/*
* Copyright (C) 2008-2014 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(ObjectGuid _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(), 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(),
m_masterLooterGuid(), m_subGroupsCounts(NULL), m_guid(), m_counter(0), m_maxEnchantingLevel(0), m_dbStoreId(0)
{
for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
m_targetIcons[i].Clear();
}
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(HIGHGUID_GROUP, sGroupMgr->GenerateGroupId());
m_leaderGuid = leaderGuid;
m_leaderName = leader->GetName();
leader->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
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_masterLooterGuid.Clear();
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->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_groupType));
stmt->setUInt32(index++, uint8(m_dungeonDifficulty));
stmt->setUInt32(index++, uint8(m_raidDifficulty));
stmt->setUInt64(index++, m_masterLooterGuid.GetCounter());
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[16].GetUInt32();
m_guid = ObjectGuid(HIGHGUID_GROUP, sGroupMgr->GenerateGroupId());
m_leaderGuid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt64());
// group leader not exist
if (!sObjectMgr->GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
return;
m_lootMethod = LootMethod(fields[1].GetUInt8());
m_looterGuid = ObjectGuid(HIGHGUID_PLAYER, fields[2].GetUInt64());
m_lootThreshold = ItemQualities(fields[3].GetUInt8());
for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
m_targetIcons[i].SetRawValue(fields[4 + i].GetBinary());
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);
m_masterLooterGuid = ObjectGuid(HIGHGUID_PLAYER, fields[15].GetUInt64());
if (m_groupType & GROUPTYPE_LFG)
sLFGMgr->_LoadFromDB(fields, GetGUID());
}
void Group::LoadMemberFromDB(ObjectGuid::LowType guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles)
{
MemberSlot member;
member.guid = ObjectGuid(HIGHGUID_PLAYER, guidLow);
// skip non-existed member
if (!sObjectMgr->GetPlayerNameByGUID(member.guid, member.name))
{
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;
m_memberSlots.push_back(member);
SubGroupCounterIncrease(subgroup);
sLFGMgr->SetupGroupMember(member.guid, GetGUID());
}
void Group::ConvertToLFG()
{
m_groupType = GroupType(m_groupType | GROUPTYPE_LFG | GROUPTYPE_LFG_RESTRICTED);
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();
}
void Group::ConvertToGroup()
{
if (m_memberSlots.size() > 5)
return; // What message error should we send?
m_groupType = GroupType(GROUPTYPE_NORMAL);
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_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(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] < 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].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);
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(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* 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(player->GetMapId());
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(ObjectGuid guid, const RemoveMethod& method /*= GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid 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.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))
{
Player* player = ObjectAccessor::FindConnectedPlayer(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 << 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->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)) || !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::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();
return true;
}
// If group size before player removal <= 2 then disband it
else
{
Disband();
return false;
}
}
void Group::ChangeLeader(ObjectGuid newLeaderGuid)
{
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
Player::ConvertInstancesToGroup(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);
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::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);
}
// 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 << 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 << 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
data << uint8(r.totalPlayersRolling); // maybe the number of players rolling for it???
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 == 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 << 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
data << uint8(r.totalPlayersRolling); // maybe the number of players rolling for it???
p->GetSession()->SendPacket(&data);
}
void Group::SendLootRoll(ObjectGuid sourceGuid, ObjectGuid targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll)
{
WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1));
data << sourceGuid; // guid of the item rolled
data << uint32(roll.itemSlot); // slot
data << 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 << uint32(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::FindConnectedPlayer(itr->first);
if (!p || !p->GetSession())
continue;
if (itr->second != NOT_VALID)
p->GetSession()->SendPacket(&data);
}
}
void Group::SendLootRollWon(ObjectGuid sourceGuid, ObjectGuid targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll)
{
WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1));
data << 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 << targetGuid; // guid of the player who won.
data << uint32(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::FindConnectedPlayer(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 << 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::FindConnectedPlayer(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 << creature->GetGUID();
if (GetLootMethod() == MASTER_LOOT && creature->loot.hasOverThresholdItem())
data << GetMasterLooterGuid().WriteAsPacked();
else
data << uint8(0);
if (groupLooter)
data << 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))
{
ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GetGenerator()->Generate());
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::FindConnectedPlayer(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 = GetGUID();
}
else if (GameObject* go = pLootedObject->ToGameObject())
{
go->m_groupLootTimer = 60000;
go->lootingGroupLowGUID = GetGUID();
}
}
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;
}
ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GetGenerator()->Generate());
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 = GetGUID();
}
else if (GameObject* go = pLootedObject->ToGameObject())
{
go->m_groupLootTimer = 60000;
go->lootingGroupLowGUID = GetGUID();
}
}
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))
{
ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GetGenerator()->Generate());
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::FindConnectedPlayer(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 = 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);
ObjectGuid newitemGUID = ObjectGuid(HIGHGUID_ITEM, sObjectMgr->GetGenerator()->Generate());
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::FindConnectedPlayer(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 = 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_LOOT_MASTER_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_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 << 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(ObjectGuid playerGUID, ObjectGuid 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(ObjectGuid::Empty, playerGUID, 128, ROLL_PASS, *roll);
++roll->totalPass;
itr->second = PASS;
break;
case ROLL_NEED: // player choose Need
SendLootRoll(ObjectGuid::Empty, playerGUID, 0, 0, *roll);
++roll->totalNeed;
itr->second = NEED;
break;
case ROLL_GREED: // player choose Greed
SendLootRoll(ObjectGuid::Empty, playerGUID, 128, ROLL_GREED, *roll);
++roll->totalGreed;
itr->second = GREED;
break;
case ROLL_DISENCHANT: // player choose Disenchant
SendLootRoll(ObjectGuid::Empty, 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;
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(ObjectGuid::Empty, itr->first, randomN, ROLL_NEED, *roll);
if (maxresul < randomN)
{
maxguid = itr->first;
maxresul = randomN;
}
}
SendLootRollWon(ObjectGuid::Empty, maxguid, maxresul, ROLL_NEED, *roll);
player = ObjectAccessor::FindConnectedPlayer(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;
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(ObjectGuid::Empty, itr->first, randomN, itr->second, *roll);
if (maxresul < randomN)
{
maxguid = itr->first;
maxresul = randomN;
rollvote = itr->second;
}
}
SendLootRollWon(ObjectGuid::Empty, maxguid, maxresul, rollvote, *roll);
player = ObjectAccessor::FindConnectedPlayer(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->UpdateAchievementCriteria(ACHIEVEMENT_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]);
if (item)
item->is_blocked = false;
}
RollId.erase(rollI);
delete roll;
}
void Group::SetTargetIcon(uint8 id, ObjectGuid whoGuid, ObjectGuid targetGuid)
{
if (id >= TARGETICONCOUNT)
return;
// clean other icons
if (!targetGuid.IsEmpty())
for (int i = 0; i < TARGETICONCOUNT; ++i)
if (m_targetIcons[i] == targetGuid)
SetTargetIcon(i, ObjectGuid::Empty, ObjectGuid::Empty);
m_targetIcons[id] = targetGuid;
WorldPacket data(MSG_RAID_TARGET_UPDATE, (1+8+1+8));
data << uint8(0); // set targets
data << whoGuid;
data << uint8(id);
data << targetGuid;
BroadcastPacket(&data, true);
}
void Group::SendTargetIconList(WorldSession* session)
{
if (!session)
return;
WorldPacket data(MSG_RAID_TARGET_UPDATE, (1+TARGETICONCOUNT*9));
data << uint8(1); // list targets
for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
{
if (m_targetIcons[i].IsEmpty())
continue;
data << uint8(i);
data << m_targetIcons[i];
}
session->SendPacket(&data);
}
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);
}
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 << uint8(0); // 4.x new
}
data << 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::FindConnectedPlayer(citr->guid);
uint8 onlineState = (member && !member->GetSession()->PlayerLogout()) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE;
onlineState = onlineState | ((isBGGroup() || isBFGroup()) ? MEMBER_STATUS_PVP : 0);
data << citr->name;
data << 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 << m_leaderGuid; // leader guid
if (GetMembersCount() - 1)
{
data << uint8(m_lootMethod); // loot method
if (m_lootMethod == MASTER_LOOT)
data << m_masterLooterGuid; // master looter guid
else
data << uint64(0);
data << uint8(m_lootThreshold); // loot threshold
data << uint8(m_dungeonDifficulty); // Dungeon Difficulty
data << uint8(m_raidDifficulty); // Raid Difficulty
}
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 != player && (!member->IsInMap(player) || !member->IsWithinDist(player, member->GetSightRange(), false)))
member->GetSession()->SendPacket(&data);
}
}
void Group::BroadcastAddonMessagePacket(WorldPacket* 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* 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);
}
}
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::FindConnectedPlayer(citr->guid);
if (!player || !player->GetSession())
{
WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
data << citr->guid;
data << uint8(0);
BroadcastReadyCheck(&data);
}
}
}
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;
// 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->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
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 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->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(ObjectGuid::Empty);
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_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 = 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 ERR_BATTLEGROUND_NONE;
}
//===================================================
//============== 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 (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)
{
// 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: %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->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->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();
}
bool Group::IsFull() const
{
return isRaidGroup() ? (m_memberSlots.size() >= MAXRAIDSIZE) : (m_memberSlots.size() >= MAXGROUPSIZE);
}
bool Group::isLFGGroup() const
{
return (m_groupType & GROUPTYPE_LFG) != 0;
}
bool Group::isRaidGroup() const
{
return (m_groupType & GROUPTYPE_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
{
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] < MAXGROUPSIZE);
}
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();
}
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(ObjectGuid 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(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;
}