/* * Copyright (C) 2008-2012 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 . */ #ifndef TRINITYCORE_GROUP_H #define TRINITYCORE_GROUP_H #include "Battleground.h" #include "DBCEnums.h" #include "GroupRefManager.h" #include "LootMgr.h" #include "QueryResult.h" #include "SharedDefines.h" #include "Player.h" #include "Battlefield.h" #include "BattlefieldMgr.h" class Creature; class GroupReference; class InstanceSave; class Map; class Player; class Unit; class WorldObject; class WorldPacket; class WorldSession; struct MapEntry; #define MAXGROUPSIZE 5 #define MAXRAIDSIZE 40 #define MAX_RAID_SUBGROUPS MAXRAIDSIZE/MAXGROUPSIZE #define TARGETICONCOUNT 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_UNK1 = 0x04, GROUPTYPE_LFG = 0x08, // 0x10, leave/change group?, I saw this flag when leaving group and after leaving BG while in group }; enum GroupUpdateFlags { GROUP_UPDATE_FLAG_NONE = 0x00000000, // nothing GROUP_UPDATE_FLAG_STATUS = 0x00000001, // uint16 (GroupMemberStatusFlag) GROUP_UPDATE_FLAG_CUR_HP = 0x00000002, // uint32 (HP) GROUP_UPDATE_FLAG_MAX_HP = 0x00000004, // uint32 (HP) GROUP_UPDATE_FLAG_POWER_TYPE = 0x00000008, // uint8 (PowerType) GROUP_UPDATE_FLAG_CUR_POWER = 0x00000010, // int16 (power value) GROUP_UPDATE_FLAG_MAX_POWER = 0x00000020, // int16 (power value) GROUP_UPDATE_FLAG_LEVEL = 0x00000040, // uint16 (level value) GROUP_UPDATE_FLAG_ZONE = 0x00000080, // uint16 (zone id) GROUP_UPDATE_FLAG_UNK100 = 0x00000100, // int16 (unk) GROUP_UPDATE_FLAG_POSITION = 0x00000200, // uint16 (x), uint16 (y), uint16 (z) GROUP_UPDATE_FLAG_AURAS = 0x00000400, // uint8 (unk), uint64 (mask), uint32 (count), for each bit set: uint32 (spell id) + uint16 (AuraFlags) (if has flags Scalable -> 3x int32 (bps)) GROUP_UPDATE_FLAG_PET_GUID = 0x00000800, // uint64 (pet guid) GROUP_UPDATE_FLAG_PET_NAME = 0x00001000, // cstring (name, NULL terminated string) GROUP_UPDATE_FLAG_PET_MODEL_ID = 0x00002000, // uint16 (model id) GROUP_UPDATE_FLAG_PET_CUR_HP = 0x00004000, // uint32 (HP) GROUP_UPDATE_FLAG_PET_MAX_HP = 0x00008000, // uint32 (HP) GROUP_UPDATE_FLAG_PET_POWER_TYPE = 0x00010000, // uint8 (PowerType) GROUP_UPDATE_FLAG_PET_CUR_POWER = 0x00020000, // uint16 (power value) GROUP_UPDATE_FLAG_PET_MAX_POWER = 0x00040000, // uint16 (power value) GROUP_UPDATE_FLAG_PET_AURAS = 0x00080000, // [see GROUP_UPDATE_FLAG_AURAS] GROUP_UPDATE_FLAG_VEHICLE_SEAT = 0x00100000, // int32 (vehicle seat id) GROUP_UPDATE_FLAG_PHASE = 0x00200000, // int32 (unk), uint32 (phase count), for (count) uint16(phaseId) GROUP_UPDATE_PET = GROUP_UPDATE_FLAG_PET_GUID | GROUP_UPDATE_FLAG_PET_NAME | GROUP_UPDATE_FLAG_PET_MODEL_ID | GROUP_UPDATE_FLAG_PET_CUR_HP | GROUP_UPDATE_FLAG_PET_MAX_HP | GROUP_UPDATE_FLAG_PET_POWER_TYPE | GROUP_UPDATE_FLAG_PET_CUR_POWER | GROUP_UPDATE_FLAG_PET_MAX_POWER | GROUP_UPDATE_FLAG_PET_AURAS, // all pet flags GROUP_UPDATE_FULL = GROUP_UPDATE_FLAG_STATUS | GROUP_UPDATE_FLAG_CUR_HP | GROUP_UPDATE_FLAG_MAX_HP | GROUP_UPDATE_FLAG_POWER_TYPE | GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER | GROUP_UPDATE_FLAG_LEVEL | GROUP_UPDATE_FLAG_ZONE | GROUP_UPDATE_FLAG_POSITION | GROUP_UPDATE_FLAG_AURAS | GROUP_UPDATE_PET | GROUP_UPDATE_FLAG_PHASE, // all known flags, except UNK100 and VEHICLE_SEAT }; class Roll : public LootValidatorRef { public: Roll(uint64 _guid, LootItem const& li); ~Roll(); void setLoot(Loot* pLoot); Loot* getLoot(); void targetObjectBuildLink(); uint64 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(NULL), perm(false) {} }; /** request member stats checken **/ /** todo: uninvite people that not accepted invite **/ class Group { public: struct MemberSlot { uint64 guid; std::string name; uint8 group; uint8 flags; uint8 roles; }; typedef std::list MemberSlotList; typedef MemberSlotList::const_iterator member_citerator; typedef UNORDERED_MAP< uint32 /*mapId*/, InstanceGroupBind> BoundInstancesMap; protected: typedef MemberSlotList::iterator member_witerator; typedef std::set InvitesList; typedef std::vector Rolls; public: Group(); ~Group(); // group manipulation methods bool Create(Player* leader); void LoadGroupFromDB(Field* field); void LoadMemberFromDB(uint32 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(uint64 guid, const RemoveMethod &method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0, const char* reason = NULL); void ChangeLeader(uint64 guid); void SetLootMethod(LootMethod method); void SetLooterGuid(uint64 guid); void UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed = false); void SetLootThreshold(ItemQualities threshold); void Disband(bool hideDestroy=false); void SetLfgRoles(uint64 guid, const uint8 roles); // properties accessories bool IsFull() const; bool isLFGGroup() const; bool isRaidGroup() const; bool isBGGroup() const; bool isBFGroup() const; bool IsCreated() const; uint64 GetLeaderGUID() const; uint64 GetGUID() const; uint32 GetLowGUID() const; const char * GetLeaderName() const; LootMethod GetLootMethod() const; uint64 GetLooterGuid() const; ItemQualities GetLootThreshold() const; uint32 GetDbStoreId() const { return m_dbStoreId; }; // member manipulation methods bool IsMember(uint64 guid) const; bool IsLeader(uint64 guid) const; uint64 GetMemberGUID(const std::string& name); bool IsAssistant(uint64 guid) const; Player* GetInvited(uint64 guid) const; Player* GetInvited(const std::string& name) const; bool SameSubGroup(uint64 guid1, uint64 guid2) const; bool SameSubGroup(uint64 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(); } uint8 GetMemberGroup(uint64 guid) const; void ConvertToLFG(); void ConvertToRaid(); void ConvertToGroup(); void SetBattlegroundGroup(Battleground* bg); void SetBattlefieldGroup(Battlefield* bf); GroupJoinBattlegroundResult CanJoinBattlegroundQueue(Battleground const* bgOrTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot); void ChangeMembersGroup(uint64 guid, uint8 group); void ChangeMembersGroup(Player* player, uint8 group); void SetTargetIcon(uint8 id, uint64 whoGuid, uint64 targetGuid); void SetGroupMemberFlag(uint64 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(uint64 playerGUID, MemberSlot* slot = NULL); void UpdatePlayerOutOfRange(Player* player); // ignore: GUID of player that will be ignored void BroadcastPacket(WorldPacket* packet, bool ignorePlayersInBGRaid, int group = -1, uint64 ignore = 0); void BroadcastAddonMessagePacket(WorldPacket* packet, const std::string& prefix, bool ignorePlayersInBGRaid, int group = -1, uint64 ignore = 0); void BroadcastReadyCheck(WorldPacket* packet); void OfflineReadyCheck(); /*********************************************************/ /*** LOOT SYSTEM ***/ /*********************************************************/ bool isRollLootActive() const; void SendLootStartRoll(uint32 CountDown, uint32 mapid, const Roll &r); void SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, bool canNeed, Roll const& r); void SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r); void SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &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(uint64 Guid); void CountTheRoll(Rolls::iterator roll); void CountRollVote(uint64 playerGUID, uint64 Guid, uint8 Choise); void EndRoll(Loot* loot); // related to disenchant rolls void ResetMaxEnchantingLevel(); void LinkMember(GroupReference* pRef); void DelinkMember(uint64 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); BoundInstancesMap& GetBoundInstances(Difficulty difficulty); // FG: evil hacks void BroadcastGroupUpdate(void); protected: bool _setMembersGroup(uint64 guid, uint8 group); void _homebindIfInstance(Player* player); void _initRaidSubGroupsCounter(); member_citerator _getMemberCSlot(uint64 Guid) const; member_witerator _getMemberWSlot(uint64 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; uint64 m_leaderGuid; std::string m_leaderName; GroupType m_groupType; Difficulty m_dungeonDifficulty; Difficulty m_raidDifficulty; Battleground* m_bgGroup; Battlefield* m_bfGroup; uint64 m_targetIcons[TARGETICONCOUNT]; LootMethod m_lootMethod; ItemQualities m_lootThreshold; uint64 m_looterGuid; Rolls RollId; BoundInstancesMap m_boundInstances[MAX_DIFFICULTY]; uint8* m_subGroupsCounts; uint64 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) }; #endif