diff options
author | Subv <s.v.h21@hotmail.com> | 2012-08-22 17:26:53 -0500 |
---|---|---|
committer | Subv <s.v.h21@hotmail.com> | 2012-08-22 17:26:53 -0500 |
commit | dc95ce61b46ce2d542ee4c4dbdf35a9e854c4316 (patch) | |
tree | e673101dc6554a76dfacb5cf3497dd1d2bde4f41 /src/server/game/Groups/Group.cpp | |
parent | cecaab7948d5289439d1334d7bedcaae90e1fe3a (diff) | |
parent | 85ed0e32a9b2b029c1db3cf1a914b3940cf72b9b (diff) |
Merge branch 'master' of github.com:TrinityCore/TrinityCore into mmaps
Conflicts:
dep/PackageList.txt
src/server/game/Movement/MotionMaster.cpp
src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
src/server/game/Movement/MovementGenerators/PointMovementGenerator.h
src/server/game/Movement/Spline/MoveSplineInit.h
src/server/game/World/World.h
Diffstat (limited to 'src/server/game/Groups/Group.cpp')
-rwxr-xr-x | src/server/game/Groups/Group.cpp | 324 |
1 files changed, 242 insertions, 82 deletions
diff --git a/src/server/game/Groups/Group.cpp b/src/server/game/Groups/Group.cpp index c7648bf1ccc..fda04effbf5 100755 --- a/src/server/game/Groups/Group.cpp +++ b/src/server/game/Groups/Group.cpp @@ -34,6 +34,7 @@ #include "MapInstanced.h" #include "Util.h" #include "LFGMgr.h" +#include "UpdateFieldFlags.h" Roll::Roll(uint64 _guid, LootItem const& li) : itemGUID(_guid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix), itemCount(li.count), @@ -58,7 +59,7 @@ Loot* Roll::getLoot() Group::Group() : m_leaderGuid(0), m_leaderName(""), m_groupType(GROUPTYPE_NORMAL), m_dungeonDifficulty(DUNGEON_DIFFICULTY_NORMAL), m_raidDifficulty(RAID_DIFFICULTY_10MAN_NORMAL), -m_bgGroup(NULL), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(0), +m_bgGroup(NULL), m_bfGroup(NULL), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(0), m_subGroupsCounts(NULL), m_guid(0), m_counter(0), m_maxEnchantingLevel(0), m_dbStoreId(0) { for (uint8 i = 0; i < TARGETICONCOUNT; ++i) @@ -72,7 +73,7 @@ Group::~Group() sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Group::~Group: battleground group being deleted."); if (m_bgGroup->GetBgRaid(ALLIANCE) == this) m_bgGroup->SetBgRaid(ALLIANCE, NULL); else if (m_bgGroup->GetBgRaid(HORDE) == this) m_bgGroup->SetBgRaid(HORDE, NULL); - else sLog->outError("Group::~Group: battleground group is not linked to the correct battleground."); + else sLog->outError(LOG_FILTER_GENERAL, "Group::~Group: battleground group is not linked to the correct battleground."); } Rolls::iterator itr; while (!RollId.empty()) @@ -103,7 +104,7 @@ bool Group::Create(Player* leader) m_leaderGuid = leaderGuid; m_leaderName = leader->GetName(); - m_groupType = isBGGroup() ? GROUPTYPE_BGRAID : GROUPTYPE_NORMAL; + m_groupType = (isBGGroup() || isBFGroup()) ? GROUPTYPE_BGRAID : GROUPTYPE_NORMAL; if (m_groupType & GROUPTYPE_RAID) _initRaidSubGroupsCounter(); @@ -115,7 +116,7 @@ bool Group::Create(Player* leader) m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { m_dungeonDifficulty = leader->GetDungeonDifficulty(); m_raidDifficulty = leader->GetRaidDifficulty(); @@ -231,7 +232,7 @@ void Group::ConvertToLFG() { m_groupType = GroupType(m_groupType | GROUPTYPE_LFG | GROUPTYPE_UNK1); m_lootMethod = NEED_BEFORE_GREED; - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); @@ -250,7 +251,7 @@ void Group::ConvertToRaid() _initRaidSubGroupsCounter(); - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); @@ -273,7 +274,7 @@ bool Group::AddInvite(Player* player) if (!player || player->GetGroupInvite()) return false; Group* group = player->GetGroup(); - if (group && group->isBGGroup()) + if (group && (group->isBGGroup() || group->isBFGroup())) group = player->GetOriginalGroup(); if (group) return false; @@ -370,8 +371,8 @@ bool Group::AddMember(Player* player) if (player) { player->SetGroupInvite(NULL); - if (player->GetGroup() && isBGGroup()) //if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid() - player->SetBattlegroundRaid(this, subGroup); + if (player->GetGroup() && (isBGGroup() || isBFGroup())) // if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid() + player->SetBattlegroundOrBattlefieldRaid(this, subGroup); else if (player->GetGroup()) //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup() player->SetOriginalGroup(this, subGroup); else //if player is not in group, then call set group @@ -390,7 +391,7 @@ bool Group::AddMember(Player* player) } // insert into the table if we're not a battleground group - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP_MEMBER); @@ -409,7 +410,7 @@ bool Group::AddMember(Player* player) if (player) { - if (!IsLeader(player->GetGUID()) && !isBGGroup()) + if (!IsLeader(player->GetGUID()) && !isBGGroup() && !isBFGroup()) { // reset the new member's instances, unless he is currently in one of them // including raid/heroic instances that they are not permanently bound to! @@ -437,6 +438,51 @@ bool Group::AddMember(Player* player) if (isRaidGroup()) player->UpdateForQuestWorldObjects(); + { + // Broadcast new player group member fields to rest of the group + player->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); + + UpdateData groupData; + WorldPacket groupDataPacket; + + // Broadcast group members' fields to player + for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) + { + if (itr->getSource() == player) + continue; + + if (Player* member = itr->getSource()) + { + if (player->HaveAtClient(member)) + { + member->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); + member->BuildValuesUpdateBlockForPlayer(&groupData, player); + member->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); + } + + if (member->HaveAtClient(player)) + { + UpdateData newData; + WorldPacket newDataPacket; + player->BuildValuesUpdateBlockForPlayer(&newData, member); + if (newData.HasData()) + { + newData.BuildPacket(&newDataPacket); + member->SendDirectMessage(&newDataPacket); + } + } + } + } + + if (groupData.HasData()) + { + groupData.BuildPacket(&groupDataPacket); + player->SendDirectMessage(&groupDataPacket); + } + + player->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); + } + if (m_maxEnchantingLevel < player->GetSkillValue(SKILL_ENCHANTING)) m_maxEnchantingLevel = player->GetSkillValue(SKILL_ENCHANTING); } @@ -454,15 +500,15 @@ bool Group::RemoveMember(uint64 guid, const RemoveMethod &method /*= GROUP_REMOV if (isLFGGroup() && method == GROUP_REMOVEMETHOD_KICK) return m_memberSlots.size(); - // remove member and change leader (if need) only if strong more 2 members _before_ member remove (BG allow 1 member group) - if (GetMembersCount() > ((isBGGroup() || isLFGGroup()) ? 1u : 2u)) + // remove member and change leader (if need) only if strong more 2 members _before_ member remove (BG/BF allow 1 member group) + if (GetMembersCount() > ((isBGGroup() || isLFGGroup() || isBFGroup()) ? 1u : 2u)) { Player* player = ObjectAccessor::FindPlayer(guid); if (player) { // Battleground group handling - if (isBGGroup()) - player->RemoveFromBattlegroundRaid(); + if (isBGGroup() || isBFGroup()) + player->RemoveFromBattlegroundOrBattlefieldRaid(); else // Regular group { @@ -493,13 +539,13 @@ bool Group::RemoveMember(uint64 guid, const RemoveMethod &method /*= GROUP_REMOV } // Remove player from group in DB - PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); - - stmt->setUInt32(0, GUID_LOPART(guid)); - - CharacterDatabase.Execute(stmt); - - DelinkMember(guid); + if (!isBGGroup() && !isBFGroup()) + { + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); + stmt->setUInt32(0, GUID_LOPART(guid)); + CharacterDatabase.Execute(stmt); + DelinkMember(guid); + } // Reevaluate group enchanter if the leaving player had enchanting skill or the player is offline if ((player && player->GetSkillValue(SKILL_ENCHANTING)) || !player) @@ -525,7 +571,7 @@ bool Group::RemoveMember(uint64 guid, const RemoveMethod &method /*= GROUP_REMOV roll->playerVote.erase(itr2); - CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, MAX_ROLL_TYPE); + CountRollVote(guid, roll->itemGUID, MAX_ROLL_TYPE); } // Update subgroups @@ -590,7 +636,7 @@ void Group::ChangeLeader(uint64 guid) sScriptMgr->OnGroupChangeLeader(this, m_leaderGuid, guid); - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { // Remove the groups permanent instance bindings for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) @@ -650,8 +696,8 @@ void Group::Disband(bool hideDestroy /* = false */) //we cannot call _removeMember because it would invalidate member iterator //if we are removing player from battleground raid - if (isBGGroup()) - player->RemoveFromBattlegroundRaid(); + if (isBGGroup() || isBFGroup()) + player->RemoveFromBattlegroundOrBattlefieldRaid(); else { //we can remove player who is in battleground from his original group @@ -695,7 +741,7 @@ void Group::Disband(bool hideDestroy /* = false */) RemoveAllInvites(); - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); @@ -732,7 +778,7 @@ void Group::SendLootStartRoll(uint32 CountDown, uint32 mapid, const Roll &r) WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4+4+1)); data << uint64(r.itemGUID); // guid of rolled item data << uint32(mapid); // 3.3.3 mapid - data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it??? + data << uint32(r.itemSlot); // itemslot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // item random property ID @@ -759,7 +805,7 @@ void Group::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, WorldPacket data(SMSG_LOOT_START_ROLL, (8 + 4 + 4 + 4 + 4 + 4 + 4 + 1)); data << uint64(r.itemGUID); // guid of rolled item data << uint32(mapId); // 3.3.3 mapid - data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it??? + data << uint32(r.itemSlot); // itemslot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // item random property ID @@ -773,20 +819,20 @@ void Group::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, p->GetSession()->SendPacket(&data); } -void Group::SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r) +void Group::SendLootRoll(uint64 sourceGuid, uint64 targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll) { WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1)); - data << uint64(SourceGuid); // guid of the item rolled - data << uint32(0); // unknown, maybe amount of players - data << uint64(TargetGuid); - data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for - data << uint32(r.itemRandomSuffix); // randomSuffix - data << uint32(r.itemRandomPropId); // Item random property ID - data << uint8(RollNumber); // 0: "Need for: [item name]" > 127: "you passed on: [item name]" Roll number - data << uint8(RollType); // 0: "Need for: [item name]" 0: "You have selected need for [item name] 1: need roll 2: greed roll - data << uint8(0); // auto pass on NeedBeforeGreed loot because player cannot use the object + data << uint64(sourceGuid); // guid of the item rolled + data << uint32(roll.itemSlot); // slot + data << uint64(targetGuid); + data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for + data << uint32(roll.itemRandomSuffix); // randomSuffix + data << uint32(roll.itemRandomPropId); // Item random property ID + data << uint8(rollNumber); // 0: "Need for: [item name]" > 127: "you passed on: [item name]" Roll number + data << uint8(rollType); // 0: "Need for: [item name]" 0: "You have selected need for [item name] 1: need roll 2: greed roll + data << uint8(0); // 1: "You automatically passed on: %s because you cannot loot that item." - Possibly used in need befor greed - for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr != r.playerVote.end(); ++itr) + for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) @@ -797,19 +843,19 @@ void Group::SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, } } -void Group::SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r) +void Group::SendLootRollWon(uint64 sourceGuid, uint64 targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll) { WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1)); - data << uint64(SourceGuid); // guid of the item rolled - data << uint32(0); // unknown, maybe amount of players - data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for - data << uint32(r.itemRandomSuffix); // randomSuffix - data << uint32(r.itemRandomPropId); // Item random property - data << uint64(TargetGuid); // guid of the player who won. - data << uint8(RollNumber); // rollnumber realted to SMSG_LOOT_ROLL - data << uint8(RollType); // Rolltype related to SMSG_LOOT_ROLL + data << uint64(sourceGuid); // guid of the item rolled + data << uint32(roll.itemSlot); // slot + data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for + data << uint32(roll.itemRandomSuffix); // randomSuffix + data << uint32(roll.itemRandomPropId); // Item random property + data << uint64(targetGuid); // guid of the player who won. + data << uint8(rollNumber); // rollnumber realted to SMSG_LOOT_ROLL + data << uint8(rollType); // rollType related to SMSG_LOOT_ROLL - for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr != r.playerVote.end(); ++itr) + for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) @@ -820,11 +866,11 @@ void Group::SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumb } } -void Group::SendLootAllPassed(uint32 numberOfPlayers, Roll const& roll) +void Group::SendLootAllPassed(Roll const& roll) { WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4)); data << uint64(roll.itemGUID); // Guid of the item rolled - data << uint32(numberOfPlayers); // The number of players rolling for it + data << uint32(roll.itemSlot); // Item loot slot data << uint32(roll.itemid); // The itemEntryId for the item that shall be rolled for data << uint32(roll.itemRandomPropId); // Item random property ID data << uint32(roll.itemRandomSuffix); // Item random suffix ID @@ -949,6 +995,64 @@ void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject) else i->is_underthreshold = true; } + + for (i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i, ++itemSlot) + { + if (!i->follow_loot_rules) + continue; + + item = sObjectMgr->GetItemTemplate(i->itemid); + if (!item) + { + //sLog->outDebug("Group::GroupLoot: missing item prototype for item with id: %d", i->itemid); + continue; + } + + uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM); + Roll* r = new Roll(newitemGUID, *i); + + //a vector is filled with only near party members + for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* member = itr->getSource(); + if (!member || !member->GetSession()) + continue; + + if (i->AllowedForPlayer(member)) + { + if (member->IsWithinDistInMap(pLootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) + { + r->totalPlayersRolling++; + r->playerVote[member->GetGUID()] = NOT_EMITED_YET; + } + } + } + + if (r->totalPlayersRolling > 0) + { + r->setLoot(loot); + r->itemSlot = itemSlot; + + loot->quest_items[itemSlot - loot->items.size()].is_blocked = true; + + SendLootStartRoll(60000, pLootedObject->GetMapId(), *r); + + RollId.push_back(r); + + if (Creature* creature = pLootedObject->ToCreature()) + { + creature->m_groupLootTimer = 60000; + creature->lootingGroupLowGUID = GetLowGUID(); + } + else if (GameObject* go = pLootedObject->ToGameObject()) + { + go->m_groupLootTimer = 60000; + go->lootingGroupLowGUID = GetLowGUID(); + } + } + else + delete r; + } } void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject) @@ -1033,6 +1137,66 @@ void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject) else i->is_underthreshold = true; } + + for (std::vector<LootItem>::iterator i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i, ++itemSlot) + { + if (!i->follow_loot_rules) + continue; + + item = sObjectMgr->GetItemTemplate(i->itemid); + uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM); + Roll* r = new Roll(newitemGUID, *i); + + for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* playerToRoll = itr->getSource(); + if (!playerToRoll || !playerToRoll->GetSession()) + continue; + + bool allowedForPlayer = i->AllowedForPlayer(playerToRoll); + if (allowedForPlayer && playerToRoll->IsWithinDistInMap(lootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) + { + r->totalPlayersRolling++; + r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET; + } + } + + if (r->totalPlayersRolling > 0) + { + r->setLoot(loot); + r->itemSlot = itemSlot; + + loot->quest_items[itemSlot - loot->items.size()].is_blocked = true; + + //Broadcast Pass and Send Rollstart + for (Roll::PlayerVote::const_iterator itr = r->playerVote.begin(); itr != r->playerVote.end(); ++itr) + { + Player* p = ObjectAccessor::FindPlayer(itr->first); + if (!p || !p->GetSession()) + continue; + + if (itr->second == PASS) + SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r); + else + SendLootStartRollToPlayer(60000, lootedObject->GetMapId(), p, p->CanRollForItemInLFG(item, lootedObject) == EQUIP_ERR_OK, *r); + } + + RollId.push_back(r); + + if (Creature* creature = lootedObject->ToCreature()) + { + creature->m_groupLootTimer = 60000; + creature->lootingGroupLowGUID = GetLowGUID(); + } + else if (GameObject* go = lootedObject->ToGameObject()) + { + go->m_groupLootTimer = 60000; + go->lootingGroupLowGUID = GetLowGUID(); + } + } + else + delete r; + } } void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject) @@ -1067,7 +1231,7 @@ void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject) } } -void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers, uint8 Choice) +void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint8 Choice) { Rolls::iterator rollI = GetRoll(Guid); if (rollI == RollId.end()) @@ -1108,7 +1272,7 @@ void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers } if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling) - CountTheRoll(rollI, NumberOfPlayers); + CountTheRoll(rollI); } //called when roll timer expires @@ -1117,7 +1281,7 @@ void Group::EndRoll(Loot* pLoot) for (Rolls::iterator itr = RollId.begin(); itr != RollId.end();) { if ((*itr)->getLoot() == pLoot) { - CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass + CountTheRoll(itr); //i don't have to edit player votes, who didn't vote ... he will pass itr = RollId.begin(); } else @@ -1125,7 +1289,7 @@ void Group::EndRoll(Loot* pLoot) } } -void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) +void Group::CountTheRoll(Rolls::iterator rollI) { Roll* roll = *rollI; if (!roll->isValid()) // is loot already deleted ? @@ -1165,7 +1329,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT, roll->itemid, maxresul); ItemPosCountVec dest; - LootItem* item = &(roll->getLoot()->items[roll->itemSlot]); + LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]); InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count); if (msg == EQUIP_ERR_OK) { @@ -1214,7 +1378,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) { player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT, roll->itemid, maxresul); - LootItem* item = &(roll->getLoot()->items[roll->itemSlot]); + LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]); if (rollvote == GREED) { @@ -1248,10 +1412,10 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers) } else { - SendLootAllPassed(NumberOfPlayers, *roll); + SendLootAllPassed(*roll); // remove is_blocked so that the item is lootable by all players - LootItem* item = &(roll->getLoot()->items[roll->itemSlot]); + LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]); if (item) item->is_blocked = false; } @@ -1347,7 +1511,7 @@ void Group::SendUpdateToPlayer(uint64 playerGUID, MemberSlot* slot) Player* member = ObjectAccessor::FindPlayer(citr->guid); uint8 onlineState = (member) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE; - onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0); + onlineState = onlineState | ((isBGGroup() || isBFGroup()) ? MEMBER_STATUS_PVP : 0); data << citr->name; data << uint64(citr->guid); // guid @@ -1438,7 +1602,7 @@ bool Group::_setMembersGroup(uint64 guid, uint8 group) SubGroupCounterIncrease(group); - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP); @@ -1489,7 +1653,7 @@ void Group::ChangeMembersGroup(uint64 guid, uint8 group) SubGroupCounterDecrease(prevSubGroup); // Preserve new sub group in database for non-raid groups - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP); @@ -1684,7 +1848,7 @@ void Roll::targetObjectBuildLink() void Group::SetDungeonDifficulty(Difficulty difficulty) { m_dungeonDifficulty = difficulty; - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_DIFFICULTY); @@ -1708,7 +1872,7 @@ void Group::SetDungeonDifficulty(Difficulty difficulty) void Group::SetRaidDifficulty(Difficulty difficulty) { m_raidDifficulty = difficulty; - if (!isBGGroup()) + if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_RAID_DIFFICULTY); @@ -1744,7 +1908,7 @@ bool Group::InCombatToInstance(uint32 instanceId) void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo) { - if (isBGGroup()) + if (isBGGroup() || isBFGroup()) return; // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_DISBAND @@ -1859,7 +2023,7 @@ InstanceGroupBind* Group::GetBoundInstance(MapEntry const* mapEntry) InstanceGroupBind* Group::BindToInstance(InstanceSave* save, bool permanent, bool load) { - if (!save || isBGGroup()) + if (!save || isBGGroup() || isBFGroup()) return NULL; InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()]; @@ -1927,7 +2091,7 @@ void Group::BroadcastGroupUpdate(void) { pp->ForceValuesUpdateAtIndex(UNIT_FIELD_BYTES_2); pp->ForceValuesUpdateAtIndex(UNIT_FIELD_FACTIONTEMPLATE); - sLog->outStaticDebug("-- Forced group value update for '%s'", pp->GetName()); + sLog->outDebug(LOG_FILTER_GENERAL, "-- Forced group value update for '%s'", pp->GetName()); } } } @@ -1989,6 +2153,11 @@ bool Group::isBGGroup() const return m_bgGroup != NULL; } +bool Group::isBFGroup() const +{ + return m_bfGroup != NULL; +} + bool Group::IsCreated() const { return GetMembersCount() > 0; @@ -2076,20 +2245,6 @@ bool Group::HasFreeSlotSubGroup(uint8 subgroup) const return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAXGROUPSIZE); } -Group::MemberSlotList const& Group::GetMemberSlots() const -{ - return m_memberSlots; -} - -GroupReference* Group::GetFirstMember() -{ - return m_memberMgr.getFirst(); -} - -uint32 Group::GetMembersCount() const -{ - return m_memberSlots.size(); -} uint8 Group::GetMemberGroup(uint64 guid) const { @@ -2104,6 +2259,11 @@ void Group::SetBattlegroundGroup(Battleground* bg) m_bgGroup = bg; } +void Group::SetBattlefieldGroup(Battlefield *bg) +{ + m_bfGroup = bg; +} + void Group::SetGroupMemberFlag(uint64 guid, bool apply, GroupMemberFlags flag) { // Assistants, main assistants and main tanks are only available in raid groups |