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457 lines
14 KiB
C++
457 lines
14 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "WorldSession.h"
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#include "Log.h"
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#include "Database/DatabaseEnv.h"
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#include "Player.h"
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#include "WorldPacket.h"
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#include "ObjectMgr.h"
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#include "World.h"
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static void AttemptJoin(Player* _player)
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{
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// skip not can autojoin cases and player group case
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if (!_player->m_lookingForGroup.canAutoJoin() || _player->GetGroup())
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return;
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//TODO: Guard Player Map
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HashMapHolder<Player>::MapType const& players = sObjectAccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
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{
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Player *plr = iter->second;
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// skip enemies and self
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if (!plr || plr==_player || plr->GetTeam() != _player->GetTeam())
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continue;
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//skip players not in world
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if (!plr->IsInWorld())
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continue;
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// skip not auto add, not group leader cases
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if (!plr->GetSession()->LookingForGroup_auto_add || (plr->GetGroup() && plr->GetGroup()->GetLeaderGuid() != plr->GetObjectGuid()))
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continue;
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// skip non auto-join or empty slots, or non compatible slots
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if (!plr->m_lookingForGroup.more.canAutoJoin() || !_player->m_lookingForGroup.HaveInSlot(plr->m_lookingForGroup.more))
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continue;
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// attempt create group, or skip
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if (!plr->GetGroup())
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{
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Group* group = new Group;
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if (!group->Create(plr->GetObjectGuid(), plr->GetName()))
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{
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delete group;
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continue;
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}
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sObjectMgr.AddGroup(group);
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}
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// stop at success join
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if(plr->GetGroup()->AddMember(_player->GetObjectGuid(), _player->GetName()))
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{
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if( sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && _player->GetSession()->GetSecurity() == SEC_PLAYER )
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_player->LeaveLFGChannel();
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break;
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}
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// full
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else
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{
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if( sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && plr->GetSession()->GetSecurity() == SEC_PLAYER )
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plr->LeaveLFGChannel();
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}
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}
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}
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static void AttemptAddMore(Player* _player)
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{
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// skip not group leader case
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if (_player->GetGroup() && _player->GetGroup()->GetLeaderGuid() != _player->GetObjectGuid())
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return;
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if(!_player->m_lookingForGroup.more.canAutoJoin())
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return;
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//TODO: Guard Player map
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HashMapHolder<Player>::MapType const& players = sObjectAccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
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{
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Player *plr = iter->second;
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// skip enemies and self
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if (!plr || plr==_player || plr->GetTeam() != _player->GetTeam())
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continue;
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if(!plr->IsInWorld())
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continue;
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// skip not auto join or in group
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if(!plr->GetSession()->LookingForGroup_auto_join || plr->GetGroup() )
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continue;
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if(!plr->m_lookingForGroup.HaveInSlot(_player->m_lookingForGroup.more))
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continue;
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// attempt create group if need, or stop attempts
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if(!_player->GetGroup())
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{
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Group* group = new Group;
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if(!group->Create(_player->GetObjectGuid(), _player->GetName()))
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{
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delete group;
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return; // can't create group (??)
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}
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sObjectMgr.AddGroup(group);
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}
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// stop at join fail (full)
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if(!_player->GetGroup()->AddMember(plr->GetObjectGuid(), plr->GetName()) )
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{
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if( sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && _player->GetSession()->GetSecurity() == SEC_PLAYER )
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_player->LeaveLFGChannel();
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break;
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}
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// joined
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if( sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && plr->GetSession()->GetSecurity() == SEC_PLAYER )
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plr->LeaveLFGChannel();
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// and group full
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if(_player->GetGroup()->IsFull() )
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{
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if( sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && _player->GetSession()->GetSecurity() == SEC_PLAYER )
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_player->LeaveLFGChannel();
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break;
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}
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}
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}
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void WorldSession::HandleLfgJoinOpcode( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_LFG_JOIN");
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LookingForGroup_auto_join = true;
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uint8 counter1, counter2;
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std::string comment;
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recv_data >> Unused<uint32>(); // lfg roles
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recv_data >> Unused<uint8>(); // unk1 (unused?)
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recv_data >> Unused<uint8>(); // unk2 (unused?)
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recv_data >> counter1;
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for (uint8 i = 0; i < counter1; i++)
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recv_data >> Unused<uint32>(); // queue block? (type/zone?)
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recv_data >> counter2;
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for (uint8 i = 0; i < counter2; i++)
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recv_data >> Unused<uint8>(); // unk (unused?)
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recv_data >> comment; // lfg comment
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if(!_player) // needed because STATUS_AUTHED
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return;
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AttemptJoin(_player);
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}
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void WorldSession::HandleLfgLeaveOpcode( WorldPacket & /*recv_data*/ )
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{
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DEBUG_LOG("CMSG_LFG_LEAVE");
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LookingForGroup_auto_join = false;
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}
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void WorldSession::HandleSearchLfgJoinOpcode( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_SEARCH_LFG_JOIN");
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LookingForGroup_auto_add = true;
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recv_data >> Unused<uint32>(); // join id?
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if(!_player) // needed because STATUS_AUTHED
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return;
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AttemptAddMore(_player);
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}
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void WorldSession::HandleSearchLfgLeaveOpcode( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_SEARCH_LFG_LEAVE");
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LookingForGroup_auto_add = false;
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recv_data >> Unused<uint32>(); // join id?
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}
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void WorldSession::HandleLfgClearOpcode( WorldPacket & /*recv_data */ )
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{
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// empty packet
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DEBUG_LOG("CMSG_CLEAR_LOOKING_FOR_GROUP");
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for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
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_player->m_lookingForGroup.slots[i].Clear();
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if( sWorld.getConfig(CONFIG_BOOL_RESTRICTED_LFG_CHANNEL) && _player->GetSession()->GetSecurity() == SEC_PLAYER )
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_player->LeaveLFGChannel();
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SendLfgUpdate(0, 0, 0);
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}
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void WorldSession::HandleLfmClearOpcode( WorldPacket & /*recv_data */)
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{
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// empty packet
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DEBUG_LOG("CMSG_CLEAR_LOOKING_FOR_MORE");
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_player->m_lookingForGroup.more.Clear();
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}
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void WorldSession::HandleSetLfmOpcode( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_SET_LOOKING_FOR_MORE");
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//recv_data.hexlike();
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uint32 temp, entry, type;
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uint8 unk1;
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uint8 unk2[3];
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recv_data >> temp >> unk1 >> unk2[0] >> unk2[1] >> unk2[2];
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entry = ( temp & 0x00FFFFFF);
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type = ( (temp >> 24) & 0x000000FF);
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_player->m_lookingForGroup.more.Set(entry,type);
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DEBUG_LOG("LFM set: temp %u, zone %u, type %u", temp, entry, type);
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if(LookingForGroup_auto_add)
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AttemptAddMore(_player);
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SendLfgResult(type, entry, 1);
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}
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void WorldSession::HandleSetLfgCommentOpcode( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_SET_LFG_COMMENT");
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//recv_data.hexlike();
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std::string comment;
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recv_data >> comment;
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DEBUG_LOG("LFG comment %s", comment.c_str());
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_player->m_lookingForGroup.comment = comment;
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}
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void WorldSession::HandleLookingForGroup(WorldPacket& recv_data)
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{
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DEBUG_LOG("MSG_LOOKING_FOR_GROUP");
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//recv_data.hexlike();
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uint32 type, entry, unk;
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recv_data >> type >> entry >> unk;
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DEBUG_LOG("MSG_LOOKING_FOR_GROUP: type %u, entry %u, unk %u", type, entry, unk);
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if(LookingForGroup_auto_add)
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AttemptAddMore(_player);
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if(LookingForGroup_auto_join)
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AttemptJoin(_player);
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SendLfgResult(type, entry, 0);
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SendLfgUpdate(0, 1, 0);
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}
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void WorldSession::SendLfgResult(uint32 type, uint32 entry, uint8 lfg_type)
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{
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/*uint32 number = 0;
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WorldPacket data(MSG_LOOKING_FOR_GROUP);
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data << uint32(type); // type
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data << uint32(entry); // entry from LFGDungeons.dbc
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data << uint8(0);
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if(uint8)
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{
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uint32 count1;
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for(count1)
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{
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uint64; // player guid
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}
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}
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data << uint32(0); // count2
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data << uint32(0);
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for(count2)
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{
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uint64 // not player guid
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uint32 flags;
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if(flags & 0x2)
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{
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data << uint8(0); // string
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}
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if(flags & 0x10)
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{
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data << uint8(0);
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}
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if(flags & 0x20)
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{
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for(int i = 0; i < 3; ++i)
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{
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data << uint8(0);
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}
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}
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}
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size_t count3_pos = data.wpos();
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data << uint32(0); // count3
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data << uint32(0); // unk
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//TODO: Guard Player map
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HashMapHolder<Player>::MapType const& players = sObjectAccessor.GetPlayers();
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for(HashMapHolder<Player>::MapType::const_iterator iter = players.begin(); iter != players.end(); ++iter)
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{
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Player *plr = iter->second;
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if(!plr || plr->GetTeam() != _player->GetTeam())
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continue;
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if(!plr->IsInWorld())
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continue;
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if(!plr->m_lookingForGroup.HaveInSlot(entry, type))
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continue;
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++number;
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data << plr->GetObjectGuid(); // guid
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uint32 flags = 0x1FF;
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data << uint32(flags); // flags
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if(flags & 0x1)
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{
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data << uint8(plr->getLevel());
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data << uint8(plr->getClass());
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data << uint8(plr->getRace());
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for(int i = 0; i < 3; ++i)
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data << uint8(0); // spent talents count in specific tab
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data << uint32(0); // resistances1
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data << uint32(0); // spd/heal
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data << uint32(0); // spd/heal
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data << uint32(0); // combat_rating9
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data << uint32(0); // combat_rating10
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data << uint32(0); // combat_rating11
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data << float(0); // mp5
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data << float(0); // unk
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data << uint32(0); // attack power
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data << uint32(0); // stat1
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data << uint32(0); // maxhealth
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data << uint32(0); // maxpower1
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data << uint32(0); // unk
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data << float(0); // unk
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data << uint32(0); // unk
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data << uint32(0); // unk
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data << uint32(0); // unk
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data << uint32(0); // unk
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data << uint32(0); // combat_rating20
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data << uint32(0); // unk
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}
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if(flags & 0x2)
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data << plr->m_lookingForGroup.comment; // comment
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if(flags & 0x4)
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data << uint8(0); // unk
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if(flags & 0x8)
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data << uint64(0); // guid from count2 block, not player guid
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if(flags & 0x10)
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data << uint8(0); // unk
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if(flags & 0x20)
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data << uint8(plr->m_lookingForGroup.roles); // roles
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if(flags & 0x40)
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data << uint32(plr->GetZoneId()); // areaid
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if(flags & 0x100)
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data << uint8(0); // LFG/LFM flag?
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if(flags & 0x80)
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{
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for(uint8 j = 0; j < MAX_LOOKING_FOR_GROUP_SLOT; ++j)
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{
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data << uint32(plr->m_lookingForGroup.slots[j].entry | (plr->m_lookingForGroup.slots[j].type << 24));
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}
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}
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}
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data.put<uint32>(count3_pos, number); // fill count placeholder
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SendPacket(&data);*/
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}
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void WorldSession::HandleSetLfgOpcode( WorldPacket & recv_data )
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{
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DEBUG_LOG("CMSG_SET_LOOKING_FOR_GROUP");
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recv_data.hexlike();
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uint32 slot, temp, entry, type;
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uint8 roles, unk1;
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recv_data >> slot >> temp >> roles >> unk1;
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entry = ( temp & 0x00FFFFFF);
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type = ( (temp >> 24) & 0x000000FF);
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if(slot >= MAX_LOOKING_FOR_GROUP_SLOT)
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return;
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_player->m_lookingForGroup.slots[slot].Set(entry, type);
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_player->m_lookingForGroup.roles = roles;
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DEBUG_LOG("LFG set: looknumber %u, temp %X, type %u, entry %u", slot, temp, type, entry);
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if(LookingForGroup_auto_join)
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AttemptJoin(_player);
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//SendLfgResult(type, entry, 0);
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SendLfgUpdate(0, 1, 0);
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}
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void WorldSession::HandleLfgSetRoles(WorldPacket &recv_data)
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{
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DEBUG_LOG("CMSG_LFG_SET_ROLES");
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uint8 roles;
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recv_data >> roles;
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_player->m_lookingForGroup.roles = roles;
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}
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void WorldSession::SendLfgUpdate(uint8 /*unk1*/, uint8 /*unk2*/, uint8 /*unk3*/)
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{
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// disabled
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/*WorldPacket data(SMSG_LFG_UPDATE, 3);
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data << uint8(unk1);
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data << uint8(unk2);
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data << uint8(unk3);
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SendPacket(&data);*/
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}
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