server/src/game/WorldHandlers/LFGHandler.cpp
Charles A Edwards 8ef55a922f LFGMgr.cpp and LFGMgr.h added to Three
LFGMgr.cpp and LFGMgr.h added to Three.

This is part of the current build error fixes,
2020-02-17 12:08:07 +00:00

571 lines
19 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "WorldSession.h"
#include "LFGMgr.h"
#include "Log.h"
#include "Player.h"
#include "WorldPacket.h"
#include "ObjectMgr.h"
#include "World.h"
void WorldSession::HandleLfgJoinOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_LFG_JOIN");
uint8 dungeonsCount, counter2;
std::string comment;
std::vector<uint32> dungeons;
recv_data >> Unused<uint32>(); // lfg roles
recv_data >> Unused<uint8>(); // lua: GetLFGInfoLocal
recv_data >> Unused<uint8>(); // lua: GetLFGInfoLocal
recv_data >> dungeonsCount;
dungeons.resize(dungeonsCount);
for (uint8 i = 0; i < dungeonsCount; ++i)
recv_data >> dungeons[i]; // dungeons id/type
recv_data >> counter2; // const count = 3, lua: GetLFGInfoLocal
for (uint8 i = 0; i < counter2; ++i)
recv_data >> Unused<uint8>(); // lua: GetLFGInfoLocal
recv_data >> comment; // lfg comment
// SendLfgJoinResult(ERR_LFG_OK);
// SendLfgUpdate(false, LFG_UPDATE_JOIN, dungeons[0]);
}
void WorldSession::HandleLfgLeaveOpcode(WorldPacket& /*recv_data*/)
{
DEBUG_LOG("CMSG_LFG_LEAVE");
// SendLfgUpdate(false, LFG_UPDATE_LEAVE, 0);
}
void WorldSession::HandleSearchLfgJoinOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_LFG_SEARCH_JOIN");
uint32 temp, entry;
recv_data >> temp;
entry = (temp & 0x00FFFFFF);
// LfgType type = LfgType((temp >> 24) & 0x000000FF);
// SendLfgSearchResults(type, entry);
}
void WorldSession::HandleSearchLfgLeaveOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_LFG_SEARCH_LEAVE");
recv_data >> Unused<uint32>(); // join id?
}
void WorldSession::HandleSetLfgCommentOpcode(WorldPacket& recv_data)
{
DEBUG_LOG("CMSG_SET_LFG_COMMENT");
std::string comment;
recv_data >> comment;
DEBUG_LOG("LFG comment \"%s\"", comment.c_str());
}
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);
}
/*
* pre dev21 version
* delete this if the one below it proves to be good (chucky)
void WorldSession::SendLfgJoinResult(LfgJoinResult result)
{
WorldPacket data(SMSG_LFG_JOIN_RESULT, 0);
data << uint32(result);
data << uint32(0); // ERR_LFG_ROLE_CHECK_FAILED_TIMEOUT = 3, ERR_LFG_ROLE_CHECK_FAILED_NOT_VIABLE = (value - 3 == result)
if (result == ERR_LFG_NO_SLOTS_PARTY)
{
uint8 count1 = 0;
data << uint8(count1); // players count?
for (uint32 i = 0; i < count1; ++i)
{
data << uint64(0); // player guid?
uint32 count2 = 0;
for (uint32 j = 0; j < count2; ++j)
{
data << uint32(0); // dungeon id/type
data << uint32(0); // lock status?
}
}
}
SendPacket(&data);
}
*/
void WorldSession::SendLfgJoinResult(LfgJoinResult result, LFGState state, partyForbidden const& lockedDungeons)
{
uint32 packetSize = 0;
for (partyForbidden::const_iterator it = lockedDungeons.begin(); it != lockedDungeons.end(); ++it)
packetSize += 12 + uint32(it->second.size()) * 8;
WorldPacket data(SMSG_LFG_JOIN_RESULT, packetSize);
data << uint32(result);
data << uint32(state);
if (!lockedDungeons.empty())
{
for (partyForbidden::const_iterator it = lockedDungeons.begin(); it != lockedDungeons.end(); ++it)
{
dungeonForbidden dungeonInfo = it->second;
data << uint64(it->first); // object guid of player
data << uint32(dungeonInfo.size()); // amount of their locked dungeons
for (dungeonForbidden::iterator itr = dungeonInfo.begin(); itr != dungeonInfo.end(); ++itr)
{
data << uint32(itr->first); // dungeon entry
data << uint32(itr->second); // reason for dungeon being forbidden/locked
}
}
}
SendPacket(&data);
}
/*
* new version hass been added below for dev21
* delete this once the new one proves to work (chucky)
void WorldSession::SendLfgUpdate(bool isGroup, LfgUpdateType updateType, uint32 id)
{
WorldPacket data(isGroup ? SMSG_LFG_UPDATE_PARTY : SMSG_LFG_UPDATE_PLAYER, 0);
data << uint8(updateType);
uint8 extra = updateType == LFG_UPDATE_JOIN ? 1 : 0;
data << uint8(extra);
if (extra)
{
data << uint8(0);
data << uint8(0);
data << uint8(0);
if (isGroup)
{
data << uint8(0);
for (uint32 i = 0; i < 3; ++i)
data << uint8(0);
}
uint8 count = 1;
data << uint8(count);
for (uint32 i = 0; i < count; ++i)
data << uint32(id);
data << "";
}
SendPacket(&data);
}
*/
/*
* The following functions were added for dev21, teken from Two
* If tey prove to work, then delete/alter this comment (chucky)
*/
void WorldSession::SendLfgUpdate(bool isGroup, LFGPlayerStatus status)
{
uint8 dungeonSize = uint8(status.dungeonList.size());
bool isQueued = false, joinLFG = false;
switch (status.updateType)
{
case LFG_UPDATE_JOIN:
case LFG_UPDATE_ADDED_TO_QUEUE:
isQueued = true;
case LFG_UPDATE_PROPOSAL_BEGIN:
if (isGroup)
joinLFG = true;
break;
case LFG_UPDATE_STATUS:
isQueued = (status.state == LFG_STATE_QUEUED);
if (isGroup)
joinLFG = (status.state != LFG_STATE_ROLECHECK) && (status.state != LFG_STATE_NONE);
break;
default:
break;
}
WorldPacket data(isGroup ? SMSG_LFG_UPDATE_PARTY : SMSG_LFG_UPDATE_PLAYER);
data << uint8(status.updateType);
data << uint8(dungeonSize > 0);
if (dungeonSize)
{
if (isGroup)
data << uint8(joinLFG);
data << uint8(isQueued);
data << uint8(0);
data << uint8(0);
if (isGroup)
{
for (uint32 i = 0; i < 3; ++i)
data << uint8(0);
}
data << uint8(dungeonSize);
for (std::set<uint32>::iterator it = status.dungeonList.begin(); it != status.dungeonList.end(); ++it)
data << uint32(*it);
data << status.comment;
}
SendPacket(&data);
}
void WorldSession::SendLfgQueueStatus(LFGQueueStatus const& status)
{
WorldPacket data(SMSG_LFG_QUEUE_STATUS, 31);
data << uint32(status.dungeonID);
data << int32(status.playerAvgWaitTime);
data << int32(status.avgWaitTime);
data << int32(status.tankAvgWaitTime);
data << int32(status.healerAvgWaitTime);
data << int32(status.dpsAvgWaitTime);
data << uint8(status.neededTanks);
data << uint8(status.neededHeals);
data << uint8(status.neededDps);
data << uint32(status.timeSpentInQueue);
SendPacket(&data);
}
void WorldSession::SendLfgRoleCheckUpdate(LFGRoleCheck const& roleCheck)
{
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE);
data << uint32(roleCheck.state);
data << uint8(roleCheck.state == LFG_ROLECHECK_INITIALITING);
std::set<uint32> dungeons;
if (roleCheck.randomDungeonID)
dungeons.insert(roleCheck.randomDungeonID);
else
dungeons = roleCheck.dungeonList;
data << uint8(dungeons.size());
if (!dungeons.empty())
for (std::set<uint32>::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
data << uint32(sLFGMgr.GetDungeonEntry(*it));
data << uint8(roleCheck.currentRoles.size());
if (!roleCheck.currentRoles.empty())
{
ObjectGuid leaderGuid = ObjectGuid(roleCheck.leaderGuidRaw);
uint8 leaderRoles = roleCheck.currentRoles.find(leaderGuid)->second;
Player* pLeader = ObjectAccessor::FindPlayer(leaderGuid);
data << uint64(leaderGuid.GetRawValue());
data << uint8(leaderRoles > 0);
data << uint32(leaderRoles);
data << uint8(pLeader->getLevel());
for (roleMap::const_iterator rItr = roleCheck.currentRoles.begin(); rItr != roleCheck.currentRoles.end(); ++rItr)
{
if (rItr->first == leaderGuid)
continue; // exclude the leader
ObjectGuid plrGuid = rItr->first;
Player* pPlayer = ObjectAccessor::FindPlayer(plrGuid);
data << uint64(plrGuid.GetRawValue());
data << uint8(rItr->second > 0);
data << uint32(rItr->second);
data << uint8(pPlayer->getLevel());
}
}
SendPacket(&data);
}
void WorldSession::SendLfgRoleChosen(uint64 rawGuid, uint8 roles)
{
WorldPacket data(SMSG_ROLE_CHOSEN, 13);
data << uint64(rawGuid);
data << uint8(roles > 0);
data << uint32(roles);
SendPacket(&data);
}
void WorldSession::SendLfgProposalUpdate(LFGProposal const& proposal)
{
Player* pPlayer = GetPlayer();
ObjectGuid plrGuid = pPlayer->GetObjectGuid();
ObjectGuid plrGroupGuid = proposal.groups.find(plrGuid)->second;
uint32 dungeonEntry = sLFGMgr.GetDungeonEntry(proposal.dungeonID);
bool showProposal = !proposal.isNew && proposal.groupRawGuid == plrGroupGuid.GetRawValue();
WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 15 + (9 * proposal.currentRoles.size()));
data << uint32(dungeonEntry); // Dungeon Entry
data << uint8(proposal.state); // Proposal state
data << uint32(proposal.id); // ID of proposal
data << uint32(proposal.encounters); // Encounters done
data << uint8(showProposal); // Show or hide proposal window [todo-this]
data << uint8(proposal.currentRoles.size()); // Size of group
for (playerGroupMap::const_iterator it = proposal.groups.begin(); it != proposal.groups.end(); ++it)
{
ObjectGuid grpPlrGuid = it->first;
uint8 grpPlrRole = proposal.currentRoles.find(grpPlrGuid)->second;
LFGProposalAnswer grpPlrAnswer = proposal.answers.find(grpPlrGuid)->second;
data << uint32(grpPlrRole); // Player's role
data << uint8(grpPlrGuid == plrGuid); // Is this player me?
if (it->second != 0)
{
data << uint8(it->second == ObjectGuid(proposal.groupRawGuid)); // Is player in the proposed group?
data << uint8(it->second == plrGroupGuid); // Is player in the same group as myself?
}
else
{
data << uint8(0);
data << uint8(0);
}
data << uint8(grpPlrAnswer != LFG_ANSWER_PENDING); // Has the player selected an answer?
data << uint8(grpPlrAnswer == LFG_ANSWER_AGREE); // Has the player agreed to do the dungeon?
}
SendPacket(&data);
}
void WorldSession::SendLfgTeleportError(uint8 error)
{
DEBUG_LOG("SMSG_LFG_TELEPORT_DENIED");
WorldPacket data(SMSG_LFG_TELEPORT_DENIED, 4);
data << uint32(error);
SendPacket(&data);
}
void WorldSession::SendLfgRewards(LFGRewards const& rewards)
{
DEBUG_LOG("SMSG_LFG_PLAYER_REWARD");
WorldPacket data(SMSG_LFG_PLAYER_REWARD, 42);
data << uint32(rewards.randomDungeonEntry);
data << uint32(rewards.groupDungeonEntry);
data << uint8(rewards.hasDoneDaily);
data << uint32(1);
data << uint32(rewards.moneyReward);
data << uint32(rewards.expReward);
data << uint32(0);
data << uint32(0);
if (rewards.itemID != 0)
{
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(rewards.itemID);
if (pProto)
{
data << uint8(1);
data << uint32(rewards.itemID);
data << uint32(pProto->DisplayInfoID);
data << uint32(rewards.itemAmount);
}
}
else
data << uint8(0);
SendPacket(&data);
}
void WorldSession::SendLfgBootUpdate(LFGBoot const& boot)
{
DEBUG_LOG("SMSG_LFG_BOOT_PLAYER");
ObjectGuid plrGuid = GetPlayer()->GetObjectGuid();
LFGProposalAnswer plrAnswer = boot.answers.find(plrGuid)->second;
uint32 voteCount = 0, yayCount = 0;
for (proposalAnswerMap::const_iterator it = boot.answers.begin(); it != boot.answers.end(); ++it)
{
if (it->second != LFG_ANSWER_PENDING)
{
++voteCount;
if (it->second == LFG_ANSWER_AGREE)
++yayCount;
}
}
uint32 timeLeft = uint8(((boot.startTime + LFG_TIME_BOOT) - time(NULL)) / 1000);
WorldPacket data(SMSG_LFG_BOOT_PLAYER, 27 + boot.reason.length());
data << uint8(boot.inProgress); // Is boot still ongoing?
data << uint8(plrAnswer != LFG_ANSWER_PENDING); // Did this player vote yet?
data << uint8(plrAnswer == LFG_ANSWER_AGREE); // Did this player agree to boot them?
data << uint64(boot.playerVotedOn.GetRawValue()); // Potentially booted player's objectguid value
data << uint32(voteCount); // Number of players who've voted so far
data << uint32(yayCount); // Number of players who've voted against the plr so far
data << uint32(timeLeft); // Time left in seconds
data << uint32(REQUIRED_VOTES_FOR_BOOT); // Number of votes needed to win
data << boot.reason.c_str(); // Reason given for booting
SendPacket(&data);
}