Files
TrinityCore/src/server/game/DungeonFinding/LFGMgr.cpp
T
2010-08-11 15:20:20 +02:00

1045 lines
36 KiB
C++

/*
* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "SharedDefines.h"
#include "Group.h"
#include "Player.h"
#include "SocialMgr.h"
#include "LFGMgr.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
LFGMgr::LFGMgr()
{
m_QueueTimer = 0;
m_avgWaitTime = -1;
m_waitTimeTanks = -1;
m_waitTimeHealer = -1;
m_waitTimeDps = -1;
m_update = true;
}
LFGMgr::~LFGMgr()
{
// FIXME: RewardList to be removed -> query quest system
for (LfgRewardList::iterator it = m_RewardList.begin(); it != m_RewardList.end(); ++it)
delete *it;
m_RewardList.clear();
// FIXME: RewardDoneList to be removed -> query quest system
for (LfgRewardList::iterator it = m_RewardDoneList.begin(); it != m_RewardDoneList.end(); ++it)
delete *it;
m_RewardDoneList.clear();
for (LfgQueueInfoMap::iterator it = m_QueueInfoMap.begin(); it != m_QueueInfoMap.end(); ++it)
delete it->second;
m_QueueInfoMap.clear();
for (LfgRoleCheckMap::iterator it = m_RoleChecks.begin(); it != m_RoleChecks.end(); ++it)
delete it->second;
m_RoleChecks.clear();
for (LfgDungeonMap::iterator it = m_CachedDungeonMap.begin(); it != m_CachedDungeonMap.end(); ++it)
delete it->second;
m_CachedDungeonMap.clear();
m_QueueInfoMap.clear();
m_currentQueue.clear();
m_newToQueue.clear();
}
void LFGMgr::Update(uint32 diff)
{
if (!m_update)
return;
m_update = false;
time_t currTime = time(NULL);
// Remove obsolete role checks
LfgRoleCheckMap::iterator itRoleCheck;
LfgRoleCheck *pRoleCheck;
for (LfgRoleCheckMap::iterator it = m_RoleChecks.begin(); it != m_RoleChecks.end();)
{
itRoleCheck = it++;
pRoleCheck = itRoleCheck->second;
if (currTime < pRoleCheck->cancelTime)
continue;
pRoleCheck->result = LFG_ROLECHECK_MISSING_ROLE;
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
sLog.outDebug("SMSG_LFG_ROLE_CHECK_UPDATE");
BuildLfgRoleCheck(data, pRoleCheck);
Player *plr = NULL;
for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
{
plr = sObjectMgr.GetPlayer(itRoles->first);
if (!plr)
continue;
plr->GetSession()->SendPacket(&data);
plr->GetLfgDungeons()->clear();
plr->SetLfgRoles(ROLE_NONE);
if (itRoles->first == pRoleCheck->leader)
plr->GetSession()->SendLfgJoinResult(LFG_JOIN_FAILED, pRoleCheck->result);
}
delete pRoleCheck;
m_RoleChecks.erase(itRoleCheck);
}
// Update all players status queue info
if (m_QueueTimer > LFG_QUEUEUPDATE_INTERVAL)
{
m_QueueTimer = 0;
time_t currTime = time(NULL);
int32 waitTime;
LfgQueueInfo *queue;
uint32 dungeonId;
uint32 queuedTime;
uint8 role;
for (LfgQueueInfoMap::const_iterator itQueue = m_QueueInfoMap.begin(); itQueue != m_QueueInfoMap.end(); ++itQueue)
{
queue = itQueue->second;
if (!queue)
{
if (IS_GROUP(itQueue->first))
sLog.outError("LFGMgr::Update: group (lowguid: %u) queued with null queue info!", GUID_LOPART(itQueue->first));
else
sLog.outError("LFGMgr::Update: player (lowguid: %u) queued with null queue info!", GUID_LOPART(itQueue->first));
continue;
}
dungeonId = *queue->dungeons.begin();
queuedTime = uint32(currTime - queue->joinTime);
role = ROLE_NONE;
for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
role |= itPlayer->second;
waitTime = -1;
if (role & ROLE_TANK)
{
if (role & ROLE_HEALER || role & ROLE_DAMAGE)
waitTime = m_avgWaitTime;
else
waitTime = m_waitTimeTanks;
}
else if (role & ROLE_HEALER)
{
if (role & ROLE_DAMAGE)
waitTime = m_avgWaitTime;
else
waitTime = m_waitTimeHealer;
}
else if (role & ROLE_DAMAGE)
waitTime = m_waitTimeDps;
for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
if (Player * plr = sObjectMgr.GetPlayer(itPlayer->first))
plr->GetSession()->SendLfgQueueStatus(dungeonId, waitTime, m_avgWaitTime, m_waitTimeTanks, m_waitTimeHealer, m_waitTimeDps, queuedTime, queue->tanks, queue->healers, queue->dps);
}
}
else
m_QueueTimer += diff;
m_update = true;
}
/// <summary>
/// Initialize Looking For Group
/// </summary>
void LFGMgr::InitLFG()
{
// Fill reward data (to be removed -> query quest system)
LfgReward *reward;
for (uint8 i = 0; i <= LFG_REWARD_DATA_SIZE; ++i)
{
reward = new LfgReward();
reward->strangers = 0;
reward->baseXP = RewardDungeonData[i][0];
reward->baseMoney = RewardDungeonData[i][1];
reward->variableMoney = 0;
reward->variableXP = 0;
reward->itemId = RewardDungeonData[i][2];
reward->displayId = RewardDungeonData[i][3];
reward->stackCount = RewardDungeonData[i][4];
m_RewardList.push_back(reward);
}
for (uint8 i = 0; i < LFG_REWARD_DATA_SIZE; ++i)
{
reward = new LfgReward();
reward->strangers = 0;
reward->baseXP = RewardDungeonDoneData[i][0];
reward->baseMoney = RewardDungeonDoneData[i][1];
reward->variableMoney = 0;
reward->variableXP = 0;
reward->itemId = RewardDungeonDoneData[i][2];
reward->displayId = RewardDungeonDoneData[i][3];
reward->stackCount = RewardDungeonDoneData[i][4];
m_RewardDoneList.push_back(reward);
}
// Initialize dungeonMap
GetAllDungeons();
}
/// <summary>
/// Adds the player/group to lfg queue
/// </summary>
/// <param name="Player *">Player</param>
void LFGMgr::Join(Player *plr)
{
Group *grp = plr->GetGroup();
if (grp && grp->GetLeaderGUID() != plr->GetGUID())
return;
uint64 guid = grp ? grp->GetGUID() : plr->GetGUID();
LfgJoinResult result = LFG_JOIN_OK;
// Previous checks before joining
if (m_QueueInfoMap[guid])
{
result = LFG_JOIN_INTERNAL_ERROR;
if (grp)
sLog.outError("LFGMgr::Join: group (lowguid: %u) trying to join but is already in queue!", grp->GetLowGUID());
else
sLog.outError("LFGMgr::Join: Player (lowguid: %u) trying to join but is already in queue!", plr->GetGUIDLow());
}
else if (plr->InBattleground() || plr->InArena())
result = LFG_JOIN_USING_BG_SYSTEM;
else if (plr->HasAura(LFG_SPELL_DESERTER))
result = LFG_JOIN_DESERTER;
else if (plr->HasAura(LFG_SPELL_COOLDOWN))
result = LFG_JOIN_RANDOM_COOLDOWN;
else
{
// Check if all dungeons are valid
for (LfgDungeonSet::const_iterator it = plr->GetLfgDungeons()->begin(); it != plr->GetLfgDungeons()->end(); ++it)
{
if (!GetDungeonGroupType(*it))
{
result = LFG_JOIN_DUNGEON_INVALID;
break;
}
}
}
// Group checks
if (grp && result == LFG_JOIN_OK)
{
if (grp->GetMembersCount() > MAXGROUPSIZE)
result = LFG_JOIN_TOO_MUCH_MEMBERS;
else
{
Player *plrg;
uint8 memberCount = 0;
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL && result == LFG_JOIN_OK; itr = itr->next())
{
plrg = itr->getSource();
if (plrg)
{
if (plrg->HasAura(LFG_SPELL_DESERTER))
result = LFG_JOIN_PARTY_DESERTER;
else if (plrg->HasAura(LFG_SPELL_COOLDOWN))
result = LFG_JOIN_PARTY_RANDOM_COOLDOWN;
++memberCount;
}
}
if (memberCount != grp->GetMembersCount())
result = LFG_JOIN_DISCONNECTED;
}
}
if (result != LFG_JOIN_OK) // Someone can't join. Clear all stuf
{
plr->GetLfgDungeons()->clear();
plr->SetLfgRoles(ROLE_NONE);
plr->GetSession()->SendLfgJoinResult(result, 0);
plr->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
return;
}
if (grp)
{
Player *plrg = NULL;
LfgDungeonSet *dungeons;
for (GroupReference *itr = plr->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
{
plrg = itr->getSource(); // Not null, checked earlier
dungeons = plrg->GetLfgDungeons();
for (LfgDungeonSet::const_iterator itDungeon = plr->GetLfgDungeons()->begin(); itDungeon != plr->GetLfgDungeons()->end(); ++itDungeon)
dungeons->insert(*itDungeon);
plrg->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_JOIN_PROPOSAL);
}
UpdateRoleCheck(grp, plr);
}
else
{
plr->GetSession()->SendLfgJoinResult(LFG_JOIN_OK, 0);
plr->GetSession()->SendLfgUpdatePlayer(LFG_UPDATETYPE_JOIN_PROPOSAL);
LfgRolesMap roles;
roles[plr->GetGUIDLow()] = plr->GetLfgRoles();
AddToQueue(plr->GetGUID(), &roles, plr->GetLfgDungeons());
roles.clear();
}
}
/// <summary>
/// Leave the lfg queue
/// </summary>
/// <param name="Player *">Player (could be NULL)</param>
/// <param name="Group *">Group (could be NULL)</param>
void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
{
uint64 guid = grp ? grp->GetGUID() : plr ? plr->GetGUID() : 0;
ASSERT(guid);
// Remove from Role Checks
if (grp)
{
grp->SetLfgQueued(false);
LfgRoleCheckMap::const_iterator itRoleCheck = m_RoleChecks.find(GUID_LOPART(guid));
if (itRoleCheck != m_RoleChecks.end())
{
UpdateRoleCheck(grp); // No player to update role = LFG_ROLECHECK_ABORTED
return;
}
}
// Remove from queue
RemoveFromQueue(guid);
if (grp)
{
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player *plrg = itr->getSource())
{
plrg->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_REMOVED_FROM_QUEUE);
plrg->GetLfgDungeons()->clear();
plrg->SetLfgRoles(ROLE_NONE);
}
}
else
{
plr->GetSession()->SendLfgUpdatePlayer(LFG_UPDATETYPE_REMOVED_FROM_QUEUE);
plr->GetLfgDungeons()->clear();
plr->SetLfgRoles(ROLE_NONE);
}
}
/// <summary>
/// Creates a QueueInfo and adds it to the queue. Tries to match a group before joining.
/// </summary>
/// <param name="uint64">Player or group guid</param>
/// <param name="LfgRolesMap *">Player roles</param>
/// <param name="LfgDungeonSet *">Selected dungeons</param>
void LFGMgr::AddToQueue(uint64 guid, LfgRolesMap *roles, LfgDungeonSet *dungeons)
{
ASSERT(roles);
ASSERT(dungeons);
LfgQueueInfo *pqInfo = new LfgQueueInfo();
pqInfo->joinTime = time_t(time(NULL));
for (LfgRolesMap::const_iterator it = roles->begin(); it != roles->end(); ++it)
{
if (pqInfo->tanks && it->second & ROLE_TANK)
--pqInfo->tanks;
else if (pqInfo->healers && it->second & ROLE_HEALER)
--pqInfo->healers;
else
--pqInfo->dps;
}
for (LfgRolesMap::const_iterator itRoles = roles->begin(); itRoles != roles->end(); ++itRoles)
pqInfo->roles[itRoles->first] = itRoles->second;
// Expand random dungeons
LfgDungeonSet *expandedDungeons = dungeons;
if (isRandomDungeon(*dungeons->begin()))
expandedDungeons = GetDungeonsByRandom(*dungeons->begin());
for (LfgDungeonSet::const_iterator it = expandedDungeons->begin(); it != expandedDungeons->end(); ++it)
pqInfo->dungeons.insert(*it);
m_QueueInfoMap[guid] = pqInfo;
m_newToQueue.push_back(guid);
}
/// <summary>
/// Removes the player/group from all queues
/// </summary>
/// <param name="uint64">Player or group guid</param>
/// <returns>bool</returns>
bool LFGMgr::RemoveFromQueue(uint64 guid)
{
m_currentQueue.remove(guid);
m_newToQueue.remove(guid);
LfgQueueInfoMap::iterator it = m_QueueInfoMap.find(guid);
if (it != m_QueueInfoMap.end())
{
delete it->second;
m_QueueInfoMap.erase(it);
return true;
}
return false;
}
/// <summary>
/// Update the Role check info with the player selected role.
/// </summary>
/// <param name="Group *">Group</param>
/// <param name="Player *">Player (optional, default NULL)</param>
void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
{
ASSERT(grp);
uint32 rolecheckId = grp->GetLowGUID();
LfgRoleCheck *pRoleCheck = NULL;
LfgRolesMap check_roles;
LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(rolecheckId);
bool newRoleCheck = itRoleCheck == m_RoleChecks.end();
if (newRoleCheck)
{
if (grp->GetLeaderGUID() != plr->GetGUID())
return;
pRoleCheck = new LfgRoleCheck();
pRoleCheck->cancelTime = time_t(time(NULL)) + LFG_TIME_ROLECHECK;
pRoleCheck->result = LFG_ROLECHECK_INITIALITING;
pRoleCheck->leader = plr->GetGUIDLow();
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player *plrg = itr->getSource())
pRoleCheck->roles[plrg->GetGUIDLow()] = 0;
for (LfgDungeonSet::const_iterator itDungeon = plr->GetLfgDungeons()->begin(); itDungeon != plr->GetLfgDungeons()->end(); ++itDungeon)
pRoleCheck->dungeons.insert(*itDungeon);
}
else
pRoleCheck = itRoleCheck->second;
LfgLockStatusMap *playersLockMap = NULL;
if (plr)
{
// Player selected no role.
if (plr->GetLfgRoles() < ROLE_TANK)
pRoleCheck->result = LFG_ROLECHECK_NO_ROLE;
else
{
// Check if all players have selected a role
pRoleCheck->roles[plr->GetGUIDLow()] = plr->GetLfgRoles();
uint8 size = 0;
for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end() && itRoles->second != ROLE_NONE; ++itRoles)
++size;
if (pRoleCheck->roles.size() == size)
{
// use temporal var to check roles, CheckGroupRoles modifies the roles
check_roles = pRoleCheck->roles;
if (!CheckGroupRoles(check_roles)) // Group is not posible
pRoleCheck->result = LFG_ROLECHECK_WRONG_ROLES;
else
{
// Check if we can find a dungeon for that group
pRoleCheck->result = LFG_ROLECHECK_FINISHED;
if (pRoleCheck->dungeons.size() > 1)
playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
else
{
LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin();
LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(*it);
if (dungeon && dungeon->type == LFG_TYPE_RANDOM)
playersLockMap = GetPartyLockStatusDungeons(plr, GetDungeonsByRandom(*it));
else
playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
}
}
}
}
}
else
pRoleCheck->result = LFG_ROLECHECK_ABORTED;
WorldSession *session;
WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
sLog.outDebug("SMSG_LFG_ROLE_CHECK_UPDATE");
BuildLfgRoleCheck(data, pRoleCheck);
Player *plrg = NULL;
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
plrg = itr->getSource();
if (!plrg)
continue;
session = plrg->GetSession();
if (!newRoleCheck && plr)
session->SendLfgRoleChosen(plr->GetGUID(), plr->GetLfgRoles());
session->SendPacket(&data);
switch(pRoleCheck->result)
{
case LFG_ROLECHECK_INITIALITING:
continue;
case LFG_ROLECHECK_FINISHED:
if (!playersLockMap)
session->SendLfgUpdateParty(LFG_UPDATETYPE_ADDED_TO_QUEUE);
else
{
if (grp->GetLeaderGUID() == plrg->GetGUID())
{
uint32 size = 0;
for (LfgLockStatusMap::const_iterator it = playersLockMap->begin(); it != playersLockMap->end(); ++it)
size += 8 + 4 + it->second->size() * (4 + 4);
WorldPacket data(SMSG_LFG_JOIN_RESULT, 4 + 4 + size);
sLog.outDebug("SMSG_LFG_JOIN_RESULT");
data << uint32(LFG_JOIN_PARTY_NOT_MEET_REQS); // Check Result
data << uint32(0); // Check Value (always 0 when PartyNotMeetReqs
BuildPartyLockDungeonBlock(data, playersLockMap);
session->SendPacket(&data);
}
session->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
plrg->GetLfgDungeons()->clear();
plrg->SetLfgRoles(ROLE_NONE);
}
break;
default:
if (grp->GetLeaderGUID() == plrg->GetGUID())
session->SendLfgJoinResult(LFG_JOIN_FAILED, pRoleCheck->result);
session->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
plrg->GetLfgDungeons()->clear();
plrg->SetLfgRoles(ROLE_NONE);
break;
}
}
if (pRoleCheck->result == LFG_ROLECHECK_FINISHED)
{
grp->SetLfgQueued(true);
AddToQueue(grp->GetGUID(), &pRoleCheck->roles, &pRoleCheck->dungeons);
}
if (pRoleCheck->result != LFG_ROLECHECK_INITIALITING)
{
pRoleCheck->dungeons.clear();
pRoleCheck->roles.clear();
delete pRoleCheck;
if (!newRoleCheck)
m_RoleChecks.erase(itRoleCheck);
}
else if (newRoleCheck)
m_RoleChecks[rolecheckId] = pRoleCheck;
}
/// <summary>
/// Check if a group can be formed with the given group
/// </summary>
/// <param name="LfgRolesMap &">Roles to check</param>
/// <param name="bool">Used to remove ROLE_LEADER</param>
/// <returns>bool</returns>
bool LFGMgr::CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag /*= true*/)
{
if (!groles.size())
return false;
uint8 damage = 0;
uint8 tank = 0;
uint8 healer = 0;
if (removeLeaderFlag)
for (LfgRolesMap::iterator it = groles.begin(); it != groles.end(); ++it)
it->second &= ~ROLE_LEADER;
for (LfgRolesMap::iterator it = groles.begin(); it != groles.end(); ++it)
{
switch(it->second)
{
case ROLE_NONE:
return false;
case ROLE_TANK:
if (tank == LFG_TANKS_NEEDED)
return false;
tank++;
break;
case ROLE_HEALER:
if (healer == LFG_HEALERS_NEEDED)
return false;
healer++;
break;
case ROLE_DAMAGE:
if (damage == LFG_DPS_NEEDED)
return false;
damage++;
break;
default:
if (it->second & ROLE_TANK)
{
it->second -= ROLE_TANK;
if (CheckGroupRoles(groles, false))
return true;
it->second += ROLE_TANK;
}
if (it->second & ROLE_HEALER)
{
it->second -= ROLE_HEALER;
if (CheckGroupRoles(groles, false))
return true;
it->second += ROLE_HEALER;
}
if (it->second & ROLE_DAMAGE)
{
it->second -= ROLE_DAMAGE;
return CheckGroupRoles(groles, false);
}
break;
}
}
return tank == LFG_TANKS_NEEDED && healer == LFG_HEALERS_NEEDED && damage == LFG_DPS_NEEDED;
}
// --------------------------------------------------------------------------//
// Packet Functions
// --------------------------------------------------------------------------//
/// <summary>
/// Build lfgRolecheck packet
/// </summary>
/// <param name="WorldPacket &">WorldPacket</param>
/// <param name="LfgRoleCheck *">RoleCheck info</param>
void LFGMgr::BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck)
{
ASSERT(pRoleCheck);
Player *plr;
uint8 roles;
data << uint32(pRoleCheck->result); // Check result
data << uint8(pRoleCheck->result == LFG_ROLECHECK_INITIALITING);
data << uint8(pRoleCheck->dungeons.size()); // Number of dungeons
LFGDungeonEntry const *dungeon;
for (LfgDungeonSet::iterator it = pRoleCheck->dungeons.begin(); it != pRoleCheck->dungeons.end(); ++it)
{
dungeon = sLFGDungeonStore.LookupEntry(*it); // not null - been checked at join time
data << uint32(dungeon->Entry()); // Dungeon
}
data << uint8(pRoleCheck->roles.size()); // Players in group
// Leader info MUST be sent 1st :S
roles = pRoleCheck->roles[pRoleCheck->leader];
uint64 guid = MAKE_NEW_GUID(pRoleCheck->leader, 0, HIGHGUID_PLAYER);
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = sObjectMgr.GetPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
for (LfgRolesMap::const_iterator itPlayers = pRoleCheck->roles.begin(); itPlayers != pRoleCheck->roles.end(); ++itPlayers)
{
if (itPlayers->first == pRoleCheck->leader)
continue;
roles = itPlayers->second;
guid = MAKE_NEW_GUID(itPlayers->first, 0, HIGHGUID_PLAYER);
data << uint64(guid); // Guid
data << uint8(roles > 0); // Ready
data << uint32(roles); // Roles
plr = sObjectMgr.GetPlayer(guid);
data << uint8(plr ? plr->getLevel() : 0); // Level
}
}
/// <summary>
/// Build and Send LFG lock player info and reward
/// </summary>
/// <param name="Player *">Player</param>
void LFGMgr::SendLfgPlayerInfo(Player *plr)
{
uint32 rsize = 0;
uint32 lsize = 0;
bool done;
LfgDungeonSet *randomlist = GetRandomDungeons(plr->getLevel(), plr->GetSession()->Expansion());
LfgLockStatusSet *lockSet = GetPlayerLockStatusDungeons(plr, GetAllDungeons());
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 * (1 + 4 + 4 + 4 + 4 + 1 + 4 + 4 + 4));
if (!randomlist)
data << uint8(0);
else
{
LfgReward *reward;
data << uint8(randomlist->size()); // Random Dungeon count
for (LfgDungeonSet::iterator it = randomlist->begin(); it != randomlist->end(); ++it)
{
done = plr->isLfgDungeonDone(*it);
reward = GetRandomDungeonReward(*it, done, plr->getLevel());
data << uint32(*it); // Entry
data << uint8(done);
data << uint32(reward->baseMoney);
data << uint32(reward->baseXP);
data << uint32(reward->variableMoney);
data << uint32(reward->variableXP);
data << uint8(reward->itemId != 0);
if (reward->itemId)
{
data << uint32(reward->itemId);
data << uint32(reward->displayId);
data << uint32(reward->stackCount);
}
}
randomlist->clear();
delete randomlist;
}
BuildPlayerLockDungeonBlock(data, lockSet);
plr->GetSession()->SendPacket(&data);
}
/// <summary>
/// Build and Send LFG lock party info and reward
/// </summary>
/// <param name="Player *">Player</param>
void LFGMgr::SendLfgPartyInfo(Player *plr)
{
if (LfgLockStatusMap *lockMap = GetPartyLockStatusDungeons(plr, GetAllDungeons()))
{
uint32 size = 0;
for (LfgLockStatusMap::const_iterator it = lockMap->begin(); it != lockMap->end(); ++it)
size += 8 + 4 + it->second->size() * (4 + 4);
sLog.outDebug("SMSG_LFG_PARTY_INFO");
WorldPacket data(SMSG_LFG_PARTY_INFO, 1 + size);
BuildPartyLockDungeonBlock(data, lockMap);
plr->GetSession()->SendPacket(&data);
}
}
/// <summary>
/// Build Party Dungeon lock status packet
/// </summary>
/// <param name="WorldPacket &">WorldPacket</param>
/// <param name="LfgLockStatusMap *">lock status map</param>
void LFGMgr::BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap)
{
ASSERT(lockMap);
data << uint8(lockMap->size());
LfgLockStatusSet *lockSet;
for (LfgLockStatusMap::const_iterator it = lockMap->begin(); it != lockMap->end(); ++it)
{
lockSet = it->second;
if (!lockSet)
continue;
data << uint64(MAKE_NEW_GUID(it->first, 0, HIGHGUID_PLAYER)); // Player guid
BuildPlayerLockDungeonBlock(data, lockSet);
}
lockMap->clear();
delete lockMap;
}
/// <summary>
/// Build Player Dungeon lock status packet
/// </summary>
/// <param name="WorldPacket &">WorldPacket</param>
/// <param name="LfgLockStatusSet *">lock status list</param>
void LFGMgr::BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet)
{
ASSERT(lockSet);
data << uint32(lockSet->size()); // Size of lock dungeons
for (LfgLockStatusSet::iterator it = lockSet->begin(); it != lockSet->end(); ++it)
{
data << uint32((*it)->dungeon); // Dungeon entry + type
data << uint32((*it)->lockstatus); // Lock status
delete (*it);
}
lockSet->clear();
delete lockSet;
}
// --------------------------------------------------------------------------//
// Auxiliar Functions
// --------------------------------------------------------------------------//
/// <summary>
/// Given a group get the dungeons that can't be done and reason
/// </summary>
/// <param name="PlayerSet *">Players to check lock status</param>
/// <param name="LfgDungeonSet *">Dungeons to check</param>
/// <returns>LfgLockStatusMap*</returns>
LfgLockStatusMap* LFGMgr::GetGroupLockStatusDungeons(PlayerSet *pPlayers, LfgDungeonSet *dungeons)
{
ASSERT(pPlayers);
ASSERT(dungeons);
LfgLockStatusSet *dungeonSet = NULL;
LfgLockStatusMap *dungeonMap = new LfgLockStatusMap();
for (PlayerSet::const_iterator itr = pPlayers->begin(); itr != pPlayers->end(); ++itr)
{
dungeonSet = GetPlayerLockStatusDungeons(*itr, dungeons);
if (dungeonSet)
(*dungeonMap)[(*itr)->GetGUID()] = dungeonSet;
}
if (!dungeonMap->size())
{
delete dungeonMap;
dungeonMap = NULL;
}
return dungeonMap;
}
/// <summary>
/// Get all Group members list of dungeons that can't be done and reason
/// leader excluded as the list given is he list he can do
/// </summary>
/// <param name="Player *">Player to get Party Lock info</param>
/// <param name="LfgDungeonSet *">Dungeons to check</param>
/// <returns>LfgLockStatusMap*</returns>
LfgLockStatusMap* LFGMgr::GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons)
{
ASSERT(plr);
ASSERT(dungeons);
Group *grp = plr->GetGroup();
if (!grp)
return NULL;
PlayerSet *pPlayers = new PlayerSet();
Player *plrg;
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
plrg = itr->getSource();
if (plrg && plrg != plr)
pPlayers->insert(plrg);
}
LfgLockStatusMap *dungeonMap = GetGroupLockStatusDungeons(pPlayers, dungeons);
pPlayers->clear();
delete pPlayers;
return dungeonMap;
}
/// <summary>
/// Get list of dungeons player can't do and reasons
/// </summary>
/// <param name="Player *">Player to check lock status</param>
/// <param name="LfgDungeonSet *">Dungeons to check</param>
/// <returns>LfgLockStatusSet*</returns>
LfgLockStatusSet* LFGMgr::GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons)
{
LfgLockStatusSet *list = new LfgLockStatusSet();
LfgLockStatus *lockstatus = NULL;
LFGDungeonEntry const *dungeon;
LfgLockStatusType locktype;
uint8 level = plr->getLevel();
uint8 expansion = plr->GetSession()->Expansion();
for (LfgDungeonSet::const_iterator it = dungeons->begin(); it != dungeons->end(); ++it)
{
dungeon = sLFGDungeonStore.LookupEntry(*it);
ASSERT(dungeon); // Will never happen - We provide a list from sLFGDungeonStore
locktype = LFG_LOCKSTATUS_OK;
if (dungeon->expansion > expansion)
locktype = LFG_LOCKSTATUS_INSUFFICIENT_EXPANSION;
else if (dungeon->minlevel > level)
locktype = LFG_LOCKSTATUS_TOO_LOW_LEVEL;
else if (dungeon->maxlevel < level)
locktype = LFG_LOCKSTATUS_TOO_HIGH_LEVEL;
/* TODO - Use these types when needed...
else if ()
locktype = LFG_LOCKSTATUS_TOO_LOW_GEAR_SCORE;
else if ()
locktype = LFG_LOCKSTATUS_TOO_HIGH_GEAR_SCORE;
else if () // Locked due to WG, closed by GM, done daily, etc
locktype = LFG_LOCKSTATUS_RAID_LOCKED;
else if ()
locktype = LFG_LOCKSTATUS_ATTUNEMENT_TOO_LOW_LEVEL;
else if ()
locktype = LFG_LOCKSTATUS_ATTUNEMENT_TOO_HIGH_LEVEL;
else if () // Need list of instances and needed quest to enter
locktype = LFG_LOCKSTATUS_QUEST_NOT_COMPLETED;
else if () // Need list of instances and needed key to enter
locktype = LFG_LOCKSTATUS_MISSING_ITEM;
else if () // Need list of instances and needed season to open
locktype = LFG_LOCKSTATUS_NOT_IN_SEASON;
*/
if (locktype != LFG_LOCKSTATUS_OK)
{
lockstatus = new LfgLockStatus();
lockstatus->dungeon = dungeon->Entry();
lockstatus->lockstatus = locktype;
list->insert(lockstatus);
}
}
if (!list->size())
{
delete list;
list = NULL;
}
return list;
}
/// <summary>
/// Get the dungeon list that can be done.
/// </summary>
/// <returns>LfgDungeonSet*</returns>
LfgDungeonSet* LFGMgr::GetAllDungeons()
{
LfgDungeonSet *alldungeons = m_CachedDungeonMap[0];
if (alldungeons)
return alldungeons;
LfgDungeonSet *dungeons;
LFGDungeonEntry const *dungeon;
alldungeons = new LfgDungeonSet();
m_CachedDungeonMap[0] = alldungeons;
for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
{
dungeon = sLFGDungeonStore.LookupEntry(i);
if (!dungeon || dungeon->type == LFG_TYPE_ZONE)
continue;
dungeons = m_CachedDungeonMap[dungeon->grouptype];
if (!dungeons)
{
dungeons = new LfgDungeonSet();
m_CachedDungeonMap[dungeon->grouptype] = dungeons;
}
if (dungeon->type != LFG_TYPE_RANDOM)
dungeons->insert(dungeon->ID);
alldungeons->insert(dungeon->ID);
}
return alldungeons;
}
/// <summary>
/// Get the dungeon list that can be done given a random dungeon entry.
/// Special case: randomdungeon == 0 then will return all dungeons
/// </summary>
/// <param name="uint32">Random dungeon entry</param>
/// <returns>LfgDungeonSet*</returns>
LfgDungeonSet* LFGMgr::GetDungeonsByRandom(uint32 randomdungeon)
{
uint8 groupType = 0;
if (LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(randomdungeon))
groupType = dungeon->grouptype;
return m_CachedDungeonMap[groupType];
}
/// <summary>
/// Get the random dungeon list that can be done at a certain level and expansion.
/// </summary>
/// <param name="uint8">Player level</param>
/// <param name="uint8">Player account expansion</param>
/// <returns>LfgDungeonSet*</returns>
LfgDungeonSet* LFGMgr::GetRandomDungeons(uint8 level, uint8 expansion)
{
LfgDungeonSet *list = new LfgDungeonSet();
LFGDungeonEntry const *dungeon;
for (uint32 i = 0; i < sLFGDungeonStore.GetNumRows(); ++i)
{
dungeon = sLFGDungeonStore.LookupEntry(i);
if (dungeon && dungeon->expansion <= expansion && dungeon->type == LFG_TYPE_RANDOM &&
dungeon->minlevel <= level && level <= dungeon->maxlevel)
list->insert(dungeon->Entry());
}
return list;
}
/// <summary>
/// Get the reward of a given random dungeon at a certain level
/// </summary>
/// <param name="uint32">random dungeon id</param>
/// <param name="bool">Dungeon previously done</param>
/// <param name="uint8">Player level</param>
/// <returns>LfgReward*</returns>
LfgReward* LFGMgr::GetRandomDungeonReward(uint32 dungeon, bool done, uint8 level)
{
uint8 index = 0;
switch((dungeon & 0x00FFFFFF)) // Get dungeon id from dungeon entry
{
case LFG_RANDOM_CLASSIC:
if (level < 15)
index = LFG_REWARD_LEVEL0;
else if (level < 24)
index = LFG_REWARD_LEVEL1;
else if (level < 35)
index = LFG_REWARD_LEVEL2;
else if (level < 46)
index = LFG_REWARD_LEVEL3;
else if (level < 56)
index = LFG_REWARD_LEVEL4;
else
index = LFG_REWARD_LEVEL5;
break;
case LFG_RANDOM_BC_NORMAL:
index = LFG_REWARD_BC_NORMAL;
break;
case LFG_RANDOM_BC_HEROIC:
index = LFG_REWARD_BC_HEROIC;
break;
case LFG_RANDOM_LK_NORMAL:
index = level == 80 ? LFG_REWARD_LK_NORMAL80 : LFG_REWARD_LK_NORMAL;
break;
case LFG_RANDOM_LK_HEROIC:
index = LFG_REWARD_LK_HEROIC;
break;
default: // This should never happen!
done = false;
index = LFG_REWARD_LEVEL0;
sLog.outError("LFGMgr::GetRandomDungeonReward: Dungeon %u is not random dungeon!", dungeon);
break;
}
return done ? m_RewardDoneList.at(index) : m_RewardList.at(index);
}
/// <summary>
/// Given a Dungeon id returns the dungeon Group Type
/// </summary>
/// <param name="uint32">Dungeon id</param>
/// <returns>uint8: GroupType</returns>
uint8 LFGMgr::GetDungeonGroupType(uint32 dungeonId)
{
LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(dungeonId);
if (!dungeon)
return 0;
return dungeon->grouptype;
}
/// <summary>
/// Given a Dungeon id returns if it's random
/// </summary>
/// <param name="uint32">Dungeon id</param>
/// <returns>bool</returns>
bool LFGMgr::isRandomDungeon(uint32 dungeonId)
{
LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(dungeonId);
if (!dungeon)
return false;
return dungeon->type == LFG_TYPE_RANDOM;
}