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-rw-r--r--src/server/game/Groups/Group.cpp1867
1 files changed, 1867 insertions, 0 deletions
diff --git a/src/server/game/Groups/Group.cpp b/src/server/game/Groups/Group.cpp
new file mode 100644
index 00000000000..acd19e02838
--- /dev/null
+++ b/src/server/game/Groups/Group.cpp
@@ -0,0 +1,1867 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "Formulas.h"
+#include "ObjectAccessor.h"
+#include "BattleGround.h"
+#include "BattleGroundMgr.h"
+#include "MapManager.h"
+#include "InstanceSaveMgr.h"
+#include "MapInstanced.h"
+#include "Util.h"
+#include "LFGMgr.h"
+
+Group::Group()
+{
+ m_leaderGuid = 0;
+ m_groupType = GroupType(0);
+ m_bgGroup = NULL;
+ m_lootMethod = LootMethod(0);
+ m_looterGuid = 0;
+ m_lootThreshold = ITEM_QUALITY_UNCOMMON;
+ m_subGroupsCounts = NULL;
+ m_guid = 0;
+ m_counter = 0;
+ m_maxEnchantingLevel= 0;
+
+ for (uint8 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 < MAX_DIFFICULTY; ++i)
+ for (BoundInstancesMap::iterator itr2 = m_boundInstances[i].begin(); itr2 != m_boundInstances[i].end(); ++itr2)
+ itr2->second.save->RemoveGroup(this);
+
+ // Sub group counters clean up
+ if (m_subGroupsCounts)
+ delete[] m_subGroupsCounts;
+}
+
+bool Group::Create(const uint64 &guid, const char * name)
+{
+ uint32 lowguid = objmgr.GenerateLowGuid(HIGHGUID_GROUP);
+ m_guid = MAKE_NEW_GUID(lowguid, 0, HIGHGUID_GROUP);
+ m_leaderGuid = guid;
+ m_leaderName = name;
+
+ m_groupType = isBGGroup() ? GROUPTYPE_BGRAID : GROUPTYPE_NORMAL;
+
+ if (m_groupType & GROUPTYPE_RAID)
+ _initRaidSubGroupsCounter();
+
+ m_lootMethod = GROUP_LOOT;
+ m_lootThreshold = ITEM_QUALITY_UNCOMMON;
+ m_looterGuid = guid;
+
+ m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
+ m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
+ if (!isBGGroup())
+ {
+ Player *leader = objmgr.GetPlayer(guid);
+ if (leader)
+ {
+ m_dungeonDifficulty = leader->GetDungeonDifficulty();
+ m_raidDifficulty = leader->GetRaidDifficulty();
+ }
+
+ Player::ConvertInstancesToGroup(leader, this, guid);
+
+ // store group in database
+ CharacterDatabase.BeginTransaction();
+ CharacterDatabase.PExecute("DELETE FROM groups WHERE guid ='%u'", lowguid);
+ CharacterDatabase.PExecute("DELETE FROM group_member WHERE guid ='%u'", lowguid);
+ CharacterDatabase.PExecute("INSERT INTO groups (guid,leaderGuid,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,groupType,difficulty,raiddifficulty) "
+ "VALUES ('%u','%u','%u','%u','%u','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','%u','%u','%u')",
+ lowguid, GUID_LOPART(m_leaderGuid), 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], uint8(m_groupType), uint32(m_dungeonDifficulty), m_raidDifficulty);
+ if (!AddMember(guid, name))
+ {
+ CharacterDatabase.RollbackTransaction();
+ return false;
+ }
+ CharacterDatabase.CommitTransaction();
+ }
+ else if (!AddMember(guid, name))
+ return false;
+
+ return true;
+}
+
+bool Group::LoadGroupFromDB(const uint64 &groupGuid, QueryResult_AutoPtr result, bool loadMembers)
+{
+ if (isBGGroup())
+ return false;
+
+ uint32 groupLowGuid = GUID_LOPART(groupGuid);
+ if (!result)
+ {
+ // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
+ result = CharacterDatabase.PQuery("SELECT leaderGuid, lootMethod, looterGuid, lootThreshold, icon1, icon2, icon3, icon4, icon5, icon6, icon7, icon8, groupType, difficulty, raiddifficulty FROM groups WHERE guid=%u", groupLowGuid);
+
+ if (!result)
+ return false;
+ }
+ Field *fields = result->Fetch();
+ m_guid = groupGuid;
+ m_leaderGuid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
+
+ // group leader not exist
+ if (!objmgr.GetPlayerNameByGUID(fields[0].GetUInt32(), m_leaderName))
+ return false;
+
+ m_lootMethod = (LootMethod)fields[1].GetUInt8();
+ m_looterGuid = MAKE_NEW_GUID(fields[2].GetUInt32(), 0, HIGHGUID_PLAYER);
+ m_lootThreshold = (ItemQualities)fields[3].GetUInt16();
+
+ for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
+ m_targetIcons[i] = fields[4+i].GetUInt64();
+
+ m_groupType = GroupType(fields[12].GetUInt8());
+ if (m_groupType & GROUPTYPE_RAID)
+ _initRaidSubGroupsCounter();
+
+ uint32 diff = fields[13].GetUInt8();
+ if (diff >= MAX_DUNGEON_DIFFICULTY)
+ diff = DUNGEON_DIFFICULTY_NORMAL;
+ m_dungeonDifficulty = Difficulty(diff);
+
+ uint32 r_diff = fields[14].GetUInt8();
+ if (r_diff >= MAX_RAID_DIFFICULTY)
+ r_diff = RAID_DIFFICULTY_10MAN_NORMAL;
+ m_raidDifficulty = Difficulty(r_diff);
+
+ if (loadMembers)
+ {
+ result = CharacterDatabase.PQuery("SELECT memberGuid, memberFlags, subgroup FROM group_member WHERE guid=%u", groupLowGuid);
+ if (!result)
+ return false;
+
+ do
+ {
+ fields = result->Fetch();
+ LoadMemberFromDB(fields[0].GetUInt32(), fields[1].GetUInt8(), fields[2].GetUInt8());
+ } while (result->NextRow());
+
+ if (GetMembersCount() < 2) // group too small
+ return false;
+ }
+
+ return true;
+}
+
+bool Group::LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup)
+{
+ MemberSlot member;
+ member.guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
+
+ // skip non-existed member
+ if (!objmgr.GetPlayerNameByGUID(member.guid, member.name))
+ {
+ CharacterDatabase.PQuery("DELETE FROM group_member WHERE memberGuid=%u", guidLow);
+ return false;
+ }
+
+ member.group = subgroup;
+ member.flags = memberFlags;
+
+ m_memberSlots.push_back(member);
+
+ SubGroupCounterIncrease(subgroup);
+
+ return true;
+}
+
+void Group::ConvertToRaid()
+{
+ m_groupType = GroupType(m_groupType | GROUPTYPE_RAID);
+
+ _initRaidSubGroupsCounter();
+
+ if (!isBGGroup())
+ CharacterDatabase.PExecute("UPDATE groups SET groupType='%u' WHERE guid='%u'", uint8(m_groupType), GUID_LOPART(m_guid));
+ SendUpdate();
+
+ // update quest related GO states (quest activity dependent from raid membership)
+ for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
+ if (Player* player = objmgr.GetPlayer(citr->guid))
+ player->UpdateForQuestWorldObjects();
+}
+
+bool Group::AddInvite(Player *player)
+{
+ if (!player || player->GetGroupInvite())
+ return false;
+ Group* group = player->GetGroup();
+ if (group && group->isBGGroup())
+ group = player->GetOriginalGroup();
+ if (group)
+ return false;
+
+ RemoveInvite(player);
+
+ m_invitees.insert(player);
+
+ 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)
+{
+ m_invitees.erase(player);
+
+ player->SetGroupInvite(NULL);
+ return GetMembersCount();
+}
+
+void Group::RemoveAllInvites()
+{
+ for (InvitesList::iterator itr=m_invitees.begin(); itr != m_invitees.end(); ++itr)
+ (*itr)->SetGroupInvite(NULL);
+
+ m_invitees.clear();
+}
+
+Player* Group::GetInvited(const uint64& guid) const
+{
+ for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
+ {
+ if ((*itr)->GetGUID() == guid)
+ return (*itr);
+ }
+ return NULL;
+}
+
+Player* Group::GetInvited(const std::string& name) const
+{
+ for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
+ {
+ if ((*itr)->GetName() == name)
+ return (*itr);
+ }
+ return NULL;
+}
+
+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,false);
+ player->ResetInstances(INSTANCE_RESET_GROUP_JOIN,true);
+
+ if (player->getLevel() >= LEVELREQUIREMENT_HEROIC)
+ {
+ if (player->GetDungeonDifficulty() != GetDungeonDifficulty())
+ {
+ player->SetDungeonDifficulty(GetDungeonDifficulty());
+ player->SendDungeonDifficulty(true);
+ }
+ if (player->GetRaidDifficulty() != GetRaidDifficulty())
+ {
+ player->SetRaidDifficulty(GetRaidDifficulty());
+ player->SendRaidDifficulty(true);
+ }
+ }
+ }
+ player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
+ UpdatePlayerOutOfRange(player);
+
+ // quest related GO state dependent from raid memebership
+ if (isRaidGroup())
+ player->UpdateForQuestWorldObjects();
+
+ if (m_maxEnchantingLevel < player->GetSkillValue(SKILL_ENCHANTING))
+ m_maxEnchantingLevel = player->GetSkillValue(SKILL_ENCHANTING);
+ }
+
+ return true;
+}
+
+uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
+{
+ BroadcastGroupUpdate();
+
+ if (!isBGGroup())
+ sLFGMgr.Leave(NULL, this);
+
+ // 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);
+
+ if (Player *player = objmgr.GetPlayer(guid))
+ {
+ // quest related GO state dependent from raid membership
+ if (isRaidGroup())
+ player->UpdateForQuestWorldObjects();
+
+ WorldPacket data;
+
+ if (method == 1)
+ {
+ data.Initialize(SMSG_GROUP_UNINVITE, 0);
+ player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_LEADER);
+ player->GetSession()->SendPacket(&data);
+ }
+
+ //we already removed player from group and in player->GetGroup() is his original group!
+ if (Group* group = player->GetGroup())
+ {
+ group->SendUpdate();
+ }
+ else
+ {
+ data.Initialize(SMSG_GROUP_LIST, 1+1+1+1+8+4+4+8);
+ data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0);
+ data << uint64(m_guid) << uint32(m_counter) << uint32(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, true);
+ }
+
+ SendUpdate();
+ ResetMaxEnchantingLevel();
+ }
+ // if group before remove <= 2 disband it
+ else
+ Disband();
+
+ 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, true);
+ 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;
+
+ //we cannot call _removeMember because it would invalidate member iterator
+ //if we are removing player from battleground raid
+ if (isBGGroup())
+ player->RemoveFromBattleGroundRaid();
+ else
+ {
+ //we can remove player who is in battleground from his original group
+ if (player->GetOriginalGroup() == this)
+ player->SetOriginalGroup(NULL);
+ else
+ player->SetGroup(NULL);
+
+ player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_GROUP_DISBAND);
+ player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_LEADER);
+ }
+
+ // quest related GO state dependent from raid membership
+ if (isRaidGroup())
+ player->UpdateForQuestWorldObjects();
+
+ if (!player->GetSession())
+ continue;
+
+ WorldPacket data;
+ if (!hideDestroy)
+ {
+ data.Initialize(SMSG_GROUP_DESTROYED, 0);
+ player->GetSession()->SendPacket(&data);
+ }
+
+ //we already removed player from group and in player->GetGroup() is his original group, send update
+ if (Group* group = player->GetGroup())
+ {
+ group->SendUpdate();
+ }
+ else
+ {
+ data.Initialize(SMSG_GROUP_LIST, 1+1+1+1+8+4+4+8);
+ data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0);
+ data << uint64(m_guid) << uint32(m_counter) << uint32(0) << uint64(0);
+ player->GetSession()->SendPacket(&data);
+ }
+
+ _homebindIfInstance(player);
+ }
+ RollId.clear();
+ m_memberSlots.clear();
+
+ RemoveAllInvites();
+
+ if (!isBGGroup())
+ {
+ uint32 lowguid = GUID_LOPART(m_guid);
+ CharacterDatabase.BeginTransaction();
+ CharacterDatabase.PExecute("DELETE FROM groups WHERE guid=%u", lowguid);
+ CharacterDatabase.PExecute("DELETE FROM group_member WHERE guid=%u", lowguid);
+ CharacterDatabase.CommitTransaction();
+ ResetInstances(INSTANCE_RESET_GROUP_DISBAND, false, NULL);
+ ResetInstances(INSTANCE_RESET_GROUP_DISBAND, true, NULL);
+ // FIXME - Safe check! Debug purposes - Will remove after a time if got no reports
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT COUNT(1) FROM group_instance WHERE guid=%u", lowguid);
+ if (result)
+ {
+ sLog.outError("Group::Disband: %u instances are not being properly deleted from group %u", (*result)[0].GetUInt8(), lowguid);
+ CharacterDatabase.PExecute("DELETE FROM group_instance WHERE guid=%u", lowguid);
+ }
+ }
+
+ m_guid = 0;
+ m_leaderGuid = 0;
+ m_leaderName = "";
+}
+
+/*********************************************************/
+/*** LOOT SYSTEM ***/
+/*********************************************************/
+
+void Group::SendLootStartRoll(uint32 CountDown, uint32 mapid, const Roll &r)
+{
+ WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4+4+1));
+ data << uint64(r.itemGUID); // guid of rolled item
+ data << uint32(mapid); // 3.3.3 mapid
+ data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it???
+ data << uint32(r.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(r.itemCount); // items in stack
+ data << uint32(CountDown); // the countdown time to choose "need" or "greed"
+ data << uint8(r.rollVoteMask); // roll type mask
+
+ 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_EMITED_YET)
+ p->GetSession()->SendPacket(&data);
+ }
+}
+
+void Group::SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
+{
+ WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1));
+ data << uint64(SourceGuid); // guid of the item rolled
+ data << uint32(0); // unknown, maybe amount of players
+ data << uint64(TargetGuid);
+ data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
+ data << uint32(r.itemRandomSuffix); // randomSuffix
+ data << uint32(r.itemRandomPropId); // Item random property ID
+ data << uint8(RollNumber); // 0: "Need for: [item name]" > 127: "you passed on: [item name]" Roll number
+ data << uint8(RollType); // 0: "Need for: [item name]" 0: "You have selected need for [item name] 1: need roll 2: greed roll
+ data << uint8(0); // auto pass on NeedBeforeGreed loot because player cannot use the object
+
+ 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(const uint64& SourceGuid, const 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);
+ }
+}
+
+// notify group members which player is the allowed looter for the given creature
+void Group::SendLooter(Creature *pCreature, Player *pLooter)
+{
+ assert(pCreature);
+
+ WorldPacket data(SMSG_LOOT_LIST, (8+8));
+ data << uint64(pCreature->GetGUID());
+ data << uint8(0); // unk1
+
+ if (pLooter)
+ data.append(pLooter->GetPackGUID());
+ else
+ data << uint8(0);
+
+ BroadcastPacket(&data, false);
+}
+
+void Group::GroupLoot(Loot *loot, WorldObject* pLootedObject)
+{
+ std::vector<LootItem>::iterator i;
+ ItemPrototype const *item;
+ uint8 itemSlot = 0;
+
+ for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
+ {
+ if (i->freeforall)
+ continue;
+
+ 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))
+ {
+ 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->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ {
+ r->totalPlayersRolling++;
+
+ if (member->GetPassOnGroupLoot())
+ {
+ r->playerVote[member->GetGUID()] = PASS;
+ r->totalPass++;
+ // can't broadcast the pass now. need to wait until all rolling players are known.
+ }
+ else
+ {
+ r->playerVote[member->GetGUID()] = NOT_EMITED_YET;
+ }
+ }
+ }
+ }
+
+ if (r->totalPlayersRolling > 0)
+ {
+ r->setLoot(loot);
+ r->itemSlot = itemSlot;
+ if (item->DisenchantID && m_maxEnchantingLevel >= item->RequiredDisenchantSkill)
+ r->rollVoteMask |= ROLL_FLAG_TYPE_DISENCHANT;
+
+ loot->items[itemSlot].is_blocked = true;
+
+ // If there is any "auto pass", broadcast the pass now.
+ if (r->totalPass)
+ {
+ 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 == PASS)
+ SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r);
+ }
+ }
+
+ SendLootStartRoll(60000, pLootedObject->GetMapId(), *r);
+
+ RollId.push_back(r);
+
+ if (Creature* creature = dynamic_cast<Creature *>(pLootedObject))
+ {
+ creature->m_groupLootTimer = 60000;
+ creature->lootingGroupGUID = GetGUID();
+ }
+ else if (GameObject* go = dynamic_cast<GameObject *>(pLootedObject))
+ {
+ go->m_groupLootTimer = 60000;
+ go->lootingGroupGUID = GetGUID();
+ }
+ }
+ else
+ {
+ delete r;
+ }
+ }
+ else
+ i->is_underthreshold=1;
+ }
+}
+
+void Group::NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject)
+{
+ ItemPrototype const *item;
+ uint8 itemSlot = 0;
+ for (std::vector<LootItem>::iterator i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
+ {
+ if (i->freeforall)
+ continue;
+
+ item = objmgr.GetItemPrototype(i->itemid);
+
+ //roll for over-threshold item if it's one-player loot
+ if (item->Quality >= uint32(m_lootThreshold))
+ {
+ 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->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ {
+ r->totalPlayersRolling++;
+
+ if (playerToRoll->GetPassOnGroupLoot())
+ {
+ r->playerVote[playerToRoll->GetGUID()] = PASS;
+ r->totalPass++;
+ // can't broadcast the pass now. need to wait until all rolling players are known.
+ }
+ else
+ {
+ r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET;
+ }
+ }
+ }
+ }
+
+ if (r->totalPlayersRolling > 0)
+ {
+ r->setLoot(loot);
+ r->itemSlot = itemSlot;
+ if (item->DisenchantID && m_maxEnchantingLevel >= item->RequiredDisenchantSkill)
+ r->rollVoteMask |= ROLL_FLAG_TYPE_DISENCHANT;
+
+ if (item->Flags2 & ITEM_FLAGS_EXTRA_NEED_ROLL_DISABLED)
+ r->rollVoteMask &= ~ROLL_FLAG_TYPE_NEED;
+
+ loot->items[itemSlot].is_blocked = true;
+
+ // If there is any "auto pass", broadcast the pass now.
+ if (r->totalPass)
+ {
+ 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 == PASS)
+ SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r);
+ }
+ }
+
+ SendLootStartRoll(60000, pLootedObject->GetMapId(), *r);
+
+ RollId.push_back(r);
+
+ if (Creature* creature = dynamic_cast<Creature *>(pLootedObject))
+ {
+ creature->m_groupLootTimer = 60000;
+ creature->lootingGroupGUID = GetGUID();
+ }
+ }
+ else
+ {
+ delete r;
+ }
+ }
+ else
+ i->is_underthreshold=1;
+ }
+}
+
+void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject)
+{
+ sLog.outDebug("Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330)");
+
+ 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->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ {
+ data << uint64(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->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ looter->GetSession()->SendPacket(&data);
+ }
+}
+
+void Group::CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 NumberOfPlayers, uint8 Choice)
+{
+ 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 (Choice)
+ {
+ case ROLL_PASS: // Player choose pass
+ SendLootRoll(0, playerGUID, 128, ROLL_PASS, *roll);
+ ++roll->totalPass;
+ itr->second = PASS;
+ break;
+ case ROLL_NEED: // player choose Need
+ SendLootRoll(0, playerGUID, 0, 0, *roll);
+ ++roll->totalNeed;
+ itr->second = NEED;
+ break;
+ case ROLL_GREED: // player choose Greed
+ SendLootRoll(0, playerGUID, 128, ROLL_GREED, *roll);
+ ++roll->totalGreed;
+ itr->second = GREED;
+ break;
+ case ROLL_DISENCHANT: // player choose Disenchant
+ SendLootRoll(0, playerGUID, 128, ROLL_DISENCHANT, *roll);
+ ++roll->totalGreed;
+ itr->second = DISENCHANT;
+ break;
+ }
+
+ if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling)
+ {
+ CountTheRoll(rollI, NumberOfPlayers);
+ }
+}
+
+//called when roll timer expires
+void Group::EndRoll(Loot *pLoot)
+{
+ for (Rolls::iterator itr = RollId.begin(); itr != RollId.end();)
+ {
+ if ((*itr)->getLoot() == pLoot) {
+ CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass
+ itr = RollId.begin();
+ }
+ else
+ itr++;
+ }
+}
+
+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, 100);
+ SendLootRoll(0, itr->first, randomN, ROLL_NEED, *roll);
+ if (maxresul < randomN)
+ {
+ maxguid = itr->first;
+ maxresul = randomN;
+ }
+ }
+ SendLootRollWon(0, maxguid, maxresul, ROLL_NEED, *roll);
+ player = objmgr.GetPlayer(maxguid);
+
+ if (player && player->GetSession())
+ {
+ player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT, roll->itemid, maxresul);
+
+ 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;
+ RollVote rollvote = NOT_VALID;
+
+ Roll::PlayerVote::iterator itr;
+ for (itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr)
+ {
+ if (itr->second != GREED && itr->second != DISENCHANT)
+ continue;
+
+ uint8 randomN = urand(1, 100);
+ SendLootRoll(0, itr->first, randomN, itr->second, *roll);
+ if (maxresul < randomN)
+ {
+ maxguid = itr->first;
+ maxresul = randomN;
+ rollvote = itr->second;
+ }
+ }
+ SendLootRollWon(0, maxguid, maxresul, rollvote, *roll);
+ player = objmgr.GetPlayer(maxguid);
+
+ if (player && player->GetSession())
+ {
+ player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT, roll->itemid, maxresul);
+
+ LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
+
+ if (rollvote == GREED)
+ {
+ ItemPosCountVec dest;
+ 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 (rollvote == DISENCHANT)
+ {
+ item->is_looted = true;
+ roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
+ roll->getLoot()->unlootedCount--;
+ ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(roll->itemid);
+ player->AutoStoreLoot(pProto->DisenchantID, LootTemplates_Disenchant, true);
+ }
+ }
+ }
+ }
+ else
+ {
+ SendLootAllPassed(NumberOfPlayers, *roll);
+
+ // remove is_blocked so that the item is lootable by all players
+ LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
+ if (item)
+ item->is_blocked = false;
+ }
+ RollId.erase(rollI);
+ delete roll;
+}
+
+void Group::SetTargetIcon(uint8 id, uint64 whoGuid, uint64 targetGuid)
+{
+ if (id >= TARGETICONCOUNT)
+ return;
+
+ // clean other icons
+ if (targetGuid != 0)
+ for (int i=0; i<TARGETICONCOUNT; ++i)
+ if (m_targetIcons[i] == targetGuid)
+ SetTargetIcon(i, 0, 0);
+
+ m_targetIcons[id] = targetGuid;
+
+ WorldPacket data(MSG_RAID_TARGET_UPDATE, (1+8+1+8));
+ data << uint8(0); // set targets
+ data << uint64(whoGuid);
+ data << uint8(id);
+ data << uint64(targetGuid);
+ BroadcastPacket(&data, true);
+}
+
+void Group::GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & member_with_max_level, Player* & not_gray_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;
+
+ uint32 gray_level = Trinity::XP::GetGrayLevel(member->getLevel());
+ if (victim->getLevel() > gray_level && (!not_gray_member_with_max_level
+ || not_gray_member_with_max_level->getLevel() < member->getLevel()))
+ not_gray_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); // list targets
+
+ for (int i=0; i<TARGETICONCOUNT; ++i)
+ {
+ if (m_targetIcons[i] == 0)
+ continue;
+
+ data << uint8(i);
+ data << uint64(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() || player->GetGroup() != this)
+ continue;
+
+ WorldPacket data(SMSG_GROUP_LIST, (1+1+1+1+1+4+8+4+4+(GetMembersCount()-1)*(13+8+1+1+1+1)+8+1+8+1+1+1+1));
+ data << uint8(m_groupType); // group type (flags in 3.3)
+ data << uint8(citr->group);
+ data << uint8(citr->flags);
+ data << uint8(isBGGroup() ? 1 : 0); // 2.0.x, isBattleGroundGroup?
+ if (m_groupType & GROUPTYPE_LFD)
+ {
+ data << uint8(0);
+ data << uint32(0);
+ }
+ data << uint64(m_guid);
+ data << uint32(m_counter++); // 3.3, value increases every time this packet gets sent
+ data << uint32(GetMembersCount()-1);
+ for (member_citerator citr2 = m_memberSlots.begin(); citr2 != m_memberSlots.end(); ++citr2)
+ {
+ if (citr->guid == citr2->guid)
+ continue;
+ Player* member = objmgr.GetPlayer(citr2->guid);
+
+ uint8 onlineState = (member) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE;
+ onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0);
+
+ data << citr2->name;
+ data << uint64(citr2->guid); // guid
+ data << uint8(onlineState); // online-state
+ data << uint8(citr2->group); // groupid
+ data << uint8(citr2->flags); // See enum GroupMemberFlags
+ data << uint8(0); // 3.3
+ }
+ 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_dungeonDifficulty); // Dungeon Difficulty
+ data << uint8(m_raidDifficulty); // Raid Difficulty
+ data << uint8(0); // 3.3
+ }
+ player->GetSession()->SendPacket(&data);
+ }
+}
+
+void Group::UpdatePlayerOutOfRange(Player* pPlayer)
+{
+ if (!pPlayer || !pPlayer->IsInWorld())
+ 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, bool ignorePlayersInBGRaid, int group, uint64 ignore)
+{
+ for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pl = itr->getSource();
+ if (!pl || (ignore != 0 && pl->GetGUID() == ignore) || (ignorePlayersInBGRaid && pl->GetGroup() != this))
+ 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 << uint64(citr->guid);
+ data << uint8(0);
+ BroadcastReadyCheck(&data);
+ }
+ }
+}
+
+bool Group::_addMember(const uint64 &guid, const char* name)
+{
+ // get first not-full group
+ uint8 groupid = 0;
+ if (m_subGroupsCounts)
+ {
+ bool groupFound = false;
+ for (; groupid < MAXRAIDSIZE/MAXGROUPSIZE; ++groupid)
+ {
+ if (m_subGroupsCounts[groupid] < MAXGROUPSIZE)
+ {
+ groupFound = true;
+ break;
+ }
+ }
+ // We are raid group and no one slot is free
+ if (!groupFound)
+ return false;
+ }
+
+ return _addMember(guid, name, groupid);
+}
+
+bool Group::_addMember(const uint64 &guid, const char* name, 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.flags = 0;
+ m_memberSlots.push_back(member);
+
+ SubGroupCounterIncrease(group);
+
+ if (player)
+ {
+ player->SetGroupInvite(NULL);
+ //if player is in group and he is being added to BG raid group, then call SetBattleGroundRaid()
+ if (player->GetGroup() && isBGGroup())
+ player->SetBattleGroundRaid(this, group);
+ //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
+ else if (player->GetGroup())
+ player->SetOriginalGroup(this, group);
+ //if player is not in group, then call set group
+ else
+ player->SetGroup(this, group);
+ // if the same group invites the player back, cancel the homebind timer
+ InstanceGroupBind *bind = GetBoundInstance(player);
+ if (bind && bind->save->GetInstanceId() == player->GetInstanceId())
+ player->m_InstanceValid = true;
+ }
+
+ if (!isRaidGroup()) // reset targetIcons for non-raid-groups
+ {
+ for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
+ m_targetIcons[i] = 0;
+ }
+
+ if (!isBGGroup())
+ {
+ // insert into group table
+ CharacterDatabase.PExecute("INSERT INTO group_member(guid,memberGuid,memberFlags,subgroup) VALUES(%u,%u,%u,%u)", GUID_LOPART(m_guid), GUID_LOPART(member.guid), member.flags, member.group);
+ }
+
+ return true;
+}
+
+bool Group::_removeMember(const uint64 &guid)
+{
+ Player *player = objmgr.GetPlayer(guid);
+ if (player)
+ {
+ //if we are removing player from battleground raid
+ if (isBGGroup())
+ player->RemoveFromBattleGroundRaid();
+ else
+ {
+ //we can remove player who is in battleground from his original group
+ if (player->GetOriginalGroup() == this)
+ player->SetOriginalGroup(NULL);
+ else
+ player->SetGroup(NULL);
+ player->GetSession()->SendLfgUpdateParty(LFG_UPDATETYPE_LEADER);
+ }
+ }
+
+ _removeRolls(guid);
+
+ member_witerator slot = _getMemberWSlot(guid);
+ if (slot != m_memberSlots.end())
+ {
+ SubGroupCounterDecrease(slot->group);
+
+ 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_witerator slot = _getMemberWSlot(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 guid=%u AND (permanent = 1 OR "
+ "instance IN (SELECT instance FROM character_instance WHERE guid = '%u')"
+ ")", GUID_LOPART(m_guid), GUID_LOPART(slot->guid)
+ );
+
+ Player *player = objmgr.GetPlayer(slot->guid);
+ if (player)
+ {
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++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;
+ }
+ }
+ }
+
+ // 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 guid='%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_guid));
+ CharacterDatabase.CommitTransaction();
+ }
+
+ m_leaderGuid = slot->guid;
+ m_leaderName = slot->name;
+ ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false);
+}
+
+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 || itr2->second == DISENCHANT) --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, MAX_ROLL_TYPE);
+ }
+}
+
+bool Group::_setMembersGroup(const uint64 &guid, const uint8 &group)
+{
+ member_witerator slot = _getMemberWSlot(guid);
+ if (slot == m_memberSlots.end())
+ return false;
+
+ slot->group = group;
+
+ SubGroupCounterIncrease(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 &apply)
+{
+ member_witerator slot = _getMemberWSlot(guid);
+ if (slot == m_memberSlots.end())
+ return false;
+
+ ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, apply);
+
+ if (!isBGGroup())
+ CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
+ return true;
+}
+
+bool Group::_setMainTank(const uint64 &guid, const bool &apply)
+{
+ member_witerator slot = _getMemberWSlot(guid); // First check member slots to see if the target exists
+ if (slot == m_memberSlots.end())
+ return false;
+
+ RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINTANK); // Remove main tank flag from current if any.
+ ToggleGroupMemberFlag(slot, MEMBER_FLAG_MAINTANK, apply); // And apply main tank flag on new main tank.
+
+ if (!isBGGroup())
+ CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
+ return true;
+}
+
+bool Group::_setMainAssistant(const uint64 &guid, const bool &apply)
+{
+ member_witerator slot = _getMemberWSlot(guid);
+ if (slot == m_memberSlots.end())
+ return false;
+
+ RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINASSIST); // Remove main assist flag from current if any.
+ ToggleGroupMemberFlag(slot, MEMBER_FLAG_MAINASSIST, apply); // Apply main assist flag on new main assist.
+
+ if (!isBGGroup())
+ CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
+ 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)
+ {
+ uint8 prevSubGroup;
+ prevSubGroup = GetMemberGroup(guid);
+
+ SubGroupCounterDecrease(prevSubGroup);
+
+ if (_setMembersGroup(guid, group))
+ SendUpdate();
+ }
+ else
+ // This methods handles itself groupcounter decrease
+ ChangeMembersGroup(player, group);
+}
+
+// only for online members
+void Group::ChangeMembersGroup(Player *player, const uint8 &group)
+{
+ if (!player || !isRaidGroup())
+ return;
+ if (_setMembersGroup(player->GetGUID(), group))
+ {
+ uint8 prevSubGroup = player->GetSubGroup();
+ if (player->GetGroup() == this)
+ player->GetGroupRef().setSubGroup(group);
+ //if player is in BG raid, it is possible that he is also in normal raid - and that normal raid is stored in m_originalGroup reference
+ else
+ {
+ prevSubGroup = player->GetOriginalSubGroup();
+ player->GetOriginalGroupRef().setSubGroup(group);
+ }
+ SubGroupCounterDecrease(prevSubGroup);
+
+ SendUpdate();
+ }
+}
+
+// Retrieve the next Round-Roubin player for the group
+//
+// No update done if loot method is Master or FFA.
+//
+// If the RR player is not yet set for the group, the first group member becomes the round-robin player.
+// If the RR player is set, the next player in group becomes the round-robin player.
+//
+// If ifneed is true,
+// the current RR player is checked to be near the looted object.
+// if yes, no update done.
+// if not, he looses his turn.
+void Group::UpdateLooterGuid(WorldObject* pLootedObject, 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;
+ }
+
+ uint64 oldLooterGUID = GetLooterGuid();
+ member_citerator guid_itr = _getMemberCSlot(oldLooterGUID);
+ 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->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ return;
+ }
+ ++guid_itr;
+ }
+
+ // search next after current
+ Player *pNewLooter = NULL;
+ for (member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
+ {
+ if (Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ if (pl->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ {
+ pNewLooter = pl;
+ break;
+ }
+ }
+
+ if (!pNewLooter)
+ {
+ // search from start
+ for (member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
+ {
+ if (Player* pl = ObjectAccessor::FindPlayer(itr->guid))
+ if (pl->IsWithinDistInMap(pLootedObject,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
+ {
+ pNewLooter = pl;
+ break;
+ }
+ }
+ }
+
+ if (pNewLooter)
+ {
+ if (oldLooterGUID != pNewLooter->GetGUID())
+ {
+ SetLooterGuid(pNewLooter->GetGUID());
+ SendUpdate();
+ }
+ }
+ else
+ {
+ SetLooterGuid(0);
+ SendUpdate();
+ }
+}
+
+GroupJoinBattlegroundResult Group::CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 /*MaxPlayerCount*/, bool isRated, uint32 arenaSlot)
+{
+ BattlemasterListEntry const* bgEntry = sBattlemasterListStore.LookupEntry(bgOrTemplate->GetTypeID());
+ if (!bgEntry)
+ return ERR_GROUP_JOIN_BATTLEGROUND_FAIL; // shouldn't happen
+
+ // check for min / max count
+ uint32 memberscount = GetMembersCount();
+
+ // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas...
+ if (bgOrTemplate->isArena() && memberscount != MinPlayerCount)
+ return ERR_ARENA_TEAM_PARTY_SIZE;
+
+ if (memberscount > bgEntry->maxGroupSize) // no MinPlayerCount for battlegrounds
+ return ERR_BATTLEGROUND_NONE; // ERR_GROUP_JOIN_BATTLEGROUND_TOO_MANY handled on client side
+
+ // 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 ERR_BATTLEGROUND_JOIN_FAILED;
+
+ PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgOrTemplate->GetMapId(),reference->getLevel());
+ if (!bracketEntry)
+ return ERR_BATTLEGROUND_JOIN_FAILED;
+
+ uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
+ uint32 team = reference->GetTeam();
+
+ BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
+
+ // 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 ERR_BATTLEGROUND_JOIN_FAILED;
+ // don't allow cross-faction join as group
+ if (member->GetTeam() != team)
+ return ERR_BATTLEGROUND_JOIN_TIMED_OUT;
+ // not in the same battleground level braket, don't let join
+ PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId,member->getLevel());
+ if (memberBracketEntry != bracketEntry)
+ return ERR_BATTLEGROUND_JOIN_RANGE_INDEX;
+ // don't let join rated matches if the arena team id doesn't match
+ if (isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
+ return ERR_BATTLEGROUND_JOIN_FAILED;
+ // don't let join if someone from the group is already in that bg queue
+ if (member->InBattleGroundQueueForBattleGroundQueueType(bgQueueTypeId))
+ return ERR_BATTLEGROUND_JOIN_FAILED; // not blizz-like
+ // don't let join if someone from the group is in bg queue random
+ if (member->InBattleGroundQueueForBattleGroundQueueType(bgQueueTypeIdRandom))
+ return ERR_IN_RANDOM_BG;
+ // don't let join to bg queue random if someone from the group is already in bg queue
+ if (bgOrTemplate->GetTypeID() == BATTLEGROUND_RB && member->InBattleGroundQueue())
+ return ERR_IN_NON_RANDOM_BG;
+ // check for deserter debuff in case not arena queue
+ if (bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && !member->CanJoinToBattleground())
+ return ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
+ // check if member can join any more battleground queues
+ if (!member->HasFreeBattleGroundQueueId())
+ return ERR_BATTLEGROUND_TOO_MANY_QUEUES; // not blizz-like
+ }
+ return GroupJoinBattlegroundResult(bgOrTemplate->GetTypeID());
+}
+
+//===================================================
+//============== Roll ===============================
+//===================================================
+
+void Roll::targetObjectBuildLink()
+{
+ // called from link()
+ getTarget()->addLootValidatorRef(this);
+}
+
+void Group::SetDungeonDifficulty(Difficulty difficulty)
+{
+ m_dungeonDifficulty = difficulty;
+ if (!isBGGroup())
+ CharacterDatabase.PExecute("UPDATE groups SET difficulty = %u WHERE guid ='%u'", m_dungeonDifficulty, GUID_LOPART(m_guid));
+
+ for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *player = itr->getSource();
+ if (!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC)
+ continue;
+ player->SetDungeonDifficulty(difficulty);
+ player->SendDungeonDifficulty(true);
+ }
+}
+
+void Group::SetRaidDifficulty(Difficulty difficulty)
+{
+ m_raidDifficulty = difficulty;
+ if (!isBGGroup())
+ CharacterDatabase.PExecute("UPDATE groups SET raiddifficulty = %u WHERE guid ='%u'", m_raidDifficulty, GUID_LOPART(m_guid));
+
+ for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *player = itr->getSource();
+ if (!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC)
+ continue;
+ player->SetRaidDifficulty(difficulty);
+ player->SendRaidDifficulty(true);
+ }
+}
+
+bool Group::InCombatToInstance(uint32 instanceId)
+{
+ for (GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pPlayer = itr->getSource();
+ if (pPlayer && pPlayer->getAttackers().size() && pPlayer->GetInstanceId() == instanceId && (pPlayer->GetMap()->IsRaidOrHeroicDungeon()))
+ for (std::set<Unit*>::const_iterator i = pPlayer->getAttackers().begin(); i != pPlayer->getAttackers().end(); ++i)
+ if ((*i) && (*i)->GetTypeId() == TYPEID_UNIT && (*i)->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND)
+ return true;
+ }
+ return false;
+}
+
+void Group::ResetInstances(uint8 method, bool isRaid, 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
+ Difficulty diff = GetDifficulty(isRaid);
+
+ for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
+ {
+ InstanceSave *p = itr->second.save;
+ const MapEntry *entry = sMapStore.LookupEntry(itr->first);
+ if (!entry || entry->IsRaid() != isRaid || !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 (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
+ {
+ ++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() && !(method == INSTANCE_RESET_GROUP_DISBAND && !p->CanReset()))
+ {
+ if (p->CanReset())
+ isEmpty = ((InstanceMap*)map)->Reset(method);
+ else
+ isEmpty = !map->HavePlayers();
+ }
+
+ 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[diff].erase(itr);
+ itr = m_boundInstances[diff].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(Player* player)
+{
+ uint32 mapid = player->GetMapId();
+ MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
+ if (!mapEntry)
+ return NULL;
+
+ Difficulty difficulty = player->GetDifficulty(mapEntry->IsRaid());
+
+ // some instances only have one difficulty
+ MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
+ if (!mapDiff)
+ difficulty = DUNGEON_DIFFICULTY_NORMAL;
+
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ if (itr != m_boundInstances[difficulty].end())
+ return &itr->second;
+ else
+ return NULL;
+}
+
+InstanceGroupBind* Group::GetBoundInstance(Map* aMap)
+{
+ // Currently spawn numbering not different from map difficulty
+ Difficulty difficulty = GetDifficulty(aMap->IsRaid());
+
+ // some instances only have one difficulty
+ MapDifficulty const* mapDiff = GetMapDifficultyData(aMap->GetId(),difficulty);
+ if (!mapDiff)
+ return NULL;
+
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(aMap->GetId());
+ if (itr != m_boundInstances[difficulty].end())
+ return &itr->second;
+ else
+ return NULL;
+}
+
+
+InstanceGroupBind* Group::BindToInstance(InstanceSave *save, bool permanent, bool load)
+{
+ if (!save || isBGGroup())
+ return NULL;
+
+ InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
+ if (!load && (!bind.save || permanent != bind.perm || save != bind.save))
+ CharacterDatabase.PExecute("REPLACE INTO group_instance (guid, instance, permanent) VALUES (%u, %u, %u)", GUID_LOPART(GetGUID()), 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(GetGUID()), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
+ return &bind;
+}
+
+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 guid=%u AND instance=%u", GUID_LOPART(GetGUID()), 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())
+ player->m_InstanceValid = false;
+}
+
+void Group::BroadcastGroupUpdate(void)
+{
+ // FG: HACK: force flags update on group leave - for values update hack
+ // -- not very efficient but safe
+ for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
+ {
+
+ Player *pp = objmgr.GetPlayer(citr->guid);
+ if (pp && pp->IsInWorld())
+ {
+ pp->ForceValuesUpdateAtIndex(UNIT_FIELD_BYTES_2);
+ pp->ForceValuesUpdateAtIndex(UNIT_FIELD_FACTIONTEMPLATE);
+ DEBUG_LOG("-- Forced group value update for '%s'", pp->GetName());
+ }
+ }
+}
+
+void Group::ResetMaxEnchantingLevel()
+{
+ m_maxEnchantingLevel = 0;
+ Player *pMember = NULL;
+ for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
+ {
+ if (pMember = objmgr.GetPlayer(citr->guid))
+ if (m_maxEnchantingLevel < pMember->GetSkillValue(SKILL_ENCHANTING))
+ m_maxEnchantingLevel = pMember->GetSkillValue(SKILL_ENCHANTING);
+ }
+}