Пример #1
0
int32 Item::AddEnchantment( EnchantEntry* Enchantment, uint32 Duration, bool Perm /* = false */, bool apply /* = true */, bool RemoveAtLogout /* = false */, uint32 Slot_, uint32 RandomSuffix )
{
	int32 Slot = Slot_;
	m_isDirty = true;

/*
	if(Perm)
	{
		if(Slot_)
		{
			Slot=Slot_;
		}
		else
        {
			Slot = FindFreeEnchantSlot(Enchantment);
        }
	}
	else
	{
		if(Enchantment->EnchantGroups > 1) // replaceable temp enchants
		{
			Slot = 1;
			RemoveEnchantment(1);
		}
		else
		{
			Slot = FindFreeEnchantSlot(Enchantment);*/
			/*
			Slot = Enchantment->type ? 3 : 0;
			 //that's 's code
			for(uint32 Index = ITEM_FIELD_ENCHANTMENT_09; Index < ITEM_FIELD_ENCHANTMENT_32; Index += 3)
			{
				if(m_uint32Values[Index] == 0) break;;	
				++Slot;
			}

			//Slot = FindFreeEnchantSlot(Enchantment);
			// reach max of temp enchants
			if(Slot >= 11) return -1;
			*/
		/*}
	}   
*/

	// Create the enchantment struct.
	EnchantmentInstance Instance;
	Instance.ApplyTime = UNIXTIME;
	Instance.BonusApplied = false;
	Instance.Slot = Slot;
	Instance.Enchantment = Enchantment;
	Instance.Duration = Duration;
	Instance.RemoveAtLogout = RemoveAtLogout;
	Instance.RandomSuffix = RandomSuffix;

	// Set the enchantment in the item fields.
	uint32 EnchantBase = Slot * 3 + ITEM_FIELD_ENCHANTMENT_1_1;
	SetUInt32Value( EnchantBase, Enchantment->Id );
	SetUInt32Value( EnchantBase + 1, (uint32)Instance.ApplyTime );
	SetUInt32Value( EnchantBase + 2, 0 ); // charges

	// Add it to our map.
	Enchantments[Slot] = Instance;

	if( m_owner == NULL )
		return Slot;

	Player* owner = m_owner;

	// Add the removal event.
	if( Duration )
	{
		sEventMgr.AddEvent( TO_ITEM(this), &Item::RemoveEnchantment, uint32(Slot), EVENT_REMOVE_ENCHANTMENT1 + Slot, Duration * 1000, 1, 0 );
	}

	// No need to send the log packet, if the owner isn't in world (we're still loading)
	if( !owner->IsInWorld() )
		return Slot;

	if( apply )
	{
		WorldPacket EnchantLog( SMSG_ENCHANTMENTLOG, 25 );
		EnchantLog << m_owner->GetGUID();
		EnchantLog << m_owner->GetGUID();
		EnchantLog << m_uint32Values[OBJECT_FIELD_ENTRY];
		EnchantLog << Enchantment->Id;
		EnchantLog << uint8(0);
		owner->GetSession()->SendPacket( &EnchantLog );

		if( owner->GetTradeTarget() )
		{
			owner->SendTradeUpdate();
		}
	
		/* Only apply the enchantment bonus if we're equipped */
		uint8 slot = m_owner->GetItemInterface()->GetInventorySlotByGuid( GetGUID() );
		if( slot > EQUIPMENT_SLOT_START && slot < EQUIPMENT_SLOT_END )
            ApplyEnchantmentBonus( Slot, APPLY );
	}

	owner->SaveToDB(false);
	return Slot;
}
Пример #2
0
void WorldSession::SendLfgUpdateList(uint32 dungeonID)
{
    if (!sWorld.getConfig(CONFIG_BOOL_LFR_ENABLE))
    {
        DEBUG_LOG("SendLfgUpdateList %u failed - Raid finder disabled", GetPlayer()->GetObjectGuid().GetCounter());
        return;
    }

    DEBUG_LOG("SMSG_LFG_SEARCH_RESULTS %u dungeonentry: %u ", GetPlayer()->GetObjectGuid().GetCounter(), dungeonID);

    LFGDungeonEntry const* dungeon = sLFGMgr.GetDungeon(dungeonID);

    if (!dungeon)
        return;

    Team team = sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GROUP) ? TEAM_NONE : GetPlayer()->GetTeam();

    GuidSet groups = sLFGMgr.GetDungeonGroupQueue(dungeon, team);
    GuidSet players = sLFGMgr.GetDungeonPlayerQueue(dungeon, team);

    uint32 groupCount = groups.size();
    uint32 groupSize = 4+4;

    for (GuidSet::const_iterator itr = groups.begin(); itr != groups.end(); ++itr)
    {
        Group* pGroup   = sObjectMgr.GetGroup(*itr);
        if (!pGroup)
            continue;

        Player* pLeader = sObjectMgr.GetPlayer(pGroup->GetLeaderGuid());
        if (!pLeader)
            continue;

        sLFGMgr.GetLFGPlayerState(pLeader->GetObjectGuid())->AddFlags(LFG_MEMBER_FLAG_CHARINFO |
                                        LFG_MEMBER_FLAG_COMMENT |
                                        LFG_MEMBER_FLAG_GROUPLEADER |
                                        LFG_MEMBER_FLAG_GROUPGUID |
                                        LFG_MEMBER_FLAG_ROLES |
                                        LFG_MEMBER_FLAG_AREA  |
                                        LFG_MEMBER_FLAG_STATUS  |
                                        LFG_MEMBER_FLAG_BIND);

        uint32 flags = sLFGMgr.GetLFGPlayerState(pLeader->GetObjectGuid())->GetFlags();

        if (flags & LFG_MEMBER_FLAG_COMMENT)
            groupSize += sLFGMgr.GetLFGPlayerState(pLeader->GetObjectGuid())->GetComment().size()+1;
        if (flags & LFG_MEMBER_FLAG_ROLES)
            groupSize +=3;
        if (flags & LFG_MEMBER_FLAG_BIND)
            groupSize += (8+4);

        players.insert(*itr);

        for (GroupReference *itr2 = pGroup->GetFirstMember(); itr2 != NULL; itr2 = itr2->next())
        {
            Player* player = itr2->getSource();

            if (!player || player == pLeader)
                continue;

            sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->AddFlags(LFG_MEMBER_FLAG_GROUPLEADER |
                                        LFG_MEMBER_FLAG_GROUPGUID |
                                        LFG_MEMBER_FLAG_STATUS);

            sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->RemoveFlags(LFG_MEMBER_FLAG_CHARINFO |
                                        LFG_MEMBER_FLAG_COMMENT |
                                        LFG_MEMBER_FLAG_ROLES |
                                        LFG_MEMBER_FLAG_AREA  |
                                        LFG_MEMBER_FLAG_BIND);
            players.insert(player->GetObjectGuid());
        }

    }

    uint32 playerCount = players.size();
    uint32 playerSize = 4+4;

    uint32 guidsSize = 0;
    GuidSet playersUpdated;
    playersUpdated.clear();

    for(GuidSet::const_iterator itr = players.begin(); itr != players.end(); ++itr)
    {
        Player* player   = sObjectMgr.GetPlayer(*itr);

        if (!player || !player->IsInWorld())
            continue;

        uint32 flags = sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->GetFlags();

        playerSize += (8+4);

        if (flags &  LFG_MEMBER_FLAG_CHARINFO)
            playerSize += (1+1+1+3+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4+4);

        if (flags & LFG_MEMBER_FLAG_COMMENT)
            playerSize += sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->GetComment().size()+1;         // comment

        if (flags & LFG_MEMBER_FLAG_GROUPLEADER)
            playerSize += 1;

        if (flags & LFG_MEMBER_FLAG_GROUPGUID)
            playerSize += 8;

        if (flags & LFG_MEMBER_FLAG_ROLES)
            playerSize += 1;

        if (flags & LFG_MEMBER_FLAG_AREA)
            playerSize += 4;

        if (flags & LFG_MEMBER_FLAG_STATUS)
            playerSize += 1;

        if (flags & LFG_MEMBER_FLAG_BIND)
            playerSize += (8+4);

        if (flags & LFG_MEMBER_FLAG_UPDATE)
        {
            sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->RemoveFlags(LFG_MEMBER_FLAG_UPDATE);
            playersUpdated.insert(player->GetObjectGuid());
            guidsSize += 8;
        }

    }

    WorldPacket data(SMSG_LFG_SEARCH_RESULTS, 4 + 4 + 1 + groupSize + playerSize + guidsSize);

    data << uint32(dungeon->type);                           // type
    data << uint32(dungeon->Entry());                        // entry from LFGDungeons.dbc

    if (!playersUpdated.empty())
    {
        data << uint8(playersUpdated.size());
        for (GuidSet::const_iterator itr = playersUpdated.begin(); itr != playersUpdated.end(); ++itr)
        {
            data << *itr;                                 // player guid
        }
    }
    else
        data << uint8(0);


    if (!groups.empty())
    {
        data << uint32(groupCount);                          // groups count
        data << uint32(groupCount);                          // groups count2

        for (GuidSet::const_iterator itr = groups.begin(); itr != groups.end(); ++itr)
        {
            Group* group   = sObjectMgr.GetGroup(*itr);
            if (!group)
                continue;

            Player* leader = sObjectMgr.GetPlayer(group->GetLeaderGuid());

            uint32 flags = sLFGMgr.GetLFGPlayerState(leader->GetObjectGuid())->GetFlags();

            data << group->GetObjectGuid();

            data << flags;

            if (flags & LFG_MEMBER_FLAG_COMMENT)
            {
                data << sLFGMgr.GetLFGPlayerState(leader->GetObjectGuid())->GetComment().c_str();
            }

            if (flags & LFG_MEMBER_FLAG_ROLES)
            {
                for (int i = 0; i < 3; ++i)
                {
                // need implement function for roles count calculation. or not need?
                    data << uint8(0);
                }
            }

            if (flags & LFG_MEMBER_FLAG_BIND)
            {
                ObjectGuid instanceGuid;
                uint32 encounters = 0;
                if (InstancePlayerBind* bind = leader->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty)))
                {
                    if (DungeonPersistentState* state = bind->state)
                    {
                        instanceGuid = state->GetInstanceGuid();
                        encounters = state->GetCompletedEncountersMask();
                    }
                }
                data << instanceGuid;
                data << encounters;
            }
        }
    }
    else
    {
        data << uint32(0);
        data << uint32(0);                                       // groups count2
    }


    if (!players.empty())
    {
        data << uint32(playerCount);                           // players count
        data << uint32(playerCount);                           // players count 2

        for(GuidSet::const_iterator itr = players.begin(); itr != players.end(); ++itr)
        {
            Player* player   = sObjectMgr.GetPlayer(*itr);

            if (!player || !player->IsInWorld())
                continue;

            uint32 flags = sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->GetFlags();

            data << *itr;                                         // guid

            data << flags;                                        // flags

            if (flags &  LFG_MEMBER_FLAG_CHARINFO)                // charinfo
            {
                data << uint8(player->getLevel());
                data << uint8(player->getClass());
                data << uint8(player->getRace());

                for(int i = 0; i < 3; ++i)
                    data << uint8(player->GetTalentsCount(i));                                      // spent talents count in specific tab

                data << uint32(player->GetArmor());                                                 // armor
                data << uint32(player->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_SPELL));          // spd
                data << uint32(player->SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_SPELL));         // heal
                data << uint32(player->GetRatingBonusValue(CR_CRIT_MELEE));                         // crit rating melee
                data << uint32(player->GetRatingBonusValue(CR_CRIT_RANGED));                        // crit rating ranged
                data << uint32(player->GetRatingBonusValue(CR_CRIT_SPELL));                         // crit rating spell
                data << float(player->GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER)*5);                             // mp5
                data << float(player->GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER)*5);                 // unk
                data << uint32(player->GetTotalAttackPowerValue(BASE_ATTACK));                      // attack power
                data << uint32(player->GetTotalStatValue(STAT_AGILITY));                            // agility
                data << uint32(player->GetMaxHealth());                                             // health
                data << uint32(player->GetMaxPower(player->GetPowerType()));                        // power
                data << uint32(player->GetFreeTalentPoints());                                      // free talent points (TOM_RUS)
                data << float(0);                                                                   // unk
                data << uint32(player->GetRatingBonusValue(CR_DEFENSE_SKILL));                      // defence rating
                data << uint32(player->GetRatingBonusValue(CR_DODGE));                              // dodge rating
                data << uint32(player->GetRatingBonusValue(CR_BLOCK));                              // block rating
                data << uint32(player->GetRatingBonusValue(CR_PARRY));                              // parry rating
                data << uint32(player->GetRatingBonusValue(CR_HASTE_MELEE));                        // crit rating
                data << uint32(player->GetRatingBonusValue(CR_EXPERTISE));                          // expertize
            }

            if (flags & LFG_MEMBER_FLAG_COMMENT)
                data << sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->GetComment().c_str();         // comment

            if (flags & LFG_MEMBER_FLAG_GROUPLEADER)                         // Group leader flag
            {
                bool isLeader = false;
                if (Group* group = player->GetGroup())
                    if (player->GetObjectGuid() == group->GetLeaderGuid())
                        isLeader = true;

                data << uint8(isLeader);
            }

            if (flags & LFG_MEMBER_FLAG_GROUPGUID)                          // Group guid
            {
                ObjectGuid groupGuid = ObjectGuid();
                if (Group* group = player->GetGroup())
                    groupGuid = group->GetObjectGuid();

                data << groupGuid;
            }

            if (flags & LFG_MEMBER_FLAG_ROLES)                              // rolesMask
                data << uint8(sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->GetRoles());

            if (flags & LFG_MEMBER_FLAG_AREA)                               // Area
                data << uint32(player->GetAreaId());

            if (flags & LFG_MEMBER_FLAG_STATUS)                             // status
                data << uint8(0);

            if (flags & LFG_MEMBER_FLAG_BIND)
            {
                ObjectGuid instanceGuid;
                uint32 encounters = 0;
                if (InstancePlayerBind* bind = player->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty)))
                {
                    if (DungeonPersistentState* state = bind->state)
                    {
                        instanceGuid = state->GetInstanceGuid();
                        encounters = state->GetCompletedEncountersMask();
                    }
                }
                data << instanceGuid;
                data << encounters;
            }

        }
    }
    else
    {
        data << uint32(0);                                          // players count
        data << uint32(0);                                          // unk
    }
    SendPacket(&data);
}
Пример #3
0
void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {   // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
                    go->SetLootState(GO_JUST_DEACTIVATED);
                else
                    go->SetLootState(GO_READY);
            }
            else
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED, player);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
                loot->roundRobinPlayer = 0;
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemTemplate const* proto = pItem->GetTemplate();

        // destroy only 5 items from stack in case prospecting and milling
        if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if (count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
        {
            // Only delete item if no loot or money (unlooted loot is saved to db) or if it isn't an openable item
            if (pItem->loot.isLooted() || !(proto->Flags & ITEM_PROTO_FLAG_OPENABLE))
                player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        }
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &creature->loot;
        if (loot->isLooted())
        {
            creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);

            // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
            if (!creature->IsAlive())
                creature->AllLootRemovedFromCorpse();

            loot->clear();
        }
        else
        {
            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                loot->roundRobinPlayer = 0;

                if (Group* group = player->GetGroup())
                {
                    group->SendLooter(creature, NULL);

                    // force update of dynamic flags, otherwise other group's players still not able to loot.
                    creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
                }
            }
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Пример #4
0
void WorldSession::HandleWhoOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_WHO");
    // recv_data.hexlike();

    uint32 level_min, level_max, racemask, classmask, zones_count, str_count;
    uint32 zoneids[10];                                     // 10 is client limit
    std::string player_name, guild_name;

    recv_data >> level_min;                                 // maximal player level, default 0
    recv_data >> level_max;                                 // minimal player level, default 100 (MAX_LEVEL)
    recv_data >> player_name;                               // player name, case sensitive...

    recv_data >> guild_name;                                // guild name, case sensitive...

    recv_data >> racemask;                                  // race mask
    recv_data >> classmask;                                 // class mask
    recv_data >> zones_count;                               // zones count, client limit=10 (2.0.10)

    if (zones_count > 10)
        return;                                             // can't be received from real client or broken packet

    for (uint32 i = 0; i < zones_count; ++i)
    {
        uint32 temp;
        recv_data >> temp;                                  // zone id, 0 if zone is unknown...
        zoneids[i] = temp;
        DEBUG_LOG("Zone %u: %u", i, zoneids[i]);
    }

    recv_data >> str_count;                                 // user entered strings count, client limit=4 (checked on 2.0.10)

    if (str_count > 4)
        return;                                             // can't be received from real client or broken packet

    DEBUG_LOG("Minlvl %u, maxlvl %u, name %s, guild %s, racemask %u, classmask %u, zones %u, strings %u", level_min, level_max, player_name.c_str(), guild_name.c_str(), racemask, classmask, zones_count, str_count);

    std::wstring str[4];                                    // 4 is client limit
    for (uint32 i = 0; i < str_count; ++i)
    {
        std::string temp;
        recv_data >> temp;                                  // user entered string, it used as universal search pattern(guild+player name)?

        if (!Utf8toWStr(temp, str[i]))
            continue;

        wstrToLower(str[i]);

        DEBUG_LOG("String %u: %s", i, temp.c_str());
    }

    std::wstring wplayer_name;
    std::wstring wguild_name;
    if (!(Utf8toWStr(player_name, wplayer_name) && Utf8toWStr(guild_name, wguild_name)))
        return;
    wstrToLower(wplayer_name);
    wstrToLower(wguild_name);

    // client send in case not set max level value 100 but mangos support 255 max level,
    // update it to show GMs with characters after 100 level
    if (level_max >= MAX_LEVEL)
        level_max = STRONG_MAX_LEVEL;

    Team team = _player->GetTeam();
    AccountTypes security = GetSecurity();
    bool allowTwoSideWhoList = sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_WHO_LIST);
    AccountTypes gmLevelInWhoList = (AccountTypes)sWorld.getConfig(CONFIG_UINT32_GM_LEVEL_IN_WHO_LIST);

    uint32 matchcount = 0;
    uint32 displaycount = 0;

    WorldPacket data(SMSG_WHO, 50);                         // guess size
    data << uint32(matchcount);                             // placeholder, count of players matching criteria
    data << uint32(displaycount);                           // placeholder, count of players displayed

    // TODO: Guard Player map
    HashMapHolder<Player>::MapType& m = sObjectAccessor.GetPlayers();
    for (HashMapHolder<Player>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
    {
        Player* pl = itr->second;

        if (security == SEC_PLAYER)
        {
            // player can see member of other team only if CONFIG_BOOL_ALLOW_TWO_SIDE_WHO_LIST
            if (pl->GetTeam() != team && !allowTwoSideWhoList)
                continue;

            // player can see MODERATOR, GAME MASTER, ADMINISTRATOR only if CONFIG_GM_IN_WHO_LIST
            if (pl->GetSession()->GetSecurity() > gmLevelInWhoList)
                continue;
        }

        // do not process players which are not in world
        if (!pl->IsInWorld())
            continue;

        // check if target is globally visible for player
        if (!pl->IsVisibleGloballyFor(_player))
            continue;

        // check if target's level is in level range
        uint32 lvl = pl->getLevel();
        if (lvl < level_min || lvl > level_max)
            continue;

        // check if class matches classmask
        uint32 class_ = pl->getClass();
        if (!(classmask & (1 << class_)))
            continue;

        // check if race matches racemask
        uint32 race = pl->getRace();
        if (!(racemask & (1 << race)))
            continue;

        uint32 pzoneid = pl->GetZoneId();
        uint8 gender = pl->getGender();

        bool z_show = true;
        for (uint32 i = 0; i < zones_count; ++i)
        {
            if (zoneids[i] == pzoneid)
            {
                z_show = true;
                break;
            }

            z_show = false;
        }
        if (!z_show)
            continue;

        std::string pname = pl->GetName();
        std::wstring wpname;
        if (!Utf8toWStr(pname, wpname))
            continue;
        wstrToLower(wpname);

        if (!(wplayer_name.empty() || wpname.find(wplayer_name) != std::wstring::npos))
            continue;

        std::string gname = sGuildMgr.GetGuildNameById(pl->GetGuildId());
        std::wstring wgname;
        if (!Utf8toWStr(gname, wgname))
            continue;
        wstrToLower(wgname);

        if (!(wguild_name.empty() || wgname.find(wguild_name) != std::wstring::npos))
            continue;

        std::string aname;
        if (AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(pzoneid))
            aname = areaEntry->area_name[GetSessionDbcLocale()];

        bool s_show = true;
        for (uint32 i = 0; i < str_count; ++i)
        {
            if (!str[i].empty())
            {
                if (wgname.find(str[i]) != std::wstring::npos ||
                        wpname.find(str[i]) != std::wstring::npos ||
                        Utf8FitTo(aname, str[i]))
                {
                    s_show = true;
                    break;
                }
                s_show = false;
            }
        }
        if (!s_show)
            continue;

        // 49 is maximum player count sent to client
        ++matchcount;
        if (matchcount > 49)
            continue;

        ++displaycount;

        data << pname;                                      // player name
        data << gname;                                      // guild name
        data << uint32(lvl);                                // player level
        data << uint32(class_);                             // player class
        data << uint32(race);                               // player race
        data << uint8(gender);                              // player gender
        data << uint32(pzoneid);                            // player zone id
    }

    data.put(0, displaycount);                              // insert right count, count displayed
    data.put(4, matchcount);                                // insert right count, count of matches

    SendPacket(&data);
    DEBUG_LOG("WORLD: Send SMSG_WHO Message");
}
Пример #5
0
void WorldSession::HandleAcceptTrade(WorldPacket & recv_data)
{
	if(!_player->IsInWorld() || _player->mTradeTarget == 0)
		return;

	uint32 TradeStatus = TRADE_STATUS_ACCEPTED;

	Player* pTarget = _player->GetTradeTarget();
	if(pTarget == NULL || !pTarget->IsInWorld())
		TradeStatus = TRADE_STATUS_PLAYER_NOT_FOUND;

	// Tell the other player we're green.
	if(pTarget->m_session && pTarget->m_session->GetSocket())
		pTarget->m_session->SendTradeStatus(TradeStatus);

	_player->mTradeStatus = TradeStatus;

	//Both sides accepted? Let's trade!
	if(_player->mTradeStatus == TRADE_STATUS_ACCEPTED && pTarget->mTradeStatus == TRADE_STATUS_ACCEPTED)
	{
		// Ready!
		uint32 ItemCount = 0;
		uint32 TargetItemCount = 0;
		Item* pItem;

		// Count items on both sides, check if bags are empty.
		for(uint32 Index = 0; Index < 6; ++Index)
		{
			if(_player->mTradeItems[Index] != NULL)
			{
				pItem = _player->mTradeItems[Index];
				if( pItem != NULL && pItem->IsContainer() && TO_CONTAINER(pItem)->HasItems())
				{
					sCheatLog.writefromsession(this, "%s involved in bag-trick trade with %s", _player->GetName(),pTarget->GetName());
					_player->GetItemInterface()->BuildInventoryChangeError(	pItem, NULL, INV_ERR_CANT_TRADE_EQUIP_BAGS);
					TradeStatus = TRADE_STATUS_CANCELLED;
					break;
				}
				else
					++ItemCount;
			}
			if(pTarget->mTradeItems[Index] != NULL)
			{
				pItem = pTarget->mTradeItems[Index];
				if( pItem != NULL && pItem->IsContainer() && TO_CONTAINER(pItem)->HasItems() )
				{
					sCheatLog.writefromsession(this, "%s involved in bag-trick trade with %s.", pTarget->GetName(),_player->GetName());
					pTarget->GetItemInterface()->BuildInventoryChangeError(	pItem, NULL, INV_ERR_CANT_TRADE_EQUIP_BAGS);
					TradeStatus = TRADE_STATUS_CANCELLED;
					break;
				}
				else
					++TargetItemCount;
			}
		}
		//Do we have something to trade?
		if( ItemCount == 0 && TargetItemCount == 0 && _player->mTradeGold == 0 && pTarget->mTradeGold == 0 )
			TradeStatus = TRADE_STATUS_CANCELLED;
		//Do we have enough free slots on both sides?
		else if((_player->m_ItemInterface->CalculateFreeSlots(NULL) + ItemCount) < TargetItemCount || (pTarget->m_ItemInterface->CalculateFreeSlots(NULL) + TargetItemCount) < ItemCount )
			TradeStatus = TRADE_STATUS_CANCELLED;
		//Everything still ok?
		else if(TradeStatus == TRADE_STATUS_ACCEPTED)
		{
			uint64 Guid;
			
			//Swapp 6 itemslots (7th will not trade)
			for(uint32 Index = 0; Index < 6; ++Index)
			{
				Guid = _player->mTradeItems[Index] ? _player->mTradeItems[Index]->GetGUID() : 0;
				if(Guid != 0)
				{
					if( _player->mTradeItems[Index]->IsSoulbound())
						_player->GetItemInterface()->BuildInventoryChangeError(	_player->mTradeItems[Index], NULL, INV_ERR_CANNOT_TRADE_THAT);
					else
					{
						//Remove from player
						pItem = _player->m_ItemInterface->SafeRemoveAndRetreiveItemByGuidRemoveStats(Guid, true);

						//and add to pTarget
						if(pItem != NULL)
						{
							pItem->SetOwner(pTarget);
							if( !pTarget->m_ItemInterface->AddItemToFreeSlot(pItem) )
							{
								pItem->Destructor();
								pItem = NULL;
							}
						}

						if(GetPermissionCount()>0 || pTarget->GetSession()->GetPermissionCount()>0)
							sGMLog.writefromsession(this, "trade item %s with %s (soulbound = %d)", _player->mTradeItems[Index]->GetProto()->Name1, pTarget->GetName());
					}
				}

				Guid = pTarget->mTradeItems[Index] ? pTarget->mTradeItems[Index]->GetGUID() : 0;
				if(Guid != 0)
				{
					if( pTarget->mTradeItems[Index]->IsSoulbound())
						pTarget->GetItemInterface()->BuildInventoryChangeError(	pTarget->mTradeItems[Index], NULL, INV_ERR_CANNOT_TRADE_THAT);
					else
					{
						//Remove from pTarget
						pItem = pTarget->m_ItemInterface->SafeRemoveAndRetreiveItemByGuidRemoveStats(Guid, true);

						//and add to initiator
						if(pItem != NULL)
						{
							pItem->SetOwner(_player);
							if( !_player->m_ItemInterface->AddItemToFreeSlot(pItem) )
							{
								pItem->Destructor();
								pItem = NULL;
							}

						}

						if(GetPermissionCount()>0 || pTarget->GetSession()->GetPermissionCount()>0)
							sGMLog.writefromsession(this, "trade item %s with %s", pTarget->mTradeItems[Index]->GetProto()->Name1, _player->GetName());
					}
				}
			}


			// Trade Gold
			if(_player->mTradeGold)
			{
				pTarget->ModUnsigned32Value(PLAYER_FIELD_COINAGE, _player->mTradeGold);
				_player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -(int32)_player->mTradeGold);
			}
			if(pTarget->mTradeGold)
			{
				_player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, pTarget->mTradeGold);
				pTarget->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -(int32)pTarget->mTradeGold);
			}

			pTarget->SaveToDB(false);
			_player->SaveToDB(false);

			TradeStatus = TRADE_STATUS_COMPLETE;
		}

		SendTradeStatus(TradeStatus);
		if(pTarget->m_session && pTarget->m_session->GetSocket())
			pTarget->m_session->SendTradeStatus(TradeStatus);

		// Reset Trade Vars
		_player->ResetTradeVariables();
		pTarget->ResetTradeVariables();
	}
}
Пример #6
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode( WorldPacket &recv_data )
{
    DEBUG_LOG("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

    Player * player = HashMapHolder<Player>::Find(guid);
    if(!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
        data << uint8(0);                                   // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
        data << guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet *pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4+2+2+2+1+2*6+8+1+8);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data << player->GetPackGUID();

    uint32 mask1 = 0x00040BFF;                              // common mask, real flags used 0x000040BFF
    if(pet)
        mask1 = 0x7FFFFFFF;                                 // for hunters and other classes with pets

    uint16 online_status = GetPlayer()->IsReferAFriendLinked(player) ?  (MEMBER_STATUS_ONLINE | MEMBER_STATUS_RAF) : MEMBER_STATUS_ONLINE;

    Powers powerType = player->getPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(online_status);                          // member's online status
    data << uint32(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint32(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL

    //verify player coordinates and zoneid to send to teammates
    uint16 iZoneId = 0;
    uint16 iCoordX = 0;
    uint16 iCoordY = 0;

    if (player->IsInWorld())
    {
        iZoneId = player->GetZoneId();
        iCoordX = player->GetPositionX();
        iCoordY = player->GetPositionY();
    }
    else if (player->IsBeingTeleported())               // Player is in teleportation
    {
        WorldLocation& loc = player->GetTeleportDest(); // So take teleportation destination
        iZoneId = sTerrainMgr.GetZoneId(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        iCoordX = loc.coord_x;
        iCoordY = loc.coord_y;
    }
    else
    {
        //unknown player status.
    }

    data << uint16(iZoneId);                              // GROUP_UPDATE_FLAG_ZONE
    data << uint16(iCoordX);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordY);                              // GROUP_UPDATE_FLAG_POSITION

    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                               // placeholder
    for(uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if(uint32 aura = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);
            data << uint32(aura);
            data << uint8(1);
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if(pet)
    {
        Powers petpowertype = pet->getPowerType();
        data << pet->GetObjectGuid();                       // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint32(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint32(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                        // placeholder
        for(uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if(uint32 petaura = pet->GetVisibleAura(i))
            {
                petauramask |= (uint64(1) << i);
                data << uint32(petaura);
                data << uint8(1);
            }
        }
        data.put<uint64>(petMaskPos, petauramask);          // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint64(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    SendPacket(&data);
}
Пример #7
0
    static bool HandleGroupListCommand(ChatHandler* handler, char const* args)
    {
        // Get ALL the variables!
        Player* playerTarget;
        uint32 phase = 0;
        ObjectGuid guidTarget;
        std::string nameTarget;
        std::string zoneName;
        const char* onlineState = "";

        // Parse the guid to uint32...
        ObjectGuid parseGUID(HIGHGUID_PLAYER, uint32(atol((char*)args)));

        // ... and try to extract a player out of it.
        if (sObjectMgr->GetPlayerNameByGUID(parseGUID, nameTarget))
        {
            playerTarget = ObjectAccessor::FindPlayer(parseGUID);
            guidTarget = parseGUID;
        }
        // If not, we return false and end right away.
        else if (!handler->extractPlayerTarget((char*)args, &playerTarget, &guidTarget, &nameTarget))
            return false;

        // Next, we need a group. So we define a group variable.
        Group* groupTarget = NULL;

        // We try to extract a group from an online player.
        if (playerTarget)
            groupTarget = playerTarget->GetGroup();

        // If not, we extract it from the SQL.
        if (!groupTarget)
        {
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
            stmt->setUInt32(0, guidTarget.GetCounter());
            PreparedQueryResult resultGroup = CharacterDatabase.Query(stmt);
            if (resultGroup)
                groupTarget = sGroupMgr->GetGroupByDbStoreId((*resultGroup)[0].GetUInt32());
        }

        // If both fails, players simply has no party. Return false.
        if (!groupTarget)
        {
            handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, nameTarget.c_str());
            handler->SetSentErrorMessage(true);
            return false;
        }

        // We get the group members after successfully detecting a group.
        Group::MemberSlotList const& members = groupTarget->GetMemberSlots();

        // To avoid a cluster f**k, namely trying multiple queries to simply get a group member count...
        handler->PSendSysMessage(LANG_GROUP_TYPE, (groupTarget->isRaidGroup() ? "raid" : "party"), members.size());
        // ... we simply move the group type and member count print after retrieving the slots and simply output it's size.

        // While rather dirty codestyle-wise, it saves space (if only a little). For each member, we look several informations up.
        for (Group::MemberSlotList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
        {
            // Define temporary variable slot to iterator.
            Group::MemberSlot const& slot = *itr;

            // Check for given flag and assign it to that iterator
            std::string flags;
            if (slot.flags & MEMBER_FLAG_ASSISTANT)
                flags = "Assistant";

            if (slot.flags & MEMBER_FLAG_MAINTANK)
            {
                if (!flags.empty())
                    flags.append(", ");
                flags.append("MainTank");
            }

            if (slot.flags & MEMBER_FLAG_MAINASSIST)
            {
                if (!flags.empty())
                    flags.append(", ");
                flags.append("MainAssist");
            }

            if (flags.empty())
                flags = "None";

            // Check if iterator is online. If is...
            Player* p = ObjectAccessor::FindPlayer((*itr).guid);
            if (p && p->IsInWorld())
            {
                // ... than, it prints information like "is online", where he is, etc...
                onlineState = "online";
                phase = (!p->IsGameMaster() ? p->GetPhaseMask() : -1);
                uint32 locale = handler->GetSessionDbcLocale();

                AreaTableEntry const* area = GetAreaEntryByAreaID(p->GetAreaId());
                if (area)
                {
                    AreaTableEntry const* zone = GetAreaEntryByAreaID(area->zone);
                    if (zone)
                        zoneName = zone->area_name[locale];
                }
            }
            else
            {
                // ... else, everything is set to offline or neutral values.
                zoneName    = "<ERROR>";
                onlineState = "Offline";
                phase       = 0;
            }

            // Now we can print those informations for every single member of each group!
            handler->PSendSysMessage(LANG_GROUP_PLAYER_NAME_GUID, slot.name.c_str(), onlineState,
                zoneName.c_str(), phase, slot.guid.GetCounter(), flags.c_str(),
                lfg::GetRolesString(slot.roles).c_str());
        }

        // And finish after every iterator is done.
        return true;
    }
Пример #8
0
bool ChatHandler::HandlePlayerbotMainTankCommand(const char *args)
{
    uint64 guid = 0;
    uint64 pGuid = 0;
    char *charname ;
    Group *group = m_session->GetPlayer()->GetGroup();

    if (group == NULL) {
        PSendSysMessage("Must be in a group to set a main tank.");
        SetSentErrorMessage(true);
        return false;
    }

    QueryResult result = CharacterDatabase.PQuery("SELECT memberGuid FROM group_member WHERE memberFlags='%u' AND guid = '%u'",MEMBER_FLAG_MAINTANK, group->GetGUID());
    if(result)
    {
        pGuid = MAKE_NEW_GUID(result->Fetch()->GetInt32(),0,HIGHGUID_PLAYER);
    }

    // if no arguments are passed in, just say who the current main tank is
    if(!*args) {

        if (pGuid>0) {
            Player *pPlayer = sObjectMgr->GetPlayer(pGuid);

            if (pPlayer  && pPlayer->isAlive()){
                PSendSysMessage("Main tank is %s.", pPlayer->GetName());
                return true;
            }
        }

        PSendSysMessage("Currently there is no main tank. ");
        return true;
    } else {
        charname = strtok ((char*)args, " ");
        std::string charnameStr = charname;
        guid = sObjectMgr->GetPlayerGUIDByName(charnameStr.c_str());

        // clear if same player
        if (pGuid==guid) {
            group->SetGroupMemberFlag(guid, false, MEMBER_FLAG_MAINTANK);
            PSendSysMessage("Main tank has been cleared. ");
            return true;
        }

        if (m_session->GetPlayer()->GetGroup()->IsMember(guid)) {
            group->SetGroupMemberFlag(pGuid,false, MEMBER_FLAG_MAINTANK); // clear old one
            group->SetGroupMemberFlag(guid, true, MEMBER_FLAG_MAINTANK);  // set new one
            Player *pPlayer = sObjectMgr->GetPlayer(guid);
            if (pPlayer->IsInWorld())
                PSendSysMessage("Main tank is %s.", pPlayer->GetName());
            else
                PSendSysMessage("Player is not online.");

        } else {
            PSendSysMessage("Player is not in your group.");
        }

    }


    return true;
}
Пример #9
0
void Transporter::TransportPassengers(uint32 mapid, uint32 oldmap, float x, float y, float z)
{
	sEventMgr.RemoveEvents(this, EVENT_TRANSPORTER_NEXT_WAYPOINT);

#ifdef CLUSTERING
	WorldPacket data(ICMSG_TRANSPORTER_MAP_CHANGE, 24);
	data << GetEntry() << mapid << oldmap << x << y << z;
	sClusterInterface.SendPacket(&data);
#endif

	if(mPassengers.size() > 0)
	{
		PassengerIterator itr = mPassengers.begin();
		PassengerIterator it2;

		WorldPacket Pending(SMSG_TRANSFER_PENDING, 12);
		Pending << mapid << GetEntry() << oldmap;

		WorldPacket NewWorld;
		LocationVector v;

		for(; itr != mPassengers.end();)
		{
			it2 = itr;
			++itr;

			Player* plr = objmgr.GetPlayer(it2->first);
			if(!plr)
			{
				// remove from map
				mPassengers.erase(it2);
				continue;
			}
			if(!plr->GetSession() || !plr->IsInWorld()) 
				continue;

			v.x = x + plr->m_TransporterX;
			v.y = y + plr->m_TransporterY;
			v.z = z + plr->m_TransporterZ;
			v.o = plr->GetOrientation();

			if(mapid == 530 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_01))
			{
				// player is not flagged to access bc content, repop at graveyard
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			if(mapid == 571 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_02))
			{
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			// Lucky bitch. Do it like on official.
			if(plr->isDead())
			{
				/*plr->ResurrectPlayer(NULL);
				plr->SetUInt32Value(UNIT_FIELD_HEALTH, plr->GetUInt32Value(UNIT_FIELD_MAXHEALTH));
				plr->SetUInt32Value(UNIT_FIELD_POWER1, plr->GetUInt32Value(UNIT_FIELD_MAXPOWER1));*/
				plr->RemoteRevive();
			}

			if( plr->m_CurrentVehicle )
				plr->m_CurrentVehicle->RemovePassenger( plr );

			plr->m_lockTransportVariables = true;
			plr->GetSession()->SendPacket(&Pending);

		}
	}

	// Set our position
	RemoveFromWorld(false);
	SetPosition(x,y,z,m_position.o,false);
#ifndef CLUSTERING
	SetMapId(mapid);
	AddToWorld();
#endif
}
Пример #10
0
bool OutdoorPvPHS::Update(uint32 diff)
{
    bool changed = OutdoorPvP::Update(diff);
    // Resurrection System
    m_LastResurrectTime += diff;
    if (m_LastResurrectTime >= HS_RESURRECTION_INTERVAL)
    {
        //sLog->outString("HillsbradMGR : Reviving...");
        if ( GetReviveQueueSize() )
        {
            sLog->outString("HillsbradMGR : Dead players in queue.");
            for (std::map<uint64, std::vector<uint64> >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr)
            {
                Creature* sh = NULL;
                for (std::vector<uint64>::const_iterator itr2 = (itr->second).begin(); itr2 != (itr->second).end(); ++itr2)
                {
                    Player* plr = ObjectAccessor::FindPlayer(*itr2);
                    if (!plr)
                        continue;

                    if (!sh && plr->IsInWorld())
                    {
                        sh = plr->GetMap()->GetCreature(itr->first);
                        // only for visual effect
                        if (sh)
                            // Spirit Heal, effect 117
                            sh->CastSpell(sh, HS_SPELL_SPIRIT_HEAL, true);
                    }

                    // Resurrection visual
                    plr->CastSpell(plr, HS_SPELL_RESURRECTION_VISUAL, true);
                    m_ResurrectQueue.push_back(*itr2);
                }
                (itr->second).clear();
            }
            m_ReviveQueue.clear();
        }
        // Reset last resurrection time
        m_LastResurrectTime = 0;
    }
    else if (m_LastResurrectTime > 500) // Resurrect players only half a second later
    {
        if ( GetResurrectQueueSize() )
        {
            //sLog->outString("HillsbradMGR : Resurrecting...");
            for (std::vector<uint64>::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
            {
                Player* plr = ObjectAccessor::FindPlayer(*itr);
                if (!plr)
                    continue;
                plr->ResurrectPlayer(1.0f, false);
                plr->CastSpell(plr, 6962, true);
                plr->CastSpell(plr, HS_SPELL_SPIRIT_HEAL_MANA, true);
                sObjectAccessor->ConvertCorpseForPlayer(*itr);
            }
            m_ResurrectQueue.clear();
        }
    }
	
    // Arena Chest System.
    // Update the timer.
	
    //if( m_ChestGUID == 0 )
    //{ 
        if( m_ChestTimer < diff )
        {
            uint32 ffachest = 0;
            ffachest = urand(0, 9);
            if( uint32 guid = sObjectMgr->AddGOData(HSChestPoints[ffachest].entry, HSChestPoints[ffachest].map, HSChestPoints[ffachest].x, HSChestPoints[ffachest].y, HSChestPoints[ffachest].z, HSChestPoints[ffachest].o, 99999999999, 0, 0, 0, 0) )
			{
                //sLog->outString( "Hillsbrad : Spawned Chest(%u) at location %u.", guid,  ffachest);
                m_ChestGUID = guid;
                SendMessageToAll( "FFA chest has been spawned in the fields. Good luck!" );
				sLog->outString( "Hillsbrad : Spawned Chest(%u) at location %u.", m_ChestGUID,  ffachest);
            }
            m_ChestTimer = HS_FFA_CHEST_TIMER;
        }
        else
        {
            m_ChestTimer -= diff;
            // Announce when?
            if( m_ChestAnnounceTimer < diff )
            {
                uint32 ChestTimerSec = uint32( m_ChestTimer / IN_MILLISECONDS );
                if (
                    (ChestTimerSec < 3         && ChestTimerSec > 0) ||   
                    (ChestTimerSec < 30        && (ChestTimerSec % 5) == 0) ||         // < 30 sec; every 5 sec                      
                    (ChestTimerSec <=5*MINUTE  && (ChestTimerSec % MINUTE) == 0) ||    // < 5 min ; every 1 min
                    (ChestTimerSec <=30*MINUTE && (ChestTimerSec % (5*MINUTE)) == 0) ) // < 30 min; every 5 min
                {
                    std::string str = secsToTimeString( ChestTimerSec );
                    SendMessageToAll( "FFA chest will spawn in %s.", str.c_str() );
                }
                m_ChestAnnounceTimer = HS_FFA_CHEST_ANNOUNCE_TIMER;
            }
            else
                m_ChestAnnounceTimer -= diff;
        } 
    //} 
    // Chest debug. 
    if( m_ChestTimer < diff )
    {
        sLog->outString( "HillsbradMGR : Chest Guid (%u), Timer (%u), Announce Timer (%u).", m_ChestGUID, m_ChestTimer, m_ChestAnnounceTimer );
        m_ChestDebugTimer = 60000;
    }
    else
        m_ChestDebugTimer -= diff;
	/*
    // Player scale checker.
    if( m_TenacityTimer <= diff )
    {
        float ratio = 0;
        uint32 stack = 0;
        
        // Reset the stack count
        m_HordeBuff = 0;
        m_AllianceBuff = 0;
        
        if( m_HordeCount > 0 && m_AllianceCount > 0 )
        {
            if( m_AllianceCount > m_HordeCount )
                ratio = m_AllianceCount / m_HordeCount;
            else
                ratio = m_HordeCount / m_AllianceCount;
        }

        if( ratio >= 1.25f )
        { // Buff for lower team
            stack = ratio * ratio;
            if( stack > 20 )
                stack = 20;
            if( m_HordeCount < m_AllianceCount )
                m_HordeBuff = stack;
            else
                m_AllianceBuff = stack;
        }
        // Apply the buff to players.
        ApplyZoneBalanceBuff();
        m_TenacityTimer = HS_TENACITY_TIME;
    } else
        m_TenacityTimer -= diff; 
	*/
	ApplyZoneBalanceBuff();
    return changed;
}
Пример #11
0
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received CMSG_LFG_JOIN");
    if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_JOIN_LFG))
    {
        sLfgMgr.SendJoinResult(_player, LFG_JOIN_INTERNAL_ERROR);
        return;
    }

    uint32 error = LFG_JOIN_OK;
    uint32 roles;
    uint8 count, unk;
    std::string comment;

    recv_data >> roles;
    recv_data.read_skip<uint8>();                           // unk - always 0
    recv_data.read_skip<uint8>();                           // unk - always 0
    recv_data >> count;


    Player *player = _player; // If in dungeon group, then set to leader
    
    //Some first checks
    if (_player->InBattleGround() || _player->InBattleGroundQueue() || _player->InArena())
        error = LFG_JOIN_USING_BG_SYSTEM;
    else if (_player->HasAura(LFG_DESERTER))
        error = LFG_JOIN_PARTY_DESERTER;
    else if (Group *group = _player->GetGroup())
    {
        if(group->GetLeaderGUID() != _player->GetGUID())
        {
            if(group->isLfgGroup())
            {
                Player *leader = sObjectMgr.GetPlayer(group->GetLeaderGUID());
                if(!leader || !leader->GetSession() || !leader->IsInWorld())
                    error = LFG_JOIN_DISCONNECTED;
                player = leader;
            }
            else
                error = LFG_JOIN_NOT_MEET_REQS;
        }    
    }
    //TODO: Implement this
    else if (count > 1 || (player->GetMap()->IsDungeon() && (!player->GetGroup() || !player->GetGroup()->isLfgGroup())))
        error = LFG_JOIN_DUNGEON_INVALID;

    if (error != LFG_JOIN_OK)
    {
        sLfgMgr.SendJoinResult(player, error);
        return;
    }

    if (!player->m_lookingForGroup.queuedDungeons.empty() || sLfgMgr.IsPlayerInQueue(player->GetGUID()))
        sLfgMgr.RemovePlayer(player, false);

    // for every dungeon check also if theres some error
    for(uint8 i = 0; i < count; ++i)
    {
        uint32 dungeonEntry;
        recv_data >> dungeonEntry;
        LFGDungeonEntry const *dungeonInfo = sLFGDungeonStore.LookupEntry((dungeonEntry & 0x00FFFFFF));
        if (!dungeonInfo)
        {
            sLog.outError("WORLD: Player %u has attempted to join for non-exist dungeon from LFG", _player->GetGUID());
            error = LFG_JOIN_DUNGEON_INVALID;
        }
        //Raids are not implemented yet, and they are not so popular on offi, so get rid of them for now
        else if (dungeonInfo->type == LFG_TYPE_RAID)
            error = LFG_JOIN_INTERNAL_ERROR;
        else if (dungeonInfo->type == LFG_TYPE_RANDOM && _player->HasAura(LFG_RANDOM_COOLDOWN))
            error = LFG_JOIN_RANDOM_COOLDOWN;
        //Now the group
        else if (Group *group = player->GetGroup())
        {
            if (group->isRaidGroup())
                error = LFG_JOIN_MIXED_RAID_DUNGEON;
            //else if (group->GetMembersCount() == 5)
            //    error = LFG_JOIN_GROUPFULL;
            else
            {
                Group::member_citerator citr, citr_next;
                for(citr = group->GetMemberSlots().begin(); citr != group->GetMemberSlots().end(); citr = citr_next)
                {
                    citr_next = citr;
                    ++citr_next;

                    Player *plr = sObjectMgr.GetPlayer(citr->guid);
                    if (!plr || !plr->GetSession())
                    {
                        error = LFG_JOIN_DISCONNECTED;
                        break;
                    }

                    if (plr->HasAura(LFG_DESERTER))
                        error = LFG_JOIN_PARTY_DESERTER;
                    else if (dungeonInfo->type == LFG_TYPE_RANDOM && plr->HasAura(LFG_RANDOM_COOLDOWN))
                        error = LFG_JOIN_PARTY_RANDOM_COOLDOWN;
                    else if(sLfgMgr.IsPlayerInQueue(citr->guid))
                        error = LFG_JOIN_DISCONNECTED;
                }
            }
        }
        if (error != LFG_JOIN_OK)
        {
            sLfgMgr.SendJoinResult(player, error);
            return;
        }

        player->m_lookingForGroup.queuedDungeons.insert(dungeonInfo);
    } 
    recv_data >> unk; // looks like unk from LFGDungeons.dbc, so 0 = raid or zone, 3 = dungeon, 15 = world event. Possibly count of next data? anyway seems unused
    for (int8 i = 0 ; i < unk; ++i)
        recv_data.read_skip<uint8>();                       // unk, always 0?

    recv_data >> comment;

    player->m_lookingForGroup.roles = uint8(roles);
    player->m_lookingForGroup.comment = comment;
    player->m_lookingForGroup.joinTime = getMSTime();

    sLfgMgr.AddToQueue(player);
}
Пример #12
0
		void UpdateAI(const uint32 diff)
		{
			events.Update(diff);

			if (!UpdateVictim())
				return;

			if (fixated)
			{
				if (target_after != NULL && target_after && target_after->IsInWorld() && target_after->isAlive() && target_after->HasAura(FIXATE_AURA))
				{
					me->AttackStop();                                       // Stop attacking DoMeleeAttackIfReady()
					me->SetReactState(REACT_PASSIVE);

					me->GetMotionMaster()->MovePoint(1, target_after->GetPositionX(), target_after->GetPositionY(), target_after->GetPositionZ());
				}
				else
				{
					fixated = false;
					target_after = NULL;

					AttackStart(me->getVictim());                           // Start attack the victim (random?)
					me->SetReactState(REACT_AGGRESSIVE);
				}
			}

			// band of valor
			std::list<Creature*> Cr_list;

			JadeCore::AnyCreatureInObjectRangeCheck check(me, 8.0f);
			JadeCore::CreatureListSearcher<JadeCore::AnyCreatureInObjectRangeCheck> searcher(me, Cr_list, check);
			me->VisitNearbyObject(8.0f, searcher);

			for (std::list<Creature*>::const_iterator it = Cr_list.begin(); it != Cr_list.end(); ++it)
			{
				if (!(*it))
					return;

 
                if ((*it)->GetEntry() == 63591 || (*it)->GetEntry() == 64453)
                {
                    if (me->HasAura(125422))
                    {
                        AuraPtr band_of_valor = me->GetAura(125422);

                        if (band_of_valor)
                        {
                            band_of_valor->SetStackAmount(Cr_list.size() - 1);
                        }
                    }
                    else
                    {
                        me->AddAura(125422, me);
                    }
                }
			} 
			while (uint32 eventId = events.ExecuteEvent())
			{
				switch (eventId)
				{
				case EVENT_FIXATE:
					if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true))
					{
						me->CastSpell(target, FIXATE);

						fixated = true;
						target_after = target->ToPlayer();

						events.ScheduleEvent(EVENT_FIXATE, urand(32000, 60000));
					}
					break;
				case EVENT_SONIC_BLADE:
					me->CastSpell(me->getVictim(), SONIC_BOMB);
					events.ScheduleEvent(EVENT_SONIC_BLADE, urand(6000, 10000));
					break;
				case EVENT_DISPATCH:
					me->AddAura(DISPATCH, me);
					events.ScheduleEvent(DISPATCH, 21000);
					break;
				case EVENT_STICKY_RESIN:
					Position pos;
					int32 reduction = urand(0, 1);

					if (reduction == 1)
					{
						me->GetRandomNearPosition(pos, frand(5.0f, 10.0f));
						me->SummonCreature(STICKY_RESIN_TRIGGER, pos, TEMPSUMMON_MANUAL_DESPAWN);
						events.ScheduleEvent(EVENT_STICKY_RESIN, urand(15000, 22000));
					}
					break;
				}
			}

			DoMeleeAttackIfReady();
		}
Пример #13
0
bool HandlePlayerAddItem(BaseConsole * pConsole, int argc, const char * argv[])
{
	if ( argc < 4 )
	{
		pConsole->Write( "ERROR:Not enough parameters.\r\n");
		return false;
	}

	const char	*PlayerName = argv[1];
	uint32	itemid = atoi( argv[2] );
	uint32	itemCount = atoi( argv[3] );

	Player *plr = objmgr.GetPlayer(PlayerName, false);
	if( !plr || plr->IsInWorld() == false )
	{
		pConsole->Write( "ERROR:Could not find player %s.\r\n", argv[1]);
		return true;
	}

	ItemPrototype *m_itemProto = ItemPrototypeStorage.LookupEntry( itemid );
	if( m_itemProto == NULL )
	{
		pConsole->Write( "ERROR:Could not find item.\r\n" );
		return true;
	}

	itemCount = MAX( 1, itemCount );	//morron protection :P
	uint32 max_stack = MAX( 1, m_itemProto->MaxCount );
	if( itemCount < max_stack )
		max_stack = itemCount;
	for( uint32 i=0; i< ( itemCount + max_stack - 1) / max_stack; i++ )	//roundup
	{
		Item *item = objmgr.CreateItem( itemid, plr );
		if( item == NULL )
		{
			pConsole->Write( "ERROR:Could not create new item.\r\n" );
			return true;
		}

		uint32 added_until_now = i*max_stack;
		uint32 need_to_add = itemCount - added_until_now;
		uint32 add_now = MAX(1, MIN( need_to_add, max_stack ));
		FILE *fp = fopen("ConsoleCommands.Log","at");
		if( fp )
		{
			fprintf(fp,"GUID = %u, name = %s, acct = %u has received item = %u count = %u guid = %u at %I64u \n",(uint32)plr->GetGUID(),plr->GetName(), plr->GetSession()->GetAccountId(),itemid, add_now,(uint32)item->GetGUID(), UNIXTIME);
			fclose( fp );
		}
		item->SetUInt32Value(ITEM_FIELD_STACK_COUNT, add_now );
		if( plr->GetItemInterface()->SafeAddItem(item, INVENTORY_SLOT_NOT_SET, INVENTORY_SLOT_NOT_SET ) == ADD_ITEM_RESULT_ERROR )
		{
			plr->RemoveAndMailItem( &item );
			plr->BroadcastMessage("You have received a new item from a GM command in mail.");
		}
		else
		{
			plr->BroadcastMessage("You have received a new item from a GM command in your backpack. Your item has been saved");
		}

	}
	plr->SaveToDB(false);

	pConsole->Write( "SUCCESS:Player has received the item\r\n" );

	return true;
}
Пример #14
0
void BattlegroundKT::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;
        if (m_CheatersCheckTimer <= 0)
        {
            for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player * plr = ObjectAccessor::FindPlayer(itr->first);
                if (!plr || !plr->IsInWorld())
                    continue;

                if (plr->GetPositionZ() < 24.0f)
                {
                    if (plr->GetBGTeam() == HORDE)
                        plr->TeleportTo(998, 1781.31f, 1597.76f, 33.61f, plr->GetOrientation(), 0);
                    else
                        plr->TeleportTo(998, 1784.42f, 1072.73f, 29.88f, plr->GetOrientation(), 0);
                }
            }

            m_CheatersCheckTimer = 4000;
        }
    }

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (m_EndTimer <= diff)
        {
            uint32 allianceScore = GetTeamScore(ALLIANCE);
            uint32 hordeScore    = GetTeamScore(HORDE);

            if (allianceScore > hordeScore)
                EndBattleground(ALLIANCE);
            else if (allianceScore < hordeScore)
                EndBattleground(HORDE);
            else
                EndBattleground(m_LastCapturedOrbTeam); // if 0 => tie
        }
        else
        {
            uint32 minutesLeftPrev = GetRemainingTimeInMinutes();
            m_EndTimer -= diff;
            uint32 minutesLeft = GetRemainingTimeInMinutes();

            if (minutesLeft != minutesLeftPrev)
                UpdateWorldState(BG_KT_TIME_REMAINING, minutesLeft);
        }

        if (m_UpdatePointsTimer <= diff)
        {
            for (uint8 i = 0; i < MAX_ORBS; ++i)
            {
                if (uint64 guid = m_OrbKeepers[i])
                {
                    if (m_playersZone.find(guid) != m_playersZone.end())
                    {
                        if (Player* player = ObjectAccessor::FindPlayer(guid))
                        {
                            AccumulateScore(player->GetBGTeam() == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE, m_playersZone[guid]);
                            UpdatePlayerScore(player, SCORE_ORB_SCORE, m_playersZone[guid]);
                        }
                    }
                }
            }

            m_UpdatePointsTimer = BG_KT_POINTS_UPDATE_TIME;
        }
        else
            m_UpdatePointsTimer -= diff;
    }
}
Пример #15
0
void BattlegroundEY::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;

        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;

            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;

                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;

        if (m_TowerCapCheckTimer <= 0)
        {
            // Check if the player joined the point.
            CheckSomeoneJoinedPoint();
            // Check if the player left the point.
            CheckSomeoneLeftPoint();

            UpdatePointStatuses();

            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }

    // Check for players below map / cheaters.
    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;

        if (m_CheatersCheckTimer <= 0)
        {
            if (!GetPlayers().empty())
            {
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    Player * plr = ObjectAccessor::FindPlayer(itr->first);
                    if (!plr || !plr->IsInWorld())
                        continue;

                    if (plr->GetPositionZ() < 1244.0f)
                    {
                        if (plr->GetBGTeam() == HORDE)
                            plr->TeleportTo(566, 1807.98f, 1539.42f, 1247.52f, plr->GetOrientation(), 0);
                        else
                            plr->TeleportTo(566, 2527.18f, 1597.31f, 1248.78f, plr->GetOrientation(), 0);
                    }
                }
            }

            m_CheatersCheckTimer = 4000;
        }
    }
}
Пример #16
0
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player*  player = GetPlayer();
    Loot*    loot;

    player->SetLootGuid(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        { return; }

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                { return; }

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if (go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min * amount_rate;
                        float max_amount = go_max * amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if (uses < max_amount)
                        {
                            if (uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if (lockInfo)
                                    { ReqValue = lockInfo->Skill[0]; }
                                float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25);
                                double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses));
                                if (roll_chance_f(float(100.0f * chance + skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                        // not have more uses
                                    { go->SetLootState(GO_JUST_DEACTIVATED); }
                            }
                            else                            // 100% chance until min uses
                                { go->SetLootState(GO_READY); }
                        }
                        else                                // max uses already
                            { go->SetLootState(GO_JUST_DEACTIVATED); }
                    }
                    else                                    // not vein
                        { go->SetLootState(GO_JUST_DEACTIVATED); }
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    // The fishing hole used once more
                    go->AddUse();                           // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        { go->SetLootState(GO_READY); }
                }
                else // not chest (or vein/herb/etc)
                    { go->SetLootState(GO_JUST_DEACTIVATED); }

                loot->clear();
            }
            else
                // not fully looted object
            { 
                go->SetLootState(GO_ACTIVATED); 
            }

            go->SetGoState(GO_STATE_READY);

            break;
        }
        /* Only used for removing insignia in battlegrounds */
        case HIGHGUID_CORPSE:
        {
            /* Get pointer to corpse */
            Corpse* corpse = _player->GetMap()->GetCorpse(lguid);

            /* If corpse is invalid or not in a valid position, dont allow looting */
            if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            {
                return;
            }

            loot = &corpse->loot;

            if (loot->isLooted())
            {
                loot->clear();
                corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
            }
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item* pItem = player->GetItemByGuid(lguid);
            if (!pItem)
                { return; }

            switch (pItem->loot.loot_type)
            {
                    // temporary loot, auto loot move
                case LOOT_DISENCHANTING:
                {
                    if (!pItem->loot.isLooted())
                        { player->AutoStoreLoot(pItem->loot); } // can be lost if no space
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);
                    player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    break;
                }
                // normal persistence loot
                default:
                {
                    // must be destroyed only if no loot
                    if (pItem->loot.isLooted())
                    {
                        pItem->SetLootState(ITEM_LOOT_REMOVED);
                        player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    }
                    break;
                }
            }
            return;                                         // item can be looted only single player
        }
        case HIGHGUID_UNIT:
        {
            /* Get creature pointer */
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = (pCreature && // The creature exists (we dont have a null pointer)
                            pCreature->IsAlive() == // Creature is alive and we're a rogue and creature can be pickpocketed
                            (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed));
            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                { return; }

            /* Copy creature loot to loot variable */
            loot = &pCreature->loot;

            /* Update for other players. */
            if(!loot->isLooted())
            { 
                Group const* group = pCreature->GetGroupLootRecipient();
                if (group && !pCreature->hasBeenLootedOnce)
                {
                    // Checking whether it has been looted once by the designed looter (master loot case).
                    switch (group->GetLootMethod())
                    {
                        case FREE_FOR_ALL:
                        case NEED_BEFORE_GREED:
                        case ROUND_ROBIN:
                        case GROUP_LOOT:
                        {
                            pCreature->hasBeenLootedOnce = true;
                            break;
                        }
                        case MASTER_LOOT:
                        {
                            pCreature->hasBeenLootedOnce = (group->GetLooterGuid() == player->GetObjectGuid());
                            break;
                        }

                    }
                    pCreature->MarkFlagUpdateForClient(UNIT_DYNAMIC_FLAGS);
                }
            }            

            /* We've completely looted the creature, mark it as available for skinning */
            if (loot->isLooted() && !pCreature->IsAlive())
            {
                /* Update Creature: for example skinning after normal loot */
                pCreature->PrepareBodyLootState();
                pCreature->AllLootRemovedFromCorpse();
            }
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    // Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetObjectGuid());
}
Пример #17
0
void BattlegroundEY::Update(uint32 diff)
{
    Battleground::Update(diff);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if (m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            this->CheckSomeoneJoinedPoint();
            //check if player left point
            this->CheckSomeoneLeftPoint();
            this->UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }

    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;
        if(m_CheatersCheckTimer <= 0)
        {
            for(BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player * plr = sObjectMgr->GetPlayer(itr->first);
                if (!plr || !plr->IsInWorld())
                    continue;
                if (plr->GetPositionZ() < 1249)
                {
                    if (plr->GetTeam() == HORDE)
                        plr->TeleportTo(566, 1807.73f, 1539.41f, 1267.63f, plr->GetOrientation(), 0);
                    else
                        plr->TeleportTo(566, 2523.68f, 1596.59f, 1269.35f, plr->GetOrientation(), 0);
                }
            }
            m_CheatersCheckTimer = 3000;
        }
    }
}
Пример #18
0
    static bool HandleGroupListCommand(ChatHandler* handler, char const* args)
    {
        Player* playerTarget;
        uint64 guidTarget;
        std::string nameTarget;

        uint32 parseGUID = MAKE_NEW_GUID(atol((char*)args), 0, HIGHGUID_PLAYER);

        if (sObjectMgr->GetPlayerNameByGUID(parseGUID, nameTarget))
        {
            playerTarget = sObjectMgr->GetPlayerByLowGUID(parseGUID);
            guidTarget = parseGUID;
        }
        else if (!handler->extractPlayerTarget((char*)args, &playerTarget, &guidTarget, &nameTarget))
            return false;

        Group* groupTarget = NULL;
        if (playerTarget)
            groupTarget = playerTarget->GetGroup();

        if (!groupTarget)
        {
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
            stmt->setUInt32(0, guidTarget);
            PreparedQueryResult resultGroup = CharacterDatabase.Query(stmt);
            if (resultGroup)
                groupTarget = sGroupMgr->GetGroupByDbStoreId((*resultGroup)[0].GetUInt32());
        }

        if (!groupTarget)
        {
            handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, nameTarget.c_str());
            handler->SetSentErrorMessage(true);
            return false;
        }

        handler->PSendSysMessage(LANG_GROUP_TYPE, (groupTarget->isRaidGroup() ? "raid" : "party"));
        Group::MemberSlotList const& members = groupTarget->GetMemberSlots();
        for (Group::MemberSlotList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
        {
            Group::MemberSlot const& slot = *itr;

            std::string flags;
            if (slot.flags & MEMBER_FLAG_ASSISTANT)
                flags = "Assistant";

            if (slot.flags & MEMBER_FLAG_MAINTANK)
            {
                if (!flags.empty())
                    flags.append(", ");
                flags.append("MainTank");
            }

            if (slot.flags & MEMBER_FLAG_MAINASSIST)
            {
                if (!flags.empty())
                    flags.append(", ");
                flags.append("MainAssist");
            }

            if (flags.empty())
                flags = "None";

            Player* p = ObjectAccessor::FindPlayer((*itr).guid);
            const char* onlineState = (p && p->IsInWorld()) ? "online" : "offline";

            handler->PSendSysMessage(LANG_GROUP_PLAYER_NAME_GUID, slot.name.c_str(), onlineState,
                GUID_LOPART(slot.guid), flags.c_str(), lfg::GetRolesString(slot.roles).c_str());
        }

        return true;
    }
Пример #19
0
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player*  player = GetPlayer();
    Loot*    loot;

    player->SetLootGuid(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                return;

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if (go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min * amount_rate;
                        float max_amount = go_max * amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if (uses < max_amount)
                        {
                            if (uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if (lockInfo)
                                    ReqValue = lockInfo->Skill[0];
                                float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25);
                                double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses));
                                if (roll_chance_f(float(100.0f * chance + skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                        // not have more uses
                                    go->SetLootState(GO_JUST_DEACTIVATED);
                            }
                            else                            // 100% chance until min uses
                                go->SetLootState(GO_READY);
                        }
                        else                                // max uses already
                            go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else                                    // not vein
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    // The fishing hole used once more
                    go->AddUse();                           // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        go->SetLootState(GO_READY);
                }
                else // not chest (or vein/herb/etc)
                    go->SetLootState(GO_JUST_DEACTIVATED);

                loot->clear();
            }
            else
                // not fully looted object
                go->SetLootState(GO_ACTIVATED);
            break;
        }
        case HIGHGUID_CORPSE:                               // ONLY remove insignia at BG
        {
            Corpse* corpse = _player->GetMap()->GetCorpse(lguid);
            if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                return;

            loot = &corpse->loot;

            if (loot->isLooted())
            {
                loot->clear();
                corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
            }
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item* pItem = player->GetItemByGuid(lguid);
            if (!pItem)
                return;

            switch (pItem->loot.loot_type)
            {
                    // temporary loot, auto loot move
                case LOOT_DISENCHANTING:
                {
                    if (!pItem->loot.isLooted())
                        player->AutoStoreLoot(pItem->loot); // can be lost if no space
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);
                    player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    break;
                }
                // normal persistence loot
                default:
                {
                    // must be destroyed only if no loot
                    if (pItem->loot.isLooted())
                    {
                        pItem->SetLootState(ITEM_LOOT_REMOVED);
                        player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    }
                    break;
                }
            }
            return;                                         // item can be looted only single player
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                return;

            loot = &pCreature->loot;

            // update next looter
            if (Group* group = pCreature->GetGroupLootRecipient())
                if (group->GetLooterGuid() == player->GetObjectGuid())
                    group->UpdateLooterGuid(pCreature);

            if (loot->isLooted())
            {
                // for example skinning after normal loot
                pCreature->PrepareBodyLootState();

                if (!pCreature->isAlive())
                    pCreature->AllLootRemovedFromCorpse();
            }
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    // Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetObjectGuid());
}
Пример #20
0
void WorldSession::DoLootRelease( uint64 lguid )
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if(!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                if (player->GetInstanceId())
                {
                    Map *map = go->GetMap();
                    if (map->IsDungeon())
                    {
                        if (map->IsRaid() || map->IsHeroic())
                        {
                            ((InstanceMap *)map)->PermBindAllPlayers(player);
                        }
                        else
                        {
                            // the reset time is set but not added to the scheduler
                            // until the players leave the instance
                            time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR;
                            if(InstanceSave *save = sInstanceSaveManager.GetInstanceSave(player->GetInstanceId()))
                            if(save->GetResetTime() < resettime) save->SetResetTime(resettime);
                        }
                    }
                }
                // only vein pass this check
                if(go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if(uses < max_amount)
                    {
                        if(uses >= min_amount)
                        {
                            float chance_rate = sWorld.getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if(lockInfo)
                                ReqValue = lockInfo->Skill[0];
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                            if(roll_chance_f(100*chance+skill))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount()>=irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = _player->GetMap()->GetCorpse(lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid );
        if(!pItem)
            return;

        ItemPrototype const* proto = pItem->GetProto();

        // destroy only 5 items from stack in case prospecting and milling
        if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
            proto->Class == ITEM_CLASS_TRADE_GOODS)
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if(count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
            player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
        if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            return;

        loot = &pCreature->loot;

        // update next looter
        if(Player *recipient = pCreature->GetLootRecipient())
            if(Group* group = recipient->GetGroup())
                if (group->GetLooterGuid() == player->GetGUID())
                    group->UpdateLooterGuid(pCreature);

        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
            if(!pCreature->isAlive())
                pCreature->AllLootRemovedFromCorpse();

            pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Пример #21
0
void LfgGroup::UpdateRoleCheck(uint32 diff)
{
    sLfgMgr.LfgLog("Updaterolecheck %u, diff %u", GetId(), diff);
    if (diff != 0)
    {
        m_readycheckTimer += diff;
        if (m_readycheckTimer >= LFG_TIMER_READY_CHECK && m_roleCheck.m_beforeCheck != m_roleCheck.m_rolesProposal.size())
        {
            SendRoleCheckFail(LFG_ROLECHECK_MISSING_ROLE);
            return;
        }
    }

    //offline check
    bool offline = false;
    for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
    {
        Player *player = sObjectMgr.GetPlayer(citr->guid);
        if (!player)
        {
            offline = true;
            break;
        }
    }
    if (GetMembersCount() != m_roleCheck.m_beforeCheck || offline)
    {
        SendRoleCheckFail(LFG_ROLECHECK_ABORTED);
        return;
    }

    // add answers
    for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
    {
        Player *player = sObjectMgr.GetPlayer(citr->guid);
        if (m_roleCheck.m_rolesProposal.find(citr->guid) != m_roleCheck.m_rolesProposal.end() || !player || !player->GetSession() ||
            player->m_lookingForGroup.roles == 0)
            continue;
        m_roleCheck.m_rolesProposal[player->GetGUID()] = player->m_lookingForGroup.roles;
        WorldPacket data(SMSG_LFG_ROLE_CHOSEN, 13);
        data << uint64(player->GetGUID());
        data << uint8(1);
        data << uint32(player->m_lookingForGroup.roles);
        BroadcastPacket(&data, false);
    }

    //Offline members checked at join
    //Check roles
    if (m_roleCheck.m_beforeCheck > m_roleCheck.m_rolesProposal.size())
        return;
    
    Player *leader = sObjectMgr.GetPlayer(GetLeaderGUID());
    if(!leader || !leader->IsInWorld() || !m_roleCheck.TryRoles(this))
    {
        SendRoleCheckFail(LFG_ROLECHECK_WRONG_ROLES);
        return;
    }

    SetAsRole(TANK, m_roleCheck.tank);
    SetAsRole(HEALER, m_roleCheck.heal);
    dps.clear();
    dps = m_roleCheck.dps;

    //Move group to queue
    SendRoleCheckUpdate(LFG_ROLECHECK_FINISHED);
    for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
    {
        Player *player = sObjectMgr.GetPlayer(citr->guid);
        if (!player || !player->GetSession())
            continue;
        
        if (player->GetGUID() == GetLeaderGUID())
            sLfgMgr.SendJoinResult(player, LFG_JOIN_OK);
        else
        {
            //player->m_lookingForGroup.roles = GetPlayerRole(player->GetGUID());
            player->m_lookingForGroup.comment = "";
            player->m_lookingForGroup.joinTime = getMSTime();
            player->m_lookingForGroup.queuedDungeons = leader->m_lookingForGroup.queuedDungeons;
        }
        if (IsInDungeon())
            premadePlayers.insert(player->GetGUID());
    }
    m_lfgFlags &= ~LFG_GRP_ROLECHECK;
    SendUpdate();
    sLfgMgr.RemoveRoleCheckGroup(this);
    if(GetMembersCount() == LFG_GROUP)
        TeleportToDungeon();
    else
        sLfgMgr.AddCheckedGroup(this, true);
}
Пример #22
0
void WorldSession::SendLfgSearchResults(LfgType type, uint32 entry)
{
    WorldPacket data(SMSG_LFG_SEARCH_RESULTS);
    data << uint32(type);                                   // type
    data << uint32(entry);                                  // entry from LFGDungeons.dbc

    uint8 isGuidsPresent = 0;
    data << uint8(isGuidsPresent);
    if (isGuidsPresent)
    {
        uint32 guids_count = 0;
        data << uint32(guids_count);
        for (uint32 i = 0; i < guids_count; ++i)
        {
            data << uint64(0);                              // player/group guid
        }
    }

    uint32 groups_count = 1;
    data << uint32(groups_count);                           // groups count
    data << uint32(groups_count);                           // groups count (total?)

    for (uint32 i = 0; i < groups_count; ++i)
    {
        data << uint64(1);                                  // group guid

        uint32 flags = 0x92;
        data << uint32(flags);                              // flags

        if (flags & 0x2)
        {
            data << uint8(0);                               // comment string, max len 256
        }

        if (flags & 0x10)
        {
            for (uint32 j = 0; j < 3; ++j)
                data << uint8(0);                           // roles
        }

        if (flags & 0x80)
        {
            data << uint64(0);                              // instance guid
            data << uint32(0);                              // completed encounters
        }
    }

    // TODO: Guard Player map
    HashMapHolder<Player>::MapType const& players = sObjectAccessor.GetPlayers();
    uint32 playersSize = players.size();
    data << uint32(playersSize);                            // players count
    data << uint32(playersSize);                            // players count (total?)

    for (HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
    {
        Player* plr = iter->second;

        if (!plr || plr->GetTeam() != _player->GetTeam())
            continue;

        if (!plr->IsInWorld())
            continue;

        data << plr->GetObjectGuid();                       // guid

        uint32 flags = 0xFF;
        data << uint32(flags);                              // flags

        if (flags & 0x1)
        {
            data << uint8(plr->getLevel());
            data << uint8(plr->getClass());
            data << uint8(plr->getRace());

            for (uint32 i = 0; i < 3; ++i)
                data << uint8(0);                           // talent spec x/x/x

            data << uint32(0);                              // armor
            data << uint32(0);                              // spd/heal
            data << uint32(0);                              // spd/heal
            data << uint32(0);                              // HasteMelee
            data << uint32(0);                              // HasteRanged
            data << uint32(0);                              // HasteSpell
            data << float(0);                               // MP5
            data << float(0);                               // MP5 Combat
            data << uint32(0);                              // AttackPower
            data << uint32(0);                              // Agility
            data << uint32(0);                              // Health
            data << uint32(0);                              // Mana
            data << uint32(0);                              // Unk1
            data << float(0);                               // Unk2
            data << uint32(0);                              // Defence
            data << uint32(0);                              // Dodge
            data << uint32(0);                              // Block
            data << uint32(0);                              // Parry
            data << uint32(0);                              // Crit
            data << uint32(0);                              // Expertise
        }

        if (flags & 0x2)
            data << "";                                     // comment

        if (flags & 0x4)
            data << uint8(0);                               // group leader

        if (flags & 0x8)
            data << uint64(1);                              // group guid

        if (flags & 0x10)
            data << uint8(0);                               // roles

        if (flags & 0x20)
            data << uint32(plr->GetZoneId());               // areaid

        if (flags & 0x40)
            data << uint8(0);                               // status

        if (flags & 0x80)
        {
            data << uint64(0);                              // instance guid
            data << uint32(0);                              // completed encounters
        }
    }

    SendPacket(&data);
}
Пример #23
0
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_REQUEST_PARTY_MEMBER_STATS");
    ObjectGuid guid;
    recv_data >> guid;

    Player* player = ObjectAccessor::FindPlayer(guid, false);
    if (!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3 + 4 + 2);
        data << uint8(0);                                   // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
        data << guid.WriteAsPacked();
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint16(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet* pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4 + 2 + 2 + 2 + 1 + 2 * 6 + 8 + 1 + 8);
    data << uint8(0);                                       // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
    data << player->GetPackGUID();

    uint32 mask1 = GROUP_UPDATE_FLAG_STATUS | GROUP_UPDATE_FLAG_CUR_HP | GROUP_UPDATE_FLAG_MAX_HP |
        GROUP_UPDATE_FLAG_POWER_TYPE | GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER |
        GROUP_UPDATE_FLAG_LEVEL | GROUP_UPDATE_FLAG_ZONE | GROUP_UPDATE_FLAG_POSITION |
        GROUP_UPDATE_FLAG_AURAS | GROUP_UPDATE_FLAG_PET_NAME | GROUP_UPDATE_FLAG_PET_AURAS |
        GROUP_UPDATE_FLAG_PHASE;

    if (pet)
        mask1 = 0x7FEFFEFF; // full mask & ~(GROUP_UPDATE_FLAG_VEHICLE_SEAT | GROUP_UPDATE_FLAG_UNK)

    Powers powerType = player->GetPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint16(MEMBER_STATUS_ONLINE);                   // member's online status
    data << uint32(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint32(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL

    // verify player coordinates and zoneid to send to teammates
    uint16 iZoneId = 0;
    uint16 iCoordX = 0;
    uint16 iCoordY = 0;
    uint16 iCoordZ = 0;

    if (player->IsInWorld())
    {
        iZoneId = player->GetZoneId();
        iCoordX = player->GetPositionX();
        iCoordY = player->GetPositionY();
        iCoordZ = player->GetPositionZ();
    }
    else if (player->IsBeingTeleported())               // Player is in teleportation
    {
        WorldLocation& loc = player->GetTeleportDest(); // So take teleportation destination
        iZoneId = sTerrainMgr.GetZoneId(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        iCoordX = loc.coord_x;
        iCoordY = loc.coord_y;
        iCoordZ = loc.coord_z;
    }
    else
    {
        // unknown player status.
    }

    data << uint16(iZoneId);                              // GROUP_UPDATE_FLAG_ZONE
    data << uint16(iCoordX);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordY);                              // GROUP_UPDATE_FLAG_POSITION
    data << uint16(iCoordZ);                              // GROUP_UPDATE_FLAG_POSITION

    data << uint8(1);                                     // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
    uint64 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint64(auramask);                             // placeholder, server sends 0xFFFFFFFFFFFFFFFF here, but with 1 above it seems no difference
    data << uint32(MAX_AURAS);                            // server sends here number of visible auras, but client checks
                                                          // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
    for (uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if (SpellAuraHolder* holder = player->GetVisibleAura(i))
        {
            auramask |= (uint64(1) << i);
            data << uint32(holder->GetId());
            data << uint16(holder->GetAuraFlags());
            if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                    if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                        data << int32(aura->GetModifier()->m_amount);
                    else
                        data << int32(0);
        }
    }
    data.put<uint64>(maskPos, auramask);                    // GROUP_UPDATE_FLAG_AURAS

    if (pet)
    {
        Powers petpowertype = pet->GetPowerType();
        data << pet->GetObjectGuid();                       // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint32(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint32(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        data << uint8(1);                                   // if true, client clears all auras that are not in auramask and whose index is lower amount sent below
        uint64 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint64(petauramask);                        // placeholder, server sends 0xFFFFFFFFFFFFFFFF here, but with 1 above it seems no difference
        data << uint32(MAX_AURAS);                          // server sends here number of visible auras, but client checks
                                                            // if aura is in auramask, so it seems no difference if there will be MAX_AURAS
        for (uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if (SpellAuraHolder* holder = pet->GetVisibleAura(i))
            {
                petauramask |= (uint64(1) << i);
                data << uint32(holder->GetId());
                data << uint16(holder->GetAuraFlags());
                if (holder->GetAuraFlags() & AFLAG_EFFECT_AMOUNT_SEND)
                for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                    if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
                        data << int32(aura->GetModifier()->m_amount);
                    else
                        data << int32(0);
            }
        }
        data.put<uint64>(petMaskPos, petauramask);          // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint8(1);                                   // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint64(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
        data << uint32(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    if (player->GetTransportInfo())                         // GROUP_UPDATE_FLAG_VEHICLE_SEAT
        data << uint32(((Unit*)player->GetTransportInfo()->GetTransport())->GetVehicleInfo()->GetVehicleEntry()->m_seatID[player->GetTransportInfo()->GetTransportSeat()]);

    data << uint32(8);                                      // GROUP_UPDATE_FLAG_PHASE
    data << uint32(0);                                      // GROUP_UPDATE_FLAG_PHASE
    data << uint8(0);                                       // GROUP_UPDATE_FLAG_PHASE

    SendPacket(&data);
}
Пример #24
0
void Transporter::TransportPassengers(uint32 mapid, uint32 oldmap, float x, float y, float z)
{
	sEventMgr.RemoveEvents(this, EVENT_TRANSPORTER_NEXT_WAYPOINT);

	if(mPassengers.size() > 0)
	{
		PassengerIterator itr = mPassengers.begin();
		PassengerIterator it2;

		WorldPacket Pending(SMSG_TRANSFER_PENDING, 12);
		Pending << mapid << GetEntry() << oldmap;

		WorldPacket NewWorld;
		LocationVector v;

		for(; itr != mPassengers.end();)
		{
			it2 = itr++;
			Player* plr = objmgr.GetPlayer(it2->first);
			if(!plr)
			{
				// remove from map
				mPassengers.erase(it2);
				continue;
			}
			if(!plr->GetSession() || !plr->IsInWorld())
				continue;

			v.x = x + plr->m_transportPosition->x;
			v.y = y + plr->m_transportPosition->y;
			v.z = z + plr->m_transportPosition->z;
			v.o = plr->GetOrientation();

			if(mapid == 530 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_01))
			{
				// player is not flagged to access bc content, repop at graveyard
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			if(mapid == 571 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_02))
			{
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			// Lucky bitch. Do it like on official.
			if(plr->isDead())
				plr->RemoteRevive();

			if( plr->m_CurrentVehicle )
				plr->m_CurrentVehicle->RemovePassenger( plr );

			plr->m_lockTransportVariables = true;
			plr->GetSession()->SendPacket(&Pending);
#ifndef CLUSTERING
			plr->_Relocate(mapid, v, false, true, 0);
#else
			plr->RelocateCallback(mapid);
#endif
		}
	}

	// Set our position
	RemoveFromWorld(false);
	SetMapId(mapid);
	SetPosition(x,y,z,m_position.o,false);
	AddToWorld();
}
Пример #25
0
void WorldSession::SendLfgUpdateProposal(LFGProposal* pProposal)
{
    if (!sWorld.getConfig(CONFIG_BOOL_LFG_ENABLE))
    {
        DEBUG_LOG("SendLfgUpdateProposal %u failed - Dungeon finder disabled", GetPlayer()->GetObjectGuid().GetCounter());
        return;
    }

    if (!pProposal)
        return;

    LFGDungeonEntry const* dungeon = pProposal->GetDungeon();
    if (!dungeon)
    {
        DEBUG_LOG("SMSG_LFG_PROPOSAL_UPDATE: no dungeon in proposal %u, returning.", pProposal->m_uiID);
        return;
    }

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

    bool isSameDungeon = false;
    bool isSameGroup   = false;

    uint32 completedEncounters = 0;
    LFGRolesMap rolesMap;

    if (Group* group = pProposal->GetGroup())
    {
        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* pGroupMember = itr->getSource();
            if (pGroupMember && pGroupMember->IsInWorld())
            {
                rolesMap.insert(std::make_pair(pGroupMember->GetObjectGuid(), sLFGMgr.GetLFGPlayerState(pGroupMember->GetObjectGuid())->GetRoles()));

                if (InstancePlayerBind* bind = pGroupMember->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty)))
                {
                    if (DungeonPersistentState* state = bind->state)
                        completedEncounters |= state->GetCompletedEncountersMask();
                }
            }
        }

        // isContinue = group->isLFGGroup() && sLFGMgr->GetState(gguid) != LFG_STATE_FINISHED_DUNGEON;
        isSameDungeon =  dungeon->map == GetPlayer()->GetMapId();
        isSameGroup   =  GetPlayer()->GetGroup() == group;
    }

    GuidSet const proposalGuids = pProposal->GetMembers();
    if (!proposalGuids.empty())
    {
        for (GuidSet::const_iterator itr = proposalGuids.begin(); itr != proposalGuids.end(); ++itr)
        {
            Player* player = sObjectMgr.GetPlayer(*itr);
            if (player && player->IsInWorld())
                rolesMap.insert(std::make_pair(player->GetObjectGuid(), sLFGMgr.GetLFGPlayerState(player->GetObjectGuid())->GetRoles()));
        }
    }

    uint32 size = rolesMap.size();

    DEBUG_LOG("SMSG_LFG_PROPOSAL_UPDATE proposal %u, player %u, state: %u", pProposal->m_uiID, GetPlayer()->GetObjectGuid().GetCounter(), pProposal->GetState());


    WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + size * (4 + 1 + 1 + 1 + 1 +1));

    data << uint32(dungeon->Entry());                          // Dungeon
    data << uint8(pProposal->GetState());                      // Result state
    data << uint32(pProposal->m_uiID);                         // Internal Proposal ID
    data << uint32(completedEncounters);                       // Bosses killed
    data << uint8(isSameDungeon);                              // Silent (show client window)
    data << uint8(size);                                       // Group size

    for (LFGRolesMap::const_iterator itr = rolesMap.begin(); itr != rolesMap.end(); ++itr)
    {
        Player* pPlayer = sObjectMgr.GetPlayer(itr->first);
        if (!pPlayer)
            continue;

        isSameDungeon =  dungeon->map == pPlayer->GetMapId();
        isSameGroup   =  pPlayer->GetGroup() == pProposal->GetGroup();

        data << uint32(itr->second);                              // Role
        data << uint8(pPlayer->GetObjectGuid() == guid);          // Self player
        data << uint8(isSameDungeon);                             // Not in dungeon
        data << uint8(isSameGroup);                               // Not same group
        data << uint8(sLFGMgr.GetLFGPlayerState(pPlayer->GetObjectGuid())->GetAnswer() != LFG_ANSWER_PENDING); // Answered
        data << uint8(sLFGMgr.GetLFGPlayerState(pPlayer->GetObjectGuid())->GetAnswer() == LFG_ANSWER_AGREE); // Accepted
    }
    SendPacket(&data);
}
Пример #26
0
void Transporter::TransportPassengers(uint32 mapid, uint32 oldmap, float x, float y, float z)
{
	sEventMgr.RemoveEvents(this, EVENT_TRANSPORTER_NEXT_WAYPOINT);

	if(mPassengers.size() > 0)
	{
		PassengerIterator itr = mPassengers.begin();
		PassengerIterator it2;

		WorldPacket Pending(SMSG_TRANSFER_PENDING, 12);
		Pending << mapid << GetEntry() << oldmap;

		WorldPacket NewWorld;
		LocationVector v;

		for(; itr != mPassengers.end();)
		{
			it2 = itr;
			++itr;

			Player *plr = objmgr.GetPlayer(it2->first);
			if(!plr)
			{
				// remove all non players from map
				mPassengers.erase(it2);
				continue;
			}
			if(!plr->GetSession() || !plr->IsInWorld()) 
				continue;

			plr->m_lockTransportVariables = true;

			v.x = x + plr->m_TransporterX;
			v.y = y + plr->m_TransporterY;
			v.z = z + plr->m_TransporterZ;
			v.o = plr->GetOrientation();

			if(mapid == 530 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_01))
			{
				// player does not have BC content, repop at graveyard
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			plr->GetSession()->SendPacket(&Pending);
			plr->_Relocate(mapid, v, false, true, 0);

			// Lucky bitch. Do it like on official.
			if(plr->isDead())
			{
				plr->ResurrectPlayer();
				plr->SetUInt32Value(UNIT_FIELD_HEALTH, plr->GetUInt32Value(UNIT_FIELD_MAXHEALTH));
				plr->SetUInt32Value(UNIT_FIELD_POWER1, plr->GetUInt32Value(UNIT_FIELD_MAXPOWER1));
			}
		}
	}

	// Set our position
	RemoveFromWorld(false);
	SetMapId(mapid);
	SetPosition(x,y,z,m_position.o,false);
	AddToWorld();
}
Пример #27
0
bool Group::_addMember(ObjectGuid guid, const char* name, bool isAssistant, uint8 group)
{
    if (IsFull())
        return false;

    if (!guid)
        return false;

    Player* player = sObjectMgr.GetPlayer(guid, false);

    uint32 lastMap = 0;
    if (player && player->IsInWorld())
        lastMap = player->GetMapId();
    else if (player && player->IsBeingTeleported())
        lastMap = player->GetTeleportDest().mapid;

    MemberSlot member;
    member.guid      = guid;
    member.name      = name;
    member.group     = group;
    member.assistant = isAssistant;
    member.lastMap   = lastMap;
    m_memberSlots.push_back(member);

    SubGroupCounterIncrease(group);

    if (player)
    {
        player->SetGroupInvite(nullptr);
        // if player is in group and he is being added to BG raid group, then call SetBattleGroundRaid()
        if (player->GetGroup() && isBGGroup())
            player->SetBattleGroundRaid(this, group);
        // if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
        else if (player->GetGroup())
            player->SetOriginalGroup(this, group);
        // if player is not in group, then call set group
        else
            player->SetGroup(this, group);

        if (player->IsInWorld())
        {
            // if the same group invites the player back, cancel the homebind timer
            if (InstanceGroupBind* bind = GetBoundInstance(player->GetMapId(), player))
                if (bind->state->GetInstanceId() == player->GetInstanceId())
                    player->m_InstanceValid = true;
        }
    }

    if (!isRaidGroup())                                     // reset targetIcons for non-raid-groups
    {
        for (int i = 0; i < TARGET_ICON_COUNT; ++i)
            m_targetIcons[i].Clear();
    }

    if (!isBGGroup())
    {
        // insert into group table
        CharacterDatabase.PExecute("INSERT INTO group_member(groupId,memberGuid,assistant,subgroup) VALUES('%u','%u','%u','%u')",
                                   m_Id, member.guid.GetCounter(), ((member.assistant == 1) ? 1 : 0), member.group);
    }

    return true;
}
Пример #28
0
Player* ObjectAccessor::GetObjectInWorld(uint64 guid, Player* /*typeSpecifier*/)
{
    Player* player = HashMapHolder<Player>::Find(guid);
    return player && player->IsInWorld() ? player : NULL;
}
Пример #29
0
void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if (go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld->getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if (uses < max_amount)
                    {
                        if (uses >= min_amount)
                        {
                            float chance_rate = sWorld->getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if (lockInfo)
                                ReqValue = lockInfo->Skill[0];
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate, 4*(1/double(max_amount))*double(uses));
                            if (roll_chance_f((float)(100*chance+skill)))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* pGroup = player->GetGroup())
                {
                    if (pGroup->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemTemplate const* proto = pItem->GetTemplate();

        // destroy only 5 items from stack in case prospecting and milling
        if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if (count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
            player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
        if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &pCreature->loot;
        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
            if (!pCreature->isAlive())
                pCreature->AllLootRemovedFromCorpse();

            pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
        else
        {
            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* pGroup = player->GetGroup())
                {
                    if (pGroup->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                        pGroup->SendLooter(pCreature, NULL);

                        // force update of dynamic flags, otherwise other group's players still not able to loot.
                        pCreature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Пример #30
0
    static bool HandleGMTicketUnAssignCommand(ChatHandler* handler, char const* args)
    {
        if (!*args)
            return false;

        uint32 ticketId = atoi(args);
        GmTicket* ticket = sTicketMgr->GetTicket(ticketId);
        if (!ticket || ticket->IsClosed())
        {
            handler->SendSysMessage(LANG_COMMAND_TICKETNOTEXIST);
            return true;
        }
        // Ticket must be assigned
        if (!ticket->IsAssigned())
        {
            handler->PSendSysMessage(LANG_COMMAND_TICKETNOTASSIGNED, ticket->GetId());
            return true;
        }

        // Get security level of player, whom this ticket is assigned to
        uint32 security = SEC_PLAYER;
        Player* assignedPlayer = ticket->GetAssignedPlayer();
        if (assignedPlayer && assignedPlayer->IsInWorld())
            security = assignedPlayer->GetSession()->GetSecurity();
        else
        {
            ObjectGuid guid = ticket->GetAssignedToGUID();
            uint32 accountId = sObjectMgr->GetPlayerAccountIdByGUID(guid);
            security = AccountMgr::GetSecurity(accountId, realmID);
        }

        // Check security
        //! If no m_session present it means we're issuing this command from the console
        uint32 mySecurity = handler->GetSession() ? handler->GetSession()->GetSecurity() : SEC_CONSOLE;
        if (security > mySecurity)
        {
            handler->SendSysMessage(LANG_COMMAND_TICKETUNASSIGNSECURITY);
            return true;
        }

        std::string assignedTo = ticket->GetAssignedToName(); // copy assignedto name because we need it after the ticket has been unnassigned
        SQLTransaction trans = SQLTransaction(NULL);
        ticket->SetUnassigned();
        ticket->SaveToDB(trans);
        sTicketMgr->UpdateLastChange();

        std::string msg = ticket->FormatMessageString(*handler, NULL, assignedTo.c_str(),
            handler->GetSession() ? handler->GetSession()->GetPlayer()->GetName().c_str() : "Console", NULL, NULL);
        handler->SendGlobalGMSysMessage(msg.c_str());
		
        if ((sIRC->TICMASK & 16) != 0 && (sIRC->BOTMASK & 1024) != 0 && sIRC->ticann.size() > 0)
        {
            std::string ircchan = "#";
            std::ostringstream smsg;
            ircchan += sIRC->ticann;
            smsg << "[\00304Ticket Assigned\003][By:\00304 " << ticket->GetPlayerName().c_str() << " \003][ID: \00304" << ticket->GetId() << " \003][Unssigned From: \00304"
                << assignedTo.c_str() << " \003][By: \00304" << (GetSession() ? GetSession()->GetPLayer()->GetName().c_str() : 'Console') << " \003]";
                /*
                Keeping old line incase i fubar this :D
                << assignedTo.c_str() << " \003][By: \00304" << handler->GetSession()->GetPlayer()->GetName().c_str() << " \003]";
            	*/
            sIRC->Send_IRC_Channel(ircchan, smsg.str().c_str() , true);
        }

        return true;
    }