diff options
Diffstat (limited to 'src/game/Group.cpp')
-rw-r--r-- | src/game/Group.cpp | 2908 |
1 files changed, 1454 insertions, 1454 deletions
diff --git a/src/game/Group.cpp b/src/game/Group.cpp index 1d4850ca82d..273edc135b9 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp @@ -1,1454 +1,1454 @@ -/* - * 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(); -} - -uint32 Group::CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot) -{ - // check for min / max count - uint32 memberscount = GetMembersCount(); - if(memberscount < MinPlayerCount) - return BG_JOIN_ERR_GROUP_NOT_ENOUGH; - if(memberscount > MaxPlayerCount) - return BG_JOIN_ERR_GROUP_TOO_MANY; - - // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.) - Player * reference = GetFirstMember()->getSource(); - // no reference found, can't join this way - if(!reference) - return BG_JOIN_ERR_OFFLINE_MEMBER; - - uint32 bgQueueId = reference->GetBattleGroundQueueIdFromLevel(); - uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot); - uint32 team = reference->GetTeam(); - - // check every member of the group to be able to join - for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) - { - Player *member = itr->getSource(); - // offline member? don't let join - if(!member) - return BG_JOIN_ERR_OFFLINE_MEMBER; - // don't allow cross-faction join as group - if(member->GetTeam() != team) - return BG_JOIN_ERR_MIXED_FACTION; - // not in the same battleground level braket, don't let join - if(member->GetBattleGroundQueueIdFromLevel() != bgQueueId) - return BG_JOIN_ERR_MIXED_LEVELS; - // don't let join rated matches if the arena team id doesn't match - if(isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId) - return BG_JOIN_ERR_MIXED_ARENATEAM; - // don't let join if someone from the group is already in that bg queue - if(member->InBattleGroundQueueForBattleGroundQueueType(bgQueueType)) - return BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE; - // check for deserter debuff in case not arena queue - if(bgTypeId != BATTLEGROUND_AA && !member->CanJoinToBattleground()) - return BG_JOIN_ERR_GROUP_DESERTER; - // check if member can join any more battleground queues - if(!member->HasFreeBattleGroundQueueId()) - return BG_JOIN_ERR_ALL_QUEUES_USED; - } - return BG_JOIN_ERR_OK; -} - -//=================================================== -//============== 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; - } -} +/*
+ * 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, 0, 0, *roll);
+ ++roll->totalNeed;
+ itr->second = NEED;
+ }
+ break;
+ case 2: //player choose Greed
+ {
+ SendLootRoll(0, playerGUID, 128, 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();
+}
+
+uint32 Group::CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot)
+{
+ // check for min / max count
+ uint32 memberscount = GetMembersCount();
+ if(memberscount < MinPlayerCount)
+ return BG_JOIN_ERR_GROUP_NOT_ENOUGH;
+ if(memberscount > MaxPlayerCount)
+ return BG_JOIN_ERR_GROUP_TOO_MANY;
+
+ // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.)
+ Player * reference = GetFirstMember()->getSource();
+ // no reference found, can't join this way
+ if(!reference)
+ return BG_JOIN_ERR_OFFLINE_MEMBER;
+
+ uint32 bgQueueId = reference->GetBattleGroundQueueIdFromLevel();
+ uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
+ uint32 team = reference->GetTeam();
+
+ // check every member of the group to be able to join
+ for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *member = itr->getSource();
+ // offline member? don't let join
+ if(!member)
+ return BG_JOIN_ERR_OFFLINE_MEMBER;
+ // don't allow cross-faction join as group
+ if(member->GetTeam() != team)
+ return BG_JOIN_ERR_MIXED_FACTION;
+ // not in the same battleground level braket, don't let join
+ if(member->GetBattleGroundQueueIdFromLevel() != bgQueueId)
+ return BG_JOIN_ERR_MIXED_LEVELS;
+ // don't let join rated matches if the arena team id doesn't match
+ if(isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
+ return BG_JOIN_ERR_MIXED_ARENATEAM;
+ // don't let join if someone from the group is already in that bg queue
+ if(member->InBattleGroundQueueForBattleGroundQueueType(bgQueueType))
+ return BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE;
+ // check for deserter debuff in case not arena queue
+ if(bgTypeId != BATTLEGROUND_AA && !member->CanJoinToBattleground())
+ return BG_JOIN_ERR_GROUP_DESERTER;
+ // check if member can join any more battleground queues
+ if(!member->HasFreeBattleGroundQueueId())
+ return BG_JOIN_ERR_ALL_QUEUES_USED;
+ }
+ return BG_JOIN_ERR_OK;
+}
+
+//===================================================
+//============== 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;
+ }
+}
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