMember && groupMember->GetMapId() == uint32(dungeon->map))
                {
                    if (InstanceScript* instance = groupMember->GetInstanceScript())
                        completedEncounters = instance->GetCompletedEncounterMask();
                    break;
                }
            }
        }
    }

    data << uint32(dungeonId);                             // Dungeon
    data << uint8(pProp->state);                           // Result state
    data << uint32(proposalId);                            // Internal Proposal ID
    data << uint32(completedEncounters);                   // Bosses killed
    data << uint8(isSameDungeon);                          // Silent (show client window)
    data << uint8(pProp->players.size());                  // Group size

    for (itPlayer = pProp->players.begin(); itPlayer != pProp->players.end(); ++itPlayer)
    {
        ppPlayer = itPlayer->second;
        data << uint32(ppPlayer->role);                    // Role
        data << uint8(itPlayer->first == guid);            // Self player
        if (!ppPlayer->groupLowGuid)                       // Player not it a group
        {
            data << uint8(0);                              // Not in dungeon
            data << uint8(0);                              // Not same group
        }
        else
        {
            data << uint8(ppPlayer->groupLowGuid == dLowGuid);  // In dungeon (silent)
            data << uint8(ppPlayer->groupLowGuid == pLowGroupGuid); // Same Group than player
        }
        data << uint8(ppPlayer->accept != LFG_ANSWER_PENDING); // Answered
        data << uint8(ppPlayer->accept == LFG_ANSWER_AGREE); // Accepted
    }
    SendPacket(&data);
}
Пример #4
0
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
    ASSERT(pRoleCheck);
    LfgDungeonSet dungeons;
    if (pRoleCheck->rDungeonId)
        dungeons.insert(pRoleCheck->rDungeonId);
    else
        dungeons = pRoleCheck->dungeons;

    ObjectGuid unkGuid = 0;

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

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

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

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

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

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

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

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

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

    SendPacket(&data);
}
Пример #5
0
void WorldSession::SendLfgUpdateProposal(uint32 proposalId, const LfgProposal* pProp)
{
    if (!pProp)
        return;

    uint64 guid = GetPlayer()->GetGUID();
    LfgProposalPlayerMap::const_iterator itPlayer = pProp->players.find(guid);
    if (itPlayer == pProp->players.end())                  // Player MUST be in the proposal
        return;

    LfgProposalPlayer* ppPlayer = itPlayer->second;
    uint32 pLowGroupGuid = ppPlayer->groupLowGuid;
    uint32 dLowGuid = pProp->groupLowGuid;
    uint32 dungeonId = pProp->dungeonId;
    bool isSameDungeon = false;
    bool isContinue = false;
    Group* grp = dLowGuid ? sGroupMgr->GetGroupByGUID(dLowGuid) : NULL;
    uint32 completedEncounters = 0;
    if (grp)
    {
        uint64 gguid = grp->GetGUID();
        isContinue = grp->isLFGGroup() && sLFGMgr->GetState(gguid) != LFG_STATE_FINISHED_DUNGEON;
        isSameDungeon = GetPlayer()->GetGroup() == grp && isContinue;
    }

    sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PROPOSAL_UPDATE [" UI64FMTD "] state: %u", GetPlayer()->GetGUID(), pProp->state);
    WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + pProp->players.size() * (4 + 1 + 1 + 1 + 1 +1));

    if (!isContinue)                                       // Only show proposal dungeon if it's continue
    {
        LfgDungeonSet playerDungeons = sLFGMgr->GetSelectedDungeons(guid);
        if (playerDungeons.size() == 1)
            dungeonId = (*playerDungeons.begin());
    }

    if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId))
    {
        dungeonId = dungeon->Entry();

        // Select a player inside to be get completed encounters from
        if (grp)
        {
            for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* groupMember = itr->getSource();
                if (groupMember && groupMember->GetMapId() == uint32(dungeon->map))
                {
                    if (InstanceScript* instance = groupMember->GetInstanceScript())
                        completedEncounters = instance->GetCompletedEncounterMask();
                    break;
                }
            }
        }
    }

    ObjectGuid playerGUID = guid;
    ObjectGuid InstanceSaveGUID = MAKE_NEW_GUID(dungeonId, 0, HIGHGUID_INSTANCE_SAVE);

    data << uint32(0);
    data << uint32(dungeonId);
    data << uint32(completedEncounters);
    data << uint32(0x03);
    data << uint32(proposalId);
    data << uint32(getMSTime());
    data << uint8(pProp->state);

    data.WriteBit(playerGUID[4]);
    data.WriteBit(isSameDungeon);
    data.WriteBit(playerGUID[2]);
    data.WriteBit(playerGUID[0]);
    data.WriteBits(pProp->players.size(), 21);
    for (itPlayer = pProp->players.begin(); itPlayer != pProp->players.end(); ++itPlayer)
    {
        bool inDungeon = false;
        bool inSameGroup = false;

        if (itPlayer->second->groupLowGuid)
        {
            inDungeon = itPlayer->second->groupLowGuid == dLowGuid;
            inSameGroup = itPlayer->second->groupLowGuid == pLowGroupGuid;
        }

        data.WriteBit(itPlayer->first == guid);                         // Self player
        data.WriteBit(itPlayer->second->accept != LFG_ANSWER_PENDING);   // Answered
        data.WriteBit(inDungeon);                                       // In dungeon (silent)
        data.WriteBit(inSameGroup);                                     // Same Group than player
        data.WriteBit(itPlayer->second->accept == LFG_ANSWER_AGREE);    // Accepted
    }
    data.WriteBit(playerGUID[5]);
    data.WriteBit(InstanceSaveGUID[7]);
    data.WriteBit(InstanceSaveGUID[4]);
    data.WriteBit(playerGUID[1]);
    data.WriteBit(InstanceSaveGUID[6]);
    data.WriteBit(InstanceSaveGUID[0]);
    data.WriteBit(InstanceSaveGUID[1]);
    data.WriteBit(playerGUID[6]);
    data.WriteBit(playerGUID[3]);
    data.WriteBit(InstanceSaveGUID[3]);
    data.WriteBit(InstanceSaveGUID[2]);
    data.WriteBit(isContinue);
    data.WriteBit(playerGUID[7]);
    data.WriteBit(InstanceSaveGUID[5]);
    data.FlushBits();
    data.WriteByteSeq(InstanceSaveGUID[3]);
    data.WriteByteSeq(InstanceSaveGUID[0]);
    data.WriteByteSeq(playerGUID[2]);
    data.WriteByteSeq(playerGUID[3]);
    data.WriteByteSeq(playerGUID[1]);
    data.WriteByteSeq(playerGUID[4]);
    data.WriteByteSeq(InstanceSaveGUID[6]);
    data.WriteByteSeq(InstanceSaveGUID[4]);
    data.WriteByteSeq(InstanceSaveGUID[1]);
    data.WriteByteSeq(InstanceSaveGUID[5]);
    data.WriteByteSeq(playerGUID[6]);
    for (itPlayer = pProp->players.begin(); itPlayer != pProp->players.end(); ++itPlayer)
        data << uint32(itPlayer->second->role);
    data.WriteByteSeq(InstanceSaveGUID[2]);
    data.WriteByteSeq(playerGUID[7]);
    data.WriteByteSeq(playerGUID[0]);
    data.WriteByteSeq(InstanceSaveGUID[7]);
    data.WriteByteSeq(playerGUID[5]);

    SendPacket(&data);
}
Пример #6
0
void WorldSession::HandleLfgLockInfoRequestOpcode(WorldPacket& recvData)
{
    uint8 value;
    bool groupPacket;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            data << uint32(0);

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

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

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

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

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

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

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

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

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

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

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

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

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

    SendPacket(&data);
}
Пример #7
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recvData)
{
    uint32 numDungeons;
    uint32 dungeon;
    uint32 roles;
    uint8 length = 0;
    uint8 unk8 = 0;
    bool unkbit = false;

    recvData >> unk8;

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

    recvData >> roles;

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

    recvData.FlushBits();

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

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

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

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

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

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

    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFG_JOIN [" UI64FMTD "] roles: %u, Dungeons: %u, Comment: %s", GetPlayer()->GetGUID(), roles, uint8(newDungeons.size()), comment.c_str());
    sLFGMgr->Join(GetPlayer(), uint8(roles), newDungeons, comment);
}
Пример #8
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/)
{
    ObjectGuid guid = _player->GetObjectGuid();
    sLog.outDebug( "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",
        guid.GetString().c_str());

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
Пример #9
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket &recv_data)
{
    if (!sWorld.getBoolConfig(CONFIG_DUNGEON_FINDER_ENABLE))
    {
        recv_data.rpos(recv_data.wpos());
        sLog.outDebug("CMSG_LFG_JOIN [" UI64FMTD "] Dungeon finder disabled", GetPlayer()->GetGUID());
        return;
    }

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

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

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

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

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

    recv_data >> comment;

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

    if (!isRandomDungeon || !isCurrentDungeon)              // is not offer to continue - clear old dungeons and use new dungeons
    {
        dungeons->clear();
        for (LfgDungeonSet::const_iterator it = newDungeons.begin(); it != newDungeons.end(); ++it)
            dungeons->insert(*it);
    }
    GetPlayer()->SetLfgRoles(uint8(roles));
    GetPlayer()->SetLfgComment(comment);
    sLog.outDebug("CMSG_LFG_JOIN [" UI64FMTD "] as group: %u - Dungeons: %u", GetPlayer()->GetGUID(), grp ? 1 : 0, uint8(newDungeons.size()));
    newDungeons.clear();
    sLFGMgr.Join(GetPlayer());
}
Пример #10
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket &/*recv_data*/)
{
    sLog.outDebug("CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", GetPlayer()->GetGUID());
    uint32 rsize = 0;
    uint32 lsize = 0;
    LfgDungeonSet* randomlist = sLFGMgr.GetRandomDungeons(GetPlayer()->getLevel(), GetPlayer()->GetSession()->Expansion());
    LfgLockStatusSet* lockSet = sLFGMgr.GetPlayerLockStatusDungeons(GetPlayer());

    if (randomlist)
        rsize = randomlist->size();

    if (lockSet)
        lsize = lockSet->size();

    sLog.outDebug("SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", GetPlayer()->GetGUID());
    WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
    if (!randomlist)
        data << uint8(0);
    else
    {
        LfgReward const* reward = NULL;
        Quest const* qRew = NULL;
        uint8 done;

        data << uint8(randomlist->size());                  // Random Dungeon count
        for (LfgDungeonSet::iterator it = randomlist->begin(); it != randomlist->end(); ++it)
        {
            data << uint32(*it);                            // Entry
            reward = sLFGMgr.GetRandomDungeonReward(*it, GetPlayer()->getLevel());
            qRew = NULL;
            if (reward)
            {
                qRew = sObjectMgr.GetQuestTemplate(reward->reward[0].questId);
                if (qRew)
                {
                    done = !GetPlayer()->CanRewardQuest(qRew,false);
                    if (done)
                        qRew = sObjectMgr.GetQuestTemplate(reward->reward[1].questId);
                }

            }
            if (qRew)
            {
                data << uint8(done);
                data << uint32(qRew->GetRewOrReqMoney());
                data << uint32(qRew->XPValue(GetPlayer()));
                data << uint32(reward->reward[done].variableMoney);
                data << uint32(reward->reward[done].variableXP);
                data << uint8(qRew->GetRewItemsCount());
                if (qRew->GetRewItemsCount())
                {
                    ItemPrototype const* iProto = NULL;
                    for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                    {
                        if (!qRew->RewItemId[i])
                            continue;

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

                        data << uint32(qRew->RewItemId[i]);
                        data << uint32(iProto ? iProto->DisplayInfoID : 0);
                        data << uint32(qRew->RewItemCount[i]);
                    }
                }
            }
            else
            {
                data << uint8(0);
                data << uint32(0);
                data << uint32(0);
                data << uint32(0);
                data << uint32(0);
                data << uint8(0);
            }
        }
        randomlist->clear();
        delete randomlist;
    }
    BuildPlayerLockDungeonBlock(data, lockSet);
    SendPacket(&data);
}
Пример #11
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_LFG, "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",
                   GetPlayerInfo().c_str());

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

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

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

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

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

        if (quest)
        {
            data << uint8(done);
            data << uint32(quest->GetRewOrReqMoney());
            data << uint32(quest->XPValue(GetPlayer()));
            data << uint32(0);
            data << uint32(0);
            data << uint8(quest->GetRewItemsCount());
            if (quest->GetRewItemsCount())
            {
                for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
                    if (uint32 itemId = quest->RewardItemId[i])
                    {
                        ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);
                        data << uint32(itemId);
                        data << uint32(item ? item->DisplayInfoID : 0);
                        data << uint32(quest->RewardItemIdCount[i]);
                    }
            }
        }
        else
        {
            data << uint8(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint32(0);
            data << uint8(0);
        }
    }
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}
Пример #12
0
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
    uint64 guid = GetPlayer()->GetGUID();
    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);

    // Get Random dungeons that can be done at a certain level and expansion
    // FIXME - Should return seasonals (when not disabled)
    LfgDungeonSet randomDungeons;
    uint8 level = GetPlayer()->getLevel();
    uint8 expansion = GetPlayer()->GetSession()->Expansion();
    for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
    {
		LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
        if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&
            dungeon->minlevel <= -1 && 9999 <= dungeon->maxlevel)
            randomDungeons.insert(dungeon->Entry());
    }

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

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

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

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

                    data << uint32(qRew->RewardItemId[i]);
                    data << uint32(iProto ? iProto->DisplayInfoID : 0);
                    data << uint32(qRew->RewardItemIdCount[i]);
                }
            }
        }
    }
}
	//隐蔽可取消锁定低级副本
    BuildPlayerLockDungeonBlock(data, lock);
    SendPacket(&data);
}