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C++ GroupReference::getSource方法代码示例

本文整理汇总了C++中GroupReference::getSource方法的典型用法代码示例。如果您正苦于以下问题:C++ GroupReference::getSource方法的具体用法?C++ GroupReference::getSource怎么用?C++ GroupReference::getSource使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GroupReference的用法示例。


在下文中一共展示了GroupReference::getSource方法的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: HandleBattleGroundJoinOpcode

void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 8+4+4+1);

    uint64 guid;
    uint32 bgTypeId;
    uint32 instanceId;
    uint8 joinAsGroup;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId;                                  // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                                   // join as group

    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);

    // ignore if we already in BG or BG queue
    if(_player->InBattleGround())
        return;

    // check Deserter debuff
    if( !_player->CanJoinToBattleground() )
    {
        WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
        data << (uint32) 0xFFFFFFFE;
        _player->GetSession()->SendPacket(&data);
        return;
    }

    // check existence
    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
    if(!bg)
        return;

    if(joinAsGroup && _player->GetGroup())
    {
        Group *grp = _player->GetGroup();
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member) continue;

            if( !member->CanJoinToBattleground() )
            {
                WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
                data << (uint32) 0xFFFFFFFE;
                _player->GetSession()->SendPacket(&data);
                continue;
            }
            if (member->GetBattleGroundQueueIndex(bgTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
                //player is already in this queue
                continue;

            WorldPacket data;
            uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId);           // add to queue
            if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
            {
                // fill data packet
                //member->GetSession()->SendPacket(data);
                continue;
            }

            // store entry point coords (same as leader entry point)
            member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());

                                                            // send status packet (in queue)
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId);
        }
    }
    else
    {
        if (_player->GetBattleGroundQueueIndex(bgTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
            //player is already in this queue
            return;
        uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId);
        if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
        {
            WorldPacket data;
            // fill data packet
            //SendPacket(data);
            return;
        }

        // store entry point coords
        _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());

        WorldPacket data;
                                                            // send status packet (in queue)
        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
        SendPacket(&data);
        sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId);
    }
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:97,代码来源:BattleGroundHandler.cpp

示例2: HandleTeleGroupCommand

    //Teleport group to given game_tele.entry
    static bool HandleTeleGroupCommand(ChatHandler* handler, const char* args)
    {
        if (!*args)
            return false;

        Player* target = handler->getSelectedPlayer();
        if (!target)
        {
            handler->SendSysMessage(LANG_NO_CHAR_SELECTED);
            handler->SetSentErrorMessage(true);
            return false;
        }

        // check online security
        if (handler->HasLowerSecurity(target, 0))
            return false;

        // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r
        GameTele const* tele = handler->extractGameTeleFromLink((char*)args);
        if (!tele)
        {
            handler->SendSysMessage(LANG_COMMAND_TELE_NOTFOUND);
            handler->SetSentErrorMessage(true);
            return false;
        }

        MapEntry const* map = sMapStore.LookupEntry(tele->mapId);
        if (!map || map->IsBattlegroundOrArena())
        {
            handler->SendSysMessage(LANG_CANNOT_TELE_TO_BG);
            handler->SetSentErrorMessage(true);
            return false;
        }

        std::string nameLink = handler->GetNameLink(target);

        Group* group = target->GetGroup();
        if (!group)
        {
            handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
            handler->SetSentErrorMessage(true);
            return false;
        }

        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* player = itr->getSource();

            if (!player || !player->GetSession())
                continue;

            // check online security
            if (handler->HasLowerSecurity(player, 0))
                return false;

            std::string plNameLink = handler->GetNameLink(player);

            if (player->IsBeingTeleported())
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
                continue;
            }

            handler->PSendSysMessage(LANG_TELEPORTING_TO, plNameLink.c_str(), "", tele->name.c_str());
            if (handler->needReportToTarget(player))
                (ChatHandler(player)).PSendSysMessage(LANG_TELEPORTED_TO_BY, nameLink.c_str());

            // stop flight if need
            if (player->isInFlight())
            {
                player->GetMotionMaster()->MovementExpired();
                player->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                player->SaveRecallPosition();

            player->TeleportTo(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation);
        }

        return true;
    }
开发者ID:AwkwardDev,项目名称:Darkcore-Rebase,代码行数:83,代码来源:cs_tele.cpp

示例3: HandleBattlemasterJoinOpcode


//.........这里部分代码省略.........
            _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->m_BattlegroundQueues[bgQueueTypeId];

        GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        // already checked if queueSlot is valid, now just get it
        uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);

        WorldPacket data;
                                                            // send status packet (in queue)
        sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
        SendPacket(&data);
        sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName());
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        if (grp->GetLeaderGUID() != _player->GetGUID())
            return;
        err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());

        BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId];
        GroupQueueInfo * ginfo = NULL;
        uint32 avgTime = 0;

        if (err > 0)
        {
            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: the following players are joining as group:");
            ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0);
            avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        }

        for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if (!member) continue;   // this should never happen

            WorldPacket data;

            if (err <= 0)
            {
                sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
                member->GetSession()->SendPacket(&data);
                continue;
            }

            // add to queue
            uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);

            // send status packet (in queue)
            sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
            member->GetSession()->SendPacket(&data);
            sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
            member->GetSession()->SendPacket(&data);
            sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName());
        }
        sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: group end");

    }
    sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
}
开发者ID:sinius,项目名称:TrinityCore,代码行数:101,代码来源:BattleGroundHandler.cpp

示例4: HandlePushQuestToParty

void WorldSession::HandlePushQuestToParty(WorldPacket& recvPacket)
{
    uint32 questId;
    recvPacket >> questId;

    DEBUG_LOG("WORLD: Received CMSG_PUSHQUESTTOPARTY quest = %u", questId);

    if (Quest const *pQuest = sObjectMgr.GetQuestTemplate(questId))
    {
        if (Group* pGroup = _player->GetGroup())
        {
            for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player *pPlayer = itr->getSource();

                if (!pPlayer || pPlayer == _player)         // skip self
                    continue;

                _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_SHARING_QUEST);

                if (!pPlayer->SatisfyQuestStatus(pQuest, false))
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_HAVE_QUEST);
                    continue;
                }

                if (pPlayer->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_FINISH_QUEST);
                    continue;
                }

                if (!pPlayer->CanTakeQuest(pQuest, false))
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_CANT_TAKE_QUEST);
                    continue;
                }

                if (!pPlayer->SatisfyQuestLog(false))
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_LOG_FULL);
                    continue;
                }

                if (pPlayer->GetDividerGuid())
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_BUSY);
                    continue;
                }

                pPlayer->SetDividerGuid(_player->GetObjectGuid());

                if (pPlayer->GetPlayerbotAI())
                    pPlayer->GetPlayerbotAI()->AcceptQuest( pQuest, _player );
                else
                {
                    pPlayer->PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, _player->GetObjectGuid(), true);
                    pPlayer->SetDividerGuid(_player->GetObjectGuid());
                }
            }
        }
    }
}
开发者ID:AngelX,项目名称:portal,代码行数:63,代码来源:QuestHandler.cpp

示例5: HandleBattleGroundJoinOpcode

void WorldSession::HandleBattleGroundJoinOpcode(WorldPacket& recv_data)
{
    uint64 guid;
    uint32 bgTypeId;
    uint32 instanceId;
    uint8 joinAsGroup;
    Group * grp;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId;                                  // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if (bgTypeId >= MAX_BATTLEGROUND_TYPES)
    {
        sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
        return;
    }

    sLog.outDebug("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
    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);

    // ignore if player is already in BG
    if (_player->InBattleGround())
        return;

    Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
    if (!unit)
        return;

    if (!unit->isBattleMaster())                             // it's not battlemaster
        return;

    // get bg instance or bg template if instance not found
    BattleGround *bg = NULL;
    if (instanceId)
        bg = sBattleGroundMgr.GetBattleGround(instanceId);

    if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    // check queueing conditions
    if (!joinAsGroup)
    {
        // check Deserter debuff
        if (!_player->CanJoinToBattleground())
        {
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << (uint32) 0xFFFFFFFE;
            _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())
            return;
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        if (err != BG_JOIN_ERR_OK)
        {
            SendBattleGroundOrArenaJoinError(err);
            return;
        }
    }
    // if we're here, then the conditions to join a bg are met. We can proceed in joining.

    // _player->GetGroup() was already checked, grp is already initialized
    if (joinAsGroup /* && _player->GetGroup()*/)
    {
        sLog.outDebug("Battleground: the following players are joining as group:");
        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
        for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if (!member) continue;   // this should never happen

            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);           // add to queue

            // store entry point coords (same as leader entry point)
            if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE))
                member->SetBattleGroundEntryPoint(member->GetMapId(), member->GetPositionX(), member->GetPositionY(), member->GetPositionZ(), member->GetOrientation());

            WorldPacket data;
                                                            // send status packet (in queue)
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
            member->GetSession()->SendPacket(&data);
//.........这里部分代码省略.........
开发者ID:Nemesis2012,项目名称:blizzlikecore,代码行数:101,代码来源:BattleGroundHandler.cpp

示例6: HandleBattlemasterJoinOpcode

void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
{
    ObjectGuid guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    Group * grp;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str());

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE);

    // ignore if player is already in BG
    if (_player->InBattleGround())
        return;

    Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
    if (!unit)
        return;

    if (!unit->isBattleMaster())                            // it's not battlemaster
        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)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId);

    // check queue conditions
    if (!joinAsGroup)
    {
        // check Deserter debuff
        if (!_player->CanJoinToBattleground())
        {
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << uint32(0xFFFFFFFE);
            _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())
            return;
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) &&
            (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
        if (err != BG_JOIN_ERR_OK)
        {
            SendBattleGroundOrArenaJoinError(err);
            return;
        }
    }
    // if we're here, then the conditions to join a bg are met. We can proceed in joining.

    // _player->GetGroup() was already checked, grp is already initialized
    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    if (joinAsGroup)
    {
        DEBUG_LOG("Battleground: the following players are joining as group:");
        GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member) continue;   // this should never happen

            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);           // add to queue
//.........这里部分代码省略.........
开发者ID:SeTM,项目名称:one,代码行数:101,代码来源:BattleGroundHandler.cpp

示例7: HandleQuestgiverAcceptQuestOpcode

void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket& recvData)
{
    uint64 guid;
    uint32 questId;
    uint32 unk1;
    recvData >> guid >> questId >> unk1;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_QUESTGIVER_ACCEPT_QUEST npc = %u, quest = %u, unk1 = %u", uint32(GUID_LOPART(guid)), questId, unk1);

    Object* object = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM|TYPEMASK_PLAYER);

    // no or incorrect quest giver
    if (!object || (object->GetTypeId() != TYPEID_PLAYER && !object->hasQuest(questId)) ||
        (object->GetTypeId() == TYPEID_PLAYER && object != _player && !object->ToPlayer()->CanShareQuest(questId)))
    {
        _player->PlayerTalkClass->SendCloseGossip();
        _player->SetDivider(0);
        return;
    }

    // some kind of WPE protection
    if (!_player->CanInteractWithQuestGiver(object))
        return;

    if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
    {
        // prevent cheating
        if (!GetPlayer()->CanTakeQuest(quest, true))
        {
            _player->PlayerTalkClass->SendCloseGossip();
            _player->SetDivider(0);
            return;
        }

        if (_player->GetDivider() != 0)
        {
            Player* player = ObjectAccessor::FindPlayer(_player->GetDivider());
            if (player)
            {
                player->SendPushToPartyResponse(_player, QUEST_PARTY_MSG_ACCEPT_QUEST);
                _player->SetDivider(0);
            }
        }

        if (_player->CanAddQuest(quest, true))
        {
            _player->AddQuest(quest, object);

            if (quest->HasFlag(QUEST_FLAGS_PARTY_ACCEPT))
            {
                if (Group* group = _player->GetGroup())
                {
                    for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
                    {
                        Player* player = itr->getSource();

                        if (!player || player == _player)     // not self
                            continue;

                        if (player->CanTakeQuest(quest, true))
                        {
                            player->SetDivider(_player->GetGUID());

                            //need confirmation that any gossip window will close
                            player->PlayerTalkClass->SendCloseGossip();

                            _player->SendQuestConfirmAccept(quest, player);
                        }
                    }
                }
            }

            if (_player->CanCompleteQuest(questId))
                _player->CompleteQuest(questId);

            switch (object->GetTypeId())
            {
                case TYPEID_UNIT:
                    sScriptMgr->OnQuestAccept(_player, (object->ToCreature()), quest);
                    (object->ToCreature())->AI()->sQuestAccept(_player, quest);
                    break;
                case TYPEID_ITEM:
                case TYPEID_CONTAINER:
                {
                    sScriptMgr->OnQuestAccept(_player, ((Item*)object), quest);

                    // destroy not required for quest finish quest starting item
                    bool destroyItem = true;
                    for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
                    {
                        if ((quest->RequiredItemId[i] == ((Item*)object)->GetEntry()) && (((Item*)object)->GetTemplate()->MaxCount > 0))
                        {
                            destroyItem = false;
                            break;
                        }
                    }

                    if (destroyItem)
                        _player->DestroyItem(((Item*)object)->GetBagSlot(), ((Item*)object)->GetSlot(), true);

//.........这里部分代码省略.........
开发者ID:Amit86,项目名称:TrinityCore,代码行数:101,代码来源:QuestHandler.cpp

示例8: UpdateAI

    void UpdateAI(const uint32 uiDiff)
    {
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        if (!m_bIsEnraged && m_creature->GetHealthPercent() < 25.0f)
        {
            if (!m_creature->IsNonMeleeSpellCasted(false))
            {
                m_bIsEnraged = true;
                DoScriptText(SAY_ENRAGE, m_creature);
                DoCastSpellIfCan(m_creature, SPELL_ENRAGE);
            }
        }

        if (uiCrystalChainTimer < uiDiff)
        {
            if (!m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_bIsRegularMode)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1))
                    {
                        if (Player* pPlayer = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
                            DoCastSpellIfCan(pPlayer, SPELL_CRYSTAL_CHAINS);

                        uiCrystalChainTimer = 30000;
                    }
                }
                else
                {
                    if (Unit* pSource = m_creature->getVictim())
                    {
                        uiCrystalChainTimer = 15000;

                        Player* pPlayer = pSource->GetCharmerOrOwnerPlayerOrPlayerItself();

                        if (!pPlayer)
                            return;

                        if (Group* pGroup = pPlayer->GetGroup())
                        {
                            for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
                            {
                                if (Player* pMember = pRef->getSource())
                                {
                                    if (pMember->isAlive() && pMember->IsWithinDistInMap(m_creature, 50.0f))
                                        m_creature->CastSpell(pMember, SPELL_CRYSTAL_CHAINS, true);
                                }
                            }
                        }
                        else
                            m_creature->CastSpell(pPlayer, SPELL_CRYSTAL_CHAINS, false);
                    }
                }
            }
        }
        else
            uiCrystalChainTimer -= uiDiff;

        if (uiTailSweepTimer < uiDiff)
        {
            if (DoCastSpellIfCan(m_creature, SPELL_TAIL_SWEEP) == CAST_OK)
                uiTailSweepTimer = urand(2500, 7500);
        }
        else
            uiCrystalChainTimer -= uiDiff;

        if (uiCrystalfireBreathTimer < uiDiff)
        {
            if (DoCastSpellIfCan(m_creature, m_bIsRegularMode ? SPELL_CRYSTALFIRE_BREATH : SPELL_CRYSTALFIRE_BREATH_H) == CAST_OK)
                uiCrystalfireBreathTimer = urand(15000, 20000);
        }
        else
            uiCrystalfireBreathTimer -= uiDiff;

        if (!m_bIsRegularMode)
        {
            if (uiCrystallizeTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_CRYSTALLIZE) == CAST_OK)
                {
                    uiCrystallizeTimer = urand(15000, 25000);
                    DoScriptText(SAY_CRYSTAL_NOVA, m_creature);
                }
            }
            else
                uiCrystallizeTimer -= uiDiff;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:przemratajczak,项目名称:scriptdev2,代码行数:92,代码来源:boss_keristrasza.cpp

示例9: AddGroup

// add group or player (grp == NULL) to bg queue with the given leader and bg specifications
GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, BattlegroundTypeId BgTypeId, PvPDifficultyEntry const*  bracketEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 MatchmakerRating, uint32 arenateamid)
{
    BattlegroundBracketId bracketId = bracketEntry->GetBracketId();

    // create new ginfo
    GroupQueueInfo* ginfo            = new GroupQueueInfo;
    ginfo->BgTypeId                  = BgTypeId;
    ginfo->ArenaType                 = ArenaType;
    ginfo->ArenaTeamId               = arenateamid;
    ginfo->IsRated                   = isRated;
    ginfo->IsInvitedToBGInstanceGUID = 0;
    ginfo->JoinTime                  = getMSTime();
    ginfo->RemoveInviteTime          = 0;
    ginfo->Team                      = leader->GetBGTeam();
    ginfo->ArenaTeamRating           = ArenaRating;
    ginfo->ArenaMatchmakerRating     = MatchmakerRating;
    ginfo->OpponentsTeamRating       = 0;
    ginfo->OpponentsMatchmakerRating = 0;

    ginfo->Players.clear();

    //compute index (if group is premade or joined a rated match) to queues
    uint32 index = 0;
    if (!isRated && !isPremade)
        index += BG_TEAMS_COUNT;
    if (ginfo->Team == HORDE)
        index++;
    sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Adding Group to BattlegroundQueue bgTypeId : %u, bracket_id : %u, index : %u", BgTypeId, bracketId, index);

    uint32 lastOnlineTime = getMSTime();

    //announce world (this don't need mutex)
    if (isRated && sWorld->getBoolConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE))
    {
        ArenaTeam* Team = sArenaTeamMgr->GetArenaTeamById(arenateamid);
        if (Team)
            sWorld->SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, Team->GetName().c_str(), ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
    }

    //add players from group to ginfo
    if (grp)
    {
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->getSource();
            if (!member)
                continue;   // this should never happen
            PlayerQueueInfo& pl_info = m_QueuedPlayers[member->GetGUID()];
            pl_info.LastOnlineTime   = lastOnlineTime;
            pl_info.GroupInfo        = ginfo;
            // add the pinfo to ginfo's list
            ginfo->Players[member->GetGUID()]  = &pl_info;
        }
    }
    else
    {
        PlayerQueueInfo& pl_info = m_QueuedPlayers[leader->GetGUID()];
        pl_info.LastOnlineTime   = lastOnlineTime;
        pl_info.GroupInfo        = ginfo;
        ginfo->Players[leader->GetGUID()]  = &pl_info;
    }

    //add GroupInfo to m_QueuedGroups
    {
        //ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock);
        m_QueuedGroups[bracketId][index].push_back(ginfo);

        //announce to world, this code needs mutex
        if (!isRated && !isPremade && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
        {
            if (Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(ginfo->BgTypeId))
            {
                char const* bgName = bg->GetName();
                uint32 MinPlayers = bg->GetMinPlayersPerTeam();
                uint32 qHorde = 0;
                uint32 qAlliance = 0;
                uint32 q_min_level = bracketEntry->minLevel;
                uint32 q_max_level = bracketEntry->maxLevel;
                GroupsQueueType::const_iterator itr;
                for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr)
                    if (!(*itr)->IsInvitedToBGInstanceGUID)
                        qAlliance += (*itr)->Players.size();
                for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].end(); ++itr)
                    if (!(*itr)->IsInvitedToBGInstanceGUID)
                        qHorde += (*itr)->Players.size();

                // Show queue status to player only (when joining queue)
                if (sWorld->getBoolConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
                {
                    ChatHandler(leader->GetSession()).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, bgName, q_min_level, q_max_level,
                        qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0);
                }
                // System message
                else
                {
                    sWorld->SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD, bgName, q_min_level, q_max_level,
                        qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0);
                }
            }
//.........这里部分代码省略.........
开发者ID:VitasicOLD,项目名称:arenawow,代码行数:101,代码来源:BattlegroundQueue.cpp

示例10: UpdateAI

void FollowerAI::UpdateAI(const uint32 uiDiff)
{
    if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !m_creature->getVictim())
    {
        if (m_uiUpdateFollowTimer < uiDiff)
        {
            if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
            {
                debug_log("SD2: FollowerAI is set completed, despawns.");
                m_creature->ForcedDespawn();
                return;
            }

            bool bIsMaxRangeExceeded = true;

            if (Player* pPlayer = GetLeaderForFollower())
            {
                if (HasFollowState(STATE_FOLLOW_RETURNING))
                {
                    debug_log("SD2: FollowerAI is returning to leader.");

                    RemoveFollowState(STATE_FOLLOW_RETURNING);
                    m_creature->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
                    return;
                }

                if (Group* pGroup = pPlayer->GetGroup())
                {
                    for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
                    {
                        Player* pMember = pRef->getSource();

                        if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
                        {
                            bIsMaxRangeExceeded = false;
                            break;
                        }
                    }
                }
                else
                {
                    if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
                        bIsMaxRangeExceeded = false;
                }
            }

            if (bIsMaxRangeExceeded)
            {
                debug_log("SD2: FollowerAI failed because player/group was to far away or not found");
                m_creature->ForcedDespawn();
                return;
            }

            m_uiUpdateFollowTimer = 1000;
        }
        else
            m_uiUpdateFollowTimer -= uiDiff;
    }

    UpdateFollowerAI(uiDiff);
}
开发者ID:AwkwardDev,项目名称:mangos-d3,代码行数:61,代码来源:follower_ai.cpp

示例11: HandleBattlemasterJoinOpcode


//.........这里部分代码省略.........
        {
            //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;
        }
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        if (grp->GetLeaderGuid() != _player->GetObjectGuid())
            return;

        bool have_bots = false;
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->getSource();
            if (!member)
                continue;                                   // this should never happen
            if (member->GetPlayerbotAI())
            {
                ChatHandler(_player).PSendSysMessage("|cffff0000You cannot get in battleground queue as premade because you have bots in your group. Adding you in queue as single player.");
                have_bots = true;
                joinAsGroup = false;
                break;
            }
        }
        if (!have_bots)
        {
            err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
            isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) &&
                (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
        }
    }
    // if we're here, then the conditions to join a bg are met. We can proceed in joining.

    // _player->GetGroup() was already checked, grp is already initialized
    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    if (joinAsGroup)
    {
        GroupQueueInfo* ginfo = NULL;
        uint32 avgTime = 0;

        if(err > 0)
        {
            DEBUG_LOG("Battleground: the following players are joining as group:");
            ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, ARENA_TYPE_NONE, false, isPremade, 0);
            avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        }
开发者ID:SpanishWoW,项目名称:SpanishCore,代码行数:67,代码来源:BattleGroundHandler.cpp

示例12: HandleBattlemasterJoinArena


//.........这里部分代码省略.........
            return;
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        if (grp->GetLeaderGuid() != _player->GetObjectGuid())
            return;
        // may be Group::CanJoinBattleGroundQueue should be moved to player class...
        err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
    }

    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
        // get the personal ratings for queue
        uint32 avg_pers_rating = 0;
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();

            // calc avg personal rating
            avg_pers_rating += member->GetArenaPersonalRating(arenaslot);
        }

        if (arenatype)
            avg_pers_rating /= arenatype;

        // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating
        if (avg_pers_rating + 150 < arenaRating)
            arenaRating = avg_pers_rating;
    }

    BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    if (asGroup)
    {
        uint32 avgTime;

        if(err > 0)
        {
            DEBUG_LOG("Battleground: arena join as group start");
            if (isRated)
                DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype);

            GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId);
            avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        }

        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member)
开发者ID:leecher226,项目名称:mangos,代码行数:67,代码来源:BattleGroundHandler.cpp

示例13: HandleMessagechatOpcode


//.........这里部分代码省略.........
    {
        std::string msg;
        recv_data >> msg;

        if(msg.empty())
            break;

        if (ChatHandler(this).ParseCommands(msg.c_str()))
            break;

        if (!processChatmessageFurtherAfterSecurityChecks(msg, lang))
            return;

        if(msg.empty())
            break;

        sChatLog.PartyMsg(GetPlayer(), msg);

        // if player is in battleground, he cannot say to battleground members by /p
        Group *group = GetPlayer()->GetOriginalGroup();
        if(!group)
        {
            group = _player->GetGroup();
            if(!group || group->isBGGroup())
                return;
        }

        if ((type == CHAT_MSG_PARTY_LEADER) && !group->IsLeader(_player->GetObjectGuid()))
            return;

        // Playerbot mod: broadcast message to bot members
        for(GroupReference* itr = group->GetFirstMember(); itr != NULL; itr=itr->next())
        {
            Player* player = itr->getSource();
            if (player && player->GetPlayerbotAI())
            {
                player->GetPlayerbotAI()->HandleCommand(msg, *GetPlayer());
                GetPlayer()->m_speakTime = 0;
                GetPlayer()->m_speakCount = 0;
            }
        }
        // END Playerbot mod

        WorldPacket data;
        ChatHandler::FillMessageData(&data, this, type, lang, NULL, 0, msg.c_str(), NULL);
        group->BroadcastPacket(&data, false, group->GetMemberGroup(GetPlayer()->GetObjectGuid()));
    }
    break;

    case CHAT_MSG_GUILD:
    {
        std::string msg;
        recv_data >> msg;

        if(msg.empty())
            break;

        if (ChatHandler(this).ParseCommands(msg.c_str()))
            break;

        if (!processChatmessageFurtherAfterSecurityChecks(msg, lang))
            return;

        if(msg.empty())
            break;
开发者ID:Heuristicks,项目名称:core,代码行数:66,代码来源:ChatHandler.cpp

示例14: HandleQuestPushToParty

void WorldSession::HandleQuestPushToParty(WorldPacket& recvPacket)
{
    uint32 questId;
    recvPacket >> questId;

    sLog.outDebug("WORLD: Received CMSG_PUSHQUESTTOPARTY quest = %u", questId);

    if (Quest const *pQuest = objmgr.GetQuestTemplate(questId))
    {
        if (Group* pGroup = _player->GetGroup())
        {
            for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* pPlayer = itr->getSource();

                if (!pPlayer || pPlayer == _player)         // skip self
                    continue;

                _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_SHARING_QUEST);

                // 2.4.3: can only share quests within 10 yards
                if (_player->GetDistance(pPlayer) > 10)
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_TOO_FAR);
                    continue;
                }

                //player already has quest
                if (!pPlayer->SatisfyQuestStatus(pQuest, false))
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_HAVE_QUEST);
                    continue;
                }

                //player already completed quest
                if (pPlayer->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE)
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_FINISH_QUEST);
                    continue;
                }

                //player is ineligible for the quest
                if (!pPlayer->CanTakeQuest(pQuest, false))
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_CANT_TAKE_QUEST);
                    continue;
                }

                //player has full quest log
                if (!pPlayer->SatisfyQuestLog(false))
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_LOG_FULL);
                    continue;
                }

                if (pPlayer->GetDivider() != 0)
                {
                    _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_BUSY);
                    continue;
                }

                pPlayer->PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, _player->GetGUID(), true);
                pPlayer->SetDivider(_player->GetGUID());
            }
        }
    }
}
开发者ID:Dudelzack,项目名称:blizzlikecore,代码行数:67,代码来源:QuestHandler.cpp

示例15: SendLfgRoleCheckUpdate

void WorldSession::SendLfgRoleCheckUpdate()
{
    if (!sWorld.getConfig(CONFIG_BOOL_LFG_ENABLE))
    {
        DEBUG_LOG("SendLfgRoleCheckUpdate %u failed - Dungeon finder disabled", GetPlayer()->GetObjectGuid().GetCounter());
        return;
    }

    Group* pGroup = GetPlayer()->GetGroup();

    if (!pGroup)
        return;

    LFGDungeonSet const* dungeons = pGroup->GetLFGGroupState()->GetDungeons();

    if (!dungeons)
        return;

    DEBUG_LOG("SMSG_LFG_ROLE_CHECK_UPDATE %u, dugeons size " SIZEFMTD, GetPlayer()->GetObjectGuid().GetCounter(), dungeons->size());

    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons->size() * 4 + 1 + pGroup->GetMembersCount() * (8 + 1 + 4 + 1));

    data << uint32(pGroup->GetLFGGroupState()->GetRoleCheckState());                     // Check result
    data << uint8(pGroup->GetLFGGroupState()->GetRoleCheckState() == LFG_ROLECHECK_INITIALITING);
    data << uint8(dungeons->size());                                               // Number of dungeons

    if (dungeons->size())
    {
        for (LFGDungeonSet::const_iterator itr = dungeons->begin(); itr != dungeons->end(); ++itr)
        {
            data << uint32(*itr ? (*itr)->Entry() : 0); // Dungeon Entry
        }
    }

    data << uint8(pGroup->GetMembersCount());               // Players in group
    if (pGroup->GetMembersCount())
    {
        // Leader info MUST be sent 1st :S
        ObjectGuid leaderguid = pGroup->GetLeaderGuid();
        Player* pLeader = sObjectMgr.GetPlayer(leaderguid);
        LFGRoleMask roles = LFG_ROLE_MASK_NONE;
        uint8 leaderLevel = 1;
        if (pLeader)
        {
            roles = pLeader->GetLFGPlayerState()->GetRoles();
            leaderLevel = pLeader->getLevel();
        }
        data << leaderguid;                                                  // Guid
        data << uint8(roles != LFG_ROLE_MASK_NONE);                          // Ready
        data << uint32(roles);                                               // Roles
        data << uint8(leaderLevel);                                          // Level

        for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            if (Player* pGroupMember = itr->getSource())
            {
                ObjectGuid guid = pGroupMember->GetObjectGuid();
                // Leader data handle first
                if (guid == leaderguid)
                    continue;

                roles = pGroupMember->GetLFGPlayerState()->GetRoles();
                data << guid;                                                    // Guid
                data << uint8(roles != LFG_ROLE_MASK_NONE);                      // Ready
                data << uint32(roles);                                           // Roles
                data << uint8(pGroupMember->getLevel());                         // Level
            }
        }
    }
    SendPacket(&data);
}
开发者ID:120239197a,项目名称:SingleCore,代码行数:71,代码来源:LFGHandler.cpp


注:本文中的GroupReference::getSource方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。