本文整理汇总了C++中Group类的典型用法代码示例。如果您正苦于以下问题:C++ Group类的具体用法?C++ Group怎么用?C++ Group使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Group类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: id
void WorldSession::HandleBattleGroundJoinOpcode(WorldPacket& recvData)
{
uint64 guid;
uint32 bgTypeId_;
uint32 instanceId;
uint8 joinAsGroup;
bool isPremade = false;
Group* grp = NULL;
recvData >> guid; // battlemaster guid
recvData >> bgTypeId_; // battleground type id (DBC id)
recvData >> instanceId; // instance id, 0 if First Available selected
recvData >> joinAsGroup; // join as group
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
IC_LOG_ERROR("network", "Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow());
return;
}
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL))
{
ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED);
return;
}
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
IC_LOG_DEBUG("network", "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
// can do this, since it's battleground, not arena
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0);
BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
// ignore if player is already in BG
if (_player->InBattleground())
return;
// get bg instance or bg template if instance not found
Battleground* bg = NULL;
if (instanceId)
bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId);
if (!bg)
bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg)
return;
GroupJoinBattlegroundResult err;
// check queue conditions
if (!joinAsGroup)
{
// check Deserter debuff
if (!_player->CanJoinToBattleground(bg))
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
_player->GetSession()->SendPacket(&data);
return;
}
if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES)
{
// player is already in random queue
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG);
_player->GetSession()->SendPacket(&data);
return;
}
if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB)
{
// player is already in queue, can't start random queue
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG);
_player->GetSession()->SendPacket(&data);
return;
}
// check if already in queue
if (_player->GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
// player is already in this queue
return;
// check if has free queue slots
if (!_player->HasFreeBattlegroundQueueId())
{
WorldPacket data;
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
_player->GetSession()->SendPacket(&data);
return;
}
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, 0, false, isPremade, 0, 0);
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo);
// already checked if queueSlot is valid, now just get it
uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);
//.........这里部分代码省略.........
示例2: GetPlayer
void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
{
sLog.outDebug("WORLD: CMSG_LOOT_MONEY");
Player *player = GetPlayer();
uint64 guid = player->GetLootGUID();
if(!guid)
return;
Loot *pLoot = NULL;
switch(GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
if( pGameObject && (pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) )
pLoot = &pGameObject->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
Corpse *bones = _player->GetMap()->GetCorpse(guid);
if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
pLoot = &bones->loot;
break;
}
case HIGHGUID_ITEM:
{
if(Item *item = GetPlayer()->GetItemByGuid(guid))
pLoot = &item->loot;
break;
}
case HIGHGUID_UNIT:
{
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);
bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
pLoot = &pCreature->loot ;
break;
}
default:
return; // unlootable type
}
if( pLoot )
{
if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item can be looted only single player
{
Group *group = player->GetGroup();
std::vector<Player*> playersNear;
for(GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* playerGroup = itr->getSource();
if(!playerGroup)
continue;
if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE),false))
playersNear.push_back(playerGroup);
}
uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney( money_per_player );
(*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
//Offset surely incorrect, but works
WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 );
data << uint32(money_per_player);
(*i)->GetSession()->SendPacket( &data );
}
}
else
{
player->ModifyMoney( pLoot->gold );
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
}
pLoot->gold = 0;
pLoot->NotifyMoneyRemoved();
}
}
示例3: getMSTime
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
CharacterDatabase.DirectExecute("DELETE FROM groups WHERE guid NOT IN (SELECT guid FROM group_member GROUP BY guid HAVING COUNT(guid) > 1)");
// 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)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 group definitions. DB table `groups` is empty!");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
Group* group = new Group;
group->LoadGroupFromDB(fields);
AddGroup(group);
// Get the ID used for storing the group in the database and register it in the pool.
uint32 storageId = group->GetDbStoreId();
RegisterGroupDbStoreId(storageId, group);
// Increase the next available storage ID
if (storageId == NextGroupDbStoreId)
NextGroupDbStoreId++;
++count;
}
while (result->NextRow());
TC_LOG_INFO("server.loading", ">> Loaded %u group definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
TC_LOG_INFO("server.loading", "Loading Group members...");
{
uint32 oldMSTime = getMSTime();
// Delete all rows from group_member or group_instance with no group
CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE guid NOT IN (SELECT guid FROM groups)");
CharacterDatabase.DirectExecute("DELETE FROM group_instance 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)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 group members. DB table `group_member` is empty!");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
Group* group = GetGroupByDbStoreId(fields[0].GetUInt32());
if (group)
group->LoadMemberFromDB(fields[1].GetUInt32(), fields[2].GetUInt8(), fields[3].GetUInt8(), fields[4].GetUInt8());
else
TC_LOG_ERROR("misc", "GroupMgr::LoadGroups: Consistency failed, can't find group (storage id: %u)", fields[0].GetUInt32());
++count;
}
while (result->NextRow());
TC_LOG_INFO("server.loading", ">> Loaded %u group members in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
TC_LOG_INFO("server.loading", "Loading Group instance saves...");
{
uint32 oldMSTime = getMSTime();
// 0 1 2 3 4 5 6
QueryResult result = CharacterDatabase.Query("SELECT gi.guid, i.map, gi.instance, gi.permanent, i.difficulty, i.resettime, COUNT(g.guid) "
"FROM group_instance gi INNER JOIN instance i ON gi.instance = i.id "
"LEFT JOIN character_instance ci LEFT JOIN groups g ON g.leaderGuid = ci.guid ON ci.instance = gi.instance AND ci.permanent = 1 GROUP BY gi.instance ORDER BY gi.guid");
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 group-instance saves. DB table `group_instance` is empty!");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
Group* group = GetGroupByDbStoreId(fields[0].GetUInt32());
// group will never be NULL (we have run consistency sql's before loading)
//.........这里部分代码省略.........
示例4: instance
/*
- return the right instance for the object, based on its InstanceId
- create the instance if it's not created already
- the player is not actually added to the instance (only in InstanceMap::Add)
*/
Map* MapInstanced::GetInstance(const WorldObject* obj)
{
uint32 CurInstanceId = obj->GetInstanceId();
Map* map = NULL;
if (obj->GetMapId() == GetId() && CurInstanceId != 0)
{
// the object wants to be put in a certain instance of this map
map = _FindMap(CurInstanceId);
if(!map)
{
// For players if the instanceId is set, it's assumed they are already in a map,
// hence the map must be loaded. For Creatures, GameObjects etc the map must exist
// prior to calling GetMap, they are not allowed to create maps for themselves.
sLog.outError("GetInstance: object %s(%d), typeId %d, in world %d, should be in map %d,%d but that's not loaded yet.", obj->GetName(), obj->GetGUIDLow(), obj->GetTypeId(), obj->IsInWorld(), obj->GetMapId(), obj->GetInstanceId());
assert(false);
}
return(map);
}
else
{
// instance not specified, find an existing or create a new one
if(obj->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("MAPINSTANCED: WorldObject '%u' (Entry: %u TypeID: %u) is in map %d,%d and requested base map instance of map %d, this must not happen", obj->GetGUIDLow(), obj->GetEntry(), obj->GetTypeId(), obj->GetMapId(), obj->GetInstanceId(), GetId());
assert(false);
return NULL;
}
else
{
uint32 NewInstanceId = 0; // instanceId of the resulting map
Player* player = (Player*)obj;
if(IsBattleGroundOrArena())
{
// instantiate or find existing bg map for player
// the instance id is set in battlegroundid
NewInstanceId = player->GetBattleGroundId();
if(!NewInstanceId)
{
if(player->GetSession()->PlayerLoading())
return NULL;
else
assert(NewInstanceId);
}
map = _FindMap(NewInstanceId);
if(!map)
{
map = CreateBattleGround(NewInstanceId);
((BattleGroundMap*)map)->SetBG(player->GetBattleGround());
}
if(!((BattleGroundMap*)map)->GetBG())
{
sLog.outError("The bg-class couldn't be assigned (very early) to the battlegroundmap, it's possible, that some db-spawned creatures are now not handled right this is related to battleground alterac valley (av) - please post bugreport, and add information how this bg was created (if you don't have information, report it also) Player: %s (%u) in map:%u requested map:%u", player->GetName(), player->GetGUIDLow(), player->GetMapId(), GetId());
if(player->GetBattleGround())
{
sLog.outError("somehow the battleground was found, but please report also - i end this bg now..");
((BattleGroundMap*)map)->SetBG(player->GetBattleGround());
player->GetBattleGround()->EndBattleGround(0); //to avoid the assert
}
//assert(false);
}
return map;
}
InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
InstanceSave *pSave = pBind ? pBind->save : NULL;
// the player's permanet player bind is taken into consideration first
// then the player's group bind and finally the solo bind.
if(!pBind || !pBind->perm)
{
InstanceGroupBind *groupBind = NULL;
Group *group = player->GetGroup();
// use the player's difficulty setting (it may not be the same as the group's)
if(group && (groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty())))
pSave = groupBind->save;
}
if(pSave)
{
// solo/perm/group
NewInstanceId = pSave->GetInstanceId();
map = _FindMap(NewInstanceId);
// it is possible that the save exists but the map doesn't
if(!map)
map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
return map;
}
else
{
// if no instanceId via group members or instance saves is found
// the instance will be created for the first time
NewInstanceId = MapManager::Instance().GenerateInstanceId();
return CreateInstance(NewInstanceId, NULL, player->GetDifficulty());
//.........这里部分代码省略.........
示例5: GUID_LOPART
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recvData)
{
uint32 bgTypeId_;
uint32 instanceId;
uint8 asGroup;
bool isPremade = false;
Group* grp = NULL;
ObjectGuid guid;
recvData >> instanceId; // Instance Id
guid[2] = recvData.ReadBit();
guid[0] = recvData.ReadBit();
guid[3] = recvData.ReadBit();
guid[1] = recvData.ReadBit();
guid[5] = recvData.ReadBit();
asGroup = recvData.ReadBit(); // As Group
guid[4] = recvData.ReadBit();
guid[6] = recvData.ReadBit();
guid[7] = recvData.ReadBit();
recvData.ReadByteSeq(guid[2]);
recvData.ReadByteSeq(guid[6]);
recvData.ReadByteSeq(guid[4]);
recvData.ReadByteSeq(guid[3]);
recvData.ReadByteSeq(guid[7]);
recvData.ReadByteSeq(guid[0]);
recvData.ReadByteSeq(guid[5]);
recvData.ReadByteSeq(guid[1]);
//extract from guid
bgTypeId_ = GUID_LOPART(guid);
if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow());
return;
}
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL))
{
ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED);
return;
}
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
//TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID:"UI64FMTD" TypeId:%u)", guid, bgTypeId_);
// can do this, since it's battleground, not arena
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0);
BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
// ignore if player is already in BG
if (_player->InBattleground())
return;
// get bg instance or bg template if instance not found
Battleground* bg = NULL;
if (instanceId)
bg = sBattlegroundMgr->GetBattlegroundThroughClientInstance(instanceId, bgTypeId);
if (!bg)
bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg)
return;
// expected bracket entry
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
if (!bracketEntry)
return;
GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE;
// check queue conditions
if (!asGroup)
{
if (GetPlayer()->isUsingLfg())
{
WorldPacket data;
sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_LFG_CANT_USE_BATTLEGROUND);
GetPlayer()->GetSession()->SendPacket(&data);
return;
}
// check Deserter debuff
if (!_player->CanJoinToBattleground(bg))
{
WorldPacket data;
sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
_player->GetSession()->SendPacket(&data);
return;
}
if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES)
{
// player is already in random queue
WorldPacket data;
sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, ERR_IN_RANDOM_BG);
_player->GetSession()->SendPacket(&data);
return;
}
//.........这里部分代码省略.........
示例6: GetPlayer
//.........这里部分代码省略.........
// relocate the player to the teleport destination
GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer()));
GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
// check this before Map::Add(player), because that will create the instance save!
bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId()) == NULL);
GetPlayer()->SendInitialPacketsBeforeAddToMap();
// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
if(!GetPlayer()->GetMap()->Add(GetPlayer()))
{
//if player wasn't added to map, reset his map pointer!
GetPlayer()->ResetMap();
DEBUG_LOG("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
// teleport the player home
GetPlayer()->TeleportToHomebind();
return;
}
GetPlayer()->SendInitialPacketsAfterAddToMap();
// flight fast teleport case
if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
{
if(!_player->InBattleGround())
{
// short preparations to continue flight
FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
flight->Reset(*GetPlayer());
return;
}
// battleground state prepare, stop flight
GetPlayer()->GetMotionMaster()->MovementExpired();
GetPlayer()->m_taxi.ClearTaxiDestinations();
}
// resurrect character at enter into instance where his corpse exist after add to map
Corpse *corpse = GetPlayer()->GetCorpse();
if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
{
if( mEntry->IsDungeon() )
{
GetPlayer()->ResurrectPlayer(0.5f);
GetPlayer()->SpawnCorpseBones();
}
}
if(mEntry->IsRaid() && mInstance)
{
if(reset_notify)
{
uint32 timeleft = sInstanceSaveMgr.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
}
}
// mount allow check
if(!mEntry->IsMountAllowed())
_player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
// battleground state prepare
// only add to bg group and object, if the player was invited (else he entered through command)
if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
{
BattleGround *bg = _player->GetBattleGround();
if(bg)
{
bg->AddPlayer(_player);
if(bg->GetMapId() == _player->GetMapId()) // we teleported to bg
{
// get the team this way, because arenas might 'override' the teams.
uint32 team = bg->GetPlayerTeam(_player->GetGUID());
if(!team)
team = _player->GetTeam();
if(!bg->GetBgRaid(team)) // first player joined
{
Group *group = new Group;
bg->SetBgRaid(team, group);
group->Create(_player->GetGUIDLow(), _player->GetName());
}
else // raid already exist
{
bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
}
}
}
}
// honorless target
if(GetPlayer()->pvpInfo.inHostileArea)
GetPlayer()->CastSpell(GetPlayer(), 2479, true);
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
//lets process all delayed operations on successful teleport
GetPlayer()->ProcessDelayedOperations();
}
示例7: SendEndLootErrorPacket
//.........这里部分代码省略.........
char buf[88];
char corpse_name[64];
strcpy(corpse_name, corpse_name);
snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(), EntityList::RemoveNumbers(corpse_name));
buf[87] = '\0';
std::vector<EQEmu::Any> args;
args.push_back(inst);
args.push_back(this);
parse->EventPlayer(EVENT_LOOT, client, buf, 0, &args);
parse->EventItem(EVENT_LOOT, client, inst, this, buf, 0);
if (!IsPlayerCorpse() && RuleB(Character, EnableDiscoveredItems)) {
if (client && !client->GetGM() && !client->IsDiscovered(inst->GetItem()->ID))
client->DiscoverItem(inst->GetItem()->ID);
}
if (zone->adv_data) {
ServerZoneAdventureDataReply_Struct *ad = (ServerZoneAdventureDataReply_Struct*)zone->adv_data;
if (ad->type == Adventure_Collect && !IsPlayerCorpse()) {
if (ad->data_id == inst->GetItem()->ID) {
zone->DoAdventureCountIncrease();
}
}
}
/* First add it to the looter - this will do the bag contents too */
if (lootitem->auto_loot) {
if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data))
client->PutLootInInventory(MainCursor, *inst, bag_item_data);
}
else {
client->PutLootInInventory(MainCursor, *inst, bag_item_data);
}
/* Update any tasks that have an activity to loot this item */
if (RuleB(TaskSystem, EnableTaskSystem))
client->UpdateTasksForItem(ActivityLoot, item->ID);
/* Remove it from Corpse */
if (item_data){
/* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */
database.DeleteItemOffCharacterCorpse(this->corpse_db_id, item_data->equip_slot, item_data->item_id);
/* Delete Item Instance */
RemoveItem(item_data->lootslot);
}
/* Remove Bag Contents */
if (item->ItemClass == ItemClassContainer && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) {
for (int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) {
if (bag_item_data[i]) {
/* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */
database.DeleteItemOffCharacterCorpse(this->corpse_db_id, bag_item_data[i]->equip_slot, bag_item_data[i]->item_id);
/* Delete Item Instance */
RemoveItem(bag_item_data[i]);
}
}
}
if (GetPlayerKillItem() != -1) {
SetPlayerKillItemID(0);
}
/* Send message with item link to groups and such */
Client::TextLink linker;
linker.SetLinkType(linker.linkItemInst);
linker.SetItemInst(inst);
auto item_link = linker.GenerateLink();
client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str());
if (!IsPlayerCorpse()) {
Group *g = client->GetGroup();
if(g != nullptr) {
g->GroupMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str());
}
else {
Raid *r = client->GetRaid();
if(r != nullptr) {
r->RaidMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str());
}
}
}
}
else {
SendEndLootErrorPacket(client);
safe_delete(inst);
return;
}
if (IsPlayerCorpse()){
client->SendItemLink(inst);
}
else{
client->SendItemLink(inst, true);
}
safe_delete(inst);
}
示例8: SendLootReqErrorPacket
void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* app) {
// Added 12/08. Started compressing loot struct on live.
char tmp[10];
if(player_corpse_depop) {
SendLootReqErrorPacket(client, 0);
return;
}
if(IsPlayerCorpse() && corpse_db_id == 0) {
// SendLootReqErrorPacket(client, 0);
client->Message(13, "Warning: Corpse's dbid = 0! Corpse will not survive zone shutdown!");
std::cout << "Error: PlayerCorpse::MakeLootRequestPackets: dbid = 0!" << std::endl;
// return;
}
if(is_locked && client->Admin() < 100) {
SendLootReqErrorPacket(client, 0);
client->Message(13, "Error: Corpse locked by GM.");
return;
}
if(being_looted_by == 0)
being_looted_by = 0xFFFFFFFF;
if(this->being_looted_by != 0xFFFFFFFF) {
// lets double check....
Entity* looter = entity_list.GetID(this->being_looted_by);
if(looter == 0)
this->being_looted_by = 0xFFFFFFFF;
}
uint8 Loot_Request_Type = 1;
bool loot_coin = false;
if(database.GetVariable("LootCoin", tmp, 9))
loot_coin = (atoi(tmp) == 1);
if (this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) {
SendLootReqErrorPacket(client, 0);
Loot_Request_Type = 0;
}
else if (IsPlayerCorpse() && char_id == client->CharacterID()) {
Loot_Request_Type = 2;
}
else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) {
Loot_Request_Type = 2;
}
else if (GetPlayerKillItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */
Loot_Request_Type = 3;
}
else if (GetPlayerKillItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */
Loot_Request_Type = 4;
}
else if (GetPlayerKillItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */
Loot_Request_Type = 5;
}
if (Loot_Request_Type == 1) {
if (client->Admin() < 100 || !client->GetGM()) {
SendLootReqErrorPacket(client, 2);
}
}
if(Loot_Request_Type >= 2 || (Loot_Request_Type == 1 && client->Admin() >= 100 && client->GetGM())) {
this->being_looted_by = client->GetID();
EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
d->response = 1;
d->unknown1 = 0x42;
d->unknown2 = 0xef;
/* Dont take the coin off if it's a gm peeking at the corpse */
if(Loot_Request_Type == 2 || (Loot_Request_Type >= 3 && loot_coin)) {
if(!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && client->GetGroup()) {
d->copper = 0;
d->silver = 0;
d->gold = 0;
d->platinum = 0;
Group *cgroup = client->GetGroup();
cgroup->SplitMoney(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), client);
}
else {
d->copper = this->GetCopper();
d->silver = this->GetSilver();
d->gold = this->GetGold();
d->platinum = this->GetPlatinum();
client->AddMoneyToPP(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), false);
}
RemoveCash();
Save();
}
auto timestamps = database.GetItemRecastTimestamps(client->CharacterID());
outapp->priority = 6;
client->QueuePacket(outapp);
safe_delete(outapp);
if(Loot_Request_Type == 5) {
int pkitem = GetPlayerKillItem();
const Item_Struct* item = database.GetItem(pkitem);
//.........这里部分代码省略.........
示例9: TC_LOG_DEBUG
void WorldSession::HandlePushQuestToParty(WorldPacket& recvPacket)
{
uint32 questId;
recvPacket >> questId;
if (!_player->CanShareQuest(questId))
return;
TC_LOG_DEBUG("network", "WORLD: Received CMSG_PUSHQUESTTOPARTY questId = %u", questId);
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
return;
Player * const sender = GetPlayer();
Group* group = sender->GetGroup();
if (!group)
return;
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* receiver = itr->GetSource();
if (!receiver || receiver == sender)
continue;
if (!receiver->SatisfyQuestStatus(quest, false))
{
sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_HAVE_QUEST);
continue;
}
if (receiver->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
{
sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_FINISH_QUEST);
continue;
}
if (!receiver->CanTakeQuest(quest, false))
{
sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_CANT_TAKE_QUEST);
continue;
}
if (!receiver->SatisfyQuestLog(false))
{
sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_LOG_FULL);
continue;
}
if (receiver->GetDivider() != 0)
{
sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_BUSY);
continue;
}
sender->SendPushToPartyResponse(receiver, QUEST_PARTY_MSG_SHARING_QUEST);
if (quest->IsAutoAccept() && receiver->CanAddQuest(quest, true) && receiver->CanTakeQuest(quest, true))
{
receiver->AddQuest(quest, sender);
if (receiver->CanCompleteQuest(questId))
receiver->CompleteQuest(questId);
}
if ((quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly()) || quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
receiver->PlayerTalkClass->SendQuestGiverRequestItems(quest, sender->GetGUID(), receiver->CanCompleteRepeatableQuest(quest), true);
else
{
receiver->SetDivider(sender->GetGUID());
receiver->PlayerTalkClass->SendQuestGiverQuestDetails(quest, sender->GetGUID(), true);
}
}
}
示例10: SendPartyResult
void WorldSession::HandleGroupInviteOpcode(WorldPacket & recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GROUP_INVITE");
std::string membername;
recv_data >> membername;
recv_data.read_skip<uint32>();
// attempt add selected player
// cheating
if (!normalizePlayerName(membername))
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_BAD_PLAYER_NAME_S);
return;
}
Player* player = sObjectAccessor->FindPlayerByName(membername.c_str());
// no player
if (!player)
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_BAD_PLAYER_NAME_S);
return;
}
// restrict invite to GMs
if (!sWorld->getBoolConfig(CONFIG_ALLOW_GM_GROUP) && !GetPlayer()->isGameMaster() && player->isGameMaster())
return;
// can't group with
if (!GetPlayer()->isGameMaster() && !sWorld->getBoolConfig(CONFIG_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->GetInstanceId() != 0 && player->GetDungeonDifficulty() != GetPlayer()->GetDungeonDifficulty())
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_IGNORING_YOU_S);
return;
}
if (player->GetSocial()->HasIgnore(GetPlayer()->GetGUIDLow()))
{
SendPartyResult(PARTY_OP_INVITE, membername, ERR_IGNORING_YOU_S);
return;
}
Group* group = GetPlayer()->GetGroup();
if (group && group->isBGGroup())
group = GetPlayer()->GetOriginalGroup();
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);
if (group2)
{
// tell the player that they were invited but it failed as they were already in a group
WorldPacket data(SMSG_GROUP_INVITE, 10); // guess size
data << uint8(0); // invited/already in group flag
data << GetPlayer()->GetName(); // max len 48
data << uint32(0); // unk
data << uint8(0); // count
data << uint32(0); // unk
player->GetSession()->SendPacket(&data);
}
return;
}
if (group)
{
// not have permissions for invite
if (!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID()))
{
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
//.........这里部分代码省略.........
示例11: GetPlayer
void WorldSession::HandleGroupAcceptOpcode(WorldPacket& recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GROUP_ACCEPT");
recv_data.read_skip<uint32>();
Group* group = GetPlayer()->GetGroupInvite();
if (!group)
return;
// Remove player from invitees in any case
group->RemoveInvite(GetPlayer());
if (group->GetLeaderGUID() == GetPlayer()->GetGUID())
{
sLog->outError("HandleGroupAcceptOpcode: player %s(%d) tried to accept an invite to his own group", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow());
return;
}
// Group is full
if (group->IsFull())
{
SendPartyResult(PARTY_OP_INVITE, "", ERR_GROUP_FULL);
return;
}
Player* leader = ObjectAccessor::FindPlayer(group->GetLeaderGUID());
// Forming a new group, create it
if (!group->IsCreated())
{
// This can happen if the leader is zoning. To be removed once delayed actions for zoning are implemented
if (!leader)
{
group->RemoveAllInvites();
return;
}
// If we're about to create a group there really should be a leader present
ASSERT(leader);
group->RemoveInvite(leader);
group->Create(leader);
sGroupMgr->AddGroup(group);
}
// Everything is fine, do it, PLAYER'S GROUP IS SET IN ADDMEMBER!!!
if (!group->AddMember(GetPlayer()))
return;
group->BroadcastGroupUpdate();
}
示例12: TC_LOG_DEBUG
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_LOOT_MONEY");
Player* player = GetPlayer();
uint64 guid = player->GetLootGUID();
if (!guid)
return;
Loot* loot = NULL;
bool shareMoney = true;
switch (GUID_HIPART(guid))
{
case HIGHGUID_GAMEOBJECT:
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
// do not check distance for GO if player is the owner of it (ex. fishing bobber)
if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE))))
loot = &go->loot;
break;
}
case HIGHGUID_CORPSE: // remove insignia ONLY in BG
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, guid);
if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
loot = &bones->loot;
shareMoney = false;
}
break;
}
case HIGHGUID_ITEM:
{
if (Item* item = player->GetItemByGuid(guid))
{
loot = &item->loot;
shareMoney = false;
}
break;
}
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
{
Creature* creature = player->GetMap()->GetCreature(guid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE))
{
loot = &creature->loot;
if (creature->IsAlive())
shareMoney = false;
}
break;
}
default:
return; // unlootable type
}
if (loot)
{
loot->NotifyMoneyRemoved();
if (shareMoney && player->GetGroup()) //item, pickpocket and players can be looted only single player
{
Group* group = player->GetGroup();
std::vector<Player*> playersNear;
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (player->IsWithinDistInMap(member, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false))
playersNear.push_back(member);
}
uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size()));
for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
{
(*i)->ModifyMoney(goldPerPlayer);
(*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(goldPerPlayer);
data << uint8(playersNear.size() <= 1); // Controls the text displayed in chat. 0 is "Your share is..." and 1 is "You loot..."
(*i)->GetSession()->SendPacket(&data);
}
}
else
{
player->ModifyMoney(loot->gold);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold);
WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
data << uint32(loot->gold);
//.........这里部分代码省略.........
示例13: destroyBuffers
void GLQuadRenderer::destroyBuffers(const Group& group)
{
group.destroyBuffer(GPU_BUFFER_NAME);
group.destroyBuffer(TEXTURE_BUFFER_NAME);
}
示例14: TC_LOG_DEBUG
void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recvData)
{
TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
uint8 arenaslot; // 2v2, 3v3 or 5v5
recvData >> arenaslot;
// ignore if we already in BG or BG queue
if (_player->InBattleground())
return;
uint32 arenaRating = 0;
uint32 matchmakerRating = 0;
uint8 arenatype = ArenaTeam::GetTypeBySlot(arenaslot);
//check existance
Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA);
if (!bg)
{
TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "Battleground: template bg (all arenas) not found");
return;
}
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL))
{
ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED);
return;
}
BattlegroundTypeId bgTypeId = bg->GetTypeID();
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
if (!bracketEntry)
return;
GroupJoinBattlegroundResult err = ERR_BATTLEGROUND_NONE;
Group* grp = _player->GetGroup();
// no group found, error
if (!grp)
return;
if (grp->GetLeaderGUID() != _player->GetGUID())
return;
uint32 ateamId = _player->GetArenaTeamId(arenaslot);
// check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId);
if (!at)
{
_player->GetSession()->SendNotInArenaTeamPacket(arenatype);
return;
}
// get the team rating for queueing
arenaRating = at->GetRating();
matchmakerRating = at->GetAverageMMR(grp);
// the arenateam id must match for everyone in the group
if (arenaRating <= 0)
arenaRating = 1;
BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
uint32 avgTime = 0;
GroupQueueInfo* ginfo = NULL;
err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, arenaslot);
if (!err)
{
TC_LOG_DEBUG(LOG_FILTER_BATTLEGROUND, "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName().c_str(), matchmakerRating, arenatype);
ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, matchmakerRating, ateamId);
avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
}
for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
if (err)
{
WorldPacket data;
sBattlegroundMgr->BuildStatusFailedPacket(&data, bg, _player, 0, err);
member->GetSession()->SendPacket(&data);
continue;
}
// add to queue
uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);
// add joined time data
member->AddBattlegroundQueueJoinTime(bgTypeId, ginfo->JoinTime);
WorldPacket data; // send status packet (in queue)
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, member, queueSlot, STATUS_WAIT_QUEUE, avgTime, ginfo->JoinTime, arenatype);
member->GetSession()->SendPacket(&data);
//.........这里部分代码省略.........
示例15: DEBUG_LOG
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
{
DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
//recv_data.hexlike();
ObjectGuid guid; // arena Battlemaster guid
uint8 arenaslot; // 2v2, 3v3 or 5v5
uint8 asGroup; // asGroup
uint8 isRated; // isRated
recv_data >> guid >> arenaslot >> asGroup >> isRated;
// ignore if we already in BG or BG queue
if (_player->InBattleGround())
return;
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if(!unit->isBattleMaster()) // it's not battle master
return;
ArenaType arenatype;
uint32 arenaRating = 0;
switch(arenaslot)
{
case 0:
arenatype = ARENA_TYPE_2v2;
break;
case 1:
arenatype = ARENA_TYPE_3v3;
break;
case 2:
arenatype = ARENA_TYPE_5v5;
break;
default:
sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot);
return;
}
// check existance
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
if (!bg)
{
sLog.outError("Battleground: template bg (all arenas) not found");
return;
}
BattleGroundTypeId bgTypeId = bg->GetTypeID();
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId);
Group * grp = NULL;
// check queue conditions
if (!asGroup)
{
// you can't join in this way by client
if (isRated)
return;
// check if already in queue
if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
//player is already in this queue
return;
// check if has free queue slots
if (!_player->HasFreeBattleGroundQueueId())
return;
}
else
{
grp = _player->GetGroup();
// no group found, error
if (!grp)
return;
uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
if (err != BG_JOIN_ERR_OK)
{
SendBattleGroundOrArenaJoinError(err);
return;
}
}
uint32 ateamId = 0;
if (isRated)
{
ateamId = _player->GetArenaTeamId(arenaslot);
// check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice)
ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId);
if (!at)
{
_player->GetSession()->SendNotInArenaTeamPacket(arenatype);
return;
}
// get the team rating for queue
arenaRating = at->GetRating();
// the arena team id must match for everyone in the group
//.........这里部分代码省略.........