/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 "CharacterCache.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "Formulas.h" #include "GameObject.h" #include "GroupMgr.h" #include "Item.h" #include "LFGMgr.h" #include "Log.h" #include "Loot.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "PartyPackets.h" #include "Pet.h" #include "PhasingHandler.h" #include "Player.h" #include "TerrainMgr.h" #include "UpdateData.h" #include "World.h" #include "WorldSession.h" Group::Group() : m_leaderGuid(), m_leaderFactionGroup(0), 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_dbStoreId(0), m_isLeaderOffline(false), m_readyCheckStarted(false), m_readyCheckTimer(Milliseconds::zero()), 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, nullptr); else if (m_bgGroup->GetBgRaid(HORDE) == this) m_bgGroup->SetBgRaid(HORDE, nullptr); else TC_LOG_ERROR("misc", "Group::~Group: battleground group is not linked to the correct battleground."); } // Sub group counters clean up delete[] m_subGroupsCounts; } void Group::Update(uint32 diff) { if (m_isLeaderOffline) { m_leaderOfflineTimer.Update(diff); if (m_leaderOfflineTimer.Passed()) { SelectNewPartyOrRaidLeader(); m_isLeaderOffline = false; } } UpdateReadyCheck(diff); } void Group::SelectNewPartyOrRaidLeader() { Player* newLeader = nullptr; // Attempt to give leadership to main assistant first if (isRaidGroup()) { for (Group::MemberSlot const& memberSlot : m_memberSlots) { if ((memberSlot.flags & MEMBER_FLAG_ASSISTANT) == MEMBER_FLAG_ASSISTANT) if (Player* player = ObjectAccessor::FindPlayer(memberSlot.guid)) { newLeader = player; break; } } } // If there aren't assistants in raid, or if the group is not a raid, pick the first available member if (!newLeader) { for (Group::MemberSlot const& memberSlot : m_memberSlots) if (Player* player = ObjectAccessor::FindPlayer(memberSlot.guid)) { newLeader = player; break; } } if (newLeader) { ChangeLeader(newLeader->GetGUID()); SendUpdate(); } } bool Group::Create(Player* leader) { ObjectGuid leaderGuid = leader->GetGUID(); m_guid = ObjectGuid::Create(sGroupMgr->GenerateGroupId()); m_leaderGuid = leaderGuid; m_leaderFactionGroup = Player::GetFactionGroupForRace(leader->GetRace()); m_leaderName = leader->GetName(); leader->SetPlayerFlag(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 CharacterDatabasePreparedStatement* 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); if (InstanceMap* leaderInstance = leader->GetMap()->ToInstanceMap()) leaderInstance->TrySetOwningGroup(this); bool addMemberResult = AddMember(leader); ASSERT(addMemberResult); // 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 CharacterCacheEntry const* leader = sCharacterCache->GetCharacterCacheByGuid(m_leaderGuid); if (!leader) return; m_leaderFactionGroup = Player::GetFactionGroupForRace(leader->Race); m_leaderName = leader->Name; 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 CharacterCacheEntry const* character = sCharacterCache->GetCharacterCacheByGuid(member.guid); if (!character) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); stmt->setUInt64(0, guidLow); CharacterDatabase.Execute(stmt); return; } member.name = character->Name; member.race = Races(character->Race); member._class = character->Class; 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()) { CharacterDatabasePreparedStatement* 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()) { CharacterDatabasePreparedStatement* 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->UpdateVisibleGameobjectsOrSpellClicks(); } 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 = nullptr; } if (!isBGGroup() && !isBFGroup()) { CharacterDatabasePreparedStatement* 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->UpdateVisibleGameobjectsOrSpellClicks(); } 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_leaderFactionGroup = Player::GetFactionGroupForRace(player->GetRace()); m_leaderName = player->GetName(); return true; } void Group::RemoveInvite(Player* player) { if (player) { m_invitees.erase(player); player->SetGroupInvite(nullptr); } } void Group::RemoveAllInvites() { for (InvitesList::iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr) if (*itr) (*itr)->SetGroupInvite(nullptr); 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 nullptr; } 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 nullptr; } 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.race = Races(player->GetRace()); 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(nullptr); 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()) { CharacterDatabasePreparedStatement* 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()) { 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->UpdateVisibleGameobjectsOrSpellClicks(); { // Broadcast new player group member fields to rest of the group UpdateData groupData(player->GetMapId()); WorldPacket groupDataPacket; // Broadcast group members' fields to player for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) { if (itr->GetSource() == player) continue; if (Player* existingMember = itr->GetSource()) { if (player->HaveAtClient(existingMember)) existingMember->BuildValuesUpdateBlockForPlayerWithFlag(&groupData, UF::UpdateFieldFlag::PartyMember, player); if (existingMember->HaveAtClient(player)) { UpdateData newData(player->GetMapId()); WorldPacket newDataPacket; player->BuildValuesUpdateBlockForPlayerWithFlag(&newData, UF::UpdateFieldFlag::PartyMember, existingMember); if (newData.HasData()) { newData.BuildPacket(&newDataPacket); existingMember->SendDirectMessage(&newDataPacket); } } } } if (groupData.HasData()) { groupData.BuildPacket(&groupDataPacket); player->SendDirectMessage(&groupDataPacket); } } return true; } bool Group::RemoveMember(ObjectGuid guid, RemoveMethod method /*= GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /*= 0*/, const char* reason /*= nullptr*/) { 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(nullptr); else player->SetGroup(nullptr); // quest related GO state dependent from raid membership player->UpdateVisibleGameobjectsOrSpellClicks(); } player->SetPartyType(m_groupCategory, GROUP_TYPE_NONE); if (method == GROUP_REMOVEMETHOD_KICK || method == GROUP_REMOVEMETHOD_KICK_LFG) player->SendDirectMessage(WorldPackets::Party::GroupUninvite().Write()); _homebindIfInstance(player); } // Remove player from group in DB if (!isBGGroup() && !isBFGroup()) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER); stmt->setUInt64(0, guid.GetCounter()); CharacterDatabase.Execute(stmt); DelinkMember(guid); } // 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()) { CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); // Update the group leader CharacterDatabasePreparedStatement* 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->RemovePlayerFlag(PLAYER_FLAGS_GROUP_LEADER); newLeader->SetPlayerFlag(PLAYER_FLAGS_GROUP_LEADER); m_leaderGuid = newLeader->GetGUID(); m_leaderFactionGroup = Player::GetFactionGroupForRace(newLeader->GetRace()); 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); } 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(nullptr); else player->SetGroup(nullptr); } player->SetPartyType(m_groupCategory, GROUP_TYPE_NONE); // quest related GO state dependent from raid membership if (isRaidGroup()) player->UpdateVisibleGameobjectsOrSpellClicks(); if (!hideDestroy) player->SendDirectMessage(WorldPackets::Party::GroupDestroyed().Write()); SendUpdateDestroyGroupToPlayer(player); _homebindIfInstance(player); } m_memberSlots.clear(); RemoveAllInvites(); if (!isBGGroup() && !isBFGroup()) { CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* 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); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA); stmt->setUInt32(0, m_dbStoreId); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); sGroupMgr->FreeGroupDbStoreId(this); } sGroupMgr->RemoveGroup(this); delete this; } 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.LeaderFactionGroup = m_leaderFactionGroup; 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.FactionGroup = Player::GetFactionGroupForRace(citr->race); playerInfos.Connected = member && member->GetSession() && !member->GetSession()->PlayerLogout(); 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.emplace(); 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.emplace(); partyUpdate.DifficultySettings->DungeonDifficultyID = m_dungeonDifficulty; partyUpdate.DifficultySettings->RaidDifficultyID = m_raidDifficulty; partyUpdate.DifficultySettings->LegacyRaidDifficultyID = m_legacyRaidDifficulty; } // LfgInfos if (isLFGGroup()) { partyUpdate.LfgInfos.emplace(); 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 = sLFGMgr->GetSelectedRandomDungeon(player->GetGUID()); partyUpdate.LfgInfos->MyPartialClear = 0; partyUpdate.LfgInfos->MyGearDiff = 0.0f; partyUpdate.LfgInfos->MyFirstReward = false; if (lfg::LfgReward const* reward = sLFGMgr->GetRandomDungeonReward(partyUpdate.LfgInfos->MyRandomSlot, player->GetLevel())) if (Quest const* quest = sObjectMgr->GetQuestTemplate(reward->firstQuest)) partyUpdate.LfgInfos->MyFirstReward = player->CanRewardQuest(quest, false); partyUpdate.LfgInfos->MyStrangerCount = 0; partyUpdate.LfgInfos->MyKickVoteCount = 0; } player->SendDirectMessage(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->SendDirectMessage(partyUpdate.Write()); } void Group::UpdatePlayerOutOfRange(Player* player) { if (!player || !player->IsInWorld()) return; WorldPackets::Party::PartyMemberFullState packet; packet.Initialize(player); packet.Write(); Player* member; for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) { member = itr->GetSource(); if (member && member != player && (!member->IsInMap(player) || !member->IsWithinDist(player, member->GetSightRange(), false))) member->SendDirectMessage(packet.GetRawPacket()); } } void Group::BroadcastAddonMessagePacket(WorldPacket const* packet, const std::string& prefix, bool ignorePlayersInBGRaid, int group /*= -1*/, ObjectGuid ignore /*= ObjectGuid::Empty*/) const { for (GroupReference const* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* player = itr->GetSource(); if (!player || (!ignore.IsEmpty() && player->GetGUID() == ignore) || (ignorePlayersInBGRaid && player->GetGroup() != this)) continue; if (player->GetSession()->IsAddonRegistered(prefix) && (group == -1 || itr->getSubGroup() == group)) player->SendDirectMessage(packet); } } void Group::BroadcastPacket(WorldPacket const* packet, bool ignorePlayersInBGRaid, int group, ObjectGuid ignoredPlayer) const { for (GroupReference const* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) { Player const* player = itr->GetSource(); if (!player || (!ignoredPlayer.IsEmpty() && player->GetGUID() == ignoredPlayer) || (ignorePlayersInBGRaid && player->GetGroup() != this)) continue; if (group == -1 || itr->getSubGroup() == group) player->SendDirectMessage(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()) { CharacterDatabasePreparedStatement* 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()) { CharacterDatabasePreparedStatement* 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; CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); for (uint8 i = 0; i < 2; i++) { // Preserve new sub group in database for non-raid groups if (!isBGGroup() && !isBFGroup()) { CharacterDatabasePreparedStatement* 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 = nullptr; 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) const { // 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 (int32(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(); bool isMercenary = reference->HasAura(SPELL_MERCENARY_CONTRACT_HORDE) || reference->HasAura(SPELL_MERCENARY_CONTRACT_ALLIANCE); // check every member of the group to be able to join memberscount = 0; for (GroupReference const* itr = GetFirstMember(); itr != nullptr; itr = itr->next(), ++memberscount) { Player* member = itr->GetSource(); // offline member? don't let join if (!member) return ERR_BATTLEGROUND_JOIN_FAILED; // rbac permissions if (!member->CanJoinToBattleground(bgOrTemplate)) return ERR_BATTLEGROUND_JOIN_TIMED_OUT; // 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 bool isInRandomBgQueue = member->InBattlegroundQueueForBattlegroundQueueType(BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, BattlegroundQueueIdType::Battleground, false, 0)) || member->InBattlegroundQueueForBattlegroundQueueType(BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RANDOM_EPIC, BattlegroundQueueIdType::Battleground, false, 0)); if (bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && isInRandomBgQueue) 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 || bgOrTemplate->GetTypeID() == BATTLEGROUND_RANDOM_EPIC) && member->InBattlegroundQueue(true) && !isInRandomBgQueue) return ERR_IN_NON_RANDOM_BG; // check for deserter debuff in case not arena queue if (bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && member->IsDeserter()) 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; if (isMercenary != (member->HasAura(SPELL_MERCENARY_CONTRACT_HORDE) || member->HasAura(SPELL_MERCENARY_CONTRACT_ALLIANCE))) return ERR_BATTLEGROUND_JOIN_MERCENARY; } // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas... if (bgOrTemplate->isArena() && memberscount != MinPlayerCount) return ERR_ARENA_TEAM_PARTY_SIZE; return ERR_BATTLEGROUND_NONE; } void Group::SetDungeonDifficultyID(Difficulty difficulty) { m_dungeonDifficulty = difficulty; if (!isBGGroup() && !isBFGroup()) { CharacterDatabasePreparedStatement* 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 != nullptr; 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()) { CharacterDatabasePreparedStatement* 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 != nullptr; 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()) { CharacterDatabasePreparedStatement* 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 != nullptr; 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(InstanceResetMethod method, Player* notifyPlayer) { for (GroupInstanceReference& ref : m_ownedInstancesMgr) { InstanceMap* map = ref.GetSource(); switch (map->Reset(method)) { case InstanceResetResult::Success: notifyPlayer->SendResetInstanceSuccess(map->GetId()); m_recentInstances.erase(map->GetId()); break; case InstanceResetResult::NotEmpty: if (method == InstanceResetMethod::Manual) notifyPlayer->SendResetInstanceFailed(INSTANCE_RESET_FAILED, map->GetId()); else if (method == InstanceResetMethod::OnChangeDifficulty) m_recentInstances.erase(map->GetId()); // map might not have been reset on difficulty change but we still don't want to zone in there again break; case InstanceResetResult::CannotReset: m_recentInstances.erase(map->GetId()); // forget the instance, allows retrying different lockout with a new leader break; default: break; } } } void Group::LinkOwnedInstance(GroupInstanceReference* ref) { m_ownedInstancesMgr.insertLast(ref); } 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) { if (Player * pp = ObjectAccessor::FindPlayer(citr->guid)) { pp->ForceUpdateFieldChange(pp->m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags)); pp->ForceUpdateFieldChange(pp->m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::FactionTemplate)); TC_LOG_DEBUG("misc", "-- Forced group value update for '%s'", pp->GetName().c_str()); } } } 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::UpdateReadyCheck(uint32 diff) { if (!m_readyCheckStarted) return; m_readyCheckTimer -= Milliseconds(diff); if (m_readyCheckTimer <= Milliseconds::zero()) EndReadyCheck(); } void Group::StartReadyCheck(ObjectGuid starterGuid, int8 partyIndex, Milliseconds 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 = Milliseconds::zero(); 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] = std::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 != nullptr; } bool Group::isBFGroup() const { return m_bfGroup != nullptr; } 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; } uint8 Group::GetMemberFlags(ObjectGuid guid) const { member_citerator mslot = _getMemberCSlot(guid); if (mslot == m_memberSlots.end()) return 0u; return mslot->flags; } 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 CharacterDatabasePreparedStatement* 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(); } 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; } } 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::StartLeaderOfflineTimer() { m_isLeaderOffline = true; m_leaderOfflineTimer.Reset(2 * MINUTE * IN_MILLISECONDS); } void Group::StopLeaderOfflineTimer() { m_isLeaderOffline = false; } 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(); }