/*
* 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_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 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], uint8(m_groupType), 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 = GroupType((*result)[11].GetUInt8());
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(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, 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(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_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::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;
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(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->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;
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(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 << uint64(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 << 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 (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();
}
}
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();
// 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
// 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 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());
}
}
}