/* * Copyright (C) 2008-2017 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 "Group.h" #include "Battleground.h" #include "BattlegroundMgr.h" #include "Common.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "Formulas.h" #include "GameObject.h" #include "GroupMgr.h" #include "InstanceSaveMgr.h" #include "LFGMgr.h" #include "Log.h" #include "LootMgr.h" #include "LootPackets.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "PartyPackets.h" #include "Pet.h" #include "Player.h" #include "Random.h" #include "SpellAuras.h" #include "UpdateData.h" #include "UpdateFieldFlags.h" #include "Util.h" #include "World.h" #include "WorldSession.h" Roll::Roll(LootItem const& li) : 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(), m_leaderName(""), m_groupFlags(GROUP_FLAG_NONE), m_groupCategory(GROUP_CATEGORY_HOME), m_dungeonDifficulty(DIFFICULTY_NORMAL), m_raidDifficulty(DIFFICULTY_NORMAL_RAID), m_legacyRaidDifficulty(DIFFICULTY_10_N), m_bgGroup(nullptr), m_bfGroup(nullptr), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_looterGuid(), m_masterLooterGuid(), m_subGroupsCounts(nullptr), m_guid(), m_maxEnchantingLevel(0), m_dbStoreId(0), m_readyCheckStarted(false), m_readyCheckTimer(0), m_activeMarkers(0) { for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i) m_targetIcons[i].Clear(); for (uint8 i = 0; i < RAID_MARKERS_COUNT; ++i) m_markers[i] = nullptr; } 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); } // 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) { ObjectGuid leaderGuid = leader->GetGUID(); m_guid = ObjectGuid::Create(sGroupMgr->GenerateGroupId()); m_leaderGuid = leaderGuid; m_leaderName = leader->GetName(); leader->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER); if (isBGGroup() || isBFGroup()) { m_groupFlags = GROUP_MASK_BGRAID; m_groupCategory = GROUP_CATEGORY_INSTANCE; } if (m_groupFlags & GROUP_FLAG_RAID) _initRaidSubGroupsCounter(); if (!isLFGGroup()) m_lootMethod = GROUP_LOOT; m_lootThreshold = ITEM_QUALITY_UNCOMMON; m_looterGuid = leaderGuid; m_masterLooterGuid.Clear(); m_dungeonDifficulty = DIFFICULTY_NORMAL; m_raidDifficulty = DIFFICULTY_NORMAL_RAID; m_legacyRaidDifficulty = DIFFICULTY_10_N; if (!isBGGroup() && !isBFGroup()) { m_dungeonDifficulty = leader->GetDungeonDifficultyID(); m_raidDifficulty = leader->GetRaidDifficultyID(); m_legacyRaidDifficulty = leader->GetLegacyRaidDifficultyID(); 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->setUInt64(index++, m_leaderGuid.GetCounter()); stmt->setUInt8(index++, uint8(m_lootMethod)); stmt->setUInt64(index++, m_looterGuid.GetCounter()); stmt->setUInt8(index++, uint8(m_lootThreshold)); stmt->setBinary(index++, m_targetIcons[0].GetRawValue()); stmt->setBinary(index++, m_targetIcons[1].GetRawValue()); stmt->setBinary(index++, m_targetIcons[2].GetRawValue()); stmt->setBinary(index++, m_targetIcons[3].GetRawValue()); stmt->setBinary(index++, m_targetIcons[4].GetRawValue()); stmt->setBinary(index++, m_targetIcons[5].GetRawValue()); stmt->setBinary(index++, m_targetIcons[6].GetRawValue()); stmt->setBinary(index++, m_targetIcons[7].GetRawValue()); stmt->setUInt8(index++, uint8(m_groupFlags)); stmt->setUInt32(index++, uint8(m_dungeonDifficulty)); stmt->setUInt32(index++, uint8(m_raidDifficulty)); stmt->setUInt32(index++, uint8(m_legacyRaidDifficulty)); stmt->setUInt64(index++, m_masterLooterGuid.GetCounter()); CharacterDatabase.Execute(stmt); Group::ConvertLeaderInstancesToGroup(leader, this, false); ASSERT(AddMember(leader)); // If the leader can't be added to a new group because it appears full, something is clearly wrong. } else if (!AddMember(leader)) return false; return true; } void Group::LoadGroupFromDB(Field* fields) { m_dbStoreId = fields[17].GetUInt32(); m_guid = ObjectGuid::Create(sGroupMgr->GenerateGroupId()); m_leaderGuid = ObjectGuid::Create(fields[0].GetUInt64()); // group leader not exist if (!ObjectMgr::GetPlayerNameByGUID(m_leaderGuid, m_leaderName)) return; m_lootMethod = LootMethod(fields[1].GetUInt8()); m_looterGuid = ObjectGuid::Create(fields[2].GetUInt64()); m_lootThreshold = ItemQualities(fields[3].GetUInt8()); for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i) m_targetIcons[i].SetRawValue(fields[4 + i].GetBinary()); m_groupFlags = GroupFlags(fields[12].GetUInt8()); if (m_groupFlags & GROUP_FLAG_RAID) _initRaidSubGroupsCounter(); m_dungeonDifficulty = Player::CheckLoadedDungeonDifficultyID(Difficulty(fields[13].GetUInt8())); m_raidDifficulty = Player::CheckLoadedRaidDifficultyID(Difficulty(fields[14].GetUInt8())); m_legacyRaidDifficulty = Player::CheckLoadedLegacyRaidDifficultyID(Difficulty(fields[15].GetUInt8())); m_masterLooterGuid = ObjectGuid::Create(fields[16].GetUInt64()); if (m_groupFlags & GROUP_FLAG_LFG) sLFGMgr->_LoadFromDB(fields, GetGUID()); } void Group::LoadMemberFromDB(ObjectGuid::LowType guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles) { MemberSlot member; member.guid = ObjectGuid::Create(guidLow); // skip non-existed member if (!ObjectMgr::GetPlayerNameAndClassByGUID(member.guid, member.name, member._class)) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); stmt->setUInt64(0, guidLow); CharacterDatabase.Execute(stmt); return; } member.group = subgroup; member.flags = memberFlags; member.roles = roles; member.readyChecked = false; m_memberSlots.push_back(member); SubGroupCounterIncrease(subgroup); sLFGMgr->SetupGroupMember(member.guid, GetGUID()); } void Group::ConvertToLFG() { m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_LFG | GROUP_FLAG_LFG_RESTRICTED); m_groupCategory = GROUP_CATEGORY_INSTANCE; m_lootMethod = GROUP_LOOT; if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); stmt->setUInt8(0, uint8(m_groupFlags)); stmt->setUInt32(1, m_dbStoreId); CharacterDatabase.Execute(stmt); } SendUpdate(); } void Group::ConvertToRaid() { m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_RAID); _initRaidSubGroupsCounter(); if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); stmt->setUInt8(0, uint8(m_groupFlags)); 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(); } void Group::ConvertToGroup() { if (m_memberSlots.size() > 5) return; // What message error should we send? m_groupFlags = GroupFlags(GROUP_FLAG_NONE); if (m_subGroupsCounts) { delete[] m_subGroupsCounts; m_subGroupsCounts = NULL; } if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE); stmt->setUInt8(0, uint8(m_groupFlags)); 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(ObjectGuid 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] < MAX_GROUP_SIZE) { 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._class = player->getClass(); member.group = subGroup; member.flags = 0; member.roles = 0; member.readyChecked = false; 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); player->SetPartyType(m_groupCategory, GROUP_TYPE_NORMAL); player->ResetGroupUpdateSequenceIfNeeded(this); // if the same group invites the player back, cancel the homebind timer player->m_InstanceValid = player->CheckInstanceValidity(false); if (!isRaidGroup()) // reset targetIcons for non-raid-groups { for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i) m_targetIcons[i].Clear(); } // 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->setUInt64(1, member.guid.GetCounter()); 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, false); player->ResetInstances(INSTANCE_RESET_GROUP_JOIN, true, false); player->ResetInstances(INSTANCE_RESET_GROUP_JOIN, true, true); if (player->GetDungeonDifficultyID() != GetDungeonDifficultyID()) { player->SetDungeonDifficultyID(GetDungeonDifficultyID()); player->SendDungeonDifficulty(); } if (player->GetRaidDifficultyID() != GetRaidDifficultyID()) { player->SetRaidDifficultyID(GetRaidDifficultyID()); player->SendRaidDifficulty(false); } if (player->GetLegacyRaidDifficultyID() != GetLegacyRaidDifficultyID()) { player->SetLegacyRaidDifficultyID(GetLegacyRaidDifficultyID()); player->SendRaidDifficulty(true); } } player->SetGroupUpdateFlag(GROUP_UPDATE_FULL); if (Pet* pet = player->GetPet()) pet->SetGroupUpdateFlag(GROUP_UPDATE_PET_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(player->GetMapId()); WorldPacket groupDataPacket; // Broadcast group members' fields to player for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { if (itr->GetSource() == player) continue; if (Player* existingMember = itr->GetSource()) { if (player->HaveAtClient(existingMember)) { existingMember->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); existingMember->BuildValuesUpdateBlockForPlayer(&groupData, player); existingMember->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER); } if (existingMember->HaveAtClient(player)) { UpdateData newData(player->GetMapId()); WorldPacket newDataPacket; player->BuildValuesUpdateBlockForPlayer(&newData, existingMember); if (newData.HasData()) { newData.BuildPacket(&newDataPacket); existingMember->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(ObjectGuid guid, const RemoveMethod& method /*= GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /*= 0*/, const char* reason /*= NULL*/) { BroadcastGroupUpdate(); sScriptMgr->OnGroupRemoveMember(this, guid, method, kicker, reason); Player* player = ObjectAccessor::FindConnectedPlayer(guid); if (player) { for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) { if (Player* groupMember = itr->GetSource()) { if (groupMember->GetGUID() == guid) continue; groupMember->RemoveAllGroupBuffsFromCaster(guid); player->RemoveAllGroupBuffsFromCaster(groupMember->GetGUID()); } } } // LFG group vote kick handled in scripts if (isLFGGroup() && method == GROUP_REMOVEMETHOD_KICK) return !m_memberSlots.empty(); // 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)) { 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(); } player->SetPartyType(m_groupCategory, GROUP_TYPE_NONE); WorldPacket data; if (method == GROUP_REMOVEMETHOD_KICK || method == GROUP_REMOVEMETHOD_KICK_LFG) { data.Initialize(SMSG_GROUP_UNINVITE, 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->setUInt64(0, guid.GetCounter()); 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)) 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); if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling) { CountTheRoll(it); it = RollId.begin(); } } // 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::FindConnectedPlayer(itr->guid)) { ChangeLeader(itr->guid); break; } } } SendUpdate(); if (isLFGGroup() && GetMembersCount() == 1) { Player* leader = ObjectAccessor::FindConnectedPlayer(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(); else if (player) { // send update to removed player too so party frames are destroyed clientside SendUpdateDestroyGroupToPlayer(player); } return true; } // If group size before player removal <= 2 then disband it else { Disband(); return false; } } void Group::ChangeLeader(ObjectGuid newLeaderGuid, int8 partyIndex) { member_witerator slot = _getMemberWSlot(newLeaderGuid); if (slot == m_memberSlots.end()) return; Player* newLeader = ObjectAccessor::FindConnectedPlayer(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 Group::ConvertLeaderInstancesToGroup(newLeader, this, true); // Update the group leader PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER); stmt->setUInt64(0, newLeader->GetGUID().GetCounter()); stmt->setUInt32(1, m_dbStoreId); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } if (Player* oldLeader = ObjectAccessor::FindConnectedPlayer(m_leaderGuid)) oldLeader->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER); newLeader->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER); m_leaderGuid = newLeader->GetGUID(); m_leaderName = newLeader->GetName(); ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false); WorldPackets::Party::GroupNewLeader groupNewLeader; groupNewLeader.Name = m_leaderName; groupNewLeader.PartyIndex = partyIndex; BroadcastPacket(groupNewLeader.Write(), true); } /// convert the player's binds to the group void Group::ConvertLeaderInstancesToGroup(Player* player, Group* group, bool switchLeader) { // copy all binds to the group, when changing leader it's assumed the character // will not have any solo binds for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (Player::BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();) { if (!switchLeader || !group->GetBoundInstance(itr->second.save->GetDifficultyID(), itr->first)) if (itr->second.extendState) // not expired group->BindToInstance(itr->second.save, itr->second.perm, false); // permanent binds are not removed if (switchLeader && !itr->second.perm) { // increments itr in call player->UnbindInstance(itr, Difficulty(i), false); } else ++itr; } } /* if group leader is in a non-raid dungeon map and nobody is actually bound to this map then the group can "take over" the instance * * (example: two-player group disbanded by disconnect where the player reconnects within 60 seconds and the group is reformed) */ if (Map* playerMap = player->GetMap()) if (!switchLeader && playerMap->IsNonRaidDungeon()) if (InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(playerMap->GetInstanceId())) if (save->GetGroupCount() == 0 && save->GetPlayerCount() == 0) { TC_LOG_DEBUG("maps", "Group::ConvertLeaderInstancesToGroup: Group for player %s is taking over unbound instance map %d with Id %d", player->GetName().c_str(), playerMap->GetId(), playerMap->GetInstanceId()); // if nobody is saved to this, then the save wasn't permanent group->BindToInstance(save, false, false); } } 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::FindConnectedPlayer(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); } player->SetPartyType(m_groupCategory, GROUP_TYPE_NONE); // quest related GO state dependent from raid membership if (isRaidGroup()) player->UpdateForQuestWorldObjects(); if (!hideDestroy) player->SendDirectMessage(WorldPackets::Party::GroupDestroyed().Write()); SendUpdateDestroyGroupToPlayer(player); _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, false, NULL); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, true, false, NULL); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, true, 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::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, bool canNeed, Roll const& r) const { WorldPackets::Loot::StartLootRoll startLootRoll; startLootRoll.LootObj = r->GetGUID(); startLootRoll.MapID = mapId; startLootRoll.RollTime = countDown; startLootRoll.ValidRolls = r.rollVoteMask; if (!canNeed) startLootRoll.ValidRolls &= ~ROLL_FLAG_TYPE_NEED; startLootRoll.Method = GetLootMethod(); r.FillPacket(startLootRoll.Item); p->GetSession()->SendPacket(startLootRoll.Write()); } void Group::SendLootRoll(ObjectGuid playerGuid, int32 rollNumber, uint8 rollType, Roll const& roll) const { WorldPackets::Loot::LootRollBroadcast lootRoll; lootRoll.LootObj = roll->GetGUID(); lootRoll.Player = playerGuid; lootRoll.Roll = rollNumber; lootRoll.RollType = rollType; roll.FillPacket(lootRoll.Item); lootRoll.Write(); for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindConnectedPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second != NOT_VALID) p->GetSession()->SendPacket(lootRoll.GetRawPacket()); } } void Group::SendLootRollWon(ObjectGuid winnerGuid, int32 rollNumber, uint8 rollType, Roll const& roll) const { WorldPackets::Loot::LootRollWon lootRollWon; lootRollWon.LootObj = roll->GetGUID(); lootRollWon.Winner = winnerGuid; lootRollWon.Roll = rollNumber; lootRollWon.RollType = rollType; roll.FillPacket(lootRollWon.Item); lootRollWon.MainSpec = true; // offspec rolls not implemented lootRollWon.Write(); for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* p = ObjectAccessor::FindConnectedPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second != NOT_VALID) p->GetSession()->SendPacket(lootRollWon.GetRawPacket()); } } void Group::SendLootAllPassed(Roll const& roll) const { WorldPackets::Loot::LootAllPassed lootAllPassed; lootAllPassed.LootObj = roll->GetGUID(); roll.FillPacket(lootAllPassed.Item); lootAllPassed.Write(); for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* player = ObjectAccessor::FindConnectedPlayer(itr->first); if (!player || !player->GetSession()) continue; if (itr->second != NOT_VALID) player->GetSession()->SendPacket(lootAllPassed.GetRawPacket()); } } void Group::SendLootRollsComplete(Roll const& roll) const { WorldPackets::Loot::LootRollsComplete lootRollsComplete; lootRollsComplete.LootObj = roll->GetGUID(); lootRollsComplete.LootListID = roll.itemSlot + 1; lootRollsComplete.Write(); for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr) { Player* player = ObjectAccessor::FindConnectedPlayer(itr->first); if (!player || !player->GetSession()) continue; if (itr->second != NOT_VALID) player->GetSession()->SendPacket(lootRollsComplete.GetRawPacket()); } } // notify group members which player is the allowed looter for the given creature void Group::SendLooter(Creature* creature, Player* groupLooter) { ASSERT(creature); WorldPackets::Loot::LootList lootList; lootList.Owner = creature->GetGUID(); lootList.LootObj = creature->loot.GetGUID(); if (GetLootMethod() == MASTER_LOOT && creature->loot.hasOverThresholdItem()) lootList.Master = GetMasterLooterGuid(); if (groupLooter) lootList.RoundRobinWinner = groupLooter->GetGUID(); BroadcastPacket(lootList.Write(), false); } void Group::GroupLoot(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 = ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(i->itemid)); //roll for over-threshold item if it's one-player loot if (item->GetQuality() >= uint32(m_lootThreshold)) { Roll* r = new Roll(*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->IsAtGroupRewardDistance(lootedObject)) { 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->GetFlags2() & ITEM_FLAG2_CAN_ONLY_ROLL_GREED) 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::FindConnectedPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second == PASS) SendLootRoll(p->GetGUID(), -1, 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 = GetGUID(); } else if (GameObject* go = lootedObject->ToGameObject()) { go->m_groupLootTimer = 60000; go->lootingGroupLowGUID = GetGUID(); } } 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); Roll* r = new Roll(*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->IsAtGroupRewardDistance(lootedObject)) { 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::FindConnectedPlayer(itr->first); if (!p || !p->GetSession()) continue; if (itr->second == PASS) SendLootRoll(p->GetGUID(), -1, 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 = GetGUID(); } else if (GameObject* go = lootedObject->ToGameObject()) { go->m_groupLootTimer = 60000; go->lootingGroupLowGUID = GetGUID(); } } else delete r; } } void Group::MasterLoot(Loot* loot, WorldObject* pLootedObject) { TC_LOG_DEBUG("network", "Group::MasterLoot (SMSG_MASTER_LOOT_CANDIDATE_LIST)"); for (std::vector::iterator i = loot->items.begin(); i != loot->items.end(); ++i) { if (i->freeforall) continue; i->is_blocked = !i->is_underthreshold; } for (std::vector::iterator i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i) { if (!i->follow_loot_rules) continue; i->is_blocked = !i->is_underthreshold; } uint32 real_count = 0; WorldPacket data(SMSG_MASTER_LOOT_CANDIDATE_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->IsAtGroupRewardDistance(pLootedObject)) { data << looter->GetGUID(); ++real_count; } } data.put(0, real_count); for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* looter = itr->GetSource(); if (looter->IsAtGroupRewardDistance(pLootedObject)) looter->GetSession()->SendPacket(&data); } } void Group::CountRollVote(ObjectGuid playerGuid, ObjectGuid lootObjectGuid, uint8 lootListId, uint8 choice) { Rolls::iterator rollI = GetRoll(lootObjectGuid, lootListId); 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(playerGuid, -1, ROLL_PASS, *roll); ++roll->totalPass; itr->second = PASS; break; case ROLL_NEED: // player choose Need SendLootRoll(playerGuid, 0, ROLL_NEED, *roll); ++roll->totalNeed; itr->second = NEED; break; case ROLL_GREED: // player choose Greed SendLootRoll(playerGuid, -7, ROLL_GREED, *roll); ++roll->totalGreed; itr->second = GREED; break; case ROLL_DISENCHANT: // player choose Disenchant SendLootRoll(playerGuid, -8, 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; ObjectGuid 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(itr->first, randomN, ROLL_NEED, *roll); if (maxresul < randomN) { maxguid = itr->first; maxresul = randomN; } } SendLootRollWon(maxguid, maxresul, ROLL_NEED, *roll); player = ObjectAccessor::FindConnectedPlayer(maxguid); if (player && player->GetSession()) { player->UpdateCriteria(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(), item->context, item->BonusListIDs); } else { item->is_blocked = false; player->SendEquipError(msg, NULL, NULL, roll->itemid); } } } } else if (roll->totalGreed > 0) { if (!roll->playerVote.empty()) { uint8 maxresul = 0; ObjectGuid 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(itr->first, randomN, itr->second, *roll); if (maxresul < randomN) { maxguid = itr->first; maxresul = randomN; rollvote = itr->second; } } SendLootRollWon(maxguid, maxresul, rollvote, *roll); player = ObjectAccessor::FindConnectedPlayer(maxguid); if (player && player->GetSession()) { player->UpdateCriteria(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(), item->context, item->BonusListIDs); } 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->UpdateCriteria(CRITERIA_TYPE_CAST_SPELL, 13262); // Disenchant ItemPosCountVec dest; InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count); if (msg == EQUIP_ERR_OK) player->AutoStoreLoot(pProto->DisenchantID, LootTemplates_Disenchant, true); else // If the player's inventory is full, send the disenchant result in a mail. { Loot loot; loot.FillLoot(pProto->DisenchantID, LootTemplates_Disenchant, player, true); uint32 max_slot = loot.GetMaxSlotInLootFor(player); for (uint32 i = 0; i < max_slot; ++i) { LootItem* lootItem = loot.LootItemInSlot(i, player); player->SendEquipError(msg, NULL, NULL, lootItem->itemid); player->SendItemRetrievalMail(lootItem->itemid, lootItem->count); } } } } } } 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]); item->is_blocked = false; } SendLootRollsComplete(*roll); RollId.erase(rollI); delete roll; } void Group::SetTargetIcon(uint8 symbol, ObjectGuid target, ObjectGuid changedBy, uint8 partyIndex) { if (symbol >= TARGET_ICONS_COUNT) return; // clean other icons if (!target.IsEmpty()) for (uint8 i = 0; i < TARGET_ICONS_COUNT; ++i) if (m_targetIcons[i] == target) SetTargetIcon(i, ObjectGuid::Empty, changedBy, partyIndex); m_targetIcons[symbol] = target; WorldPackets::Party::SendRaidTargetUpdateSingle updateSingle; updateSingle.PartyIndex = partyIndex; updateSingle.Target = target; updateSingle.ChangedBy = changedBy; updateSingle.Symbol = symbol; BroadcastPacket(updateSingle.Write(), true); } void Group::SendTargetIconList(WorldSession* session, int8 partyIndex) { if (!session) return; WorldPackets::Party::SendRaidTargetUpdateAll updateAll; updateAll.PartyIndex = partyIndex; for (uint8 i = 0; i < TARGET_ICONS_COUNT; i++) updateAll.TargetIcons.insert(std::pair(i, m_targetIcons[i])); session->SendPacket(updateAll.Write()); } void Group::SendUpdate() { for (member_witerator witr = m_memberSlots.begin(); witr != m_memberSlots.end(); ++witr) SendUpdateToPlayer(witr->guid, &(*witr)); } void Group::SendUpdateToPlayer(ObjectGuid playerGUID, MemberSlot* slot) { Player* player = ObjectAccessor::FindConnectedPlayer(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); } WorldPackets::Party::PartyUpdate partyUpdate; partyUpdate.PartyFlags = m_groupFlags; partyUpdate.PartyIndex = m_groupCategory; partyUpdate.PartyType = IsCreated() ? GROUP_TYPE_NORMAL : GROUP_TYPE_NONE; partyUpdate.PartyGUID = m_guid; partyUpdate.LeaderGUID = m_leaderGuid; partyUpdate.SequenceNum = player->NextGroupUpdateSequenceNumber(m_groupCategory); partyUpdate.MyIndex = -1; uint8 index = 0; for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr, ++index) { if (slot->guid == citr->guid) partyUpdate.MyIndex = index; Player* member = ObjectAccessor::FindConnectedPlayer(citr->guid); WorldPackets::Party::PartyPlayerInfo playerInfos; playerInfos.GUID = citr->guid; playerInfos.Name = citr->name; playerInfos.Class = citr->_class; playerInfos.Status = MEMBER_STATUS_OFFLINE; if (member && member->GetSession() && !member->GetSession()->PlayerLogout()) playerInfos.Status = MEMBER_STATUS_ONLINE | (isBGGroup() || isBFGroup() ? MEMBER_STATUS_PVP : 0); playerInfos.Subgroup = citr->group; // groupid playerInfos.Flags = citr->flags; // See enum GroupMemberFlags playerInfos.RolesAssigned = citr->roles; // Lfg Roles partyUpdate.PlayerList.push_back(playerInfos); } if (GetMembersCount() > 1) { // LootSettings partyUpdate.LootSettings = boost::in_place(); partyUpdate.LootSettings->Method = m_lootMethod; partyUpdate.LootSettings->Threshold = m_lootThreshold; partyUpdate.LootSettings->LootMaster = m_lootMethod == MASTER_LOOT ? m_masterLooterGuid : ObjectGuid::Empty; // Difficulty Settings partyUpdate.DifficultySettings = boost::in_place(); partyUpdate.DifficultySettings->DungeonDifficultyID = m_dungeonDifficulty; partyUpdate.DifficultySettings->RaidDifficultyID = m_raidDifficulty; partyUpdate.DifficultySettings->LegacyRaidDifficultyID = m_legacyRaidDifficulty; } // LfgInfos if (isLFGGroup()) { partyUpdate.LfgInfos = boost::in_place(); partyUpdate.LfgInfos->Slot = sLFGMgr->GetLFGDungeonEntry(sLFGMgr->GetDungeon(m_guid)); partyUpdate.LfgInfos->BootCount = 0; partyUpdate.LfgInfos->Aborted = false; partyUpdate.LfgInfos->MyFlags = sLFGMgr->GetState(m_guid) == lfg::LFG_STATE_FINISHED_DUNGEON ? 2 : 0; partyUpdate.LfgInfos->MyRandomSlot = [player]() -> uint32 { lfg::LfgDungeonSet const& selectedDungeons = sLFGMgr->GetSelectedDungeons(player->GetGUID()); if (selectedDungeons.size() == 1) if (LfgDungeonsEntry const* dungeon = sLfgDungeonsStore.LookupEntry(*selectedDungeons.begin())) if (dungeon->Type == lfg::LFG_TYPE_RANDOM) return dungeon->ID; return 0; }(); partyUpdate.LfgInfos->MyPartialClear = 0; partyUpdate.LfgInfos->MyGearDiff = 0.0f; partyUpdate.LfgInfos->MyFirstReward = false; partyUpdate.LfgInfos->MyStrangerCount = 0; partyUpdate.LfgInfos->MyKickVoteCount = 0; } player->GetSession()->SendPacket(partyUpdate.Write()); } void Group::SendUpdateDestroyGroupToPlayer(Player* player) const { WorldPackets::Party::PartyUpdate partyUpdate; partyUpdate.PartyFlags = GROUP_FLAG_DESTROYED; partyUpdate.PartyIndex = m_groupCategory; partyUpdate.PartyType = GROUP_TYPE_NONE; partyUpdate.PartyGUID = m_guid; partyUpdate.MyIndex = -1; partyUpdate.SequenceNum = player->NextGroupUpdateSequenceNumber(m_groupCategory); player->GetSession()->SendPacket(partyUpdate.Write()); } void Group::UpdatePlayerOutOfRange(Player* player) { if (!player || !player->IsInWorld()) return; WorldPackets::Party::PartyMemberState packet; packet.Initialize(player); Player* member; for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { member = itr->GetSource(); if (member && member != player && (!member->IsInMap(player) || !member->IsWithinDist(player, member->GetSightRange(), false))) member->GetSession()->SendPacket(packet.Write()); } } void Group::BroadcastAddonMessagePacket(WorldPacket const* packet, const std::string& prefix, bool ignorePlayersInBGRaid, int group /*= -1*/, ObjectGuid ignore /*= ObjectGuid::Empty*/) { for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (!player || (!ignore.IsEmpty() && player->GetGUID() == ignore) || (ignorePlayersInBGRaid && player->GetGroup() != this)) continue; if (WorldSession* session = player->GetSession()) if (session && (group == -1 || itr->getSubGroup() == group)) if (session->IsAddonRegistered(prefix)) session->SendPacket(packet); } } void Group::BroadcastPacket(WorldPacket const* packet, bool ignorePlayersInBGRaid, int group, ObjectGuid ignoredPlayer) { for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (!player || (!ignoredPlayer.IsEmpty() && player->GetGUID() == ignoredPlayer) || (ignorePlayersInBGRaid && player->GetGroup() != this)) continue; if (player->GetSession() && (group == -1 || itr->getSubGroup() == group)) player->GetSession()->SendPacket(packet); } } bool Group::_setMembersGroup(ObjectGuid 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->setUInt64(1, guid.GetCounter()); 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(ObjectGuid 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; uint8 prevSubGroup = slot->group; // Abort if the player is already in the target sub group 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->setUInt64(1, guid.GetCounter()); CharacterDatabase.Execute(stmt); } // In case the moved player is online, update the player object with the new sub group references if (Player* player = ObjectAccessor::FindConnectedPlayer(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 player->GetOriginalGroupRef().setSubGroup(group); } } // Broadcast the changes to the group SendUpdate(); } void Group::SwapMembersGroups(ObjectGuid firstGuid, ObjectGuid secondGuid) { if (!isRaidGroup()) return; member_witerator slots[2]; slots[0] = _getMemberWSlot(firstGuid); slots[1] = _getMemberWSlot(secondGuid); if (slots[0] == m_memberSlots.end() || slots[1] == m_memberSlots.end()) return; if (slots[0]->group == slots[1]->group) return; uint8 tmp = slots[0]->group; slots[0]->group = slots[1]->group; slots[1]->group = tmp; SQLTransaction trans = CharacterDatabase.BeginTransaction(); for (uint8 i = 0; i < 2; i++) { // 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, slots[i]->group); stmt->setUInt64(1, slots[i]->guid.GetCounter()); trans->Append(stmt); } if (Player* player = ObjectAccessor::FindConnectedPlayer(slots[i]->guid)) { if (player->GetGroup() == this) player->GetGroupRef().setSubGroup(slots[i]->group); else player->GetOriginalGroupRef().setSubGroup(slots[i]->group); } } CharacterDatabase.CommitTransaction(trans); SendUpdate(); } // Retrieve the next Round-Roubin player for the group // // No update done if loot method is 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) { // round robin style looting applies for all low // quality items in each loot method except free for all if (GetLootMethod() == FREE_FOR_ALL) return; ObjectGuid 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->IsAtGroupRewardDistance(pLootedObject)) 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->IsAtGroupRewardDistance(pLootedObject)) { 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->IsAtGroupRewardDistance(pLootedObject)) { pNewLooter = player; break; } } } if (pNewLooter) { if (oldLooterGUID != pNewLooter->GetGUID()) { SetLooterGuid(pNewLooter->GetGUID()); SendUpdate(); } } else { SetLooterGuid(ObjectGuid::Empty); SendUpdate(); } } GroupJoinBattlegroundResult Group::CanJoinBattlegroundQueue(Battleground const* bgOrTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 /*MaxPlayerCount*/, bool isRated, uint32 arenaSlot, ObjectGuid& errorGuid) { // 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_BATTLEGROUND_JOIN_FAILED; // 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 = ASSERT_NOTNULL(GetFirstMember())->GetSource(); // no reference found, can't join this way if (!reference) return ERR_BATTLEGROUND_JOIN_FAILED; PvpDifficultyEntry const* bracketEntry = DB2Manager::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) { errorGuid = member->GetGUID(); return ERR_BATTLEGROUND_JOIN_TIMED_OUT; } // not in the same battleground level braket, don't let join PvpDifficultyEntry const* memberBracketEntry = DB2Manager::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; // check Freeze debuff if (member->HasAura(9454)) return ERR_BATTLEGROUND_JOIN_FAILED; } // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas... if (bgOrTemplate->isArena() && memberscount != MinPlayerCount) return ERR_ARENA_TEAM_PARTY_SIZE; return ERR_BATTLEGROUND_NONE; } //=================================================== //============== Roll =============================== //=================================================== void Roll::targetObjectBuildLink() { // called from link() getTarget()->addLootValidatorRef(this); } void Roll::FillPacket(WorldPackets::Loot::LootItemData& lootItem) const { lootItem.UIType = (totalPlayersRolling > totalNeed + totalGreed + totalPass) ? LOOT_SLOT_TYPE_ROLL_ONGOING : LOOT_SLOT_TYPE_ALLOW_LOOT; lootItem.Quantity = itemCount; lootItem.LootListID = itemSlot + 1; if (LootItem const* lootItemInSlot = (*this)->GetItemInSlot(itemSlot)) { lootItem.CanTradeToTapList = lootItemInSlot->allowedGUIDs.size() > 1; lootItem.Loot.Initialize(*lootItemInSlot); } } void Group::SetDungeonDifficultyID(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->SetDungeonDifficultyID(difficulty); player->SendDungeonDifficulty(); } } void Group::SetRaidDifficultyID(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->SetRaidDifficultyID(difficulty); player->SendRaidDifficulty(false); } } void Group::SetLegacyRaidDifficultyID(Difficulty difficulty) { m_legacyRaidDifficulty = difficulty; if (!isBGGroup() && !isBFGroup()) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEGACY_RAID_DIFFICULTY); stmt->setUInt8(0, uint8(m_legacyRaidDifficulty)); 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->SetLegacyRaidDifficultyID(difficulty); player->SendRaidDifficulty(true); } } Difficulty Group::GetDifficultyID(MapEntry const* mapEntry) const { if (!mapEntry->IsRaid()) return m_dungeonDifficulty; MapDifficultyEntry const* defaultDifficulty = sDB2Manager.GetDefaultMapDifficulty(mapEntry->ID); if (!defaultDifficulty) return m_legacyRaidDifficulty; DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(defaultDifficulty->DifficultyID); if (!difficulty || difficulty->Flags & DIFFICULTY_FLAG_LEGACY) return m_legacyRaidDifficulty; return m_raidDifficulty; } void Group::ResetInstances(uint8 method, bool isRaid, bool isLegacy, 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 = GetDungeonDifficultyID(); if (isRaid) { if (!isLegacy) diff = GetRaidDifficultyID(); else diff = GetLegacyRaidDifficultyID(); } 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->IsRaid() || diff == 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(INSTANCE_RESET_FAILED, instanceSave->GetMapId()); else if (sWorld->getBoolConfig(CONFIG_INSTANCES_RESET_ANNOUNCE)) { if (Group* group = SendMsgTo->GetGroup()) { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next()) if (Player* player = groupRef->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 (isEmpty && 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) { return GetBoundInstance(aMap->GetEntry()); } InstanceGroupBind* Group::GetBoundInstance(MapEntry const* mapEntry) { if (!mapEntry || !mapEntry->IsDungeon()) return NULL; Difficulty difficulty = GetDifficultyID(mapEntry); return GetBoundInstance(difficulty, mapEntry->ID); } InstanceGroupBind* Group::GetBoundInstance(Difficulty difficulty, uint32 mapId) { // some instances only have one difficulty sDB2Manager.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->GetDifficultyID()][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: %s, storage id: %u is now bound to map %d, instance %d, difficulty %d", GetGUID().ToString().c_str(), m_dbStoreId, save->GetMapId(), save->GetInstanceId(), save->GetDifficultyID()); 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->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(ObjectGuid guid) { m_looterGuid = guid; } void Group::SetMasterLooterGuid(ObjectGuid guid) { m_masterLooterGuid = guid; } void Group::SetLootThreshold(ItemQualities threshold) { m_lootThreshold = threshold; } void Group::SetLfgRoles(ObjectGuid guid, uint8 roles) { member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return; slot->roles = roles; SendUpdate(); } uint8 Group::GetLfgRoles(ObjectGuid guid) { member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return 0; return slot->roles; } void Group::Update(uint32 diff) { UpdateReadyCheck(diff); } void Group::UpdateReadyCheck(uint32 diff) { if (!m_readyCheckStarted) return; m_readyCheckTimer -= diff; if (m_readyCheckTimer <= 0) EndReadyCheck(); } void Group::StartReadyCheck(ObjectGuid starterGuid, int8 partyIndex, uint32 duration) { if (m_readyCheckStarted) return; member_witerator slot = _getMemberWSlot(starterGuid); if (slot == m_memberSlots.end()) return ; m_readyCheckStarted = true; m_readyCheckTimer = duration; SetOfflineMembersReadyChecked(); SetMemberReadyChecked(&(*slot)); WorldPackets::Party::ReadyCheckStarted readyCheckStarted; readyCheckStarted.PartyGUID = m_guid; readyCheckStarted.PartyIndex = partyIndex; readyCheckStarted.InitiatorGUID = starterGuid; readyCheckStarted.Duration = duration; BroadcastPacket(readyCheckStarted.Write(), false); } void Group::EndReadyCheck(void) { if (!m_readyCheckStarted) return; m_readyCheckStarted = false; m_readyCheckTimer = 0; ResetMemberReadyChecked(); WorldPackets::Party::ReadyCheckCompleted readyCheckCompleted; readyCheckCompleted.PartyIndex = 0; readyCheckCompleted.PartyGUID = m_guid; BroadcastPacket(readyCheckCompleted.Write(), false); } bool Group::IsReadyCheckCompleted(void) const { for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) if (!citr->readyChecked) return false; return true; } void Group::SetMemberReadyCheck(ObjectGuid guid, bool ready) { if (!m_readyCheckStarted) return; member_witerator slot = _getMemberWSlot(guid); if (slot != m_memberSlots.end()) SetMemberReadyCheck(&(*slot), ready); } void Group::SetMemberReadyCheck(MemberSlot* slot, bool ready) { WorldPackets::Party::ReadyCheckResponse response; response.PartyGUID = m_guid; response.Player = slot->guid; response.IsReady = ready; BroadcastPacket(response.Write(), false); SetMemberReadyChecked(slot); } void Group::SetOfflineMembersReadyChecked(void) { for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) { Player* player = ObjectAccessor::FindConnectedPlayer(itr->guid); if (!player || !player->GetSession()) SetMemberReadyCheck(&(*itr), false); } } void Group::SetMemberReadyChecked(MemberSlot* slot) { slot->readyChecked = true; if (IsReadyCheckCompleted()) EndReadyCheck(); } void Group::ResetMemberReadyChecked(void) { for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) itr->readyChecked = false; } void Group::AddRaidMarker(uint8 markerId, uint32 mapId, float positionX, float positionY, float positionZ, ObjectGuid transportGuid) { if (markerId >= RAID_MARKERS_COUNT || m_markers[markerId]) return; m_activeMarkers |= (1 << markerId); m_markers[markerId] = Trinity::make_unique(mapId, positionX, positionY, positionZ, transportGuid); SendRaidMarkersChanged(); } void Group::DeleteRaidMarker(uint8 markerId) { if (markerId > RAID_MARKERS_COUNT) return; for (uint8 i = 0; i < RAID_MARKERS_COUNT; i++) if (m_markers[i] && (markerId == i || markerId == RAID_MARKERS_COUNT)) { m_markers[i] = nullptr; m_activeMarkers &= ~(1 << i); } SendRaidMarkersChanged(); } void Group::SendRaidMarkersChanged(WorldSession* session, int8 partyIndex) { WorldPackets::Party::RaidMarkersChanged packet; packet.PartyIndex = partyIndex; packet.ActiveMarkers = m_activeMarkers; for (uint8 i = 0; i < RAID_MARKERS_COUNT; i++) if (m_markers[i]) packet.RaidMarkers.push_back(m_markers[i].get()); if (session) session->SendPacket(packet.Write()); else BroadcastPacket(packet.Write(), false); } bool Group::IsFull() const { return isRaidGroup() ? (m_memberSlots.size() >= MAX_RAID_SIZE) : (m_memberSlots.size() >= MAX_GROUP_SIZE); } bool Group::isLFGGroup() const { return (m_groupFlags & GROUP_FLAG_LFG) != 0; } bool Group::isRaidGroup() const { return (m_groupFlags & GROUP_FLAG_RAID) != 0; } bool Group::isBGGroup() const { return m_bgGroup != NULL; } bool Group::isBFGroup() const { return m_bfGroup != NULL; } bool Group::IsCreated() const { return GetMembersCount() > 0; } ObjectGuid Group::GetLeaderGUID() const { return m_leaderGuid; } ObjectGuid Group::GetGUID() const { return m_guid; } char const* Group::GetLeaderName() const { return m_leaderName.c_str(); } LootMethod Group::GetLootMethod() const { return m_lootMethod; } ObjectGuid Group::GetLooterGuid() const { if (GetLootMethod() == FREE_FOR_ALL) return ObjectGuid::Empty; return m_looterGuid; } ObjectGuid Group::GetMasterLooterGuid() const { return m_masterLooterGuid; } ItemQualities Group::GetLootThreshold() const { return m_lootThreshold; } bool Group::IsMember(ObjectGuid guid) const { return _getMemberCSlot(guid) != m_memberSlots.end(); } bool Group::IsLeader(ObjectGuid guid) const { return (GetLeaderGUID() == guid); } ObjectGuid 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 ObjectGuid::Empty; } bool Group::IsAssistant(ObjectGuid guid) const { member_citerator mslot = _getMemberCSlot(guid); if (mslot == m_memberSlots.end()) return false; return mslot->flags & MEMBER_FLAG_ASSISTANT; } bool Group::SameSubGroup(ObjectGuid guid1, ObjectGuid guid2) const { member_citerator mslot2 = _getMemberCSlot(guid2); if (mslot2 == m_memberSlots.end()) return false; return SameSubGroup(guid1, &*mslot2); } bool Group::SameSubGroup(ObjectGuid 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] < MAX_GROUP_SIZE); } uint8 Group::GetMemberGroup(ObjectGuid 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(ObjectGuid 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->setUInt64(1, guid.GetCounter()); CharacterDatabase.Execute(stmt); // Broadcast the changes to the group SendUpdate(); } Group::Rolls::iterator Group::GetRoll(ObjectGuid lootObjectGuid, uint8 lootListId) { for (Rolls::iterator iter = RollId.begin(); iter != RollId.end(); ++iter) if ((**iter)->GetGUID() == lootObjectGuid && (*iter)->itemSlot == lootListId && (*iter)->isValid()) return iter; return RollId.end(); } void Group::LinkMember(GroupReference* pRef) { m_memberMgr.insertFirst(pRef); } void Group::DelinkMember(ObjectGuid 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(ObjectGuid 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(ObjectGuid 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; } void Group::SetEveryoneIsAssistant(bool apply) { if (apply) m_groupFlags = GroupFlags(m_groupFlags | GROUP_FLAG_EVERYONE_ASSISTANT); else m_groupFlags = GroupFlags(m_groupFlags & ~GROUP_FLAG_EVERYONE_ASSISTANT); for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr) ToggleGroupMemberFlag(itr, MEMBER_FLAG_ASSISTANT, apply); SendUpdate(); }