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-rw-r--r--src/game/LFGMgr.cpp655
1 files changed, 649 insertions, 6 deletions
diff --git a/src/game/LFGMgr.cpp b/src/game/LFGMgr.cpp
index 1601722d896..fffba750180 100644
--- a/src/game/LFGMgr.cpp
+++ b/src/game/LFGMgr.cpp
@@ -26,26 +26,173 @@
INSTANTIATE_SINGLETON_1(LFGMgr);
+/*********************************************************/
+/*** LFG QUEUES ***/
+/*********************************************************/
+
+LFGQueue::LFGQueue()
+{
+ m_LfgQueue.clear();
+ avgWaitTime = -1;
+ waitTimeTanks = -1;
+ waitTimeHealer = -1;
+ waitTimeDps = -1;
+}
+
+LFGQueue::~LFGQueue()
+{
+ m_LfgQueue.clear();
+}
+
+void LFGQueue::AddToQueue(uint64 guid, LfgQueueInfo* pqInfo)
+{
+ if (LfgQueueInfo* qInfo = m_LfgQueue[guid])
+ delete qInfo;
+ m_LfgQueue[guid] = pqInfo;
+ // ATM will only add it to the queue... No find group implementation... yet (on purpose)
+}
+
+bool LFGQueue::RemoveFromQueue(uint64 guid)
+{
+ if (m_LfgQueue.empty())
+ return false;
+
+ LfgQueueInfoMap::iterator itr = m_LfgQueue.find(guid);
+ if (itr == m_LfgQueue.end())
+ return false;
+
+ delete itr->second;
+ m_LfgQueue.erase(itr);
+ return true;
+}
+
+LfgQueueInfo* LFGQueue::GetQueueInfo(uint64 guid)
+{
+ return m_LfgQueue[guid];
+}
+
+void LFGQueue::Update()
+{
+ if (m_LfgQueue.empty())
+ return;
+
+ Player *plr;
+ LfgQueueInfo *queue;
+ time_t currTime = time(NULL);
+ uint32 queuedTime;
+ uint8 rol = 0;
+ int32 waitTime = -1;
+ for (LfgQueueInfoMap::const_iterator itQueue = m_LfgQueue.begin(); itQueue != m_LfgQueue.end(); ++itQueue)
+ {
+ queue = itQueue->second;
+ // Update queue status
+ queuedTime = uint32(currTime - queue->joinTime);
+ for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
+ {
+ plr = objmgr.GetPlayer(itPlayer->first);
+ if (!plr)
+ continue;
+ rol = itPlayer->second;
+ if (rol & ROL_TANK)
+ {
+ if (rol & ROL_HEALER || rol & ROL_DAMAGE)
+ waitTime = avgWaitTime;
+ else
+ waitTime = waitTimeTanks;
+ }
+ else if (rol & ROL_HEALER)
+ {
+ if (rol & ROL_DAMAGE)
+ waitTime = avgWaitTime;
+ else
+ waitTime = waitTimeDps;
+ }
+ plr->GetSession()->SendLfgQueueStatus(queue->dungeonId, waitTime, avgWaitTime, waitTimeTanks, waitTimeHealer, waitTimeDps, queuedTime, queue->tanks, queue->healers, queue->dps);
+ }
+ }
+}
+
LFGMgr::LFGMgr()
{
+ m_QueueTimer = 0;
+ m_update = true;
}
LFGMgr::~LFGMgr()
{
+ // RewardList to be removed -> query quest system
for (LfgRewardList::iterator it = m_RewardList.begin(); it != m_RewardList.end(); ++it)
delete *it;
m_RewardList.clear();
+ // 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(LFGQueueMap::iterator it = m_Queues.begin(); it != m_Queues.end(); ++it)
+ delete it->second;
+ m_Queues.clear();
+
for (LfgDungeonMap::iterator it = m_DungeonsMap.begin(); it != m_DungeonsMap.end(); ++it)
{
it->second->clear();
delete it->second;
}
m_DungeonsMap.clear();
+
+ for (LfgRoleCheckMap::iterator it = m_RoleChecks.begin(); it != m_RoleChecks.end(); ++it)
+ delete it->second;
+ m_RoleChecks.clear();
+}
+
+void LFGMgr::Update(uint32 diff)
+{
+ if (!m_update)
+ return;
+
+ // Update all players status queue info
+ if (m_QueueTimer > LFG_QUEUEUPDATE_INTERVAL)
+ {
+ m_QueueTimer = 0;
+ for (LFGQueueMap::iterator it = m_Queues.begin(); it != m_Queues.end(); ++it)
+ it->second->Update();
+ }
+ else
+ m_QueueTimer += diff;
+
+ 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 = objmgr.GetPlayer(itRoles->first);
+ if (!plr)
+ continue;
+ plr->GetSession()->SendPacket(&data);
+ plr->m_lookingForGroup.applyDungeons.clear();
+ plr->m_lookingForGroup.roles = 0;
+
+ if (itRoles->first == pRoleCheck->leader)
+ plr->GetSession()->SendLfgJoinResult(LFG_JOIN_FAILED, pRoleCheck->result);
+ }
+ delete pRoleCheck;
+ m_RoleChecks.erase(itRoleCheck);
+ }
}
/// <summary>
@@ -53,7 +200,7 @@ LFGMgr::~LFGMgr()
/// </summary>
void LFGMgr::InitLFG()
{
- // Fill reward data
+ // Fill reward data (to be removed -> query quest system)
LfgReward *reward;
for (uint8 i = 0; i <= LFG_REWARD_DATA_SIZE; ++i)
{
@@ -84,13 +231,430 @@ void LFGMgr::InitLFG()
}
// Initialize dungeonMap
m_DungeonsMap[LFG_ALL_DUNGEONS] = GetAllDungeons();
- /* This will be used later.
m_DungeonsMap[LFG_RANDOM_CLASSIC] = GetDungeonsByRandom(LFG_RANDOM_CLASSIC);
m_DungeonsMap[LFG_RANDOM_BC_NORMAL] = GetDungeonsByRandom(LFG_RANDOM_BC_NORMAL);
m_DungeonsMap[LFG_RANDOM_BC_HEROIC] = GetDungeonsByRandom(LFG_RANDOM_BC_HEROIC);
m_DungeonsMap[LFG_RANDOM_LK_NORMAL] = GetDungeonsByRandom(LFG_RANDOM_LK_NORMAL);
m_DungeonsMap[LFG_RANDOM_LK_HEROIC] = GetDungeonsByRandom(LFG_RANDOM_LK_HEROIC);
- */
+}
+
+/// <summary>
+/// Adds the player to lfg queue
+/// </summary>
+/// <param name="plr">Player</param>
+void LFGMgr::Join(Player *plr)
+{
+ Group *grp = plr->GetGroup();
+
+ // TODO - 2010-05-27 Anyone can init rolecheck when already in a LFD Group?
+ if (grp && grp->GetLeaderGUID() != plr->GetGUID())
+ return;
+
+ // Previous checks before joining
+ LfgJoinResult result = LFG_JOIN_OK;
+ 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->m_lookingForGroup.applyDungeons.begin(); it != plr->m_lookingForGroup.applyDungeons.end(); ++it)
+ {
+ if ((m_DungeonsMap[LFG_ALL_DUNGEONS])->find(*it) == (m_DungeonsMap[LFG_ALL_DUNGEONS])->end())
+ {
+ result = LFG_JOIN_DUNGEON_INVALID;
+ break;
+ }
+ }
+ }
+
+ if (grp && result == LFG_JOIN_OK)
+ {
+ if (grp->GetMembersCount() > MAXGROUPSIZE)
+ result = LFG_JOIN_TOO_MUCH_MEMBERS;
+ else
+ {
+ for (GroupReference *itr = grp->GetFirstMember(); itr != NULL && result == LFG_JOIN_OK; itr = itr->next())
+ {
+ if (Player *plrg = itr->getSource())
+ {
+ if (plrg->HasAura(LFG_SPELL_DESERTER))
+ result = LFG_JOIN_PARTY_DESERTER;
+ else if (plrg->HasAura(LFG_SPELL_COOLDOWN))
+ result = LFG_JOIN_PARTY_RANDOM_COOLDOWN;
+ }
+ else
+ result = LFG_JOIN_DISCONNECTED;
+ }
+ }
+ }
+
+ if (result != LFG_JOIN_OK)
+ {
+ plr->m_lookingForGroup.applyDungeons.clear();
+ plr->m_lookingForGroup.roles = 0;
+ plr->GetSession()->SendLfgJoinResult(result, 0);
+ return;
+ }
+
+ if (grp)
+ {
+ Player *plrg = NULL;
+ for (GroupReference *itr = plr->GetGroup()->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ plrg = itr->getSource(); // Not null, checked earlier
+ plrg->m_lookingForGroup.applyDungeons = plr->m_lookingForGroup.applyDungeons;
+ 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);
+
+ // Add player to queue
+ LfgQueueInfo *pqInfo;
+ uint8 groupType = 0;
+ uint8 tanks = LFG_TANKS_NEEDED;
+ uint8 healers = LFG_HEALERS_NEEDED;
+ uint8 dps = LFG_DPS_NEEDED;
+ if (plr->m_lookingForGroup.roles & ROL_TANK)
+ --tanks;
+ else if (plr->m_lookingForGroup.roles & ROL_HEALER)
+ --healers;
+ else
+ --dps;
+ m_update = false;
+ for (LfgDungeonSet::const_iterator it = plr->m_lookingForGroup.applyDungeons.begin(); it != plr->m_lookingForGroup.applyDungeons.end(); ++it)
+ {
+ groupType = GetDungeonGroupType(*it);
+ pqInfo = m_Queues[groupType] ? m_Queues[groupType]->GetQueueInfo(plr->GetGUID()) : NULL;
+ // if exist we have already added the player with another dungeon sharing same GroupType
+ if (pqInfo)
+ continue;
+ pqInfo = new LfgQueueInfo();
+ pqInfo->dungeonId = *it;
+ pqInfo->joinTime = time_t(time(NULL));
+ pqInfo->tanks = tanks;
+ pqInfo->healers = healers;
+ pqInfo->dps = dps;
+ pqInfo->roles[plr->GetGUID()] = plr->m_lookingForGroup.roles;
+ if (!m_Queues[groupType])
+ m_Queues[groupType] = new LFGQueue();
+ m_Queues[groupType]->AddToQueue(plr->GetGUID(), pqInfo);
+ }
+ m_update = true;
+ }
+}
+
+/// <summary>
+/// Leave the lfg queue
+/// </summary>
+/// <param name="plr">Player (could be NULL)</param>
+/// <param name="grp">Group (could be NULL)</param>
+void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
+{
+ uint64 guid = grp ? grp->GetGUID() : plr ? plr->GetGUID() : 0;
+ assert(guid);
+
+ // Check if player was in a rolecheck
+ if (grp)
+ {
+ LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(GUID_LOPART(grp->GetGUID()));
+ if (itRoleCheck != m_RoleChecks.end())
+ {
+ UpdateRoleCheck(grp); // No player to update role = LFG_ROLECHECK_ABORTED
+ return;
+ }
+ }
+
+ // Check if player/group was in the queue
+ bool inQueue = false;
+ for (LFGQueueMap::iterator it = m_Queues.begin(); it != m_Queues.end(); ++it)
+ inQueue |= it->second->RemoveFromQueue(guid);
+
+ // Not in queue
+ if (!inQueue)
+ return;
+
+ 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->m_lookingForGroup.applyDungeons.clear();
+ plrg->m_lookingForGroup.roles = 0;
+ }
+ }
+ else
+ {
+ plr->GetSession()->SendLfgUpdatePlayer(LFG_UPDATETYPE_REMOVED_FROM_QUEUE);
+ plr->m_lookingForGroup.applyDungeons.clear();
+ plr->m_lookingForGroup.roles = 0;
+ }
+}
+
+/// <summary>
+/// Update the Role check info with the player selected role.
+/// </summary>
+/// <param name="grp">Group</param>
+/// <param name="plr">Player</param>
+void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
+{
+ assert(grp);
+
+ uint32 rolecheckId = GUID_LOPART(grp->GetGUID());
+ LfgRoleCheck *pRoleCheck = NULL;
+ LfgRolesMap check_roles;
+ LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(rolecheckId);
+ bool newRoleCheck = itRoleCheck == m_RoleChecks.end();
+ if (newRoleCheck)
+ {
+ if (!grp->IsLeader(plr->GetGUID()))
+ return;
+
+ pRoleCheck = new LfgRoleCheck();
+ pRoleCheck->cancelTime = time_t(time(NULL)) + LFG_TIME_ROLECHECK;
+ pRoleCheck->result = LFG_ROLECHECK_INITIALITING;
+ pRoleCheck->leader = plr->GetGUID();
+
+ for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
+ if (Player *plrg = itr->getSource())
+ pRoleCheck->roles[plrg->GetGUID()] = 0;
+
+ pRoleCheck->dungeons = plr->m_lookingForGroup.applyDungeons;
+ }
+ else
+ pRoleCheck = itRoleCheck->second;
+
+ LfgLockStatusMap *playersLockMap = NULL;
+ if (plr)
+ {
+ // Player selected no role.
+ if (plr->m_lookingForGroup.roles < ROL_TANK)
+ pRoleCheck->result = LFG_ROLECHECK_NO_ROLE;
+ else
+ {
+ // Check if all players have selected a role
+ pRoleCheck->roles[plr->GetGUID()] = plr->m_lookingForGroup.roles;
+ uint8 size = 0;
+ for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end() && itRoles->second != ROL_NONE; ++itRoles)
+ ++size;
+
+ if (pRoleCheck->roles.size() == size)
+ {
+ // use temporal var to check roles, CheckGroupRoles modifies the roles
+ for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
+ check_roles[itRoles->first] = itRoles->second;
+
+ 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, m_DungeonsMap[*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->m_lookingForGroup.roles);
+ 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->IsLeader(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->m_lookingForGroup.applyDungeons.clear();
+ plrg->m_lookingForGroup.roles = 0;
+ }
+ break;
+ default:
+ if (grp->IsLeader(plrg->GetGUID()))
+ session->SendLfgJoinResult(LFG_JOIN_FAILED, pRoleCheck->result);
+ session->SendLfgUpdateParty(LFG_UPDATETYPE_ROLECHECK_FAILED);
+ plrg->m_lookingForGroup.applyDungeons.clear();
+ plrg->m_lookingForGroup.roles = 0;
+ break;
+ }
+ }
+
+ if (pRoleCheck->result == LFG_ROLECHECK_FINISHED)
+ {
+ // Add qroup to queue
+ LfgQueueInfo *pqInfo;
+ uint8 groupType = 0;
+ uint8 tanks = LFG_TANKS_NEEDED;
+ uint8 healers = LFG_HEALERS_NEEDED;
+ uint8 dps = LFG_DPS_NEEDED;
+ for (LfgRolesMap::const_iterator it = check_roles.begin(); it != check_roles.end(); ++it)
+ {
+ if (it->second & ROL_TANK)
+ --tanks;
+ else if (it->second & ROL_HEALER)
+ --healers;
+ else
+ --dps;
+ }
+ uint64 guid = grp->GetGUID();
+ m_update = false;
+ for (LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin(); it != pRoleCheck->dungeons.end(); ++it)
+ {
+ groupType = GetDungeonGroupType(*it);
+ pqInfo = m_Queues[groupType] ? m_Queues[groupType]->GetQueueInfo(guid) : NULL;
+ // if exist we have already added the player with another dungeon sharing same GroupType
+ if (pqInfo)
+ continue;
+ pqInfo = new LfgQueueInfo();
+ pqInfo->dungeonId = *it;
+ pqInfo->joinTime = time_t(time(NULL));
+ pqInfo->tanks = tanks;
+ pqInfo->healers = healers;
+ pqInfo->dps = dps;
+ for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ if (Player *plrg = itr->getSource())
+ pqInfo->roles[plrg->GetGUID()] = plrg->m_lookingForGroup.roles;
+ }
+ if (!m_Queues[groupType])
+ m_Queues[groupType] = new LFGQueue();
+ m_Queues[groupType]->AddToQueue(guid, pqInfo);
+ }
+ m_update = true;
+ }
+
+ if (pRoleCheck->result != LFG_ROLECHECK_INITIALITING)
+ {
+ delete itRoleCheck->second;
+ 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="grp">Group</param>
+/// <returns>bool</returns>
+bool LFGMgr::CheckGroupRoles(LfgRolesMap &groles)
+{
+ if (!groles.size())
+ return false;
+
+ uint8 damage = 0;
+ uint8 tank = 0;
+ uint8 healer = 0;
+ uint64 tguid = 0;
+ uint64 hguid = 0;
+ uint64 dguid = 0;
+ uint64 guid = 0;
+ uint8 rol = 0;
+
+ for (LfgRolesMap::const_iterator it = groles.begin(); it != groles.end(); ++it)
+ {
+ guid = it->first;
+ rol = it->second;
+
+ if (rol == ROL_NONE || rol == ROL_LEADER)
+ return false;
+
+ if (rol & ROL_TANK)
+ if (!tank)
+ {
+ tguid = guid;
+ ++tank;
+ }
+ else
+ {
+ if (groles[tguid] == ROL_TANK)
+ tguid = guid;
+ groles[tguid] -= ROL_TANK;
+ return CheckGroupRoles(groles);
+ }
+
+ if (rol & ROL_HEALER)
+ if (!healer)
+ {
+ hguid = guid;
+ ++healer;
+ }
+ else
+ {
+ if (groles[hguid] == ROL_HEALER)
+ hguid = guid;
+ groles[hguid] -= ROL_HEALER;
+ return CheckGroupRoles(groles);
+ }
+
+ if (rol & ROL_DAMAGE)
+ if (damage < 3)
+ {
+ if (!damage)
+ dguid = guid;
+ ++damage;
+ }
+ else
+ {
+ if (groles[dguid] == ROL_DAMAGE)
+ dguid = guid;
+ groles[dguid] -= ROL_DAMAGE;
+ return CheckGroupRoles(groles);
+ }
+ }
+ return true;
}
@@ -100,6 +664,58 @@ void LFGMgr::InitLFG()
// --------------------------------------------------------------------------//
/// <summary>
+/// Build lfgRolecheck packet
+/// </summary>
+/// <param name="data">WorldPacket</param>
+/// <param name="plr">Player</param>
+/// <param name="status">Player status in LFG system</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];
+ data << uint64(pRoleCheck->leader); // Guid
+ data << uint8(roles > 0); // Ready
+ data << uint32(roles); // Roles
+ plr = objmgr.GetPlayer(pRoleCheck->leader);
+ if (plr)
+ data << uint8(plr->getLevel()); // Level
+ else
+ data << uint8(0);
+
+ for (LfgRolesMap::const_iterator itPlayers = pRoleCheck->roles.begin(); itPlayers != pRoleCheck->roles.end(); ++itPlayers)
+ {
+ if (itPlayers->first == pRoleCheck->leader)
+ continue;
+
+ roles = itPlayers->second;
+ data << uint64(itPlayers->first); // Guid
+ data << uint8(roles > 0); // Ready
+ data << uint32(roles); // Roles
+ plr = objmgr.GetPlayer(pRoleCheck->leader);
+ if (plr)
+ data << uint8(plr->getLevel()); // Level
+ else
+ data << uint8(0);
+ }
+}
+
+/// <summary>
/// Build and Send LFG lock player info and reward
/// </summary>
/// <param name="plr">Player</param>
@@ -117,9 +733,7 @@ void LFGMgr::SendLfgPlayerInfo(Player *plr)
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
@@ -252,13 +866,23 @@ LfgLockStatusMap* LFGMgr::GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet
return NULL;
Player *plrg;
+ LfgLockStatusSet *dungeonSet = NULL;
LfgLockStatusMap *dungeonMap = new LfgLockStatusMap();
for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
plrg = itr->getSource();
if (!plrg || plrg == plr)
continue;
- (*dungeonMap)[plrg->GetGUID()] = GetPlayerLockStatusDungeons(plrg, dungeons);
+
+ dungeonSet = GetPlayerLockStatusDungeons(plrg, dungeons);
+ if (dungeonSet)
+ (*dungeonMap)[plrg->GetGUID()] = dungeonSet;
+ }
+
+ if (!dungeonMap->size())
+ {
+ delete dungeonMap;
+ dungeonMap = NULL;
}
return dungeonMap;
}
@@ -317,6 +941,11 @@ LfgLockStatusSet* LFGMgr::GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet
list->insert(lockstatus);
}
}
+ if (!list->size())
+ {
+ delete list;
+ list = NULL;
+ }
return list;
}
@@ -438,3 +1067,17 @@ LfgReward* LFGMgr::GetRandomDungeonReward(uint32 dungeon, bool done, uint8 level
}
return done ? m_RewardDoneList.at(index) : m_RewardList.at(index);
}
+
+/// <summary>
+/// Given a Dungeon id returns the dungeon Group Type
+/// </summary>
+/// <param name="dungeonId">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;
+}