server/src/game/GroupHandler.cpp
VladimirMangos ef6a48fe03 [11465] non-ObjectGuid guids in random places.
Only ChannelMgr code wide use uint64 guids now, and Map object stores.
2011-05-10 21:27:49 +04:00

958 lines
28 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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
*/
#include "Common.h"
#include "Database/DatabaseEnv.h"
#include "Opcodes.h"
#include "Log.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "World.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Group.h"
#include "SocialMgr.h"
#include "Util.h"
/* differeces from off:
-you can uninvite yourself - is is useful
-you can accept invitation even if leader went offline
*/
/* todo:
-group_destroyed msg is sent but not shown
-reduce xp gaining when in raid group
-quest sharing has to be corrected
-FIX sending PartyMemberStats
*/
void WorldSession::SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res)
{
WorldPacket data(SMSG_PARTY_COMMAND_RESULT, (4+member.size()+1+4+4));
data << uint32(operation);
data << member; // max len 48
data << uint32(res);
data << uint32(0); // LFD cooldown related (used with ERR_PARTY_LFG_BOOT_COOLDOWN_S and ERR_PARTY_LFG_BOOT_NOT_ELIGIBLE_S)
SendPacket( &data );
}
void WorldSession::HandleGroupInviteOpcode( WorldPacket & recv_data )
{
std::string membername;
recv_data >> membername;
recv_data.read_skip<uint32>(); // roles mask?
// attempt add selected player
// cheating
if(!normalizePlayerName(membername))
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_BAD_PLAYER_NAME_S);
return;
}
Player *player = sObjectMgr.GetPlayer(membername.c_str());
// no player
if(!player)
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_BAD_PLAYER_NAME_S);
return;
}
// can't group with
if(!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GROUP) && GetPlayer()->GetTeam() != player->GetTeam())
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_PLAYER_WRONG_FACTION);
return;
}
if(GetPlayer()->GetInstanceId() != 0 && player->GetInstanceId() != 0 && GetPlayer()->GetInstanceId() != player->GetInstanceId() && GetPlayer()->GetMapId() == player->GetMapId())
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_TARGET_NOT_IN_INSTANCE_S);
return;
}
// just ignore us
if(player->GetSocial()->HasIgnore(GetPlayer()->GetObjectGuid()))
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_IGNORING_YOU_S);
return;
}
Group *group = GetPlayer()->GetGroup();
if( group && group->isBGGroup() )
group = GetPlayer()->GetOriginalGroup();
if(group && group->isRaidGroup() && !player->GetAllowLowLevelRaid() && (player->getLevel() < sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_FOR_RAID)))
{
SendPartyResult(PARTY_OP_INVITE, "", ERR_RAID_DISALLOWED_BY_LEVEL);
return;
}
Group *group2 = player->GetGroup();
if( group2 && group2->isBGGroup() )
group2 = player->GetOriginalGroup();
// player already in another group or invited
if( group2 || player->GetGroupInvite() )
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_ALREADY_IN_GROUP_S);
return;
}
if(group)
{
// not have permissions for invite
if (!group->IsLeader(GetPlayer()->GetObjectGuid()) && !group->IsAssistant(GetPlayer()->GetObjectGuid()))
{
SendPartyResult(PARTY_OP_INVITE, "", ERR_NOT_LEADER);
return;
}
// not have place
if(group->IsFull())
{
SendPartyResult(PARTY_OP_INVITE, "", ERR_GROUP_FULL);
return;
}
}
// ok, but group not exist, start a new group
// but don't create and save the group to the DB until
// at least one person joins
if(!group)
{
group = new Group;
// new group: if can't add then delete
if(!group->AddLeaderInvite(GetPlayer()))
{
delete group;
return;
}
if(!group->AddInvite(player))
{
delete group;
return;
}
}
else
{
// already existing group: if can't add then just leave
if(!group->AddInvite(player))
{
return;
}
}
// ok, we do it
WorldPacket data(SMSG_GROUP_INVITE, 10); // guess size
data << uint8(1); // invited/already in group flag
data << GetPlayer()->GetName(); // max len 48
data << uint32(0); // unk
data << uint8(0); // count
//for(int i = 0; i < count; ++i)
// data << uint32(0);
data << uint32(0); // unk
player->GetSession()->SendPacket(&data);
SendPartyResult(PARTY_OP_INVITE, membername, ERR_PARTY_RESULT_OK);
}
void WorldSession::HandleGroupAcceptOpcode( WorldPacket & recv_data )
{
recv_data.read_skip<uint32>(); // roles mask?
Group *group = GetPlayer()->GetGroupInvite();
if (!group)
return;
if (group->GetLeaderGuid() == GetPlayer()->GetObjectGuid())
{
sLog.outError("HandleGroupAcceptOpcode: %s tried to accept an invite to his own group",
GetPlayer()->GetGuidStr().c_str());
return;
}
// remove in from invites in any case
group->RemoveInvite(GetPlayer());
/** error handling **/
/********************/
// not have place
if(group->IsFull())
{
SendPartyResult(PARTY_OP_INVITE, "", ERR_GROUP_FULL);
return;
}
Player* leader = sObjectMgr.GetPlayer(group->GetLeaderGuid());
// forming a new group, create it
if (!group->IsCreated())
{
if (leader)
group->RemoveInvite(leader);
if (group->Create(group->GetLeaderGuid(), group->GetLeaderName()))
sObjectMgr.AddGroup(group);
else
return;
}
// everything is fine, do it, PLAYER'S GROUP IS SET IN ADDMEMBER!!!
if(!group->AddMember(GetPlayer()->GetObjectGuid(), GetPlayer()->GetName()))
return;
}
void WorldSession::HandleGroupDeclineOpcode( WorldPacket & /*recv_data*/ )
{
Group *group = GetPlayer()->GetGroupInvite();
if (!group)
return;
// remember leader if online
Player *leader = sObjectMgr.GetPlayer(group->GetLeaderGuid());
// uninvite, group can be deleted
GetPlayer()->UninviteFromGroup();
if (!leader || !leader->GetSession())
return;
// report
WorldPacket data( SMSG_GROUP_DECLINE, 10 ); // guess size
data << GetPlayer()->GetName();
leader->GetSession()->SendPacket( &data );
}
void WorldSession::HandleGroupUninviteGuidOpcode(WorldPacket & recv_data)
{
ObjectGuid guid;
recv_data >> guid;
recv_data.read_skip<std::string>(); // reason
// can't uninvite yourself
if (guid == GetPlayer()->GetObjectGuid())
{
sLog.outError("WorldSession::HandleGroupUninviteGuidOpcode: leader %s tried to uninvite himself from the group.", GetPlayer()->GetGuidStr().c_str());
return;
}
PartyResult res = GetPlayer()->CanUninviteFromGroup();
if (res != ERR_PARTY_RESULT_OK)
{
SendPartyResult(PARTY_OP_LEAVE, "", res);
return;
}
Group* grp = GetPlayer()->GetGroup();
if(!grp)
return;
if (grp->IsMember(guid))
{
Player::RemoveFromGroup(grp, guid);
return;
}
if (Player* plr = grp->GetInvited(guid))
{
plr->UninviteFromGroup();
return;
}
SendPartyResult(PARTY_OP_LEAVE, "", ERR_TARGET_NOT_IN_GROUP_S);
}
void WorldSession::HandleGroupUninviteOpcode(WorldPacket & recv_data)
{
std::string membername;
recv_data >> membername;
// player not found
if (!normalizePlayerName(membername))
return;
// can't uninvite yourself
if (GetPlayer()->GetName() == membername)
{
sLog.outError("WorldSession::HandleGroupUninviteOpcode: leader %s tried to uninvite himself from the group.", GetPlayer()->GetGuidStr().c_str());
return;
}
PartyResult res = GetPlayer()->CanUninviteFromGroup();
if (res != ERR_PARTY_RESULT_OK)
{
SendPartyResult(PARTY_OP_LEAVE, "", res);
return;
}
Group* grp = GetPlayer()->GetGroup();
if (!grp)
return;
ObjectGuid guid = grp->GetMemberGuid(membername);
if (!guid.IsEmpty())
{
Player::RemoveFromGroup(grp, guid);
return;
}
if (Player* plr = grp->GetInvited(membername))
{
plr->UninviteFromGroup();
return;
}
SendPartyResult(PARTY_OP_LEAVE, membername, ERR_TARGET_NOT_IN_GROUP_S);
}
void WorldSession::HandleGroupSetLeaderOpcode( WorldPacket & recv_data )
{
ObjectGuid guid;
recv_data >> guid;
Group *group = GetPlayer()->GetGroup();
if (!group)
return;
Player *player = sObjectMgr.GetPlayer(guid);
/** error handling **/
if (!player || !group->IsLeader(GetPlayer()->GetObjectGuid()) || player->GetGroup() != group)
return;
/********************/
// everything is fine, do it
group->ChangeLeader(guid);
}
void WorldSession::HandleGroupDisbandOpcode( WorldPacket & /*recv_data*/ )
{
if(!GetPlayer()->GetGroup())
return;
if(_player->InBattleGround())
{
SendPartyResult(PARTY_OP_INVITE, "", ERR_INVITE_RESTRICTED);
return;
}
/** error handling **/
/********************/
// everything is fine, do it
SendPartyResult(PARTY_OP_LEAVE, GetPlayer()->GetName(), ERR_PARTY_RESULT_OK);
GetPlayer()->RemoveFromGroup();
}
void WorldSession::HandleLootMethodOpcode( WorldPacket & recv_data )
{
uint32 lootMethod;
ObjectGuid lootMaster;
uint32 lootThreshold;
recv_data >> lootMethod >> lootMaster >> lootThreshold;
Group *group = GetPlayer()->GetGroup();
if (!group)
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetObjectGuid()))
return;
/********************/
// everything is fine, do it
group->SetLootMethod((LootMethod)lootMethod);
group->SetLooterGuid(lootMaster);
group->SetLootThreshold((ItemQualities)lootThreshold);
group->SendUpdate();
}
void WorldSession::HandleLootRoll( WorldPacket &recv_data )
{
ObjectGuid lootedTarget;
uint32 itemSlot;
uint8 rollType;
recv_data >> lootedTarget; //guid of the item rolled
recv_data >> itemSlot;
recv_data >> rollType;
//DEBUG_LOG("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, rollType:%u", (uint32)Guid, NumberOfPlayers, rollType);
Group* group = GetPlayer()->GetGroup();
if (!group)
return;
if (rollType >= MAX_ROLL_FROM_CLIENT)
return;
// everything is fine, do it, if false then some cheating problem found
if(!group->CountRollVote(GetPlayer(), lootedTarget, itemSlot, RollVote(rollType)))
return;
switch (rollType)
{
case ROLL_NEED:
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED, 1);
break;
case ROLL_GREED:
case ROLL_DISENCHANT:
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED, 1);
break;
}
}
void WorldSession::HandleMinimapPingOpcode(WorldPacket& recv_data)
{
float x, y;
recv_data >> x;
recv_data >> y;
if(!GetPlayer()->GetGroup())
return;
//DEBUG_LOG("Received opcode MSG_MINIMAP_PING X: %f, Y: %f", x, y);
/** error handling **/
/********************/
// everything is fine, do it
WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
data << GetPlayer()->GetObjectGuid();
data << float(x);
data << float(y);
GetPlayer()->GetGroup()->BroadcastPacket(&data, true, -1, GetPlayer()->GetObjectGuid());
}
void WorldSession::HandleRandomRollOpcode(WorldPacket& recv_data)
{
uint32 minimum, maximum, roll;
recv_data >> minimum;
recv_data >> maximum;
/** error handling **/
if(minimum > maximum || maximum > 10000) // < 32768 for urand call
return;
/********************/
// everything is fine, do it
roll = urand(minimum, maximum);
//DEBUG_LOG("ROLL: MIN: %u, MAX: %u, ROLL: %u", minimum, maximum, roll);
WorldPacket data(MSG_RANDOM_ROLL, 4+4+4+8);
data << uint32(minimum);
data << uint32(maximum);
data << uint32(roll);
data << GetPlayer()->GetObjectGuid();
if(GetPlayer()->GetGroup())
GetPlayer()->GetGroup()->BroadcastPacket(&data, false);
else
SendPacket(&data);
}
void WorldSession::HandleRaidTargetUpdateOpcode( WorldPacket & recv_data )
{
uint8 x;
recv_data >> x;
Group *group = GetPlayer()->GetGroup();
if(!group)
return;
/** error handling **/
/********************/
// everything is fine, do it
if(x == 0xFF) // target icon request
{
group->SendTargetIconList(this);
}
else // target icon update
{
if (group->isRaidGroup() &&
!group->IsLeader(GetPlayer()->GetObjectGuid()) &&
!group->IsAssistant(GetPlayer()->GetObjectGuid()))
return;
ObjectGuid guid;
recv_data >> guid;
group->SetTargetIcon(x, _player->GetObjectGuid(), guid);
}
}
void WorldSession::HandleGroupRaidConvertOpcode( WorldPacket & /*recv_data*/ )
{
Group *group = GetPlayer()->GetGroup();
if(!group)
return;
if(_player->InBattleGround())
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetObjectGuid()) || group->GetMembersCount() < 2)
return;
/********************/
// everything is fine, do it (is it 0 (PARTY_OP_INVITE) correct code)
SendPartyResult(PARTY_OP_INVITE, "", ERR_PARTY_RESULT_OK);
group->ConvertToRaid();
}
void WorldSession::HandleGroupChangeSubGroupOpcode( WorldPacket & recv_data )
{
std::string name;
uint8 groupNr;
recv_data >> name;
recv_data >> groupNr;
if (groupNr >= MAX_RAID_SUBGROUPS)
return;
// we will get correct pointer for group here, so we don't have to check if group is BG raid
Group *group = GetPlayer()->GetGroup();
if(!group)
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetObjectGuid()) &&
!group->IsAssistant(GetPlayer()->GetObjectGuid()))
return;
if (!group->HasFreeSlotSubGroup(groupNr))
return;
/********************/
// everything is fine, do it
if (Player* player = sObjectMgr.GetPlayer(name.c_str()))
group->ChangeMembersGroup(player, groupNr);
else if (uint64 guid = sObjectMgr.GetPlayerGUIDByName(name.c_str()))
group->ChangeMembersGroup(guid, groupNr);
}
void WorldSession::HandleGroupAssistantLeaderOpcode( WorldPacket & recv_data )
{
ObjectGuid guid;
uint8 flag;
recv_data >> guid;
recv_data >> flag;
Group *group = GetPlayer()->GetGroup();
if (!group)
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetObjectGuid()))
return;
/********************/
// everything is fine, do it
group->SetAssistant(guid, (flag==0?false:true));
}
void WorldSession::HandlePartyAssignmentOpcode( WorldPacket & recv_data )
{
uint8 role;
uint8 apply;
ObjectGuid guid;
recv_data >> role >> apply; // role 0 = Main Tank, 1 = Main Assistant
recv_data >> guid;
DEBUG_LOG("MSG_PARTY_ASSIGNMENT");
Group *group = GetPlayer()->GetGroup();
if (!group)
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetObjectGuid()))
return;
/********************/
// everything is fine, do it
if (apply)
{
switch(role)
{
case 0: group->SetMainTank(guid); break;
case 1: group->SetMainAssistant(guid); break;
default: break;
}
}
else
{
if (group->GetMainTankGuid() == guid)
group->SetMainTank(ObjectGuid());
if (group->GetMainAssistantGuid() == guid)
group->SetMainAssistant(ObjectGuid());
}
}
void WorldSession::HandleRaidReadyCheckOpcode( WorldPacket & recv_data )
{
if(recv_data.empty()) // request
{
Group *group = GetPlayer()->GetGroup();
if(!group)
return;
/** error handling **/
if (!group->IsLeader(GetPlayer()->GetObjectGuid()) &&
!group->IsAssistant(GetPlayer()->GetObjectGuid()))
return;
/********************/
// everything is fine, do it
WorldPacket data(MSG_RAID_READY_CHECK, 8);
data << ObjectGuid(GetPlayer()->GetObjectGuid());
group->BroadcastPacket(&data, false, -1);
group->OfflineReadyCheck();
}
else // answer
{
uint8 state;
recv_data >> state;
Group *group = GetPlayer()->GetGroup();
if(!group)
return;
// everything is fine, do it
WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
data << GetPlayer()->GetObjectGuid();
data << uint8(state);
group->BroadcastReadyCheck(&data);
}
}
void WorldSession::HandleRaidReadyCheckFinishedOpcode( WorldPacket & /*recv_data*/ )
{
//Group* group = GetPlayer()->GetGroup();
//if(!group)
// return;
//if(!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID()))
// return;
// Is any reaction need?
}
void WorldSession::BuildPartyMemberStatsChangedPacket(Player *player, WorldPacket *data)
{
uint32 mask = player->GetGroupUpdateFlag();
if (mask & GROUP_UPDATE_FLAG_POWER_TYPE) // if update power type, update current/max power also
mask |= (GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER);
if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE) // same for pets
mask |= (GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER);
uint32 byteCount = 0;
for (int i = 1; i < GROUP_UPDATE_FLAGS_COUNT; ++i)
if (mask & (1 << i))
byteCount += GroupUpdateLength[i];
data->Initialize(SMSG_PARTY_MEMBER_STATS, 8 + 4 + byteCount);
*data << player->GetPackGUID();
*data << uint32(mask);
if (mask & GROUP_UPDATE_FLAG_STATUS)
{
if (player)
{
if (player->IsPvP())
*data << uint16(MEMBER_STATUS_ONLINE | MEMBER_STATUS_PVP);
else
*data << uint16(MEMBER_STATUS_ONLINE);
}
else
*data << uint16(MEMBER_STATUS_OFFLINE);
}
if (mask & GROUP_UPDATE_FLAG_CUR_HP)
*data << uint32(player->GetHealth());
if (mask & GROUP_UPDATE_FLAG_MAX_HP)
*data << uint32(player->GetMaxHealth());
Powers powerType = player->getPowerType();
if (mask & GROUP_UPDATE_FLAG_POWER_TYPE)
*data << uint8(powerType);
if (mask & GROUP_UPDATE_FLAG_CUR_POWER)
*data << uint16(player->GetPower(powerType));
if (mask & GROUP_UPDATE_FLAG_MAX_POWER)
*data << uint16(player->GetMaxPower(powerType));
if (mask & GROUP_UPDATE_FLAG_LEVEL)
*data << uint16(player->getLevel());
if (mask & GROUP_UPDATE_FLAG_ZONE)
*data << uint16(player->GetZoneId());
if (mask & GROUP_UPDATE_FLAG_POSITION)
*data << uint16(player->GetPositionX()) << uint16(player->GetPositionY());
if (mask & GROUP_UPDATE_FLAG_AURAS)
{
const uint64& auramask = player->GetAuraUpdateMask();
*data << uint64(auramask);
for(uint32 i = 0; i < MAX_AURAS; ++i)
{
if(auramask & (uint64(1) << i))
{
*data << uint32(player->GetVisibleAura(i));
*data << uint8(1);
}
}
}
Pet *pet = player->GetPet();
if (mask & GROUP_UPDATE_FLAG_PET_GUID)
*data << (pet ? pet->GetObjectGuid() : ObjectGuid());
if (mask & GROUP_UPDATE_FLAG_PET_NAME)
{
if(pet)
*data << pet->GetName();
else
*data << uint8(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_MODEL_ID)
{
if(pet)
*data << uint16(pet->GetDisplayId());
else
*data << uint16(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_CUR_HP)
{
if(pet)
*data << uint32(pet->GetHealth());
else
*data << uint32(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_MAX_HP)
{
if(pet)
*data << uint32(pet->GetMaxHealth());
else
*data << uint32(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_POWER_TYPE)
{
if(pet)
*data << uint8(pet->getPowerType());
else
*data << uint8(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_CUR_POWER)
{
if(pet)
*data << uint16(pet->GetPower(pet->getPowerType()));
else
*data << uint16(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_MAX_POWER)
{
if(pet)
*data << uint16(pet->GetMaxPower(pet->getPowerType()));
else
*data << uint16(0);
}
if (mask & GROUP_UPDATE_FLAG_PET_AURAS)
{
if(pet)
{
const uint64& auramask = pet->GetAuraUpdateMask();
*data << uint64(auramask);
for(uint32 i = 0; i < MAX_AURAS; ++i)
{
if(auramask & (uint64(1) << i))
{
*data << uint32(pet->GetVisibleAura(i));
*data << uint8(1);
}
}
}
else
*data << uint64(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
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;
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);
}
void WorldSession::HandleRequestRaidInfoOpcode( WorldPacket & /*recv_data*/ )
{
// every time the player checks the character screen
_player->SendRaidInfo();
}
void WorldSession::HandleOptOutOfLootOpcode( WorldPacket & recv_data )
{
DEBUG_LOG("WORLD: Received CMSG_OPT_OUT_OF_LOOT");
uint32 unkn;
recv_data >> unkn;
// ignore if player not loaded
if(!GetPlayer()) // needed because STATUS_AUTHED
{
if(unkn != 0)
sLog.outError("CMSG_GROUP_PASS_ON_LOOT value<>0 for not-loaded character!");
return;
}
if(unkn != 0)
sLog.outError("CMSG_GROUP_PASS_ON_LOOT: activation not implemented!");
}
void WorldSession::HandleSetAllowLowLevelRaidOpcode( WorldPacket & recv_data )
{
DEBUG_LOG("WORLD: Received CMSG_SET_ALLOW_LOW_LEVEL_RAID: %4X", recv_data.GetOpcode());
uint8 allow;
recv_data >> allow;
GetPlayer()->SetAllowLowLevelRaid(allow);
}