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-rw-r--r--src/game/Group.cpp1406
1 files changed, 1406 insertions, 0 deletions
diff --git a/src/game/Group.cpp b/src/game/Group.cpp
new file mode 100644
index 00000000000..e74a3778e87
--- /dev/null
+++ b/src/game/Group.cpp
@@ -0,0 +1,1406 @@
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "Opcodes.h"
+#include "WorldPacket.h"
+#include "WorldSession.h"
+#include "Player.h"
+#include "World.h"
+#include "ObjectMgr.h"
+#include "Group.h"
+#include "ObjectAccessor.h"
+#include "BattleGround.h"
+#include "MapManager.h"
+#include "InstanceSaveMgr.h"
+#include "MapInstanced.h"
+#include "Util.h"
+
+Group::Group()
+{
+ m_leaderGuid = 0;
+ m_mainTank = 0;
+ m_mainAssistant = 0;
+ m_groupType = (GroupType)0;
+ m_bgGroup = NULL;
+ m_lootMethod = (LootMethod)0;
+ m_looterGuid = 0;
+ m_lootThreshold = ITEM_QUALITY_UNCOMMON;
+
+ for(int i=0; i<TARGETICONCOUNT; i++)
+ m_targetIcons[i] = 0;
+}
+
+Group::~Group()
+{
+ if(m_bgGroup)
+ {
+ sLog.outDebug("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.");
+ }
+ Rolls::iterator itr;
+ while(!RollId.empty())
+ {
+ itr = RollId.begin();
+ Roll *r = *itr;
+ RollId.erase(itr);
+ delete(r);
+ }
+
+ // it is undefined whether objectmgr (which stores the groups) or instancesavemgr
+ // will be unloaded first so we must be prepared for both cases
+ // this may unload some instance saves
+ for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
+ for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ itr->second.save->RemoveGroup(this);
+}
+
+bool Group::Create(const uint64 &guid, const char * name)
+{
+ m_leaderGuid = guid;
+ m_leaderName = name;
+
+ m_groupType = isBGGroup() ? GROUPTYPE_RAID : GROUPTYPE_NORMAL;
+ m_lootMethod = GROUP_LOOT;
+ m_lootThreshold = ITEM_QUALITY_UNCOMMON;
+ m_looterGuid = guid;
+
+ m_difficulty = DIFFICULTY_NORMAL;
+ if(!isBGGroup())
+ {
+ Player *leader = objmgr.GetPlayer(guid);
+ if(leader) m_difficulty = leader->GetDifficulty();
+
+ Player::ConvertInstancesToGroup(leader, this, guid);
+
+ // store group in database
+ CharacterDatabase.BeginTransaction();
+ CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid ='%u'", GUID_LOPART(m_leaderGuid));
+ CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid ='%u'", GUID_LOPART(m_leaderGuid));
+ CharacterDatabase.PExecute("INSERT INTO groups(leaderGuid,mainTank,mainAssistant,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,isRaid,difficulty) "
+ "VALUES('%u','%u','%u','%u','%u','%u','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','%u','%u')",
+ GUID_LOPART(m_leaderGuid), GUID_LOPART(m_mainTank), GUID_LOPART(m_mainAssistant), uint32(m_lootMethod),
+ GUID_LOPART(m_looterGuid), uint32(m_lootThreshold), m_targetIcons[0], m_targetIcons[1], m_targetIcons[2], m_targetIcons[3], m_targetIcons[4], m_targetIcons[5], m_targetIcons[6], m_targetIcons[7], isRaidGroup(), m_difficulty);
+ }
+
+ if(!AddMember(guid, name))
+ return false;
+
+ if(!isBGGroup()) CharacterDatabase.CommitTransaction();
+
+ return true;
+}
+
+bool Group::LoadGroupFromDB(const uint64 &leaderGuid, QueryResult *result, bool loadMembers)
+{
+ if(isBGGroup())
+ return false;
+
+ bool external = true;
+ if(!result)
+ {
+ external = false;
+ // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
+ result = CharacterDatabase.PQuery("SELECT mainTank, mainAssistant, lootMethod, looterGuid, lootThreshold, icon1, icon2, icon3, icon4, icon5, icon6, icon7, icon8, isRaid, difficulty FROM groups WHERE leaderGuid ='%u'", GUID_LOPART(leaderGuid));
+ if(!result)
+ return false;
+ }
+
+ m_leaderGuid = leaderGuid;
+
+ // group leader not exist
+ if(!objmgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
+ {
+ if(!external) delete result;
+ return false;
+ }
+
+ m_groupType = (*result)[13].GetBool() ? GROUPTYPE_RAID : GROUPTYPE_NORMAL;
+ m_difficulty = (*result)[14].GetUInt8();
+ m_mainTank = (*result)[0].GetUInt64();
+ m_mainAssistant = (*result)[1].GetUInt64();
+ m_lootMethod = (LootMethod)(*result)[2].GetUInt8();
+ m_looterGuid = MAKE_NEW_GUID((*result)[3].GetUInt32(), 0, HIGHGUID_PLAYER);
+ m_lootThreshold = (ItemQualities)(*result)[4].GetUInt16();
+
+ for(int i=0; i<TARGETICONCOUNT; i++)
+ m_targetIcons[i] = (*result)[5+i].GetUInt64();
+ if(!external) delete result;
+
+ if(loadMembers)
+ {
+ result = CharacterDatabase.PQuery("SELECT memberGuid, assistant, subgroup FROM group_member WHERE leaderGuid ='%u'", GUID_LOPART(leaderGuid));
+ if(!result)
+ return false;
+
+ do
+ {
+ LoadMemberFromDB((*result)[0].GetUInt32(), (*result)[2].GetUInt8(), (*result)[1].GetBool());
+ } while( result->NextRow() );
+ delete result;
+ // group too small
+ if(GetMembersCount() < 2)
+ return false;
+ }
+
+ return true;
+}
+
+bool Group::LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant)
+{
+ MemberSlot member;
+ member.guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
+
+ // skip non-existed member
+ if(!objmgr.GetPlayerNameByGUID(member.guid, member.name))
+ return false;
+
+ member.group = subgroup;
+ member.assistant = assistant;
+ m_memberSlots.push_back(member);
+ return true;
+}
+
+bool Group::AddInvite(Player *player)
+{
+ if(!player || player->GetGroupInvite() || player->GetGroup())
+ return false;
+
+ RemoveInvite(player);
+
+ m_invitees.insert(player->GetGUID());
+
+ player->SetGroupInvite(this);
+
+ return true;
+}
+
+bool Group::AddLeaderInvite(Player *player)
+{
+ if(!AddInvite(player))
+ return false;
+
+ m_leaderGuid = player->GetGUID();
+ m_leaderName = player->GetName();
+ return true;
+}
+
+uint32 Group::RemoveInvite(Player *player)
+{
+ for(InvitesList::iterator itr=m_invitees.begin(); itr!=m_invitees.end(); ++itr)
+ {
+ if((*itr) == player->GetGUID())
+ {
+ m_invitees.erase(itr);
+ break;
+ }
+ }
+
+ player->SetGroupInvite(NULL);
+ return GetMembersCount();
+}
+
+void Group::RemoveAllInvites()
+{
+ for(InvitesList::iterator itr=m_invitees.begin(); itr!=m_invitees.end(); ++itr)
+ {
+ Player *invitee = objmgr.GetPlayer(*itr);
+ if(invitee)
+ invitee->SetGroupInvite(NULL);
+ }
+ m_invitees.clear();
+}
+
+bool Group::AddMember(const uint64 &guid, const char* name)
+{
+ if(!_addMember(guid, name))
+ return false;
+ SendUpdate();
+
+ Player *player = objmgr.GetPlayer(guid);
+ if(player)
+ {
+ if(!IsLeader(player->GetGUID()) && !isBGGroup())
+ {
+ // 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!
+ player->ResetInstances(INSTANCE_RESET_GROUP_JOIN);
+
+ if(player->getLevel() >= LEVELREQUIREMENT_HEROIC && player->GetDifficulty() != GetDifficulty() )
+ {
+ player->SetDifficulty(m_difficulty);
+ player->SendDungeonDifficulty(true);
+ }
+ }
+ player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
+ UpdatePlayerOutOfRange(player);
+ }
+
+ return true;
+}
+
+uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
+{
+ // remove member and change leader (if need) only if strong more 2 members _before_ member remove
+ if(GetMembersCount() > (isBGGroup() ? 1 : 2)) // in BG group case allow 1 members group
+ {
+ bool leaderChanged = _removeMember(guid);
+
+ Player *player = objmgr.GetPlayer( guid );
+ if (player)
+ {
+ WorldPacket data;
+
+ if(method == 1)
+ {
+ data.Initialize( SMSG_GROUP_UNINVITE, 0 );
+ player->GetSession()->SendPacket( &data );
+ }
+
+ data.Initialize(SMSG_GROUP_LIST, 24);
+ data << uint64(0) << uint64(0) << uint64(0);
+ player->GetSession()->SendPacket(&data);
+
+ _homebindIfInstance(player);
+ }
+
+ if(leaderChanged)
+ {
+ WorldPacket data(SMSG_GROUP_SET_LEADER, (m_memberSlots.front().name.size()+1));
+ data << m_memberSlots.front().name;
+ BroadcastPacket(&data);
+ }
+
+ SendUpdate();
+ }
+ // if group before remove <= 2 disband it
+ else
+ Disband(true);
+
+ return m_memberSlots.size();
+}
+
+void Group::ChangeLeader(const uint64 &guid)
+{
+ member_citerator slot = _getMemberCSlot(guid);
+
+ if(slot==m_memberSlots.end())
+ return;
+
+ _setLeader(guid);
+
+ WorldPacket data(SMSG_GROUP_SET_LEADER, slot->name.size()+1);
+ data << slot->name;
+ BroadcastPacket(&data);
+ SendUpdate();
+}
+
+void Group::Disband(bool hideDestroy)
+{
+ Player *player;
+
+ for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
+ {
+ player = objmgr.GetPlayer(citr->guid);
+ if(!player)
+ continue;
+
+ player->SetGroup(NULL);
+
+ if(!player->GetSession())
+ continue;
+
+ WorldPacket data;
+ if(!hideDestroy)
+ {
+ data.Initialize(SMSG_GROUP_DESTROYED, 0);
+ player->GetSession()->SendPacket(&data);
+ }
+
+ data.Initialize(SMSG_GROUP_LIST, 24);
+ data << uint64(0) << uint64(0) << uint64(0);
+ player->GetSession()->SendPacket(&data);
+
+ _homebindIfInstance(player);
+ }
+ RollId.clear();
+ m_memberSlots.clear();
+
+ RemoveAllInvites();
+
+ if(!isBGGroup())
+ {
+ CharacterDatabase.BeginTransaction();
+ CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid));
+ CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid));
+ CharacterDatabase.CommitTransaction();
+ ResetInstances(INSTANCE_RESET_GROUP_DISBAND, NULL);
+ }
+
+ m_leaderGuid = 0;
+ m_leaderName = "";
+}
+
+/*********************************************************/
+/*** LOOT SYSTEM ***/
+/*********************************************************/
+
+void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
+{
+ WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4));
+ data << uint64(r.itemGUID); // guid of rolled item
+ data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it???
+ 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 << uint32(CountDown); // the countdown time to choose "need" or "greed"
+
+ for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
+ {
+ Player *p = objmgr.GetPlayer(itr->first);
+ if(!p || !p->GetSession())
+ continue;
+
+ if(itr->second != NOT_VALID)
+ p->GetSession()->SendPacket( &data );
+ }
+}
+
+void Group::SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
+{
+ WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+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); // 2.4.0
+
+ for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
+ {
+ Player *p = objmgr.GetPlayer(itr->first);
+ if(!p || !p->GetSession())
+ continue;
+
+ if(itr->second != NOT_VALID)
+ p->GetSession()->SendPacket( &data );
+ }
+}
+
+void Group::SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
+{
+ 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
+
+ for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
+ {
+ Player *p = objmgr.GetPlayer(itr->first);
+ if(!p || !p->GetSession())
+ continue;
+
+ if(itr->second != NOT_VALID)
+ p->GetSession()->SendPacket( &data );
+ }
+}
+
+void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
+{
+ WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4));
+ data << uint64(r.itemGUID); // Guid of the item rolled
+ data << uint32(NumberOfPlayers); // The number of players rolling for it???
+ data << uint32(r.itemid); // The itemEntryId for the item that shall be rolled for
+ data << uint32(r.itemRandomPropId); // Item random property ID
+ data << uint32(r.itemRandomSuffix); // Item random suffix ID
+
+ for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
+ {
+ Player *p = objmgr.GetPlayer(itr->first);
+ if(!p || !p->GetSession())
+ continue;
+
+ if(itr->second != NOT_VALID)
+ p->GetSession()->SendPacket( &data );
+ }
+}
+
+void Group::GroupLoot(uint64 playerGUID, Loot *loot, Creature *creature)
+{
+ std::vector<LootItem>::iterator i;
+ ItemPrototype const *item;
+ uint8 itemSlot = 0;
+ Player *player = objmgr.GetPlayer(playerGUID);
+ Group *group = player->GetGroup();
+
+ for (i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
+ {
+ item = objmgr.GetItemPrototype(i->itemid);
+ if (!item)
+ {
+ //sLog.outDebug("Group::GroupLoot: missing item prototype for item with id: %d", i->itemid);
+ continue;
+ }
+
+ //roll for over-threshold item if it's one-player loot
+ if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
+ {
+ uint64 newitemGUID = MAKE_NEW_GUID(objmgr.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->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ {
+ r->playerVote[member->GetGUID()] = NOT_EMITED_YET;
+ ++r->totalPlayersRolling;
+ }
+ }
+ }
+
+ r->setLoot(loot);
+ r->itemSlot = itemSlot;
+
+ group->SendLootStartRoll(60000, *r);
+
+ loot->items[itemSlot].is_blocked = true;
+ creature->m_groupLootTimer = 60000;
+ creature->lootingGroupLeaderGUID = GetLeaderGUID();
+
+ RollId.push_back(r);
+ }
+ else
+ i->is_underthreshold=1;
+
+ }
+}
+
+void Group::NeedBeforeGreed(uint64 playerGUID, Loot *loot, Creature *creature)
+{
+ ItemPrototype const *item;
+ Player *player = objmgr.GetPlayer(playerGUID);
+ Group *group = player->GetGroup();
+
+ uint8 itemSlot = 0;
+ for(std::vector<LootItem>::iterator i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
+ {
+ item = objmgr.GetItemPrototype(i->itemid);
+
+ //only roll for one-player items, not for ones everyone can get
+ if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
+ {
+ uint64 newitemGUID = MAKE_NEW_GUID(objmgr.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;
+
+ if (playerToRoll->CanUseItem(item) && i->AllowedForPlayer(playerToRoll) )
+ {
+ if (playerToRoll->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ {
+ r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET;
+ ++r->totalPlayersRolling;
+ }
+ }
+ }
+
+ if (r->totalPlayersRolling > 0)
+ {
+ r->setLoot(loot);
+ r->itemSlot = itemSlot;
+
+ group->SendLootStartRoll(60000, *r);
+
+ loot->items[itemSlot].is_blocked = true;
+
+ RollId.push_back(r);
+ }
+ else
+ {
+ delete r;
+ }
+ }
+ else
+ i->is_underthreshold=1;
+ }
+}
+
+void Group::MasterLoot(uint64 playerGUID, Loot* /*loot*/, Creature *creature)
+{
+ Player *player = objmgr.GetPlayer(playerGUID);
+ if(!player)
+ return;
+
+ sLog.outDebug("Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330) player = [%s].", player->GetName());
+
+ uint32 real_count = 0;
+
+ WorldPacket data(SMSG_LOOT_MASTER_LIST, 330);
+ data << (uint8)GetMembersCount();
+
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *looter = itr->getSource();
+ if (!looter->IsInWorld())
+ continue;
+
+ if (looter->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ {
+ data << looter->GetGUID();
+ ++real_count;
+ }
+ }
+
+ data.put<uint8>(0,real_count);
+
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *looter = itr->getSource();
+ if (looter->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ looter->GetSession()->SendPacket(&data);
+ }
+}
+
+void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers, uint8 Choise)
+{
+ Rolls::iterator rollI = GetRoll(Guid);
+ if (rollI == RollId.end())
+ return;
+ Roll* roll = *rollI;
+
+ Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID);
+ // this condition means that player joins to the party after roll begins
+ if (itr == roll->playerVote.end())
+ return;
+
+ if (roll->getLoot())
+ if (roll->getLoot()->items.empty())
+ return;
+
+ switch (Choise)
+ {
+ case 0: //Player choose pass
+ {
+ SendLootRoll(0, playerGUID, 128, 128, *roll);
+ ++roll->totalPass;
+ itr->second = PASS;
+ }
+ break;
+ case 1: //player choose Need
+ {
+ SendLootRoll(0, playerGUID, 1, 1, *roll);
+ ++roll->totalNeed;
+ itr->second = NEED;
+ }
+ break;
+ case 2: //player choose Greed
+ {
+ SendLootRoll(0, playerGUID, 2, 2, *roll);
+ ++roll->totalGreed;
+ itr->second = GREED;
+ }
+ break;
+ }
+ if (roll->totalPass + roll->totalGreed + roll->totalNeed >= roll->totalPlayersRolling)
+ {
+ CountTheRoll(rollI, NumberOfPlayers);
+ }
+}
+
+//called when roll timer expires
+void Group::EndRoll()
+{
+ Rolls::iterator itr;
+ while(!RollId.empty())
+ {
+ //need more testing here, if rolls disappear
+ itr = RollId.begin();
+ CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass
+ }
+}
+
+void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
+{
+ Roll* roll = *rollI;
+ if(!roll->isValid()) // is loot already deleted ?
+ {
+ RollId.erase(rollI);
+ delete roll;
+ return;
+ }
+ //end of the roll
+ if (roll->totalNeed > 0)
+ {
+ if(!roll->playerVote.empty())
+ {
+ uint8 maxresul = 0;
+ uint64 maxguid = (*roll->playerVote.begin()).first;
+ Player *player;
+
+ for( Roll::PlayerVote::const_iterator itr=roll->playerVote.begin(); itr!=roll->playerVote.end(); ++itr)
+ {
+ if (itr->second != NEED)
+ continue;
+
+ uint8 randomN = urand(1, 99);
+ SendLootRoll(0, itr->first, randomN, 1, *roll);
+ if (maxresul < randomN)
+ {
+ maxguid = itr->first;
+ maxresul = randomN;
+ }
+ }
+ SendLootRollWon(0, maxguid, maxresul, 1, *roll);
+ player = objmgr.GetPlayer(maxguid);
+
+ if(player && player->GetSession())
+ {
+ ItemPosCountVec dest;
+ LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
+ uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
+ if ( msg == EQUIP_ERR_OK )
+ {
+ item->is_looted = true;
+ roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
+ --roll->getLoot()->unlootedCount;
+ player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
+ }
+ else
+ {
+ item->is_blocked = false;
+ player->SendEquipError( msg, NULL, NULL );
+ }
+ }
+ }
+ }
+ else if (roll->totalGreed > 0)
+ {
+ if(!roll->playerVote.empty())
+ {
+ uint8 maxresul = 0;
+ uint64 maxguid = (*roll->playerVote.begin()).first;
+ Player *player;
+
+ Roll::PlayerVote::iterator itr;
+ for (itr=roll->playerVote.begin(); itr!=roll->playerVote.end(); ++itr)
+ {
+ if (itr->second != GREED)
+ continue;
+
+ uint8 randomN = urand(1, 99);
+ SendLootRoll(0, itr->first, randomN, 2, *roll);
+ if (maxresul < randomN)
+ {
+ maxguid = itr->first;
+ maxresul = randomN;
+ }
+ }
+ SendLootRollWon(0, maxguid, maxresul, 2, *roll);
+ player = objmgr.GetPlayer(maxguid);
+
+ if(player && player->GetSession())
+ {
+ ItemPosCountVec dest;
+ LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
+ uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
+ if ( msg == EQUIP_ERR_OK )
+ {
+ item->is_looted = true;
+ roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
+ --roll->getLoot()->unlootedCount;
+ player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
+ }
+ else
+ {
+ item->is_blocked = false;
+ player->SendEquipError( msg, NULL, NULL );
+ }
+ }
+ }
+ }
+ else
+ {
+ SendLootAllPassed(NumberOfPlayers, *roll);
+ LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
+ if(item) item->is_blocked = false;
+ }
+ RollId.erase(rollI);
+ delete roll;
+}
+
+void Group::SetTargetIcon(uint8 id, uint64 guid)
+{
+ if(id >= TARGETICONCOUNT)
+ return;
+
+ // clean other icons
+ if( guid != 0 )
+ for(int i=0; i<TARGETICONCOUNT; i++)
+ if( m_targetIcons[i] == guid )
+ SetTargetIcon(i, 0);
+
+ m_targetIcons[id] = guid;
+
+ WorldPacket data(MSG_RAID_TARGET_UPDATE, (2+8));
+ data << (uint8)0;
+ data << id;
+ data << guid;
+ BroadcastPacket(&data);
+}
+
+void Group::GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & member_with_max_level)
+{
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* member = itr->getSource();
+ if(!member || !member->isAlive()) // only for alive
+ continue;
+
+ if(!member->IsAtGroupRewardDistance(victim)) // at req. distance
+ continue;
+
+ ++count;
+ sum_level += member->getLevel();
+ if(!member_with_max_level || member_with_max_level->getLevel() < member->getLevel())
+ member_with_max_level = member;
+ }
+}
+
+void Group::SendTargetIconList(WorldSession *session)
+{
+ if(!session)
+ return;
+
+ WorldPacket data(MSG_RAID_TARGET_UPDATE, (1+TARGETICONCOUNT*9));
+ data << (uint8)1;
+
+ for(int i=0; i<TARGETICONCOUNT; i++)
+ {
+ if(m_targetIcons[i] == 0)
+ continue;
+
+ data << (uint8)i;
+ data << m_targetIcons[i];
+ }
+
+ session->SendPacket(&data);
+}
+
+void Group::SendUpdate()
+{
+ Player *player;
+
+ for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
+ {
+ player = objmgr.GetPlayer(citr->guid);
+ if(!player || !player->GetSession())
+ continue;
+ // guess size
+ WorldPacket data(SMSG_GROUP_LIST, (1+1+1+1+8+4+GetMembersCount()*20));
+ data << (uint8)m_groupType; // group type
+ data << (uint8)(isBGGroup() ? 1 : 0); // 2.0.x, isBattleGroundGroup?
+ data << (uint8)(citr->group); // groupid
+ data << (uint8)(citr->assistant?0x01:0); // 0x2 main assist, 0x4 main tank
+ data << uint64(0x50000000FFFFFFFELL); // related to voice chat?
+ data << uint32(GetMembersCount()-1);
+ for(member_citerator citr2 = m_memberSlots.begin(); citr2 != m_memberSlots.end(); ++citr2)
+ {
+ if(citr->guid == citr2->guid)
+ continue;
+
+ data << citr2->name;
+ data << (uint64)citr2->guid;
+ // online-state
+ data << (uint8)(objmgr.GetPlayer(citr2->guid) ? 1 : 0);
+ data << (uint8)(citr2->group); // groupid
+ data << (uint8)(citr2->assistant?0x01:0); // 0x2 main assist, 0x4 main tank
+ }
+
+ data << uint64(m_leaderGuid); // leader guid
+ if(GetMembersCount()-1)
+ {
+ data << (uint8)m_lootMethod; // loot method
+ data << (uint64)m_looterGuid; // looter guid
+ data << (uint8)m_lootThreshold; // loot threshold
+ data << (uint8)m_difficulty; // Heroic Mod Group
+
+ }
+ player->GetSession()->SendPacket( &data );
+ }
+}
+
+void Group::UpdatePlayerOutOfRange(Player* pPlayer)
+{
+ if(!pPlayer)
+ return;
+
+ Player *player;
+ WorldPacket data;
+ pPlayer->GetSession()->BuildPartyMemberStatsChangedPacket(pPlayer, &data);
+
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ player = itr->getSource();
+ if (player && player != pPlayer && !pPlayer->isVisibleFor(player))
+ player->GetSession()->SendPacket(&data);
+ }
+}
+
+void Group::BroadcastPacket(WorldPacket *packet, int group, uint64 ignore)
+{
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pl = itr->getSource();
+ if(!pl || (ignore != 0 && pl->GetGUID() == ignore))
+ continue;
+
+ if (pl->GetSession() && (group==-1 || itr->getSubGroup()==group))
+ pl->GetSession()->SendPacket(packet);
+ }
+}
+
+void Group::BroadcastReadyCheck(WorldPacket *packet)
+{
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pl = itr->getSource();
+ if(pl && pl->GetSession())
+ if(IsLeader(pl->GetGUID()) || IsAssistant(pl->GetGUID()))
+ pl->GetSession()->SendPacket(packet);
+ }
+}
+
+void Group::OfflineReadyCheck()
+{
+ for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
+ {
+ Player *pl = objmgr.GetPlayer(citr->guid);
+ if (!pl || !pl->GetSession())
+ {
+ WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
+ data << citr->guid;
+ data << (uint8)0;
+ BroadcastReadyCheck(&data);
+ }
+ }
+}
+
+bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant)
+{
+ // get first not-full group
+ uint8 groupid = 0;
+ std::vector<uint8> temp(MAXRAIDSIZE/MAXGROUPSIZE);
+ for(member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
+ {
+ if (itr->group >= temp.size()) continue;
+ ++temp[itr->group];
+ if(temp[groupid] >= MAXGROUPSIZE)
+ ++groupid;
+ }
+
+ return _addMember(guid, name, isAssistant, groupid);
+}
+
+bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, uint8 group)
+{
+ if(IsFull())
+ return false;
+
+ if(!guid)
+ return false;
+
+ Player *player = objmgr.GetPlayer(guid);
+
+ MemberSlot member;
+ member.guid = guid;
+ member.name = name;
+ member.group = group;
+ member.assistant = isAssistant;
+ m_memberSlots.push_back(member);
+
+ if(player)
+ {
+ player->SetGroupInvite(NULL);
+ player->SetGroup(this, group);
+ // if the same group invites the player back, cancel the homebind timer
+ InstanceGroupBind *bind = GetBoundInstance(player->GetMapId(), player->GetDifficulty());
+ if(bind && bind->save->GetInstanceId() == player->GetInstanceId())
+ player->m_InstanceValid = true;
+ }
+
+ if(!isRaidGroup()) // reset targetIcons for non-raid-groups
+ {
+ for(int i=0; i<TARGETICONCOUNT; i++)
+ m_targetIcons[i] = 0;
+ }
+
+ if(!isBGGroup())
+ {
+ // insert into group table
+ CharacterDatabase.PExecute("INSERT INTO group_member(leaderGuid,memberGuid,assistant,subgroup) VALUES('%u','%u','%u','%u')", GUID_LOPART(m_leaderGuid), GUID_LOPART(member.guid), ((member.assistant==1)?1:0), member.group);
+ }
+
+ return true;
+}
+
+bool Group::_removeMember(const uint64 &guid)
+{
+ Player *player = objmgr.GetPlayer(guid);
+ if (player)
+ {
+ player->SetGroup(NULL);
+ }
+
+ _removeRolls(guid);
+
+ member_witerator slot = _getMemberWSlot(guid);
+ if (slot != m_memberSlots.end())
+ m_memberSlots.erase(slot);
+
+ if(!isBGGroup())
+ CharacterDatabase.PExecute("DELETE FROM group_member WHERE memberGuid='%u'", GUID_LOPART(guid));
+
+ if(m_leaderGuid == guid) // leader was removed
+ {
+ if(GetMembersCount() > 0)
+ _setLeader(m_memberSlots.front().guid);
+ return true;
+ }
+
+ return false;
+}
+
+void Group::_setLeader(const uint64 &guid)
+{
+ member_citerator slot = _getMemberCSlot(guid);
+ if(slot==m_memberSlots.end())
+ return;
+
+ if(!isBGGroup())
+ {
+ // TODO: set a time limit to have this function run rarely cause it can be slow
+ CharacterDatabase.BeginTransaction();
+
+ // update the group's bound instances when changing leaders
+
+ // remove all permanent binds from the group
+ // in the DB also remove solo binds that will be replaced with permbinds
+ // from the new leader
+ CharacterDatabase.PExecute(
+ "DELETE FROM group_instance WHERE leaderguid='%u' AND (permanent = 1 OR "
+ "instance IN (SELECT instance FROM character_instance WHERE guid = '%u')"
+ ")", GUID_LOPART(m_leaderGuid), GUID_LOPART(slot->guid)
+ );
+
+ Player *player = objmgr.GetPlayer(slot->guid);
+ if(player)
+ {
+ for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
+ {
+ for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end();)
+ {
+ if(itr->second.perm)
+ {
+ itr->second.save->RemoveGroup(this);
+ m_boundInstances[i].erase(itr++);
+ }
+ else
+ ++itr;
+ }
+ }
+ }
+
+ // update the group's solo binds to the new leader
+ CharacterDatabase.PExecute("UPDATE group_instance SET leaderGuid='%u' WHERE leaderGuid = '%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_leaderGuid));
+
+ // copy the permanent binds from the new leader to the group
+ // overwriting the solo binds with permanent ones if necessary
+ // in the DB those have been deleted already
+ Player::ConvertInstancesToGroup(player, this, slot->guid);
+
+ // update the group leader
+ CharacterDatabase.PExecute("UPDATE groups SET leaderGuid='%u' WHERE leaderGuid='%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_leaderGuid));
+ CharacterDatabase.PExecute("UPDATE group_member SET leaderGuid='%u' WHERE leaderGuid='%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_leaderGuid));
+ CharacterDatabase.CommitTransaction();
+ }
+
+ m_leaderGuid = slot->guid;
+ m_leaderName = slot->name;
+}
+
+void Group::_removeRolls(const uint64 &guid)
+{
+ for (Rolls::iterator it = RollId.begin(); it < RollId.end(); it++)
+ {
+ Roll* roll = *it;
+ Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid);
+ if(itr2 == roll->playerVote.end())
+ continue;
+
+ if (itr2->second == GREED) --roll->totalGreed;
+ if (itr2->second == NEED) --roll->totalNeed;
+ if (itr2->second == PASS) --roll->totalPass;
+ if (itr2->second != NOT_VALID) --roll->totalPlayersRolling;
+
+ roll->playerVote.erase(itr2);
+
+ CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, 3);
+ }
+}
+
+void Group::_convertToRaid()
+{
+ m_groupType = GROUPTYPE_RAID;
+
+ if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET isRaid = 1 WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid));
+}
+
+bool Group::_setMembersGroup(const uint64 &guid, const uint8 &group)
+{
+ member_witerator slot = _getMemberWSlot(guid);
+ if(slot==m_memberSlots.end())
+ return false;
+
+ slot->group = group;
+ if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE group_member SET subgroup='%u' WHERE memberGuid='%u'", group, GUID_LOPART(guid));
+ return true;
+}
+
+bool Group::_setAssistantFlag(const uint64 &guid, const bool &state)
+{
+ member_witerator slot = _getMemberWSlot(guid);
+ if(slot==m_memberSlots.end())
+ return false;
+
+ slot->assistant = state;
+ if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE group_member SET assistant='%u' WHERE memberGuid='%u'", (state==true)?1:0, GUID_LOPART(guid));
+ return true;
+}
+
+bool Group::_setMainTank(const uint64 &guid)
+{
+ member_citerator slot = _getMemberCSlot(guid);
+ if(slot==m_memberSlots.end())
+ return false;
+
+ if(m_mainAssistant == guid)
+ _setMainAssistant(0);
+ m_mainTank = guid;
+ if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET mainTank='%u' WHERE leaderGuid='%u'", GUID_LOPART(m_mainTank), GUID_LOPART(m_leaderGuid));
+ return true;
+}
+
+bool Group::_setMainAssistant(const uint64 &guid)
+{
+ member_witerator slot = _getMemberWSlot(guid);
+ if(slot==m_memberSlots.end())
+ return false;
+
+ if(m_mainTank == guid)
+ _setMainTank(0);
+ m_mainAssistant = guid;
+ if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET mainAssistant='%u' WHERE leaderGuid='%u'", GUID_LOPART(m_mainAssistant), GUID_LOPART(m_leaderGuid));
+ return true;
+}
+
+bool Group::SameSubGroup(Player const* member1, Player const* member2) const
+{
+ if(!member1 || !member2) return false;
+ if (member1->GetGroup() != this || member2->GetGroup() != this) return false;
+ else return member1->GetSubGroup() == member2->GetSubGroup();
+}
+
+// allows setting subgroup for offline members
+void Group::ChangeMembersGroup(const uint64 &guid, const uint8 &group)
+{
+ if(!isRaidGroup())
+ return;
+ Player *player = objmgr.GetPlayer(guid);
+ if (!player)
+ {
+ if(_setMembersGroup(guid, group))
+ SendUpdate();
+ }
+ else ChangeMembersGroup(player, group);
+}
+
+// only for online members
+void Group::ChangeMembersGroup(Player *player, const uint8 &group)
+{
+ if(!player || !isRaidGroup())
+ return;
+ if(_setMembersGroup(player->GetGUID(), group))
+ {
+ player->GetGroupRef().setSubGroup(group);
+ SendUpdate();
+ }
+}
+
+void Group::UpdateLooterGuid( Creature* creature, bool ifneed )
+{
+ switch (GetLootMethod())
+ {
+ case MASTER_LOOT:
+ case FREE_FOR_ALL:
+ return;
+ default:
+ // round robin style looting applies for all low
+ // quality items in each loot method except free for all and master loot
+ break;
+ }
+
+ member_citerator guid_itr = _getMemberCSlot(GetLooterGuid());
+ if(guid_itr != m_memberSlots.end())
+ {
+ if(ifneed)
+ {
+ // not update if only update if need and ok
+ Player* looter = ObjectAccessor::FindPlayer(guid_itr->guid);
+ if(looter && looter->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ return;
+ }
+ ++guid_itr;
+ }
+
+ // search next after current
+ if(guid_itr != m_memberSlots.end())
+ {
+ for(member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
+ {
+ if(Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ {
+ if (pl->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ {
+ bool refresh = pl->GetLootGUID()==creature->GetGUID();
+
+ //if(refresh) // update loot for new looter
+ // pl->GetSession()->DoLootRelease(pl->GetLootGUID());
+ SetLooterGuid(pl->GetGUID());
+ SendUpdate();
+ if(refresh) // update loot for new looter
+ pl->SendLoot(creature->GetGUID(),LOOT_CORPSE);
+ return;
+ }
+ }
+ }
+ }
+
+ // search from start
+ for(member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
+ {
+ if(Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ {
+ if (pl->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ {
+ bool refresh = pl->GetLootGUID()==creature->GetGUID();
+
+ //if(refresh) // update loot for new looter
+ // pl->GetSession()->DoLootRelease(pl->GetLootGUID());
+ SetLooterGuid(pl->GetGUID());
+ SendUpdate();
+ if(refresh) // update loot for new looter
+ pl->SendLoot(creature->GetGUID(),LOOT_CORPSE);
+ return;
+ }
+ }
+ }
+
+ SetLooterGuid(0);
+ SendUpdate();
+}
+
+//===================================================
+//============== Roll ===============================
+//===================================================
+
+void Roll::targetObjectBuildLink()
+{
+ // called from link()
+ this->getTarget()->addLootValidatorRef(this);
+}
+
+void Group::SetDifficulty(uint8 difficulty)
+{
+ m_difficulty = difficulty;
+ if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET difficulty = %u WHERE leaderGuid ='%u'", m_difficulty, GUID_LOPART(m_leaderGuid));
+
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *player = itr->getSource();
+ if(!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC)
+ continue;
+ player->SetDifficulty(difficulty);
+ player->SendDungeonDifficulty(true);
+ }
+}
+
+bool Group::InCombatToInstance(uint32 instanceId)
+{
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pPlayer = itr->getSource();
+ if(pPlayer->getAttackers().size() && pPlayer->GetInstanceId() == instanceId)
+ return true;
+ }
+ return false;
+}
+
+void Group::ResetInstances(uint8 method, Player* SendMsgTo)
+{
+ if(isBGGroup())
+ return;
+
+ // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_DISBAND
+
+ // we assume that when the difficulty changes, all instances that can be reset will be
+ uint8 dif = GetDifficulty();
+
+ for(BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
+ {
+ InstanceSave *p = itr->second.save;
+ const MapEntry *entry = sMapStore.LookupEntry(itr->first);
+ if(!entry || (!p->CanReset() && method != INSTANCE_RESET_GROUP_DISBAND))
+ {
+ ++itr;
+ continue;
+ }
+
+ if(method == INSTANCE_RESET_ALL)
+ {
+ // the "reset all instances" method can only reset normal maps
+ if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
+ {
+ ++itr;
+ continue;
+ }
+ }
+
+ bool isEmpty = true;
+ // if the map is loaded, reset it
+ Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
+ if(map && map->IsDungeon())
+ isEmpty = ((InstanceMap*)map)->Reset(method);
+
+ if(SendMsgTo)
+ {
+ if(isEmpty) SendMsgTo->SendResetInstanceSuccess(p->GetMapId());
+ else SendMsgTo->SendResetInstanceFailed(0, p->GetMapId());
+ }
+
+ if(isEmpty || method == INSTANCE_RESET_GROUP_DISBAND || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
+ {
+ // do not reset the instance, just unbind if others are permanently bound to it
+ if(p->CanReset()) p->DeleteFromDB();
+ else CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", p->GetInstanceId());
+ // i don't know for sure if hash_map iterators
+ m_boundInstances[dif].erase(itr);
+ itr = m_boundInstances[dif].begin();
+ // this unloads the instance save unless online players are bound to it
+ // (eg. permanent binds or GM solo binds)
+ p->RemoveGroup(this);
+ }
+ else
+ ++itr;
+ }
+}
+
+InstanceGroupBind* Group::GetBoundInstance(uint32 mapid, uint8 difficulty)
+{
+ // some instances only have one difficulty
+ const MapEntry* entry = sMapStore.LookupEntry(mapid);
+ if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
+
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ if(itr != m_boundInstances[difficulty].end())
+ return &itr->second;
+ else
+ return NULL;
+}
+
+InstanceGroupBind* Group::BindToInstance(InstanceSave *save, bool permanent, bool load)
+{
+ if(save && !isBGGroup())
+ {
+ InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
+ if(bind.save)
+ {
+ // when a boss is killed or when copying the players's binds to the group
+ if(permanent != bind.perm || save != bind.save)
+ if(!load) CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u', permanent = '%u' WHERE leaderGuid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GUID_LOPART(GetLeaderGUID()), bind.save->GetInstanceId());
+ }
+ else
+ if(!load) CharacterDatabase.PExecute("INSERT INTO group_instance (leaderGuid, instance, permanent) VALUES ('%u', '%u', '%u')", GUID_LOPART(GetLeaderGUID()), save->GetInstanceId(), permanent);
+
+ if(bind.save != save)
+ {
+ if(bind.save) bind.save->RemoveGroup(this);
+ save->AddGroup(this);
+ }
+
+ bind.save = save;
+ bind.perm = permanent;
+ if(!load) sLog.outDebug("Group::BindToInstance: %d is now bound to map %d, instance %d, difficulty %d", GUID_LOPART(GetLeaderGUID()), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
+ return &bind;
+ }
+ else
+ return NULL;
+}
+
+void Group::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
+{
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ if(itr != m_boundInstances[difficulty].end())
+ {
+ if(!unload) CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u' AND instance = '%u'", GUID_LOPART(GetLeaderGUID()), itr->second.save->GetInstanceId());
+ itr->second.save->RemoveGroup(this); // save can become invalid
+ m_boundInstances[difficulty].erase(itr);
+ }
+}
+
+void Group::_homebindIfInstance(Player *player)
+{
+ if(player && !player->isGameMaster() && sMapStore.LookupEntry(player->GetMapId())->IsDungeon())
+ {
+ // leaving the group in an instance, the homebind timer is started
+ // unless the player is permanently saved to the instance
+ InstanceSave *save = sInstanceSaveManager.GetInstanceSave(player->GetInstanceId());
+ InstancePlayerBind *playerBind = save ? player->GetBoundInstance(save->GetMapId(), save->GetDifficulty()) : NULL;
+ if(!playerBind || !playerBind->perm)
+ player->m_InstanceValid = false;
+ }
+}