/* * 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 . */ #ifndef TRINITYCORE_GROUP_H #define TRINITYCORE_GROUP_H #include "DBCEnums.h" #include "DatabaseEnvFwd.h" #include "GroupRefManager.h" #include "Loot.h" #include "SharedDefines.h" #include "Timer.h" #include "UniqueTrackablePtr.h" #include class Battlefield; class Battleground; class Creature; class InstanceSave; class Map; class Player; class Unit; class WorldObject; class WorldPacket; class WorldSession; struct MapEntry; #define MAX_GROUP_SIZE 5 #define MAX_RAID_SIZE 40 #define MAX_RAID_SUBGROUPS MAX_RAID_SIZE / MAX_GROUP_SIZE #define TARGET_ICONS_COUNT 8 enum RollVote { PASS = 0, NEED = 1, GREED = 2, DISENCHANT = 3, NOT_EMITED_YET = 4, NOT_VALID = 5 }; enum GroupMemberOnlineStatus { MEMBER_STATUS_OFFLINE = 0x0000, MEMBER_STATUS_ONLINE = 0x0001, // Lua_UnitIsConnected MEMBER_STATUS_PVP = 0x0002, // Lua_UnitIsPVP MEMBER_STATUS_DEAD = 0x0004, // Lua_UnitIsDead MEMBER_STATUS_GHOST = 0x0008, // Lua_UnitIsGhost MEMBER_STATUS_PVP_FFA = 0x0010, // Lua_UnitIsPVPFreeForAll MEMBER_STATUS_UNK3 = 0x0020, // used in calls from Lua_GetPlayerMapPosition/Lua_GetBattlefieldFlagPosition MEMBER_STATUS_AFK = 0x0040, // Lua_UnitIsAFK MEMBER_STATUS_DND = 0x0080 // Lua_UnitIsDND }; enum GroupMemberFlags { MEMBER_FLAG_ASSISTANT = 0x01, MEMBER_FLAG_MAINTANK = 0x02, MEMBER_FLAG_MAINASSIST = 0x04 }; enum GroupMemberAssignment { GROUP_ASSIGN_MAINTANK = 0, GROUP_ASSIGN_MAINASSIST = 1 }; enum GroupType { GROUPTYPE_NORMAL = 0x00, GROUPTYPE_BG = 0x01, GROUPTYPE_RAID = 0x02, GROUPTYPE_BGRAID = GROUPTYPE_BG | GROUPTYPE_RAID, // mask GROUPTYPE_LFG_RESTRICTED = 0x04, // Script_HasLFGRestrictions() GROUPTYPE_LFG = 0x08, // 0x10, leave/change group?, I saw this flag when leaving group and after leaving BG while in group // GROUPTYPE_ONE_PERSON_PARTY = 0x20, 4.x Script_IsOnePersonParty() // GROUPTYPE_EVERYONE_ASSISTANT = 0x40 4.x Script_IsEveryoneAssistant() }; enum GroupUpdateFlags { GROUP_UPDATE_FLAG_NONE = 0x00000000, // nothing GROUP_UPDATE_FLAG_STATUS = 0x00000001, // uint16, flags GROUP_UPDATE_FLAG_CUR_HP = 0x00000002, // uint32 GROUP_UPDATE_FLAG_MAX_HP = 0x00000004, // uint32 GROUP_UPDATE_FLAG_POWER_TYPE = 0x00000008, // uint8 GROUP_UPDATE_FLAG_CUR_POWER = 0x00000010, // uint16 GROUP_UPDATE_FLAG_MAX_POWER = 0x00000020, // uint16 GROUP_UPDATE_FLAG_LEVEL = 0x00000040, // uint16 GROUP_UPDATE_FLAG_ZONE = 0x00000080, // uint16 GROUP_UPDATE_FLAG_POSITION = 0x00000100, // uint16, uint16 GROUP_UPDATE_FLAG_AURAS = 0x00000200, // uint64 mask, for each bit set uint32 spellid + uint8 unk GROUP_UPDATE_FLAG_PET_GUID = 0x00000400, // uint64 pet guid GROUP_UPDATE_FLAG_PET_NAME = 0x00000800, // pet name, NULL terminated string GROUP_UPDATE_FLAG_PET_MODEL_ID = 0x00001000, // uint16, model id GROUP_UPDATE_FLAG_PET_CUR_HP = 0x00002000, // uint32 pet cur health GROUP_UPDATE_FLAG_PET_MAX_HP = 0x00004000, // uint32 pet max health GROUP_UPDATE_FLAG_PET_POWER_TYPE = 0x00008000, // uint8 pet power type GROUP_UPDATE_FLAG_PET_CUR_POWER = 0x00010000, // uint16 pet cur power GROUP_UPDATE_FLAG_PET_MAX_POWER = 0x00020000, // uint16 pet max power GROUP_UPDATE_FLAG_PET_AURAS = 0x00040000, // uint64 mask, for each bit set uint32 spellid + uint8 unk, pet auras... GROUP_UPDATE_FLAG_VEHICLE_SEAT = 0x00080000, // uint32 vehicle_seat_id (index from VehicleSeat.dbc) GROUP_UPDATE_PET = 0x0007FC00, // all pet flags GROUP_UPDATE_FULL = 0x0007FFFF // all known flags }; #define GROUP_UPDATE_FLAGS_COUNT 20 // 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 static const uint8 GroupUpdateLength[GROUP_UPDATE_FLAGS_COUNT] = { 0, 2, 2, 2, 1, 2, 2, 2, 2, 4, 8, 8, 1, 2, 2, 2, 1, 2, 2, 8}; class Roll : public LootValidatorRef { public: Roll(ObjectGuid _guid, LootItem const& li); ~Roll(); void setLoot(Loot* pLoot); Loot* getLoot(); void targetObjectBuildLink() override; ObjectGuid itemGUID; uint32 itemid; int32 itemRandomPropId; uint32 itemRandomSuffix; uint8 itemCount; typedef std::map PlayerVote; PlayerVote playerVote; //vote position correspond with player position (in group) uint8 totalPlayersRolling; uint8 totalNeed; uint8 totalGreed; uint8 totalPass; uint8 itemSlot; uint8 rollVoteMask; }; struct InstanceGroupBind { InstanceSave* save; bool perm; /* permanent InstanceGroupBinds exist if the leader has a permanent PlayerInstanceBind for the same instance. */ InstanceGroupBind() : save(nullptr), perm(false) { } }; /** request member stats checken **/ /// @todo uninvite people that not accepted invite class TC_GAME_API Group { public: struct MemberSlot { ObjectGuid guid; std::string name; uint8 group; uint8 flags; uint8 roles; }; typedef std::list MemberSlotList; typedef MemberSlotList::const_iterator member_citerator; typedef std::unordered_map< uint32 /*mapId*/, InstanceGroupBind> BoundInstancesMap; protected: typedef MemberSlotList::iterator member_witerator; typedef std::set InvitesList; typedef std::vector Rolls; public: Group(); ~Group(); void Update(uint32 diff); // group manipulation methods bool Create(Player* leader); void LoadGroupFromDB(Field* field); void LoadMemberFromDB(ObjectGuid::LowType guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles); bool AddInvite(Player* player); void RemoveInvite(Player* player); void RemoveAllInvites(); bool AddLeaderInvite(Player* player); bool AddMember(Player* player); bool RemoveMember(ObjectGuid guid, RemoveMethod const& method = GROUP_REMOVEMETHOD_DEFAULT, ObjectGuid kicker = ObjectGuid::Empty, char const* reason = nullptr); void ChangeLeader(ObjectGuid guid); static void ConvertLeaderInstancesToGroup(Player* player, Group* group, bool switchLeader); void SetLootMethod(LootMethod method); void SetLooterGuid(ObjectGuid guid); void SetMasterLooterGuid(ObjectGuid guid); void UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed = false); void SetLootThreshold(ItemQualities threshold); void Disband(bool hideDestroy = false); void SetLfgRoles(ObjectGuid guid, uint8 roles); // properties accessories bool IsFull() const; bool isLFGGroup() const; bool isRaidGroup() const; bool isBGGroup() const; bool isBFGroup() const; bool IsCreated() const; ObjectGuid GetLeaderGUID() const; ObjectGuid GetGUID() const; ObjectGuid::LowType GetLowGUID() const; const char * GetLeaderName() const; LootMethod GetLootMethod() const; ObjectGuid GetLooterGuid() const; ObjectGuid GetMasterLooterGuid() const; ItemQualities GetLootThreshold() const; uint32 GetDbStoreId() const { return m_dbStoreId; } // member manipulation methods bool IsMember(ObjectGuid guid) const; bool IsLeader(ObjectGuid guid) const; ObjectGuid GetMemberGUID(const std::string& name); uint8 GetMemberFlags(ObjectGuid guid) const; bool IsAssistant(ObjectGuid guid) const { return (GetMemberFlags(guid) & MEMBER_FLAG_ASSISTANT) == MEMBER_FLAG_ASSISTANT; } Player* GetInvited(ObjectGuid guid) const; Player* GetInvited(const std::string& name) const; bool SameSubGroup(ObjectGuid guid1, ObjectGuid guid2) const; bool SameSubGroup(ObjectGuid guid1, MemberSlot const* slot2) const; bool SameSubGroup(Player const* member1, Player const* member2) const; bool HasFreeSlotSubGroup(uint8 subgroup) const; MemberSlotList const& GetMemberSlots() const { return m_memberSlots; } GroupReference* GetFirstMember() { return m_memberMgr.getFirst(); } GroupReference const* GetFirstMember() const { return m_memberMgr.getFirst(); } uint32 GetMembersCount() const { return m_memberSlots.size(); } uint32 GetInviteeCount() const { return m_invitees.size(); } GroupType GetGroupType() const { return m_groupType; } uint8 GetMemberGroup(ObjectGuid guid) const; void ConvertToLFG(); void ConvertToRaid(); void SetBattlegroundGroup(Battleground* bg); void SetBattlefieldGroup(Battlefield* bf); GroupJoinBattlegroundResult CanJoinBattlegroundQueue(Battleground const* bgOrTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot, ObjectGuid& errorGuid) const; void ChangeMembersGroup(ObjectGuid guid, uint8 group); void SetTargetIcon(uint8 id, ObjectGuid whoGuid, ObjectGuid targetGuid); void SetGroupMemberFlag(ObjectGuid guid, bool apply, GroupMemberFlags flag); void RemoveUniqueGroupMemberFlag(GroupMemberFlags flag); Difficulty GetDifficulty(bool isRaid) const; Difficulty GetDungeonDifficulty() const; Difficulty GetRaidDifficulty() const; void SetDungeonDifficulty(Difficulty difficulty); void SetRaidDifficulty(Difficulty difficulty); uint16 InInstance(); bool InCombatToInstance(uint32 instanceId); void ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo); // -no description- //void SendInit(WorldSession* session); void SendTargetIconList(WorldSession* session); void SendUpdate(); void SendUpdateToPlayer(Player const* player, MemberSlot const* slot = nullptr); void SendOriginalGroupUpdateToPlayer(Player const* player) const; void UpdatePlayerOutOfRange(Player* player); template void BroadcastWorker(Worker& worker) { for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) worker(itr->GetSource()); } template void BroadcastWorker(Worker const& worker) const { for (GroupReference const* itr = GetFirstMember(); itr != nullptr; itr = itr->next()) worker(itr->GetSource()); } void BroadcastPacket(WorldPacket const* packet, bool ignorePlayersInBGRaid, int group = -1, ObjectGuid ignoredPlayer = ObjectGuid::Empty); void BroadcastReadyCheck(WorldPacket const* packet); void OfflineReadyCheck(); /*********************************************************/ /*** LOOT SYSTEM ***/ /*********************************************************/ bool isRollLootActive() const; void SendLootStartRoll(uint32 CountDown, uint32 mapid, Roll const& r); void SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, bool canNeed, Roll const& r); void SendLootRoll(ObjectGuid SourceGuid, ObjectGuid TargetGuid, uint8 RollNumber, uint8 RollType, Roll const& r, bool autoPass = false); void SendLootRollWon(ObjectGuid SourceGuid, ObjectGuid TargetGuid, uint8 RollNumber, uint8 RollType, Roll const& r); void SendLootAllPassed(Roll const& roll); void SendLooter(Creature* creature, Player* pLooter); void GroupLoot(Loot* loot, WorldObject* pLootedObject); void NeedBeforeGreed(Loot* loot, WorldObject* pLootedObject); void MasterLoot(Loot* loot, WorldObject* pLootedObject); Rolls::iterator GetRoll(ObjectGuid Guid); void CountTheRoll(Rolls::iterator roll, Map* allowedMap); bool CountRollVote(ObjectGuid playerGUID, ObjectGuid Guid, uint8 Choise); void EndRoll(Loot* loot, Map* allowedMap); // related to disenchant rolls void ResetMaxEnchantingLevel(); void LinkMember(GroupReference* pRef); void DelinkMember(ObjectGuid guid); InstanceGroupBind* BindToInstance(InstanceSave* save, bool permanent, bool load = false); void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false); InstanceGroupBind* GetBoundInstance(Player* player); InstanceGroupBind* GetBoundInstance(Map* aMap); InstanceGroupBind* GetBoundInstance(MapEntry const* mapEntry); InstanceGroupBind* GetBoundInstance(Difficulty difficulty, uint32 mapId); BoundInstancesMap& GetBoundInstances(Difficulty difficulty); void StartLeaderOfflineTimer(); void StopLeaderOfflineTimer(); void SelectNewPartyOrRaidLeader(); // FG: evil hacks void BroadcastGroupUpdate(void); Trinity::unique_weak_ptr GetWeakPtr() const { return m_scriptRef; } protected: bool _setMembersGroup(ObjectGuid guid, uint8 group); void _homebindIfInstance(Player* player); void _initRaidSubGroupsCounter(); member_citerator _getMemberCSlot(ObjectGuid Guid) const; member_witerator _getMemberWSlot(ObjectGuid Guid); void SubGroupCounterIncrease(uint8 subgroup); void SubGroupCounterDecrease(uint8 subgroup); void ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply); MemberSlotList m_memberSlots; GroupRefManager m_memberMgr; InvitesList m_invitees; ObjectGuid m_leaderGuid; std::string m_leaderName; GroupType m_groupType; Difficulty m_dungeonDifficulty; Difficulty m_raidDifficulty; Battleground* m_bgGroup; Battlefield* m_bfGroup; ObjectGuid m_targetIcons[TARGET_ICONS_COUNT]; LootMethod m_lootMethod; ItemQualities m_lootThreshold; ObjectGuid m_looterGuid; ObjectGuid m_masterLooterGuid; Rolls RollId; BoundInstancesMap m_boundInstances[MAX_DIFFICULTY]; uint8* m_subGroupsCounts; ObjectGuid m_guid; uint32 m_counter; // used only in SMSG_GROUP_LIST uint32 m_maxEnchantingLevel; uint32 m_dbStoreId; // Represents the ID used in database (Can be reused by other groups if group was disbanded) bool m_isLeaderOffline; TimeTracker m_leaderOfflineTimer; struct NoopGroupDeleter { void operator()(Group*) const { /*noop - not managed*/ } }; Trinity::unique_trackable_ptr m_scriptRef; }; #endif