mojo_client/src/Client/World/CMSGConstructor.cpp
false_genesis 2b1d743125 * update gui charlist when crating a char
* implemented display correct response string in console & gui if char creation failed
* fixed & simplified PlayerNameCache, load directly before world join and not at charlist receive
* fixed some warnings
* misc stuff
* TODO: fix bug that prevents reopening char create window after creating char + implement dixplaying response strings for actions other then char creation.
2009-04-25 20:20:28 +00:00

230 lines
6.7 KiB
C++

#include "common.h"
#include "PseuWoW.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Player.h"
#include "WorldSession.h"
#include "Channel.h"
void WorldSession::SendChatMessage(uint32 type, uint32 lang, std::string msg, std::string to)
{
if((!_logged) || msg.empty())
return;
WorldPacket packet;
packet << type << lang;
switch(type){
case CHAT_MSG_WHISPER:
if(to.empty())
return;
packet << to << msg;
break;
case CHAT_MSG_CHANNEL:
if(to.empty() /*|| !_channels->IsOnChannel(to)*/)
return;
packet << to << msg;
break;
default:
packet << msg;
}
packet.SetOpcode(CMSG_MESSAGECHAT);
SendWorldPacket(packet);
}
void WorldSession::SendQueryPlayerName(uint64 guid)
{
if((!_logged) || guid==0)
return;
WorldPacket packet;
packet << guid;
packet.SetOpcode(CMSG_NAME_QUERY);
SendWorldPacket(packet);
// to prevent opcode spam, we need to make a list with already requested names
}
void WorldSession::SendPing(uint32 ping)
{
if(!_logged)
return;
WorldPacket packet;
packet << ping;
packet << GetLagMS();
packet.SetOpcode(CMSG_PING);
SendWorldPacket(packet);
}
void WorldSession::SendEmote(uint32 id)
{
if(!_logged)
return;
WorldPacket packet;
int32 variation = 0; // randomized usually
packet << id << (uint32)variation << GetMyChar()->GetTarget();
packet.SetOpcode(CMSG_TEXT_EMOTE);
SendWorldPacket(packet);
}
void WorldSession::SendQueryItem(uint32 entry, uint64 guid) // is it a guid? not sure
{
if(objmgr.ItemNonExistent(entry))
{
logdebug("Skipped query of item %u (was marked as nonexistent before)",entry);
return;
}
logdebug("Sending Item query, id=%u",entry);
WorldPacket packet;
packet << entry << guid;
packet.SetOpcode(CMSG_ITEM_QUERY_SINGLE);
SendWorldPacket(packet);
}
// use ONLY this function to target objects and notify the server about it.
// (server & client need to stay synced)
void WorldSession::SendSetSelection(uint64 guid)
{
ASSERT(GetMyChar()) // we need to be logged in to select something
if(guid==GetMyChar()->GetTarget())
return; // no need to select already selected target
GetMyChar()->SetTarget(guid);
logdebug("SetSelection GUID="I64FMT,guid);
WorldPacket packet;
packet << guid;
packet.SetOpcode(CMSG_SET_SELECTION);
SendWorldPacket(packet);
}
void WorldSession::SendCastSpell(uint32 spellid, bool nocheck)
{
if(!spellid)
return;
MyCharacter *my = GetMyChar();
bool known = nocheck ? true : my->HasSpell(spellid);
//-- TEMP FIX --// TODO: need a list of spells that is excluded from the check and can always be casted.
// settable via DefScript?
if(spellid==836)
known=true;
if( (!known) && (!GetInstance()->GetConf()->disablespellcheck) )
{
logerror("Attempt to cast not-known spell %u",spellid);
return;
}
Object *target = objmgr.GetObj(my->GetTarget());
//if(!target) // this is wrong, some spells dont require a target (areaspells, self-only spells)
// return; // but for now, this should be ok, until a db is used that provides spell info
WorldPacket packet;
ByteBuffer temp;
uint32 flags=TARGET_FLAG_SELF; // target mask. spellcast implementeation needs to be changed if TARGET_MASK_SELF is != 0
packet << (uint8)0; // unk
packet << spellid;
packet << (uint8)0; // unk
if(target && my->GetTarget() != GetGuid()) // self cast?
{
if(target->GetTypeId() == TYPEID_PLAYER || target->GetTypeId() == TYPEID_UNIT)
{
flags |= TARGET_FLAG_UNIT;
temp << (uint8)0xFF << my->GetTarget(); // need to send packed guid?
}
if(target->GetTypeId() == TYPEID_OBJECT)
{
flags |= TARGET_FLAG_OBJECT;
temp << (uint8)0xFF <<my->GetTarget(); // need to send packed guid?
}
// TODO: need implementation of areaspells & item targets (enchant) here (temp << itemGUID)!
// TODO: append floats x,y,z according to target type srcloc & dstloc to temp
// TODO: append string to temp if TARGET_FLAG_STRING is set. what string for what purpose??
// and whats with TARGET_CORPSE?
}
packet << flags;
packet.append(temp);
// cast it
packet.SetOpcode(CMSG_CAST_SPELL);
SendWorldPacket(packet);
logdetail("Casting spell %u on target "I64FMT,spellid,my->GetTarget());
if(!known)
logcustom(1,LRED," - WARNING: spell is NOT known!");
}
void WorldSession::SendWhoListRequest(uint32 minlvl, uint32 maxlvl, uint32 racemask, uint32 classmask, std::string name, std::string guildname, std::vector<uint32> *zonelist, std::vector<std::string> *strlist)
{
WorldPacket pkt(CMSG_WHO, 50); // guess size
pkt << minlvl;
pkt << maxlvl;
pkt << name;
pkt << guildname;
pkt << racemask;
pkt << classmask;
if(zonelist)
{
pkt << (uint32)zonelist->size();
for(uint32 i = 0; i < zonelist->size(); i++)
pkt << (*zonelist)[i];
}
else
pkt << uint32(0);
if(strlist)
{
pkt << (uint32)strlist->size();
for(uint32 i = 0; i < strlist->size(); i++)
pkt << (*strlist)[i];
}
else
pkt << uint32(0);
SendWorldPacket(pkt);
}
void WorldSession::SendQueryCreature(uint32 entry, uint64 guid)
{
if(objmgr.CreatureNonExistent(entry))
{
logdebug("Skipped query of creature %u (was marked as nonexistent before)",entry);
return;
}
logdebug("Sending creature query, id=%u",entry);
WorldPacket wp(CMSG_CREATURE_QUERY,4+8);
wp << entry << guid;
SendWorldPacket(wp);
}
void WorldSession::SendQueryGameobject(uint32 entry, uint64 guid)
{
if(objmgr.GONonExistent(entry))
{
logdebug("Skipped query of gameobject %u (was marked as nonexistent before)",entry);
return;
}
logdebug("Sending gameobject query, id=%u",entry);
WorldPacket wp(CMSG_GAMEOBJECT_QUERY,4+8);
wp << entry << guid;
SendWorldPacket(wp);
}
void WorldSession::SendCharCreate(std::string name, uint8 race, uint8 class_, // below here all values default is 0
uint8 gender, uint8 skin, uint8 face,
uint8 hairstyle, uint8 haircolor, uint8 facial, uint8 outfit)
{
log("Creating Character '%s', race=%u, class=%u gender=%u", name.c_str(), race, class_, gender);
WorldPacket wp(CMSG_CHAR_CREATE, name.length()+1 + 9);
wp << name;
wp << race;
wp << class_;
wp << gender;
wp << skin;
wp << face;
wp << hairstyle;
wp << haircolor;
wp << facial;
wp << outfit;
AddSendWorldPacket(wp);
}