/*
* 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