本文整理汇总了C++中LfgDungeonSet::end方法的典型用法代码示例。如果您正苦于以下问题:C++ LfgDungeonSet::end方法的具体用法?C++ LfgDungeonSet::end怎么用?C++ LfgDungeonSet::end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类LfgDungeonSet
的用法示例。
在下文中一共展示了LfgDungeonSet::end方法的13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: SendLfgPlayerInfo
/// <summary>
/// Build and Send LFG lock player info and reward
/// </summary>
/// <param name="plr">Player</param>
void LFGMgr::SendLfgPlayerInfo(Player *plr)
{
uint32 rsize = 0;
uint32 lsize = 0;
LfgDungeonSet *randomlist = GetRandomDungeons(plr->getLevel(), plr->GetSession()->Expansion());
LfgLockStatusSet *lockSet = GetPlayerLockStatusDungeons(plr, m_DungeonsMap[LFG_ALL_DUNGEONS]);
if (randomlist)
rsize = randomlist->size();
if (lockSet)
lsize = lockSet->size();
sLog.outDebug("SMSG_LFG_PLAYER_INFO");
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (4 + 4));
if (!randomlist)
{
data << uint8(0);
}
else
{
data << uint8(randomlist->size()); // Random Dungeon count
for (LfgDungeonSet::iterator it = randomlist->begin(); it != randomlist->end(); ++it)
{
data << uint32(*it); // Entry
BuildRewardBlock(data, *it, plr);
}
randomlist->clear();
delete randomlist;
}
BuildPlayerLockDungeonBlock(data, lockSet);
plr->GetSession()->SendPacket(&data);
}
示例2: SendLfgRoleCheckUpdate
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
ASSERT(pRoleCheck);
LfgDungeonSet dungeons;
if (pRoleCheck->rDungeonId)
dungeons.insert(pRoleCheck->rDungeonId);
else
dungeons = pRoleCheck->dungeons;
Log.Debug("LfgHandler", "SMSG_LFG_ROLE_CHECK_UPDATE %u", GetPlayer()->GetGUID());
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
data << uint32(pRoleCheck->state); // Check result
data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
data << uint8(dungeons.size()); // Number of dungeons
if (!dungeons.empty())
{
for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
{
DBC::Structures::LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
}
}
data << uint8(pRoleCheck->roles.size()); // Players in group
if (!pRoleCheck->roles.empty())
{
// Leader info MUST be sent 1st :S
uint64 guid = pRoleCheck->leader;
uint8 roles = pRoleCheck->roles.find(guid)->second;
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
Player* player = objmgr.GetPlayer(GET_LOWGUID_PART(guid));
data << uint8(player ? player->getLevel() : 0); // Level
for (LfgRolesMap::const_iterator it = pRoleCheck->roles.begin(); it != pRoleCheck->roles.end(); ++it)
{
if (it->first == pRoleCheck->leader)
continue;
guid = it->first;
roles = it->second;
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
player = objmgr.GetPlayer(GET_LOWGUID_PART(guid));
data << uint8(player ? player->getLevel() : 0); // Level
}
}
SendPacket(&data);
}
示例3: SendLfgRoleCheckUpdate
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
ASSERT(pRoleCheck);
LfgDungeonSet dungeons;
if (pRoleCheck->rDungeonId)
dungeons.insert(pRoleCheck->rDungeonId);
else
dungeons = pRoleCheck->dungeons;
sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_ROLE_CHECK_UPDATE [" UI64FMTD "]", GetPlayer()->GetGUID());
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
data << uint32(pRoleCheck->state); // Check result
data << uint8(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
data << uint8(dungeons.size()); // Number of dungeons
if (!dungeons.empty())
{
for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
{
LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
}
}
data << uint8(pRoleCheck->roles.size()); // Players in group
if (!pRoleCheck->roles.empty())
{
// Leader info MUST be sent 1st :S
uint64 guid = pRoleCheck->leader;
uint8 roles = pRoleCheck->roles.find(guid)->second;
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
Player* plr = ObjectAccessor::FindPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
for (LfgRolesMap::const_iterator it = pRoleCheck->roles.begin(); it != pRoleCheck->roles.end(); ++it)
{
if (it->first == pRoleCheck->leader)
continue;
guid = it->first;
roles = it->second;
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = ObjectAccessor::FindPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
}
}
SendPacket(&data);
}
示例4: SendLfgRoleCheckUpdate
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck& roleCheck)
{
LfgDungeonSet dungeons;
if (roleCheck.rDungeonId)
dungeons.insert(roleCheck.rDungeonId);
else
dungeons = roleCheck.dungeons;
sLog->outDebug(LOG_FILTER_LFG, "SMSG_LFG_ROLE_CHECK_UPDATE %s", GetPlayerInfo().c_str());
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + roleCheck.roles.size() * (8 + 1 + 4 + 1));
data << uint32(roleCheck.state); // Check result
data << uint8(roleCheck.state == LFG_ROLECHECK_INITIALITING);
data << uint8(dungeons.size()); // Number of dungeons
if (!dungeons.empty())
{
for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
{
LFGDungeonData const* dungeon = sLFGMgr->GetLFGDungeon(*it);
data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
}
}
data << uint8(roleCheck.roles.size()); // Players in group
if (!roleCheck.roles.empty())
{
// Leader info MUST be sent 1st :S
uint64 guid = roleCheck.leader;
uint8 roles = roleCheck.roles.find(guid)->second;
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
Player* player = ObjectAccessor::FindPlayer(guid);
data << uint8(player ? player->getLevel() : 0); // Level
for (LfgRolesMap::const_iterator it = roleCheck.roles.begin(); it != roleCheck.roles.end(); ++it)
{
if (it->first == roleCheck.leader)
continue;
guid = it->first;
roles = it->second;
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
player = ObjectAccessor::FindPlayer(guid);
data << uint8(player ? player->getLevel() : 0);// Level
}
}
SendPacket(&data);
}
示例5: ConcatenateDungeons
std::string ConcatenateDungeons(LfgDungeonSet const& dungeons)
{
std::string dungeonstr = "";
if (!dungeons.empty())
{
std::ostringstream o;
LfgDungeonSet::const_iterator it = dungeons.begin();
o << (*it);
for (++it; it != dungeons.end(); ++it)
o << ", " << uint32(*it);
dungeonstr = o.str();
}
return dungeonstr;
}
示例6: HandleLfgPlayerLockInfoRequestOpcode
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/)
{
uint64 guid = GetPlayer()->GetGUID();
sLog->outDebug(LOG_FILTER_LFG, "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",
GetPlayerInfo().c_str());
// Get Random dungeons that can be done at a certain level and expansion
LfgDungeonSet randomDungeons;
uint8 level = GetPlayer()->getLevel();
uint8 expansion = GetPlayer()->GetSession()->Expansion();
LFGDungeonContainer& LfgDungeons = sLFGMgr->GetLFGDungeonMap();
for (LFGDungeonContainer::const_iterator itr = LfgDungeons.begin(); itr != LfgDungeons.end(); ++itr)
{
LFGDungeonData const& dungeon = itr->second;
if ((dungeon.type == LFG_TYPE_RANDOM || (dungeon.seasonal && sLFGMgr->IsSeasonActive(dungeon.id)))
&& dungeon.expansion <= expansion && dungeon.minlevel <= level && level <= dungeon.maxlevel)
randomDungeons.insert(dungeon.Entry());
}
// Get player locked Dungeons
LfgLockMap const& lock = sLFGMgr->GetLockedDungeons(guid);
uint32 rsize = uint32(randomDungeons.size());
uint32 lsize = uint32(lock.size());
sLog->outDebug(LOG_FILTER_LFG, "SMSG_LFG_PLAYER_INFO %s", GetPlayerInfo().c_str());
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
data << uint8(randomDungeons.size()); // Random Dungeon count
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
data << uint32(*it); // Dungeon Entry (id + type)
LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
Quest const* quest = NULL;
uint8 done = 0;
if (reward)
{
quest = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
if (quest)
{
done = !GetPlayer()->CanRewardQuest(quest, false);
if (done)
quest = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
}
}
if (quest)
{
data << uint8(done);
data << uint32(quest->GetRewOrReqMoney());
data << uint32(quest->XPValue(GetPlayer()));
data << uint32(reward->reward[done].variableMoney);
data << uint32(reward->reward[done].variableXP);
data << uint8(quest->GetRewItemsCount());
if (quest->GetRewItemsCount())
{
for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
if (uint32 itemId = quest->RewardItemId[i])
{
ItemTemplate const* item = sObjectMgr->GetItemTemplate(itemId);
data << uint32(itemId);
data << uint32(item ? item->DisplayInfoID : 0);
data << uint32(quest->RewardItemIdCount[i]);
}
}
}
else
{
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint8(0);
}
}
BuildPlayerLockDungeonBlock(data, lock);
SendPacket(&data);
}
示例7: CheckCompatibility
/**
Check compatibilities between groups. If group is Matched proposal will be created
@param[in] check List of guids to check compatibilities
@return LfgCompatibility type of compatibility
*/
LfgCompatibility LFGQueue::CheckCompatibility(LfgGuidList check)
{
std::string strGuids = ConcatenateGuids(check);
LfgProposal proposal;
LfgDungeonSet proposalDungeons;
LfgGroupsMap proposalGroups;
LfgRolesMap proposalRoles;
// Check for correct size
if (check.size() > MAXGROUPSIZE || check.empty())
{
TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s): Size wrong - Not compatibles", strGuids.c_str());
return LFG_INCOMPATIBLES_WRONG_GROUP_SIZE;
}
// Check all-but-new compatiblitity
if (check.size() > 2)
{
uint64 frontGuid = check.front();
check.pop_front();
// Check all-but-new compatibilities (New, A, B, C, D) --> check(A, B, C, D)
LfgCompatibility child_compatibles = CheckCompatibility(check);
if (child_compatibles < LFG_COMPATIBLES_WITH_LESS_PLAYERS) // Group not compatible
{
TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) child %s not compatibles", strGuids.c_str(), ConcatenateGuids(check).c_str());
SetCompatibles(strGuids, child_compatibles);
return child_compatibles;
}
check.push_front(frontGuid);
}
// Check if more than one LFG group and number of players joining
uint8 numPlayers = 0;
uint8 numLfgGroups = 0;
for (LfgGuidList::const_iterator it = check.begin(); it != check.end() && numLfgGroups < 2 && numPlayers <= MAXGROUPSIZE; ++it)
{
uint64 guid = (*it);
LfgQueueDataContainer::iterator itQueue = QueueDataStore.find(guid);
if (itQueue == QueueDataStore.end())
{
TC_LOG_ERROR("lfg.queue.match.compatibility.check", "Guid: [" UI64FMTD "] is not queued but listed as queued!", guid);
RemoveFromQueue(guid);
return LFG_COMPATIBILITY_PENDING;
}
// Store group so we don't need to call Mgr to get it later (if it's player group will be 0 otherwise would have joined as group)
for (LfgRolesMap::const_iterator it2 = itQueue->second.roles.begin(); it2 != itQueue->second.roles.end(); ++it2)
proposalGroups[it2->first] = IS_GROUP_GUID(itQueue->first) ? itQueue->first : 0;
numPlayers += itQueue->second.roles.size();
if (sLFGMgr->IsLfgGroup(guid))
{
if (!numLfgGroups)
proposal.group = guid;
++numLfgGroups;
}
}
// Group with less that MAXGROUPSIZE members always compatible
if (check.size() == 1 && numPlayers != MAXGROUPSIZE)
{
TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) sigle group. Compatibles", strGuids.c_str());
LfgQueueDataContainer::iterator itQueue = QueueDataStore.find(check.front());
LfgCompatibilityData data(LFG_COMPATIBLES_WITH_LESS_PLAYERS);
data.roles = itQueue->second.roles;
LFGMgr::CheckGroupRoles(data.roles);
UpdateBestCompatibleInQueue(itQueue, strGuids, data.roles);
SetCompatibilityData(strGuids, data);
return LFG_COMPATIBLES_WITH_LESS_PLAYERS;
}
if (numLfgGroups > 1)
{
TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) More than one Lfggroup (%u)", strGuids.c_str(), numLfgGroups);
SetCompatibles(strGuids, LFG_INCOMPATIBLES_MULTIPLE_LFG_GROUPS);
return LFG_INCOMPATIBLES_MULTIPLE_LFG_GROUPS;
}
if (numPlayers > MAXGROUPSIZE)
{
TC_LOG_DEBUG("lfg.queue.match.compatibility.check", "Guids: (%s) Too much players (%u)", strGuids.c_str(), numPlayers);
SetCompatibles(strGuids, LFG_INCOMPATIBLES_TOO_MUCH_PLAYERS);
return LFG_INCOMPATIBLES_TOO_MUCH_PLAYERS;
}
// If it's single group no need to check for duplicate players, ignores, bad roles or bad dungeons as it's been checked before joining
if (check.size() > 1)
{
for (LfgGuidList::const_iterator it = check.begin(); it != check.end(); ++it)
{
//.........这里部分代码省略.........
示例8: HandleLfgPlayerLockInfoRequestOpcode
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
uint64 guid = GetPlayer()->GetGUID();
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);
// Get Random dungeons that can be done at a certain level and expansion
// FIXME - Should return seasonals (when not disabled)
LfgDungeonSet randomDungeons;
uint8 level = GetPlayer()->getLevel();
uint8 expansion = GetPlayer()->GetSession()->Expansion();
for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
{
LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&
dungeon->minlevel <= level && level <= dungeon->maxlevel)
randomDungeons.insert(dungeon->Entry());
// Dungeons Seleccionables con el evento en el server correspondiente. (En Dungeon Finder)
if (dungeon && dungeon->grouptype == 11 && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
{
QueryResult result = WorldDatabase.Query("SELECT dungeonId, eventEntry FROM lfg_dungeon_event");
if (!result)
return;
Field* fields = NULL;
do
{
fields = result->Fetch();
uint32 dungeonId = fields[0].GetUInt32();
uint32 eventEntry = fields[1].GetUInt32();
if (dungeonId != dungeon->ID )
continue;
if (eventEntry && sGameEventMgr->IsActiveEvent(eventEntry))
randomDungeons.insert(dungeon->Entry());
} while (result->NextRow());
}
}
// Get player locked Dungeons
LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);
uint32 rsize = uint32(randomDungeons.size());
uint32 lsize = uint32(lock.size());
sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
data << uint8(randomDungeons.size()); // Random Dungeon count
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
data << uint32(*it); // Dungeon Entry (id + type)
LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
Quest const* qRew = NULL;
uint8 done = 0;
if (reward)
{
qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
if (qRew)
{
done = !GetPlayer()->CanRewardQuest(qRew, false);
if (done)
qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
}
}
if (qRew)
{
data << uint8(done);
data << uint32(qRew->GetRewOrReqMoney());
data << uint32(qRew->XPValue(GetPlayer()));
data << uint32(reward->reward[done].variableMoney);
data << uint32(reward->reward[done].variableXP);
data << uint8(qRew->GetRewItemsCount());
if (qRew->GetRewItemsCount())
{
ItemPrototype const* iProto = NULL;
for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
{
if (!qRew->RewItemId[i])
continue;
iProto = ObjectMgr::GetItemPrototype(qRew->RewItemId[i]);
data << uint32(qRew->RewItemId[i]);
data << uint32(iProto ? iProto->DisplayInfoID : 0);
data << uint32(qRew->RewItemCount[i]);
}
}
}
else
{
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint8(0);
}
}
BuildPlayerLockDungeonBlock(data, lock);
SendPacket(&data);
//.........这里部分代码省略.........
示例9: HandleLfgPlayerLockInfoRequestOpcode
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& recv_data)
{
Log.Debug("LfgHandler", "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST");
uint64 guid = GetPlayer()->GetGUID();
Log.Debug("LfgHandler", "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST %u", guid);
// Get Random dungeons that can be done at a certain level and expansion
// FIXME - Should return seasonals (when not disabled)
LfgDungeonSet randomDungeons;
uint8 level = GetPlayer()->getLevel();
uint8 expansion = GetPlayer()->GetSession()->GetFlags();
for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
{
DBC::Structures::LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
randomDungeons.insert(dungeon->Entry());
}
// Get player locked Dungeons
LfgLockMap lock = sLfgMgr.GetLockedDungeons(guid);
uint32 rsize = uint32(randomDungeons.size());
uint32 lsize = uint32(lock.size());
Log.Debug("LfgHandler", "SMSG_LFG_PLAYER_INFO %u", guid);
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
data << uint8(randomDungeons.size()); // Random Dungeon count
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
data << uint32(*it); // Dungeon Entry (id + type)
LfgReward const* reward = sLfgMgr.GetRandomDungeonReward(*it, level);
Quest* qRew = NULL;
uint8 done = 0;
if (reward)
{
qRew = QuestStorage.LookupEntry(reward->reward[0].questId);
if (qRew)
{
done = GetPlayer()->HasFinishedQuest(qRew->id);
if (done)
qRew = QuestStorage.LookupEntry(reward->reward[1].questId);
}
}
if (qRew)
{
data << uint8(done);
data << uint32(qRew->reward_money);
data << uint32(qRew->reward_xp);
data << uint32(reward->reward[done].variableMoney);
data << uint32(reward->reward[done].variableXP);
///\todo FIXME Linux: error: cast from const uint32* {aka const unsigned int*} to uint8 {aka unsigned char} loses precision
/// can someone check this now ?
data << uint8(qRew->GetRewardItemCount());
for (uint8 i = 0; i < 4; ++i)
if (qRew->reward_item[i] != 0)
{
ItemPrototype* item = ItemPrototypeStorage.LookupEntry(qRew->reward_item[i]);
data << uint32(qRew->reward_item[i]);
data << uint32(item ? item->DisplayInfoID : 0);
data << uint32(qRew->reward_itemcount[i]);
}
}
else
{
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint8(0);
}
}
BuildPlayerLockDungeonBlock(data, lock);
SendPacket(&data);
}
示例10: SendLfgRoleCheckUpdate
void WorldSession::SendLfgRoleCheckUpdate(const LfgRoleCheck* pRoleCheck)
{
ASSERT(pRoleCheck);
LfgDungeonSet dungeons;
if (pRoleCheck->rDungeonId)
dungeons.insert(pRoleCheck->rDungeonId);
else
dungeons = pRoleCheck->dungeons;
ObjectGuid unkGuid = 0;
sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_ROLE_CHECK_UPDATE [" UI64FMTD "]", GetPlayer()->GetGUID());
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
ByteBuffer dataBuffer;
data.WriteBit(unkGuid[0]);
data.WriteBit(unkGuid[1]);
data.WriteBit(unkGuid[6]);
data.WriteBits(pRoleCheck->roles.size(), 21);
if (!pRoleCheck->roles.empty())
{
ObjectGuid guid = pRoleCheck->leader;
uint8 roles = pRoleCheck->roles.find(guid)->second;
Player* player = ObjectAccessor::FindPlayer(guid);
data.WriteBit(guid[4]);
data.WriteBit(guid[1]);
data.WriteBit(guid[2]);
data.WriteBit(guid[6]);
data.WriteBit(roles > 0);
data.WriteBit(guid[5]);
data.WriteBit(guid[7]);
data.WriteBit(guid[0]);
data.WriteBit(guid[3]);
dataBuffer << uint32(roles); // Roles
dataBuffer.WriteByteSeq(guid[0]);
dataBuffer.WriteByteSeq(guid[2]);
dataBuffer.WriteByteSeq(guid[5]);
dataBuffer.WriteByteSeq(guid[4]);
dataBuffer.WriteByteSeq(guid[7]);
dataBuffer.WriteByteSeq(guid[6]);
dataBuffer.WriteByteSeq(guid[1]);
dataBuffer.WriteByteSeq(guid[3]);
dataBuffer << uint8(player ? player->getLevel() : 0); // Level
for (LfgRolesMap::const_reverse_iterator it = pRoleCheck->roles.rbegin(); it != pRoleCheck->roles.rend(); ++it)
{
if (it->first == pRoleCheck->leader)
continue;
guid = it->first;
roles = it->second;
player = ObjectAccessor::FindPlayer(guid);
data.WriteBit(guid[4]);
data.WriteBit(guid[1]);
data.WriteBit(guid[2]);
data.WriteBit(guid[6]);
data.WriteBit(roles > 0);
data.WriteBit(guid[5]);
data.WriteBit(guid[7]);
data.WriteBit(guid[0]);
data.WriteBit(guid[3]);
dataBuffer << uint32(roles); // Roles
dataBuffer.WriteByteSeq(guid[0]);
dataBuffer.WriteByteSeq(guid[2]);
dataBuffer.WriteByteSeq(guid[5]);
dataBuffer.WriteByteSeq(guid[4]);
dataBuffer.WriteByteSeq(guid[7]);
dataBuffer.WriteByteSeq(guid[6]);
dataBuffer.WriteByteSeq(guid[1]);
dataBuffer.WriteByteSeq(guid[3]);
dataBuffer << uint8(player ? player->getLevel() : 0); // Level
}
}
data.WriteBit(unkGuid[7]);
data.WriteBits(dungeons.size(), 22);
data.WriteBit(pRoleCheck->state == LFG_ROLECHECK_INITIALITING);
data.WriteBit(unkGuid[3]);
data.WriteBit(unkGuid[5]);
data.WriteBit(unkGuid[4]);
data.WriteBit(unkGuid[2]);
data.FlushBits();
data.append(dataBuffer);
data.WriteByteSeq(unkGuid[4]);
if (!dungeons.empty())
{
for (LfgDungeonSet::iterator it = dungeons.begin(); it != dungeons.end(); ++it)
{
LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(*it);
data << uint32(dungeon ? dungeon->Entry() : 0); // Dungeon
}
}
data.WriteByteSeq(unkGuid[6]);
data.WriteByteSeq(unkGuid[7]);
data.WriteByteSeq(unkGuid[0]);
//.........这里部分代码省略.........
示例11: HandleLfgLockInfoRequestOpcode
void WorldSession::HandleLfgLockInfoRequestOpcode(WorldPacket& recvData)
{
uint8 value;
bool groupPacket;
recvData >> value;
groupPacket = recvData.ReadBit();
ObjectGuid guid = GetPlayer()->GetGUID();
// Get Random dungeons that can be done at a certain level and expansion
LfgDungeonSet randomDungeons;
uint8 level = GetPlayer()->getLevel();
uint8 expansion = GetPlayer()->GetSession()->Expansion();
for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
{
LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
if (dungeon && dungeon->expansion <= expansion && dungeon->minlevel <= level && level <= dungeon->maxlevel)
{
if (dungeon->flags & LFG_FLAG_SEASONAL)
{
if (HolidayIds holiday = sLFGMgr->GetDungeonSeason(dungeon->ID))
if (holiday == HOLIDAY_WOTLK_LAUNCH || !IsHolidayActive(holiday))
continue;
}
else if (dungeon->type != TYPEID_RANDOM_DUNGEON)
continue;
randomDungeons.insert(dungeon->Entry());
}
}
// Get player locked Dungeons
LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);
uint32 rsize = uint32(randomDungeons.size());
uint32 lsize = uint32(lock.size());
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
bool hasGuid = true;
data.WriteBit(hasGuid);
if (hasGuid)
{
uint8 bitOrder[8] = { 0, 6, 7, 5, 2, 4, 1, 3 };
data.WriteBitInOrder(guid, bitOrder);
}
data.WriteBits(randomDungeons.size(), 17);
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
Quest const* qRew = NULL;
bool done = false;
if (reward)
{
qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
if (qRew)
{
done = !GetPlayer()->CanRewardQuest(qRew, false);
if (done)
qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
}
}
data.WriteBits(0, 21); // Unk count
data.WriteBits(qRew ? qRew->GetRewCurrencyCount() : 0, 21);
data.WriteBits(0, 19); // Unk count 2 - related to call to Arms
data.WriteBit(!done);
data.WriteBit(0); // some bit
data.WriteBits(qRew ? qRew->GetRewItemsCount() : 0, 20);
}
data.WriteBits(lock.size(), 20);
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
Quest const* qRew = NULL;
uint8 done = 0;
if (reward)
{
qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
if (qRew)
{
done = !GetPlayer()->CanRewardQuest(qRew, false);
if (done)
qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
}
}
data << uint32(0); // 11
data << uint32(0); // 12
data << uint32(0); // 15
data << uint32(0); // 16
data << uint32(0); // 17
//.........这里部分代码省略.........
示例12: HandleLfgPlayerLockInfoRequestOpcode
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recvData*/)
{
ObjectGuid guid = _player->GetObjectGuid();
sLog.outDebug( "CMSG_LFG_PLAYER_LOCK_INFO_REQUEST %s",
guid.GetString().c_str());
// Get Random dungeons that can be done at a certain level and expansion
LfgDungeonSet randomDungeons;
uint8 level = _player->getLevel();
uint8 expansion = _player->GetSession()->Expansion();
LFGDungeonContainer& LfgDungeons = sLFGMgr.GetLFGDungeonMap();
for (LFGDungeonContainer::const_iterator itr = LfgDungeons.begin(); itr != LfgDungeons.end(); ++itr)
{
LFGDungeonData const& dungeon = itr->second;
if ((dungeon.type == LFG_TYPE_RANDOM || (dungeon.seasonal && sLFGMgr.IsSeasonActive(dungeon.id)))
&& dungeon.expansion <= expansion && dungeon.minlevel <= level && level <= dungeon.maxlevel)
randomDungeons.insert(dungeon.Entry());
}
// Get player locked Dungeons
LfgLockMap const& lock = sLFGMgr.GetLockedDungeons(guid);
uint32 rsize = uint32(randomDungeons.size());
uint32 lsize = uint32(lock.size());
sLog.outDebug("SMSG_LFG_PLAYER_INFO %s", _player->GetGuidStr().c_str());
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
data << uint8(randomDungeons.size()); // Random Dungeon count
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
data << uint32(*it); // Dungeon Entry (id + type)
LfgReward const* reward = sLFGMgr.GetRandomDungeonReward(*it, level);
Quest const* quest = NULL;
bool done = false;
if (reward)
{
quest = sObjectMgr.GetQuestTemplate(reward->firstQuest);
if (quest)
{
done = !_player->CanRewardQuest(quest, false);
if (done)
quest = sObjectMgr.GetQuestTemplate(reward->otherQuest);
}
}
if (quest)
{
data << uint8(done);
data << uint32(500); // Times precision
data << uint32(500); // Available times per week
data << uint32(396); // Unknown 4.3.4
data << uint32(0); // Unknown 4.3.4
data << uint32(100000); // Unknown 4.3.4
data << uint32(0); // Unknown 4.3.4
data << uint32(0); // Unknown 4.3.4
data << uint32(0); // Unknown 4.3.4
data << uint32(100000); // Unknown 4.3.4
data << uint32(70000); // Unknown 4.3.4
data << uint32(80000); // Unknown 4.3.4
data << uint32(90000); // Unknown 4.3.4
data << uint32(50000); // isComplited
data << uint8(100); // seasonal ?
{
for (uint8 i = 0; i < 3; ++i) // 3 - Max roles ?
{
uint8 callToArmsRoleMask = 0; // TODO Call to arms role check (LfgRoles) Not implemented
data << uint32(callToArmsRoleMask);
if (callToArmsRoleMask > 0)
{
/* Call to Arms bonus*/
data << uint32(0); // Call to arms Money
data << uint32(0); // Call to arms XP
uint8 totalRewardCount = uint8(quest->GetRewCurrencyCount() + quest->GetRewItemsCount());
if (totalRewardCount > 16)
totalRewardCount = 16;
data << uint8(totalRewardCount);
if (totalRewardCount)
{
for (uint8 j = 0; j < QUEST_REWARD_CURRENCY_COUNT; ++j)
{
uint32 id = quest->RewCurrencyId[j];
if (!id)
continue;
uint32 amount = quest->RewCurrencyCount[j];
if (CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(id))
amount *= currency->GetPrecision();
data << uint32(id);
data << uint32(0);
data << uint32(amount);
data << uint8(true); // Is currency
//.........这里部分代码省略.........
示例13: HandleLfgPlayerLockInfoRequestOpcode
void WorldSession::HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& /*recv_data*/)
{
uint64 guid = GetPlayer()->GetGUID();
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_LFD_PLAYER_LOCK_INFO_REQUEST [" UI64FMTD "]", guid);
// Get Random dungeons that can be done at a certain level and expansion
// FIXME - Should return seasonals (when not disabled)
LfgDungeonSet randomDungeons;
uint8 level = GetPlayer()->getLevel();
uint8 expansion = GetPlayer()->GetSession()->Expansion();
for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
{
LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(i);
if (dungeon && dungeon->type == LFG_TYPE_RANDOM && dungeon->expansion <= expansion &&
dungeon->minlevel <= level && level <= dungeon->maxlevel)
randomDungeons.insert(dungeon->Entry());
}
// Get player locked Dungeons
LfgLockMap lock = sLFGMgr->GetLockedDungeons(guid);
uint32 rsize = uint32(randomDungeons.size());
uint32 lsize = uint32(lock.size());
sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PLAYER_INFO [" UI64FMTD "]", guid);
WorldPacket data(SMSG_LFG_PLAYER_INFO, 1 + rsize * (4 + 1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4) + 4 + lsize * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
data << uint8(randomDungeons.size()); // Random Dungeon count
for (LfgDungeonSet::const_iterator it = randomDungeons.begin(); it != randomDungeons.end(); ++it)
{
data << uint32(*it); // Dungeon Entry (id + type)
LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(*it, level);
Quest const* qRew = NULL;
uint8 done = 0;
if (reward)
{
qRew = sObjectMgr->GetQuestTemplate(reward->reward[0].questId);
if (qRew)
{
done = !GetPlayer()->CanRewardQuest(qRew, false);
if (done)
qRew = sObjectMgr->GetQuestTemplate(reward->reward[1].questId);
}
}
if (qRew)
{
data << uint8(done);
data << uint32(qRew->GetRewOrReqMoney());
data << uint32(qRew->XPValue(GetPlayer()));
data << uint32(reward->reward[done].variableMoney);
data << uint32(reward->reward[done].variableXP);
data << uint8(qRew->GetRewItemsCount());
if (qRew->GetRewItemsCount())
{
ItemTemplate const* iProto = NULL;
for (uint8 i = 0; i < QUEST_REWARDS_COUNT; ++i)
{
if (!qRew->RewItemId[i])
continue;
iProto = sObjectMgr->GetItemTemplate(qRew->RewItemId[i]);
data << uint32(qRew->RewItemId[i]);
data << uint32(iProto ? iProto->DisplayInfoID : 0);
data << uint32(qRew->RewItemCount[i]);
}
}
}
else
{
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint8(0);
}
}
BuildPlayerLockDungeonBlock(data, lock);
SendPacket(&data);
}