示例#1
0
bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
        return false;

    if (!entry->IsDungeon())
        return true;

    InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
    if (!instance)
        return false;

    Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
    //The player has a heroic mode and tries to enter into instance which has no a heroic mode
    MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
    {
        // Send aborted message for dungeons
        if (entry->IsNonRaidDungeon())
        {
            player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty());
            return false;
        }
        else    // attempt to downscale
            mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    }
    // FIXME: mapDiff is never used

    //Bypass checks for GMs
    if (player->IsGameMaster())
        return true;

    char const* mapName = entry->name;

    Group* group = player->GetGroup();
    if (entry->IsRaid())
    {
        // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
        {
            // probably there must be special opcode, because client has this string constant in GlobalStrings.lua
            /// @todo this is not a good place to send the message
            player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
            TC_LOG_DEBUG("maps", "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName().c_str(), mapName);
            return false;
        }
    }

    if (!player->IsAlive())
    {
        if (Corpse* corpse = player->GetCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = corpse->GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;

                InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
                corpseMap = corpseInstance ? corpseInstance->Parent : 0;
            } while (corpseMap);

            if (!corpseMap)
            {
                WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
                player->GetSession()->SendPacket(&data);
                TC_LOG_DEBUG("maps", "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName);
                return false;
            }
            TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
            player->ResurrectPlayer(0.5f, false);
            player->SpawnCorpseBones();
        }
        else
            TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
    }

    //Get instance where player's group is bound & its map
    if (group)
    {
        InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
        if (boundInstance && boundInstance->save)
            if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
            {
                TC_LOG_ERROR("maps", "ASSERT Check Map::CanPlayerEnter:: Group: %u Instance: %u",group->GetLowGUID() , boundMap->GetEntry());
                if (!loginCheck && !boundMap->CanEnter(player))
                    return false;
            }
            /*
                This check has to be moved to InstanceMap::CanEnter()
                // Player permanently bounded to different instance than groups one
                InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficulty(entry->IsRaid()));
                if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
                    boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
                {
                    /// @todo send some kind of error message to the player
                    return false;
                }*/
    }

    // players are only allowed to enter 5 instances per hour
    if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
    {
        uint32 instanceIdToCheck = 0;
        if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
            instanceIdToCheck = save->GetInstanceId();

        // instanceId can never be 0 - will not be found
        if (!player->CheckInstanceCount(instanceIdToCheck) && !player->IsDead())
        {
            player->SendTransferAborted(mapid, TRANSFER_ABORT_TOO_MANY_INSTANCES);
            return false;
        }
    }

    //Other requirements
    return player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true);
}
示例#2
0
void GroupMgr::LoadGroups()
{
    {
        uint32 oldMSTime = getMSTime();

        // Delete all groups whose leader does not exist
        CharacterDatabase.DirectExecute("DELETE FROM groups WHERE leaderGuid NOT IN (SELECT guid FROM characters)");
        // Delete all groups with less than 2 members (or less than 1 for lfg groups)
        CharacterDatabase.DirectExecute("DELETE groups FROM groups LEFT JOIN ((SELECT guid, count(*) as cnt FROM group_member GROUP BY guid) t) ON groups.guid = t.guid WHERE t.guid IS NULL OR (t.cnt<=1 AND groups.groupType <> 12)");
        // Delete invalid lfg_data
        CharacterDatabase.DirectExecute("DELETE lfg_data FROM lfg_data LEFT JOIN groups ON lfg_data.guid = groups.guid WHERE groups.guid IS NULL OR groups.groupType <> 12");
        // CharacterDatabase.DirectExecute("DELETE groups FROM groups LEFT JOIN lfg_data ON groups.guid = lfg_data.guid WHERE groups.groupType=12 AND lfg_data.guid IS NULL"); // group should be left so binds are cleared when disbanded

        InitGroupIds();

        //                                                        0              1           2             3                 4      5          6      7         8       9
        QueryResult result = CharacterDatabase.Query("SELECT g.leaderGuid, g.lootMethod, g.looterGuid, g.lootThreshold, g.icon1, g.icon2, g.icon3, g.icon4, g.icon5, g.icon6"
            //  10         11          12         13              14                  15            16        17          18
            ", g.icon7, g.icon8, g.groupType, g.difficulty, g.raiddifficulty, g.masterLooterGuid, g.guid, lfg.dungeon, lfg.state FROM groups g LEFT JOIN lfg_data lfg ON lfg.guid = g.guid ORDER BY g.guid ASC");

        if (!result)
        {
            sLog->outString(">> Loaded 0 group definitions. DB table `groups` is empty!");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                Group* group = new Group;
                if (!group->LoadGroupFromDB(fields))
                {
                    delete group;
                    continue;
                }
                AddGroup(group);

                RegisterGroupId(group->GetLowGUID());

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u group definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }

    sLog->outString("Loading Group members...");
    {
        uint32 oldMSTime = getMSTime();

        // Delete all rows from group_member with no group
        CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE guid NOT IN (SELECT guid FROM groups)");
        // Delete all members that does not exist
        CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE memberGuid NOT IN (SELECT guid FROM characters)");

        //                                                    0        1           2            3       4
        QueryResult result = CharacterDatabase.Query("SELECT guid, memberGuid, memberFlags, subgroup, roles FROM group_member ORDER BY guid");
        if (!result)
        {
            sLog->outString(">> Loaded 0 group members. DB table `group_member` is empty!");
            sLog->outString();
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                Group* group = GetGroupByGUID(fields[0].GetUInt32());

                if (group)
                    group->LoadMemberFromDB(fields[1].GetUInt32(), fields[2].GetUInt8(), fields[3].GetUInt8(), fields[4].GetUInt8());
                //else
                //    sLog->outError("GroupMgr::LoadGroups: Consistency failed, can't find group (storage id: %u)", fields[0].GetUInt32());

                ++count;
            }
            while (result->NextRow());

            sLog->outString(">> Loaded %u group members in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
            sLog->outString();
        }
    }
}