/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "Common.h" #include "Opcodes.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Player.h" #include "World.h" #include "ObjectMgr.h" #include "GroupMgr.h" #include "Group.h" #include "Formulas.h" #include "ObjectAccessor.h" #include "Battleground.h" #include "BattlegroundMgr.h" #include "MapManager.h" #include "InstanceSaveMgr.h" #include "MapInstanced.h" #include "Util.h" #include "LFGMgr.h" #include "UpdateFieldFlags.h" Roll::Roll(uint64 _guid, LootItem const& li) : itemGUID(_guid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix), itemCount(li.count), totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0), rollVoteMask(ROLL_ALL_TYPE_NO_DISENCHANT) { } Roll::~Roll() { } void Roll::setLoot(Loot* pLoot) { link(pLoot, this); } Loot* Roll::getLoot() { return getTarget(); } Group::Group() : m_leaderGuid(0), m_leaderName(""), m_groupType(GROUPTYPE_NORMAL), m_dungeonDifficulty(DUNGEON_DIFFICULTY_NORMAL), m_raidDifficulty(RAID_DIFFICULTY_10MAN_NORMAL), m_bgGroup(NULL), m_bfGroup(NULL), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(0), m_subGroupsCounts(NULL), m_guid(0), m_counter(0), m_maxEnchantingLevel(0), m_dbStoreId(0) { for (uint8 i = 0; i < TARGETICONCOUNT; ++i) m_targetIcons[i] = 0; } Group::~Group() { if (m_bgGroup) { TC_LOG_DEBUG("bg.battleground", "Group::~Group: battleground group being deleted."); if (m_bgGroup->GetBgRaid(ALLIANCE) == this) m_bgGroup->SetBgRaid(ALLIANCE, NULL); else if (m_bgGroup->GetBgRaid(HORDE) == this) m_bgGroup->SetBgRaid(HORDE, NULL); else TC_LOG_ERROR("misc", "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 delete[] m_subGroupsCounts; } bool Group::Create(Player* leader) { uint64 leaderGuid = leader->GetGUID(); uint32 lowguid = sGroupMgr->GenerateGroupId(); m_guid = MAKE_NEW_GUID(lowguid, 0, HIGHGUID_GROUP); m_leaderGuid = leaderGuid; m_leaderName = leader->GetName(); if (isBGGroup() || isBFGroup()) m_groupType = GROUPTYPE_BGRAID; if (m_groupType & GROUPTYPE_RAID) _initRaidSubGroupsCounter(); if (!isLFGGroup()) m_lootMethod = GROUP_LOOT; m_lootThreshold = ITEM_QUALITY_UNCOMMON; m_looterGuid = leaderGuid; m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; if (!isBGGroup() && !isBFGroup()) { m_dungeonDifficulty = leader->GetDungeonDifficulty(); m_raidDifficulty = leader->GetRaidDifficulty(); m_dbStoreId = sGroupMgr->GenerateNewGroupDbStoreId(); sGroupMgr->RegisterGroupDbStoreId(m_dbStoreId, this); // Store group in database PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP); uint8 index = 0; stmt->setUInt32(index++, m_dbStoreId); stmt->setUInt32(index++, GUID_LOPART(m_leaderGuid)); stmt->setUInt8(index++, uint8(m_lootMethod)); stmt->setUInt32(index++, GUID_LOPART(m_looterGuid)); stmt->setUInt8(index++, uint8(m_lootThreshold)); stmt->setUInt32(index++, uint32(m_targetIcons[0])); stmt->setUInt32(index++, uint32(m_targetIcons[1])); stmt->setUInt32(index++, uint32(m_targetIcons[2])); stmt->setUInt32(index++, uint32(m_targetIcons[3])); stmt->setUInt32(index++, uint32(m_targetIcons[4])); stmt->setUInt32(index++, uint32(m_targetIcons[5])); stmt->setUInt32(index++, uint32(m_targetIcons[6])); stmt->setUInt32(index++, uint32(m_targetIcons[7])); stmt->setUInt8(index++, uint8(m_groupType)); stmt->setUInt32(index++, uint8(m_dungeonDifficulty)); stmt->setUInt32(index++, uint8(m_raidDifficulty)); CharacterDatabase.Execute(stmt); ASSERT(AddMember(leader)); // If the leader can't be added to a new group because it appears full, something is clearly wrong. Player::ConvertInstancesToGroup(leader, this, false); } else if (!AddMember(leader)) return false; return true; } void Group::LoadGroupFromDB(Field* fields) { m_dbStoreId = fields[15].GetUInt32(); m_guid = MAKE_NEW_GUID(sGroupMgr->GenerateGroupId(), 0, HIGHGUID_GROUP); m_leaderGuid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER); // group leader not exist if (!sObjectMgr->GetPlayerNameByGUID(fields[0].GetUInt32(), m_leaderName)) return; m_lootMethod = LootMethod(fields[1].GetUInt8()); m_looterGuid = MAKE_NEW_GUID(fields[2].GetUInt32(), 0, HIGHGUID_PLAYER); m_lootThreshold = ItemQualities(fields[3].GetUInt8()); for (uint8 i = 0; i < TARGETICONCOUNT; ++i) m_targetIcons[i] = fields[4+i].GetUInt32(); m_groupType = GroupType(fields[12].GetUInt8()); if (m_groupType & GROUPTYPE_RAID) _initRaidSubGroupsCounter(); uint32 diff = fields[13].GetUInt8(); if (diff >= MAX_DUNGEON_DIFFICULTY) m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; else m_dungeonDifficulty = Difficulty(diff); uint32 r_diff = fields[14].GetUInt8(); if (r_diff >= MAX_RAID_DIFFICULTY) m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; else m_raidDifficulty = Difficulty(r_diff); if (m_groupType & GROUPTYPE_LFG) sLFGMgr->_LoadFromDB(fields, GetGUID()); } void Group::LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles) { MemberSlot member; member.guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER); // skip non-existed member if (!sObjectMgr->GetPlayerNameByGUID(member.guid, member.name)) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); stmt->setUInt32(0, guidLow); CharacterDatabase.Execute(stmt); return; } member.group = subgroup; member.flags = memberFlags; member.roles = roles; m_memberSlots.push_back(member); SubGroupCounterIncrease(subgroup); sLFGMgr->SetupGroupMember(member.guid, GetGUID()); } void Group::ConvertToLFG() { m_groupType = GroupType(m_groupType | GROUPTYPE_LFG | GROUPTYPE_UNK1); m_lootMethod = NEED_BEFORE_GREED; if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); stmt->setUInt8(0, uint8(m_groupType)); stmt->setUInt32(1, m_dbStoreId); CharacterDatabase.Execute(stmt); } SendUpdate(); } void Group::ConvertToRaid() { m_groupType = GroupType(m_groupType | GROUPTYPE_RAID); _initRaidSubGroupsCounter(); if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); stmt->setUInt8(0, uint8(m_groupType)); stmt->setUInt32(1, m_dbStoreId); CharacterDatabase.Execute(stmt); } 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 = ObjectAccessor::FindPlayer(citr->guid)) player->UpdateForQuestWorldObjects(); } bool Group::AddInvite(Player* player) { if (!player || player->GetGroupInvite()) return false; Group* group = player->GetGroup(); if (group && (group->isBGGroup() || group->isBFGroup())) group = player->GetOriginalGroup(); if (group) return false; RemoveInvite(player); m_invitees.insert(player); player->SetGroupInvite(this); sScriptMgr->OnGroupInviteMember(this, player->GetGUID()); return true; } bool Group::AddLeaderInvite(Player* player) { if (!AddInvite(player)) return false; m_leaderGuid = player->GetGUID(); m_leaderName = player->GetName(); return true; } void Group::RemoveInvite(Player* player) { if (player) { m_invitees.erase(player); player->SetGroupInvite(NULL); } } void Group::RemoveAllInvites() { for (InvitesList::iterator itr=m_invitees.begin(); itr != m_invitees.end(); ++itr) if (*itr) (*itr)->SetGroupInvite(NULL); m_invitees.clear(); } Player* Group::GetInvited(uint64 guid) const { for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr) { if ((*itr) && (*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) && (*itr)->GetName() == name) return (*itr); } return NULL; } bool Group::AddMember(Player* player) { // Get first not-full group uint8 subGroup = 0; if (m_subGroupsCounts) { bool groupFound = false; for (; subGroup < MAX_RAID_SUBGROUPS; ++subGroup) { if (m_subGroupsCounts[subGroup] < MAXGROUPSIZE) { groupFound = true; break; } } // We are raid group and no one slot is free if (!groupFound) return false; } MemberSlot member; member.guid = player->GetGUID(); member.name = player->GetName(); member.group = subGroup; member.flags = 0; member.roles = 0; m_memberSlots.push_back(member); SubGroupCounterIncrease(subGroup); player->SetGroupInvite(NULL); if (player->GetGroup()) { if (isBGGroup() || isBFGroup()) // if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid() player->SetBattlegroundOrBattlefieldRaid(this, subGroup); else //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup() player->SetOriginalGroup(this, subGroup); } else //if player is not in group, then call set group player->SetGroup(this, subGroup); // if the same group invites the player back, cancel the homebind timer InstanceGroupBind* bind = GetBoundInstance(player); if (bind && bind->save->GetInstanceId() == player->GetInstanceId()) player->m_InstanceValid = true; if (!isRaidGroup()) // reset targetIcons for non-raid-groups { for (uint8 i = 0; i < TARGETICONCOUNT; ++i) m_targetIcons[i] = 0; } // insert into the table if we're not a battleground group if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP_MEMBER); stmt->setUInt32(0, m_dbStoreId); stmt->setUInt32(1, GUID_LOPART(member.guid)); stmt->setUInt8(2, member.flags); stmt->setUInt8(3, member.group); stmt->setUInt8(4, member.roles); CharacterDatabase.Execute(stmt); } SendUpdate(); sScriptMgr->OnGroupAddMember(this, player->GetGUID()); if (!IsLeader(player->GetGUID()) && !isBGGroup() && !isBFGroup()) { // 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 membership if (isRaidGroup()) player->UpdateForQuestWorldObjects(); { // Broadcast new player group member fields to rest of the group player->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); UpdateData groupData; WorldPacket groupDataPacket; // Broadcast group members' fields to player for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { if (itr->GetSource() == player) continue; if (Player* member = itr->GetSource()) { if (player->HaveAtClient(member)) { member->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); member->BuildValuesUpdateBlockForPlayer(&groupData, player); member->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); } if (member->HaveAtClient(player)) { UpdateData newData; WorldPacket newDataPacket; player->BuildValuesUpdateBlockForPlayer(&newData, member); if (newData.HasData()) { newData.BuildPacket(&newDataPacket); member->SendDirectMessage(&newDataPacket); } } } } if (groupData.HasData()) { groupData.BuildPacket(&groupDataPacket); player->SendDirectMessage(&groupDataPacket); } player->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); } if (m_maxEnchantingLevel < player->GetSkillValue(SKILL_ENCHANTING)) m_maxEnchantingLevel = player->GetSkillValue(SKILL_ENCHANTING); return true; } bool Group::RemoveMember(uint64 guid, const RemoveMethod& method /*= GROUP_REMOVEMETHOD_DEFAULT*/, uint64 kicker /*= 0*/, const char* reason /*= NULL*/) { BroadcastGroupUpdate(); sScriptMgr->OnGroupRemoveMember(this, guid, method, kicker, reason); // LFG group vote kick handled in scripts if (isLFGGroup() && method == GROUP_REMOVEMETHOD_KICK) return m_memberSlots.size(); // remove member and change leader (if need) only if strong more 2 members _before_ member remove (BG/BF allow 1 member group) if (GetMembersCount() > ((isBGGroup() || isLFGGroup() || isBFGroup()) ? 1u : 2u)) { Player* player = ObjectAccessor::FindPlayer(guid); if (player) { // Battleground group handling if (isBGGroup() || isBFGroup()) player->RemoveFromBattlegroundOrBattlefieldRaid(); else // Regular group { if (player->GetOriginalGroup() == this) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); // quest related GO state dependent from raid membership player->UpdateForQuestWorldObjects(); } WorldPacket data; if (method == GROUP_REMOVEMETHOD_KICK || method == GROUP_REMOVEMETHOD_KICK_LFG) { data.Initialize(SMSG_GROUP_UNINVITE, 0); player->GetSession()->SendPacket(&data); } // Do we really need to send this opcode? data.Initialize(SMSG_GROUP_LIST, 1+1+1+1+8+4+4+8); data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0); data << uint64(m_guid) << uint32(m_counter) << uint32(0) << uint64(0); player->GetSession()->SendPacket(&data); _homebindIfInstance(player); } // Remove player from group in DB if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); stmt->setUInt32(0, GUID_LOPART(guid)); CharacterDatabase.Execute(stmt); DelinkMember(guid); } // Reevaluate group enchanter if the leaving player had enchanting skill or the player is offline if ((player && player->GetSkillValue(SKILL_ENCHANTING)) || !player) ResetMaxEnchantingLevel(); // Remove player from loot rolls 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; else if (itr2->second == NEED) --roll->totalNeed; else if (itr2->second == PASS) --roll->totalPass; if (itr2->second != NOT_VALID) --roll->totalPlayersRolling; roll->playerVote.erase(itr2); CountRollVote(guid, roll->itemGUID, MAX_ROLL_TYPE); } // Update subgroups member_witerator slot = _getMemberWSlot(guid); if (slot != m_memberSlots.end()) { SubGroupCounterDecrease(slot->group); m_memberSlots.erase(slot); } // Pick new leader if necessary if (m_leaderGuid == guid) { for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) { if (ObjectAccessor::FindPlayer(itr->guid)) { ChangeLeader(itr->guid); break; } } } SendUpdate(); if (isLFGGroup() && GetMembersCount() == 1) { Player* leader = ObjectAccessor::FindPlayer(GetLeaderGUID()); uint32 mapId = sLFGMgr->GetDungeonMapId(GetGUID()); if (!mapId || !leader || (leader->IsAlive() && leader->GetMapId() != mapId)) { Disband(); return false; } } if (m_memberMgr.getSize() < ((isLFGGroup() || isBGGroup()) ? 1u : 2u)) Disband(); return true; } // If group size before player removal <= 2 then disband it else { Disband(); return false; } } void Group::ChangeLeader(uint64 newLeaderGuid) { member_witerator slot = _getMemberWSlot(newLeaderGuid); if (slot == m_memberSlots.end()) return; Player* newLeader = ObjectAccessor::FindPlayer(slot->guid); // Don't allow switching leader to offline players if (!newLeader) return; sScriptMgr->OnGroupChangeLeader(this, newLeaderGuid, m_leaderGuid); if (!isBGGroup() && !isBFGroup()) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); // Remove the groups permanent instance bindings for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end();) { // Do not unbind saves of instances that already had map created (a newLeader entered) // forcing a new instance with another leader requires group disbanding (confirmed on retail) if (itr->second.perm && !sMapMgr->FindMap(itr->first, itr->second.save->GetInstanceId())) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_PERM_BINDING); stmt->setUInt32(0, m_dbStoreId); stmt->setUInt32(1, itr->second.save->GetInstanceId()); trans->Append(stmt); itr->second.save->RemoveGroup(this); m_boundInstances[i].erase(itr++); } else ++itr; } } // Copy the permanent binds from the new leader to the group Player::ConvertInstancesToGroup(newLeader, this, true); // Update the group leader PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER); stmt->setUInt32(0, newLeader->GetGUIDLow()); stmt->setUInt32(1, m_dbStoreId); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } m_leaderGuid = newLeader->GetGUID(); m_leaderName = newLeader->GetName(); ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false); WorldPacket data(SMSG_GROUP_SET_LEADER, m_leaderName.size()+1); data << slot->name; BroadcastPacket(&data, true); } void Group::Disband(bool hideDestroy /* = false */) { sScriptMgr->OnGroupDisband(this); Player* player; for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { player = ObjectAccessor::FindPlayer(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() || isBFGroup()) player->RemoveFromBattlegroundOrBattlefieldRaid(); 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(m_guid) << uint32(m_counter) << uint32(0) << uint64(0); player->GetSession()->SendPacket(&data); } _homebindIfInstance(player); } RollId.clear(); m_memberSlots.clear(); RemoveAllInvites(); if (!isBGGroup() && !isBFGroup()) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP); stmt->setUInt32(0, m_dbStoreId); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER_ALL); stmt->setUInt32(0, m_dbStoreId); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, false, NULL); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, true, NULL); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA); stmt->setUInt32(0, m_dbStoreId); CharacterDatabase.Execute(stmt); sGroupMgr->FreeGroupDbStoreId(this); } sGroupMgr->RemoveGroup(this); delete this; } /*********************************************************/ /*** 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.itemSlot); // itemslot data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(r.itemRandomSuffix); // randomSuffix data << uint32(r.itemRandomPropId); // item random property ID data << uint32(r.itemCount); // items in stack data << uint32(countDown); // the countdown time to choose "need" or "greed" data << uint8(r.rollVoteMask); // roll type mask for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr != r.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second == NOT_EMITED_YET) p->GetSession()->SendPacket(&data); } } void Group::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, bool canNeed, Roll const& r) { if (!p || !p->GetSession()) return; 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.itemSlot); // itemslot 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" uint8 voteMask = r.rollVoteMask; if (!canNeed) voteMask &= ~ROLL_FLAG_TYPE_NEED; data << uint8(voteMask); // roll type mask p->GetSession()->SendPacket(&data); } void Group::SendLootRoll(uint64 sourceGuid, uint64 targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll) { WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1)); data << uint64(sourceGuid); // guid of the item rolled data << uint32(roll.itemSlot); // slot data << uint64(targetGuid); data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(roll.itemRandomSuffix); // randomSuffix data << uint32(roll.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); // 1: "You automatically passed on: %s because you cannot loot that item." - Possibly used in need befor greed for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second != NOT_VALID) p->GetSession()->SendPacket(&data); } } void Group::SendLootRollWon(uint64 sourceGuid, uint64 targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll) { WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1)); data << uint64(sourceGuid); // guid of the item rolled data << uint32(roll.itemSlot); // slot data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for data << uint32(roll.itemRandomSuffix); // randomSuffix data << uint32(roll.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 = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second != NOT_VALID) p->GetSession()->SendPacket(&data); } } void Group::SendLootAllPassed(Roll const& roll) { WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4)); data << uint64(roll.itemGUID); // Guid of the item rolled data << uint32(roll.itemSlot); // Item loot slot data << uint32(roll.itemid); // The itemEntryId for the item that shall be rolled for data << uint32(roll.itemRandomPropId); // Item random property ID data << uint32(roll.itemRandomSuffix); // Item random suffix ID for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* player = ObjectAccessor::FindPlayer(itr->first); if (!player || !player->GetSession()) continue; if (itr->second != NOT_VALID) player->GetSession()->SendPacket(&data); } } // notify group members which player is the allowed looter for the given creature void Group::SendLooter(Creature* creature, Player* groupLooter) { ASSERT(creature); WorldPacket data(SMSG_LOOT_LIST, (8+8)); data << uint64(creature->GetGUID()); data << uint8(0); // unk1 if (groupLooter) data.append(groupLooter->GetPackGUID()); else data << uint8(0); BroadcastPacket(&data, false); } void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject) { std::vector::iterator i; ItemTemplate const* item; uint8 itemSlot = 0; for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot) { if (i->freeforall) continue; item = sObjectMgr->GetItemTemplate(i->itemid); if (!item) { //TC_LOG_DEBUG("misc", "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(sObjectMgr->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->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) { r->totalPlayersRolling++; if (member->GetPassOnGroupLoot()) { r->playerVote[member->GetGUID()] = PASS; r->totalPass++; // can't broadcast the pass now. need to wait until all rolling players are known. } else r->playerVote[member->GetGUID()] = NOT_EMITED_YET; } } } if (r->totalPlayersRolling > 0) { r->setLoot(loot); r->itemSlot = itemSlot; if (item->DisenchantID && m_maxEnchantingLevel >= item->RequiredDisenchantSkill) r->rollVoteMask |= ROLL_FLAG_TYPE_DISENCHANT; loot->items[itemSlot].is_blocked = true; // If there is any "auto pass", broadcast the pass now. if (r->totalPass) { for (Roll::PlayerVote::const_iterator itr=r->playerVote.begin(); itr != r->playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(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 = pLootedObject->ToCreature()) { creature->m_groupLootTimer = 60000; creature->lootingGroupLowGUID = GetLowGUID(); } else if (GameObject* go = pLootedObject->ToGameObject()) { go->m_groupLootTimer = 60000; go->lootingGroupLowGUID = GetLowGUID(); } } else delete r; } else i->is_underthreshold = true; } for (i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i, ++itemSlot) { if (!i->follow_loot_rules) continue; item = sObjectMgr->GetItemTemplate(i->itemid); if (!item) { //TC_LOG_DEBUG("misc", "Group::GroupLoot: missing item prototype for item with id: %d", i->itemid); continue; } uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr->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->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) { r->totalPlayersRolling++; r->playerVote[member->GetGUID()] = NOT_EMITED_YET; } } } if (r->totalPlayersRolling > 0) { r->setLoot(loot); r->itemSlot = itemSlot; loot->quest_items[itemSlot - loot->items.size()].is_blocked = true; SendLootStartRoll(60000, pLootedObject->GetMapId(), *r); RollId.push_back(r); if (Creature* creature = pLootedObject->ToCreature()) { creature->m_groupLootTimer = 60000; creature->lootingGroupLowGUID = GetLowGUID(); } else if (GameObject* go = pLootedObject->ToGameObject()) { go->m_groupLootTimer = 60000; go->lootingGroupLowGUID = GetLowGUID(); } } else delete r; } } void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject) { ItemTemplate const* item; uint8 itemSlot = 0; for (std::vector::iterator i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot) { if (i->freeforall) continue; item = sObjectMgr->GetItemTemplate(i->itemid); //roll for over-threshold item if it's one-player loot if (item->Quality >= uint32(m_lootThreshold)) { uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr->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; bool allowedForPlayer = i->AllowedForPlayer(playerToRoll); if (allowedForPlayer && playerToRoll->IsWithinDistInMap(lootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) { r->totalPlayersRolling++; if (playerToRoll->GetPassOnGroupLoot()) { r->playerVote[playerToRoll->GetGUID()] = PASS; r->totalPass++; // can't broadcast the pass now. need to wait until all rolling players are known. } else r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET; } } if (r->totalPlayersRolling > 0) { r->setLoot(loot); r->itemSlot = itemSlot; if (item->DisenchantID && m_maxEnchantingLevel >= item->RequiredDisenchantSkill) r->rollVoteMask |= ROLL_FLAG_TYPE_DISENCHANT; if (item->Flags2 & ITEM_FLAGS_EXTRA_NEED_ROLL_DISABLED) r->rollVoteMask &= ~ROLL_FLAG_TYPE_NEED; loot->items[itemSlot].is_blocked = true; //Broadcast Pass and Send Rollstart for (Roll::PlayerVote::const_iterator itr = r->playerVote.begin(); itr != r->playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second == PASS) SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r); else SendLootStartRollToPlayer(60000, lootedObject->GetMapId(), p, p->CanRollForItemInLFG(item, lootedObject) == EQUIP_ERR_OK, *r); } RollId.push_back(r); if (Creature* creature = lootedObject->ToCreature()) { creature->m_groupLootTimer = 60000; creature->lootingGroupLowGUID = GetLowGUID(); } else if (GameObject* go = lootedObject->ToGameObject()) { go->m_groupLootTimer = 60000; go->lootingGroupLowGUID = GetLowGUID(); } } else delete r; } else i->is_underthreshold = true; } for (std::vector::iterator i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i, ++itemSlot) { if (!i->follow_loot_rules) continue; item = sObjectMgr->GetItemTemplate(i->itemid); uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr->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; bool allowedForPlayer = i->AllowedForPlayer(playerToRoll); if (allowedForPlayer && playerToRoll->IsWithinDistInMap(lootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) { r->totalPlayersRolling++; r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET; } } if (r->totalPlayersRolling > 0) { r->setLoot(loot); r->itemSlot = itemSlot; loot->quest_items[itemSlot - loot->items.size()].is_blocked = true; //Broadcast Pass and Send Rollstart for (Roll::PlayerVote::const_iterator itr = r->playerVote.begin(); itr != r->playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second == PASS) SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r); else SendLootStartRollToPlayer(60000, lootedObject->GetMapId(), p, p->CanRollForItemInLFG(item, lootedObject) == EQUIP_ERR_OK, *r); } RollId.push_back(r); if (Creature* creature = lootedObject->ToCreature()) { creature->m_groupLootTimer = 60000; creature->lootingGroupLowGUID = GetLowGUID(); } else if (GameObject* go = lootedObject->ToGameObject()) { go->m_groupLootTimer = 60000; go->lootingGroupLowGUID = GetLowGUID(); } } else delete r; } } void Group::MasterLoot(Loot* /*loot*/, WorldObject* pLootedObject) { TC_LOG_DEBUG("network", "Group::MasterLoot (SMSG_LOOT_MASTER_LIST)"); uint32 real_count = 0; WorldPacket data(SMSG_LOOT_MASTER_LIST, 1 + GetMembersCount() * 8); 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->getFloatConfig(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->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) looter->GetSession()->SendPacket(&data); } } void Group::CountRollVote(uint64 playerGUID, uint64 Guid, 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); } //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); //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) { 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 = ObjectAccessor::FindPlayer(maxguid); if (player && player->GetSession()) { player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT, roll->itemid, maxresul); ItemPosCountVec dest; LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]); InventoryResult 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, item->GetAllowedLooters()); } else { item->is_blocked = false; player->SendEquipError(msg, NULL, NULL, roll->itemid); } } } } else if (roll->totalGreed > 0) { if (!roll->playerVote.empty()) { uint8 maxresul = 0; uint64 maxguid = (*roll->playerVote.begin()).first; Player* player; RollVote rollvote = NOT_VALID; Roll::PlayerVote::iterator itr; for (itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr) { if (itr->second != GREED && itr->second != DISENCHANT) continue; uint8 randomN = urand(1, 100); SendLootRoll(0, itr->first, randomN, itr->second, *roll); if (maxresul < randomN) { maxguid = itr->first; maxresul = randomN; rollvote = itr->second; } } SendLootRollWon(0, maxguid, maxresul, rollvote, *roll); player = ObjectAccessor::FindPlayer(maxguid); if (player && player->GetSession()) { player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT, roll->itemid, maxresul); LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]); if (rollvote == GREED) { ItemPosCountVec dest; InventoryResult 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, item->GetAllowedLooters()); } else { item->is_blocked = false; player->SendEquipError(msg, NULL, NULL, roll->itemid); } } else if (rollvote == DISENCHANT) { item->is_looted = true; roll->getLoot()->NotifyItemRemoved(roll->itemSlot); roll->getLoot()->unlootedCount--; ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(roll->itemid); player->AutoStoreLoot(pProto->DisenchantID, LootTemplates_Disenchant, true); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, 13262); // Disenchant } } } } else { SendLootAllPassed(*roll); // remove is_blocked so that the item is lootable by all players LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : 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; iSendPacket(&data); } void Group::SendUpdate() { for (member_witerator witr = m_memberSlots.begin(); witr != m_memberSlots.end(); ++witr) SendUpdateToPlayer(witr->guid, &(*witr)); } void Group::SendUpdateToPlayer(uint64 playerGUID, MemberSlot* slot) { Player* player = ObjectAccessor::FindPlayer(playerGUID); if (!player || !player->GetSession() || player->GetGroup() != this) return; // if MemberSlot wasn't provided if (!slot) { member_witerator witr = _getMemberWSlot(playerGUID); if (witr == m_memberSlots.end()) // if there is no MemberSlot for such a player return; slot = &(*witr); } 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(slot->group); data << uint8(slot->flags); data << uint8(slot->roles); if (isLFGGroup()) { data << uint8(sLFGMgr->GetState(m_guid) == lfg::LFG_STATE_FINISHED_DUNGEON ? 2 : 0); // FIXME - Dungeon save status? 2 = done data << uint32(sLFGMgr->GetDungeon(m_guid)); } data << uint64(m_guid); data << uint32(m_counter++); // 3.3, value increases every time this packet gets sent data << uint32(GetMembersCount()-1); for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { if (slot->guid == citr->guid) continue; Player* member = ObjectAccessor::FindPlayer(citr->guid); uint8 onlineState = member ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE; onlineState = onlineState | ((isBGGroup() || isBFGroup()) ? MEMBER_STATUS_PVP : 0); data << citr->name; data << uint64(citr->guid); // guid data << uint8(onlineState); // online-state data << uint8(citr->group); // groupid data << uint8(citr->flags); // See enum GroupMemberFlags data << uint8(citr->roles); // Lfg Roles } 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* player) { if (!player || !player->IsInWorld()) return; WorldPacket data; player->GetSession()->BuildPartyMemberStatsChangedPacket(player, &data); Player* member; for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { member = itr->GetSource(); if (member && !member->IsWithinDist(player, member->GetSightRange(), false)) member->GetSession()->SendPacket(&data); } } void Group::BroadcastPacket(WorldPacket* packet, bool ignorePlayersInBGRaid, int group, uint64 ignore) { for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (!player || (ignore != 0 && player->GetGUID() == ignore) || (ignorePlayersInBGRaid && player->GetGroup() != this)) continue; if (player->GetSession() && (group == -1 || itr->getSubGroup() == group)) player->GetSession()->SendPacket(packet); } } void Group::BroadcastReadyCheck(WorldPacket* packet) { for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (player && player->GetSession()) if (IsLeader(player->GetGUID()) || IsAssistant(player->GetGUID())) player->GetSession()->SendPacket(packet); } } void Group::OfflineReadyCheck() { for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { Player* player = ObjectAccessor::FindPlayer(citr->guid); if (!player || !player->GetSession()) { WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9); data << uint64(citr->guid); data << uint8(0); BroadcastReadyCheck(&data); } } } bool Group::_setMembersGroup(uint64 guid, uint8 group) { member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return false; slot->group = group; SubGroupCounterIncrease(group); if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP); stmt->setUInt8(0, group); stmt->setUInt32(1, GUID_LOPART(guid)); CharacterDatabase.Execute(stmt); } 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 sub groups both for online or offline members void Group::ChangeMembersGroup(uint64 guid, uint8 group) { // Only raid groups have sub groups if (!isRaidGroup()) return; // Check if player is really in the raid member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return; // Abort if the player is already in the target sub group uint8 prevSubGroup = GetMemberGroup(guid); if (prevSubGroup == group) return; // Update the player slot with the new sub group setting slot->group = group; // Increase the counter of the new sub group.. SubGroupCounterIncrease(group); // ..and decrease the counter of the previous one SubGroupCounterDecrease(prevSubGroup); // Preserve new sub group in database for non-raid groups if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP); stmt->setUInt8(0, group); stmt->setUInt32(1, GUID_LOPART(guid)); CharacterDatabase.Execute(stmt); } // In case the moved player is online, update the player object with the new sub group references if (Player* player = ObjectAccessor::FindPlayer(guid)) { if (player->GetGroup() == this) player->GetGroupRef().setSubGroup(group); else { // 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 prevSubGroup = player->GetOriginalSubGroup(); player->GetOriginalGroupRef().setSubGroup(group); } } // Broadcast the changes to the group 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 loses 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->getFloatConfig(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* player = ObjectAccessor::FindPlayer(itr->guid)) if (player->IsWithinDistInMap(pLootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) { pNewLooter = player; break; } } if (!pNewLooter) { // search from start for (member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr) { if (Player* player = ObjectAccessor::FindPlayer(itr->guid)) if (player->IsWithinDistInMap(pLootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) { pNewLooter = player; 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) { // check if this group is LFG group if (isLFGGroup()) return ERR_LFG_CANT_USE_BATTLEGROUND; 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(); if (memberscount > bgEntry->maxGroupSize) // no MinPlayerCount for battlegrounds return ERR_BATTLEGROUND_NONE; // ERR_GROUP_JOIN_BATTLEGROUND_TOO_MANY handled on client side // get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.) Player* reference = GetFirstMember()->GetSource(); // no reference found, can't join this way if (!reference) return ERR_BATTLEGROUND_JOIN_FAILED; PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgOrTemplate->GetMapId(), reference->getLevel()); if (!bracketEntry) return ERR_BATTLEGROUND_JOIN_FAILED; uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot); uint32 team = reference->GetTeam(); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // check every member of the group to be able to join memberscount = 0; for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next(), ++memberscount) { Player* member = itr->GetSource(); // offline member? don't let join if (!member) return ERR_BATTLEGROUND_JOIN_FAILED; // don't allow cross-faction join as group if (member->GetTeam() != team) return ERR_BATTLEGROUND_JOIN_TIMED_OUT; // not in the same battleground level braket, don't let join PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId, member->getLevel()); if (memberBracketEntry != bracketEntry) return ERR_BATTLEGROUND_JOIN_RANGE_INDEX; // don't let join rated matches if the arena team id doesn't match if (isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId) return ERR_BATTLEGROUND_JOIN_FAILED; // don't let join if someone from the group is already in that bg queue if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeId)) return ERR_BATTLEGROUND_JOIN_FAILED; // not blizz-like // don't let join if someone from the group is in bg queue random if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) return ERR_IN_RANDOM_BG; // don't let join to bg queue random if someone from the group is already in bg queue if (bgOrTemplate->GetTypeID() == BATTLEGROUND_RB && member->InBattlegroundQueue()) return ERR_IN_NON_RANDOM_BG; // check for deserter debuff in case not arena queue if (bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && !member->CanJoinToBattleground(bgOrTemplate)) 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 // check if someone in party is using dungeon system if (member->isUsingLfg()) return ERR_LFG_CANT_USE_BATTLEGROUND; } // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas... if (bgOrTemplate->isArena() && memberscount != MinPlayerCount) return ERR_ARENA_TEAM_PARTY_SIZE; return GroupJoinBattlegroundResult(bgOrTemplate->GetTypeID()); } //=================================================== //============== Roll =============================== //=================================================== void Roll::targetObjectBuildLink() { // called from link() getTarget()->addLootValidatorRef(this); } void Group::SetDungeonDifficulty(Difficulty difficulty) { m_dungeonDifficulty = difficulty; if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_DIFFICULTY); stmt->setUInt8(0, uint8(m_dungeonDifficulty)); stmt->setUInt32(1, m_dbStoreId); CharacterDatabase.Execute(stmt); } for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (!player->GetSession()) continue; player->SetDungeonDifficulty(difficulty); player->SendDungeonDifficulty(true); } } void Group::SetRaidDifficulty(Difficulty difficulty) { m_raidDifficulty = difficulty; if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_RAID_DIFFICULTY); stmt->setUInt8(0, uint8(m_raidDifficulty)); stmt->setUInt32(1, m_dbStoreId); CharacterDatabase.Execute(stmt); } for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (!player->GetSession()) continue; player->SetRaidDifficulty(difficulty); player->SendRaidDifficulty(true); } } bool Group::InCombatToInstance(uint32 instanceId) { for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (player && !player->getAttackers().empty() && player->GetInstanceId() == instanceId && (player->GetMap()->IsRaidOrHeroicDungeon())) for (std::set::const_iterator i = player->getAttackers().begin(); i != player->getAttackers().end(); ++i) if ((*i) && (*i)->GetTypeId() == TYPEID_UNIT && (*i)->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND) return true; } return false; } void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo) { if (isBGGroup() || isBFGroup()) 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* instanceSave = itr->second.save; const MapEntry* entry = sMapStore.LookupEntry(itr->first); if (!entry || entry->IsRaid() != isRaid || (!instanceSave->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 = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId()); if (map && map->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !instanceSave->CanReset())) { if (instanceSave->CanReset()) isEmpty = ((InstanceMap*)map)->Reset(method); else isEmpty = !map->HavePlayers(); } if (SendMsgTo) { if (!isEmpty) SendMsgTo->SendResetInstanceFailed(0, instanceSave->GetMapId()); else if (sWorld->getBoolConfig(CONFIG_INSTANCES_RESET_ANNOUNCE)) { if (Group* group = SendMsgTo->GetGroup()) { for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* player = itr->GetSource()) player->SendResetInstanceSuccess(instanceSave->GetMapId()); } else SendMsgTo->SendResetInstanceSuccess(instanceSave->GetMapId()); } else SendMsgTo->SendResetInstanceSuccess(instanceSave->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 (instanceSave->CanReset()) instanceSave->DeleteFromDB(); else { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_INSTANCE); stmt->setUInt32(0, instanceSave->GetInstanceId()); CharacterDatabase.Execute(stmt); } // 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) instanceSave->RemoveGroup(this); } else ++itr; } } InstanceGroupBind* Group::GetBoundInstance(Player* player) { uint32 mapid = player->GetMapId(); MapEntry const* mapEntry = sMapStore.LookupEntry(mapid); return GetBoundInstance(mapEntry); } InstanceGroupBind* Group::GetBoundInstance(Map* aMap) { // Currently spawn numbering not different from map difficulty Difficulty difficulty = GetDifficulty(aMap->IsRaid()); return GetBoundInstance(difficulty, aMap->GetId()); } InstanceGroupBind* Group::GetBoundInstance(MapEntry const* mapEntry) { if (!mapEntry || !mapEntry->IsDungeon()) return NULL; Difficulty difficulty = GetDifficulty(mapEntry->IsRaid()); return GetBoundInstance(difficulty, mapEntry->MapID); } InstanceGroupBind* Group::GetBoundInstance(Difficulty difficulty, uint32 mapId) { // some instances only have one difficulty GetDownscaledMapDifficultyData(mapId, difficulty); BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapId); if (itr != m_boundInstances[difficulty].end()) return &itr->second; else return NULL; } InstanceGroupBind* Group::BindToInstance(InstanceSave* save, bool permanent, bool load) { if (!save || isBGGroup() || isBFGroup()) return NULL; InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()]; if (!load && (!bind.save || permanent != bind.perm || save != bind.save)) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GROUP_INSTANCE); stmt->setUInt32(0, m_dbStoreId); stmt->setUInt32(1, save->GetInstanceId()); stmt->setBool(2, permanent); CharacterDatabase.Execute(stmt); } if (bind.save != save) { if (bind.save) bind.save->RemoveGroup(this); save->AddGroup(this); } bind.save = save; bind.perm = permanent; if (!load) TC_LOG_DEBUG("maps", "Group::BindToInstance: Group (guid: %u, storage id: %u) is now bound to map %d, instance %d, difficulty %d", GUID_LOPART(GetGUID()), m_dbStoreId, save->GetMapId(), save->GetInstanceId(), save->GetDifficulty()); return &bind; } void Group::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload) { BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); if (itr != m_boundInstances[difficulty].end()) { if (!unload) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_GUID); stmt->setUInt32(0, m_dbStoreId); stmt->setUInt32(1, itr->second.save->GetInstanceId()); CharacterDatabase.Execute(stmt); } itr->second.save->RemoveGroup(this); // save can become invalid m_boundInstances[difficulty].erase(itr); } } void Group::_homebindIfInstance(Player* player) { if (player && !player->IsGameMaster() && sMapStore.LookupEntry(player->GetMapId())->IsDungeon()) player->m_InstanceValid = false; } void Group::BroadcastGroupUpdate(void) { // FG: HACK: force flags update on group leave - for values update hack // -- not very efficient but safe for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { Player* pp = ObjectAccessor::FindPlayer(citr->guid); if (pp && pp->IsInWorld()) { pp->ForceValuesUpdateAtIndex(UNIT_FIELD_BYTES_2); pp->ForceValuesUpdateAtIndex(UNIT_FIELD_FACTIONTEMPLATE); TC_LOG_DEBUG("misc", "-- Forced group value update for '%s'", pp->GetName().c_str()); } } } void Group::ResetMaxEnchantingLevel() { m_maxEnchantingLevel = 0; Player* member = NULL; for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { member = ObjectAccessor::FindPlayer(citr->guid); if (member && m_maxEnchantingLevel < member->GetSkillValue(SKILL_ENCHANTING)) m_maxEnchantingLevel = member->GetSkillValue(SKILL_ENCHANTING); } } void Group::SetLootMethod(LootMethod method) { m_lootMethod = method; } void Group::SetLooterGuid(uint64 guid) { m_looterGuid = guid; } void Group::SetLootThreshold(ItemQualities threshold) { m_lootThreshold = threshold; } void Group::SetLfgRoles(uint64 guid, const uint8 roles) { member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return; slot->roles = roles; SendUpdate(); } bool Group::IsFull() const { return isRaidGroup() ? (m_memberSlots.size() >= MAXRAIDSIZE) : (m_memberSlots.size() >= MAXGROUPSIZE); } bool Group::isLFGGroup() const { return m_groupType & GROUPTYPE_LFG; } bool Group::isRaidGroup() const { return m_groupType & GROUPTYPE_RAID; } bool Group::isBGGroup() const { return m_bgGroup != NULL; } bool Group::isBFGroup() const { return m_bfGroup != NULL; } bool Group::IsCreated() const { return GetMembersCount() > 0; } uint64 Group::GetLeaderGUID() const { return m_leaderGuid; } uint64 Group::GetGUID() const { return m_guid; } uint32 Group::GetLowGUID() const { return GUID_LOPART(m_guid); } char const* Group::GetLeaderName() const { return m_leaderName.c_str(); } LootMethod Group::GetLootMethod() const { return m_lootMethod; } uint64 Group::GetLooterGuid() const { return m_looterGuid; } ItemQualities Group::GetLootThreshold() const { return m_lootThreshold; } bool Group::IsMember(uint64 guid) const { return _getMemberCSlot(guid) != m_memberSlots.end(); } bool Group::IsLeader(uint64 guid) const { return (GetLeaderGUID() == guid); } uint64 Group::GetMemberGUID(const std::string& name) { for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) if (itr->name == name) return itr->guid; return 0; } bool Group::IsAssistant(uint64 guid) const { member_citerator mslot = _getMemberCSlot(guid); if (mslot == m_memberSlots.end()) return false; return mslot->flags & MEMBER_FLAG_ASSISTANT; } bool Group::SameSubGroup(uint64 guid1, uint64 guid2) const { member_citerator mslot2 = _getMemberCSlot(guid2); if (mslot2 == m_memberSlots.end()) return false; return SameSubGroup(guid1, &*mslot2); } bool Group::SameSubGroup(uint64 guid1, MemberSlot const* slot2) const { member_citerator mslot1 = _getMemberCSlot(guid1); if (mslot1 == m_memberSlots.end() || !slot2) return false; return (mslot1->group == slot2->group); } bool Group::HasFreeSlotSubGroup(uint8 subgroup) const { return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAXGROUPSIZE); } uint8 Group::GetMemberGroup(uint64 guid) const { member_citerator mslot = _getMemberCSlot(guid); if (mslot == m_memberSlots.end()) return (MAX_RAID_SUBGROUPS+1); return mslot->group; } void Group::SetBattlegroundGroup(Battleground* bg) { m_bgGroup = bg; } void Group::SetBattlefieldGroup(Battlefield *bg) { m_bfGroup = bg; } void Group::SetGroupMemberFlag(uint64 guid, bool apply, GroupMemberFlags flag) { // Assistants, main assistants and main tanks are only available in raid groups if (!isRaidGroup()) return; // Check if player is really in the raid member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return; // Do flag specific actions, e.g ensure uniqueness switch (flag) { case MEMBER_FLAG_MAINASSIST: RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINASSIST); // Remove main assist flag from current if any. break; case MEMBER_FLAG_MAINTANK: RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINTANK); // Remove main tank flag from current if any. break; case MEMBER_FLAG_ASSISTANT: break; default: return; // This should never happen } // Switch the actual flag ToggleGroupMemberFlag(slot, flag, apply); // Preserve the new setting in the db PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_FLAG); stmt->setUInt8(0, slot->flags); stmt->setUInt32(1, GUID_LOPART(guid)); CharacterDatabase.Execute(stmt); // Broadcast the changes to the group SendUpdate(); } Difficulty Group::GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; } Difficulty Group::GetDungeonDifficulty() const { return m_dungeonDifficulty; } Difficulty Group::GetRaidDifficulty() const { return m_raidDifficulty; } bool Group::isRollLootActive() const { return !RollId.empty(); } Group::Rolls::iterator Group::GetRoll(uint64 Guid) { Rolls::iterator iter; for (iter=RollId.begin(); iter != RollId.end(); ++iter) if ((*iter)->itemGUID == Guid && (*iter)->isValid()) return iter; return RollId.end(); } void Group::LinkMember(GroupReference* pRef) { m_memberMgr.insertFirst(pRef); } void Group::DelinkMember(uint64 guid) { GroupReference* ref = m_memberMgr.getFirst(); while (ref) { GroupReference* nextRef = ref->next(); if (ref->GetSource()->GetGUID() == guid) { ref->unlink(); break; } ref = nextRef; } } Group::BoundInstancesMap& Group::GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; } void Group::_initRaidSubGroupsCounter() { // Sub group counters initialization if (!m_subGroupsCounts) m_subGroupsCounts = new uint8[MAX_RAID_SUBGROUPS]; memset((void*)m_subGroupsCounts, 0, (MAX_RAID_SUBGROUPS)*sizeof(uint8)); for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) ++m_subGroupsCounts[itr->group]; } Group::member_citerator Group::_getMemberCSlot(uint64 Guid) const { for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) if (itr->guid == Guid) return itr; return m_memberSlots.end(); } Group::member_witerator Group::_getMemberWSlot(uint64 Guid) { for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) if (itr->guid == Guid) return itr; return m_memberSlots.end(); } void Group::SubGroupCounterIncrease(uint8 subgroup) { if (m_subGroupsCounts) ++m_subGroupsCounts[subgroup]; } void Group::SubGroupCounterDecrease(uint8 subgroup) { if (m_subGroupsCounts) --m_subGroupsCounts[subgroup]; } void Group::RemoveUniqueGroupMemberFlag(GroupMemberFlags flag) { for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) if (itr->flags & flag) itr->flags &= ~flag; } void Group::ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply) { if (apply) slot->flags |= flag; else slot->flags &= ~flag; }