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/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITYCORE_GROUP_H
#define TRINITYCORE_GROUP_H
#include "DBCEnums.h"
#include "GroupRefManager.h"
#include "LootMgr.h"
#include "QueryResult.h"
#include "SharedDefines.h"
#include "Object.h"
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
#define RAID_MARKERS_COUNT 8
#define READYCHECK_DURATION 35000
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,
GROUPTYPE_EVERYONE_ASSISTANT = 0x40, // Script_IsEveryoneAssistant() (4.x)
// 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()
};
enum GroupUpdateFlags
{
GROUP_UPDATE_FLAG_NONE = 0x00000000, // nothing
GROUP_UPDATE_FLAG_UNK704 = 0x00000001, // uint8[2] (unk)
GROUP_UPDATE_FLAG_STATUS = 0x00000002, // uint16 (GroupMemberStatusFlag)
GROUP_UPDATE_FLAG_POWER_TYPE = 0x00000004, // uint8 (PowerType)
GROUP_UPDATE_FLAG_UNK322 = 0x00000008, // uint16 (unk)
GROUP_UPDATE_FLAG_CUR_HP = 0x00000010, // uint32 (HP)
GROUP_UPDATE_FLAG_MAX_HP = 0x00000020, // uint32 (max HP)
GROUP_UPDATE_FLAG_CUR_POWER = 0x00000040, // int16 (power value)
GROUP_UPDATE_FLAG_MAX_POWER = 0x00000080, // int16 (max power value)
GROUP_UPDATE_FLAG_LEVEL = 0x00000100, // uint16 (level value)
GROUP_UPDATE_FLAG_UNK200000 = 0x00000200, // int16 (unk)
GROUP_UPDATE_FLAG_ZONE = 0x00000400, // uint16 (zone id)
GROUP_UPDATE_FLAG_UNK2000000 = 0x00000800, // int16 (unk)
GROUP_UPDATE_FLAG_UNK4000000 = 0x00001000, // int32 (unk)
GROUP_UPDATE_FLAG_POSITION = 0x00002000, // uint16 (x), uint16 (y), uint16 (z)
GROUP_UPDATE_FLAG_VEHICLE_SEAT = 0x00104000, // int32 (vehicle seat id)
GROUP_UPDATE_FLAG_AURAS = 0x00008000, // 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 = 0x00010000, // complex (pet)
GROUP_UPDATE_FLAG_PHASE = 0x00020000, // int32 (unk), uint32 (phase count), for (count) uint16(phaseId)
GROUP_UPDATE_FULL = GROUP_UPDATE_FLAG_UNK704 | GROUP_UPDATE_FLAG_STATUS | GROUP_UPDATE_FLAG_POWER_TYPE |
GROUP_UPDATE_FLAG_UNK322 | GROUP_UPDATE_FLAG_CUR_HP | GROUP_UPDATE_FLAG_MAX_HP |
GROUP_UPDATE_FLAG_CUR_POWER | GROUP_UPDATE_FLAG_MAX_POWER | GROUP_UPDATE_FLAG_LEVEL |
GROUP_UPDATE_FLAG_UNK200000 | GROUP_UPDATE_FLAG_ZONE | GROUP_UPDATE_FLAG_UNK2000000 |
GROUP_UPDATE_FLAG_UNK4000000 | GROUP_UPDATE_FLAG_POSITION | GROUP_UPDATE_FLAG_VEHICLE_SEAT |
GROUP_UPDATE_FLAG_AURAS | GROUP_UPDATE_FLAG_PET | GROUP_UPDATE_FLAG_PHASE // all known flags
};
enum GroupUpdatePetFlags
{
GROUP_UPDATE_FLAG_PET_NONE = 0x00000000, // nothing
GROUP_UPDATE_FLAG_PET_GUID = 0x00000001, // ObjectGuid (pet guid)
GROUP_UPDATE_FLAG_PET_NAME = 0x00000002, // cstring (name, NULL terminated string)
GROUP_UPDATE_FLAG_PET_MODEL_ID = 0x00000004, // uint16 (model id)
GROUP_UPDATE_FLAG_PET_CUR_HP = 0x00000008, // uint32 (HP)
GROUP_UPDATE_FLAG_PET_MAX_HP = 0x00000010, // uint32 (max HP)
GROUP_UPDATE_FLAG_PET_AURAS = 0x00000020, // [see GROUP_UPDATE_FLAG_AURAS]
GROUP_UPDATE_PET_FULL = 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_AURAS // all pet flags
};
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<ObjectGuid, RollVote> 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) { }
};
struct RaidMarker
{
WorldLocation Location;
ObjectGuid TransportGUID;
RaidMarker(uint32 mapId, float positionX, float positionY, float positionZ, ObjectGuid transportGuid = ObjectGuid::Empty)
{
Location.WorldRelocate(mapId, positionX, positionY, positionZ);
TransportGUID = transportGuid;
}
};
/** request member stats checken **/
/// @todo uninvite people that not accepted invite
class Group
{
public:
struct MemberSlot
{
ObjectGuid guid;
std::string name;
uint8 _class;
uint8 group;
uint8 flags;
uint8 roles;
bool readyChecked;
};
typedef std::list<MemberSlot> MemberSlotList;
typedef MemberSlotList::const_iterator member_citerator;
typedef std::unordered_map< uint32 /*mapId*/, InstanceGroupBind> BoundInstancesMap;
protected:
typedef MemberSlotList::iterator member_witerator;
typedef std::set<Player*> InvitesList;
typedef std::vector<Roll*> Rolls;
public:
Group();
~Group();
// 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, const RemoveMethod &method = GROUP_REMOVEMETHOD_DEFAULT, ObjectGuid kicker = ObjectGuid::Empty, const char* reason = NULL);
void ChangeLeader(ObjectGuid guid, int8 partyIndex = 0);
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);
uint8 GetLfgRoles(ObjectGuid guid);
void SetEveryoneIsAssistant(bool apply);
// Update
void Update(uint32 diff);
void UpdateReadyCheck(uint32 diff);
// Ready check
void StartReadyCheck(ObjectGuid starterGuid, int8 partyIndex, uint32 duration = READYCHECK_DURATION);
void EndReadyCheck();
bool IsReadyCheckStarted(void) const { return m_readyCheckStarted; }
bool IsReadyCheckCompleted(void) const;
void SetOfflineMembersReadyChecked(void);
void SetMemberReadyCheck(ObjectGuid guid, bool ready);
void SetMemberReadyCheck(MemberSlot* slot, bool ready);
void SetMemberReadyChecked(MemberSlot* slot);
void ResetMemberReadyChecked(void);
// Raid Markers
void AddRaidMarker(uint8 markerId, uint32 mapId, float positionX, float positionY, float positionZ, ObjectGuid transportGuid = ObjectGuid::Empty);
void DeleteRaidMarker(uint8 markerId);
void SendRaidMarkersChanged(WorldSession* session = nullptr, int8 partyIndex = 0);
// 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;
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);
bool IsAssistant(ObjectGuid guid) const;
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 uint32(m_memberSlots.size()); }
GroupType GetGroupType() const { return m_groupType; }
uint8 GetMemberGroup(ObjectGuid 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, ObjectGuid& errorGuid);
void ChangeMembersGroup(ObjectGuid guid, uint8 group);
void SwapMembersGroups(ObjectGuid firstGuid, ObjectGuid secondGuid);
void SetTargetIcon(uint8 symbol, ObjectGuid target, ObjectGuid changedBy, uint8 partyIndex);
void SetGroupMemberFlag(ObjectGuid guid, bool apply, GroupMemberFlags flag);
void RemoveUniqueGroupMemberFlag(GroupMemberFlags flag);
void SetDungeonDifficultyID(Difficulty difficulty);
void SetRaidDifficultyID(Difficulty difficulty);
void SetLegacyRaidDifficultyID(Difficulty difficulty);
Difficulty GetDifficultyID(MapEntry const* mapEntry) const;
Difficulty GetDungeonDifficultyID() const { return m_dungeonDifficulty; }
Difficulty GetRaidDifficultyID() const { return m_raidDifficulty; }
Difficulty GetLegacyRaidDifficultyID() const { return m_legacyRaidDifficulty; }
void ResetInstances(uint8 method, bool isRaid, bool isLegacy, Player* SendMsgTo);
// -no description-
//void SendInit(WorldSession* session);
void SendTargetIconList(WorldSession* session, int8 partyIndex = 0);
void SendUpdate();
void SendUpdateToPlayer(ObjectGuid playerGUID, MemberSlot* slot = NULL);
void UpdatePlayerOutOfRange(Player* player);
template<class Worker>
void BroadcastWorker(Worker& worker)
{
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
worker(itr->GetSource());
}
template<class Worker>
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 BroadcastAddonMessagePacket(WorldPacket const* packet, const std::string& prefix, bool ignorePlayersInBGRaid, int group = -1, ObjectGuid ignore = ObjectGuid::Empty);
/*********************************************************/
/*** LOOT SYSTEM ***/
/*********************************************************/
bool isRollLootActive() const { return !RollId.empty(); }
void SendLootStartRoll(uint32 CountDown, uint32 mapid, const Roll &r);
void SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, bool canNeed, Roll const& r);
void SendLootRoll(ObjectGuid SourceGuid, ObjectGuid TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootRollWon(ObjectGuid SourceGuid, ObjectGuid 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(ObjectGuid Guid);
void CountTheRoll(Rolls::iterator roll);
void CountRollVote(ObjectGuid playerGUID, ObjectGuid Guid, uint8 Choise);
void EndRoll(Loot* loot);
// 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);
// FG: evil hacks
void BroadcastGroupUpdate(void);
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;
Difficulty m_legacyRaidDifficulty;
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)
// Ready Check
bool m_readyCheckStarted;
int32 m_readyCheckTimer;
// Raid markers
std::array<std::unique_ptr<RaidMarker>, RAID_MARKERS_COUNT> m_markers;
uint32 m_activeMarkers;
};
#endif
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