/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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 "MapManager.h" #include "InstanceSaveMgr.h" #include "MapInstanced.h" #include "Util.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; for (int i=0; iGetBgRaid(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) { m_leaderGuid = guid; m_leaderName = name; m_groupType = isBGGroup() ? GROUPTYPE_RAID : 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 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,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,isRaid,difficulty,raiddifficulty) " "VALUES ('%u','%u','%u','%u','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','%u','%u','%u')", 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], isRaidGroup(), uint32(m_dungeonDifficulty), m_raidDifficulty); } if (!AddMember(guid, name)) return false; if (!isBGGroup()) CharacterDatabase.CommitTransaction(); return true; } bool Group::LoadGroupFromDB(const uint64 &leaderGuid, QueryResult_AutoPtr 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 result = CharacterDatabase.PQuery("SELECT lootMethod, looterGuid, lootThreshold, icon1, icon2, icon3, icon4, icon5, icon6, icon7, icon8, isRaid, difficulty, raiddifficulty 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)) return false; m_groupType = (*result)[11].GetBool() ? GROUPTYPE_RAID : GROUPTYPE_NORMAL; if (m_groupType == GROUPTYPE_RAID) _initRaidSubGroupsCounter(); uint32 diff = (*result)[12].GetUInt8(); if (diff >= MAX_DUNGEON_DIFFICULTY) diff = DUNGEON_DIFFICULTY_NORMAL; m_dungeonDifficulty = Difficulty(diff); uint32 r_diff = (*result)[13].GetUInt8(); if (r_diff >= MAX_RAID_DIFFICULTY) r_diff = RAID_DIFFICULTY_10MAN_NORMAL; m_raidDifficulty = Difficulty(r_diff); m_lootMethod = (LootMethod)(*result)[0].GetUInt8(); m_looterGuid = MAKE_NEW_GUID((*result)[1].GetUInt32(), 0, HIGHGUID_PLAYER); m_lootThreshold = (ItemQualities)(*result)[2].GetUInt16(); for (int i=0; iNextRow() ); // group too small if (GetMembersCount() < 2) 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)) return false; member.group = subgroup; member.flags = memberFlags; m_memberSlots.push_back(member); SubGroupCounterIncrease(subgroup); return true; } void Group::ConvertToRaid() { m_groupType = GROUPTYPE_RAID; _initRaidSubGroupsCounter(); if (!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET isRaid = 1 WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid)); 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(); } return true; } uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method) { BroadcastGroupUpdate(); // 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()->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(0) << uint32(0) << 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(); } // 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, 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); } // 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(0) << uint32(0) << uint32(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, false, NULL); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, true, 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+4+1)); 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(r.itemCount); // items in stack data << uint32(CountDown); // the countdown time to choose "need" or "greed" data << uint8(ALL_ROLL_TYPE_MASK); // 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_VALID) 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); // 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(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::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->playerVote[member->GetGUID()] = NOT_EMITED_YET; r->totalPlayersRolling++; } } } if (r->totalPlayersRolling > 0) { r->setLoot(loot); r->itemSlot = itemSlot; loot->items[itemSlot].is_blocked = true; SendLootStartRoll(60000, *r); RollId.push_back(r); if (Creature* creature = dynamic_cast(pLootedObject)) { creature->m_groupLootTimer = 60000; creature->lootingGroupLeaderGUID = GetLeaderGUID(); } else if (GameObject* go = dynamic_cast(pLootedObject)) { go->m_groupLootTimer = 60000; go->lootingGroupLeaderGUID = GetLeaderGUID(); } } else { delete r; } } else i->is_underthreshold=1; } } void Group::NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject) { ItemPrototype const *item; uint8 itemSlot = 0; for (std::vector::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->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET; r->totalPlayersRolling++; } } } if (r->totalPlayersRolling > 0) { r->setLoot(loot); r->itemSlot = itemSlot; loot->items[itemSlot].is_blocked = true; SendLootStartRoll(60000, *r); RollId.push_back(r); if (Creature* creature = dynamic_cast(pLootedObject)) { creature->m_groupLootTimer = 60000; creature->lootingGroupLeaderGUID = GetLeaderGUID(); } } 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 << looter->GetGUID(); ++real_count; } } data.put(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; 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; inext()) { 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; iSendPacket(&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(0x50000000FFFFFFFELL); // related to voice chat? data << uint32(0); // 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 << 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 (int i=0; iRemoveFromBattleGroundRaid(); else { //we can remove player who is in battleground from his original group if ( player->GetOriginalGroup() == this ) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); } } _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 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 < 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; } } } // 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; 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(); } } uint32 Group::CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, 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; PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgOrTemplate->GetMapId(),reference->getLevel()); if (!bracketEntry) return BG_JOIN_ERR_OFFLINE_MEMBER; 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 PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId,member->getLevel()); if (memberBracketEntry != bracketEntry) 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(bgQueueTypeId)) return BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE; // check for deserter debuff in case not arena queue if (bgOrTemplate->GetTypeID() != 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() getTarget()->addLootValidatorRef(this); } void Group::SetDungeonDifficulty(Difficulty difficulty) { m_dungeonDifficulty = difficulty; if (!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET difficulty = %u WHERE leaderGuid ='%u'", m_dungeonDifficulty, 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->SetDungeonDifficulty(difficulty); player->SendDungeonDifficulty(true); } } void Group::SetRaidDifficulty(Difficulty difficulty) { m_raidDifficulty = difficulty; if (!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET raiddifficulty = %u WHERE leaderGuid ='%u'", m_raidDifficulty, 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->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::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()) { 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; } } 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()); } } }