/*
* Copyright (C) 2005-2008 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Player.h"
#include "World.h"
#include "ObjectMgr.h"
#include "Group.h"
#include "ObjectAccessor.h"
#include "BattleGround.h"
#include "MapManager.h"
#include "InstanceSaveMgr.h"
#include "MapInstanced.h"
#include "Util.h"
Group::Group()
{
m_leaderGuid = 0;
m_mainTank = 0;
m_mainAssistant = 0;
m_groupType = (GroupType)0;
m_bgGroup = NULL;
m_lootMethod = (LootMethod)0;
m_looterGuid = 0;
m_lootThreshold = ITEM_QUALITY_UNCOMMON;
for(int i=0; iGetBgRaid(ALLIANCE) == this) m_bgGroup->SetBgRaid(ALLIANCE, NULL);
else if(m_bgGroup->GetBgRaid(HORDE) == this) m_bgGroup->SetBgRaid(HORDE, NULL);
else sLog.outError("Group::~Group: battleground group is not linked to the correct battleground.");
}
Rolls::iterator itr;
while(!RollId.empty())
{
itr = RollId.begin();
Roll *r = *itr;
RollId.erase(itr);
delete(r);
}
// it is undefined whether objectmgr (which stores the groups) or instancesavemgr
// will be unloaded first so we must be prepared for both cases
// this may unload some instance saves
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.save->RemoveGroup(this);
}
bool Group::Create(const uint64 &guid, const char * name)
{
m_leaderGuid = guid;
m_leaderName = name;
m_groupType = isBGGroup() ? GROUPTYPE_RAID : GROUPTYPE_NORMAL;
m_lootMethod = GROUP_LOOT;
m_lootThreshold = ITEM_QUALITY_UNCOMMON;
m_looterGuid = guid;
m_difficulty = DIFFICULTY_NORMAL;
if(!isBGGroup())
{
Player *leader = objmgr.GetPlayer(guid);
if(leader) m_difficulty = leader->GetDifficulty();
Player::ConvertInstancesToGroup(leader, this, guid);
// store group in database
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid ='%u'", GUID_LOPART(m_leaderGuid));
CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid ='%u'", GUID_LOPART(m_leaderGuid));
CharacterDatabase.PExecute("INSERT INTO groups(leaderGuid,mainTank,mainAssistant,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,isRaid,difficulty) "
"VALUES('%u','%u','%u','%u','%u','%u','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','" I64FMTD "','%u','%u')",
GUID_LOPART(m_leaderGuid), GUID_LOPART(m_mainTank), GUID_LOPART(m_mainAssistant), uint32(m_lootMethod),
GUID_LOPART(m_looterGuid), uint32(m_lootThreshold), m_targetIcons[0], m_targetIcons[1], m_targetIcons[2], m_targetIcons[3], m_targetIcons[4], m_targetIcons[5], m_targetIcons[6], m_targetIcons[7], isRaidGroup(), m_difficulty);
}
if(!AddMember(guid, name))
return false;
if(!isBGGroup()) CharacterDatabase.CommitTransaction();
return true;
}
bool Group::LoadGroupFromDB(const uint64 &leaderGuid, QueryResult *result, bool loadMembers)
{
if(isBGGroup())
return false;
bool external = true;
if(!result)
{
external = false;
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
result = CharacterDatabase.PQuery("SELECT mainTank, mainAssistant, lootMethod, looterGuid, lootThreshold, icon1, icon2, icon3, icon4, icon5, icon6, icon7, icon8, isRaid, difficulty FROM groups WHERE leaderGuid ='%u'", GUID_LOPART(leaderGuid));
if(!result)
return false;
}
m_leaderGuid = leaderGuid;
// group leader not exist
if(!objmgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
{
if(!external) delete result;
return false;
}
m_groupType = (*result)[13].GetBool() ? GROUPTYPE_RAID : GROUPTYPE_NORMAL;
m_difficulty = (*result)[14].GetUInt8();
m_mainTank = (*result)[0].GetUInt64();
m_mainAssistant = (*result)[1].GetUInt64();
m_lootMethod = (LootMethod)(*result)[2].GetUInt8();
m_looterGuid = MAKE_NEW_GUID((*result)[3].GetUInt32(), 0, HIGHGUID_PLAYER);
m_lootThreshold = (ItemQualities)(*result)[4].GetUInt16();
for(int i=0; iNextRow() );
delete result;
// group too small
if(GetMembersCount() < 2)
return false;
}
return true;
}
bool Group::LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant)
{
MemberSlot member;
member.guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
// skip non-existed member
if(!objmgr.GetPlayerNameByGUID(member.guid, member.name))
return false;
member.group = subgroup;
member.assistant = assistant;
m_memberSlots.push_back(member);
return true;
}
bool Group::AddInvite(Player *player)
{
if(!player || player->GetGroupInvite() || player->GetGroup())
return false;
RemoveInvite(player);
m_invitees.insert(player->GetGUID());
player->SetGroupInvite(this);
return true;
}
bool Group::AddLeaderInvite(Player *player)
{
if(!AddInvite(player))
return false;
m_leaderGuid = player->GetGUID();
m_leaderName = player->GetName();
return true;
}
uint32 Group::RemoveInvite(Player *player)
{
for(InvitesList::iterator itr=m_invitees.begin(); itr!=m_invitees.end(); ++itr)
{
if((*itr) == player->GetGUID())
{
m_invitees.erase(itr);
break;
}
}
player->SetGroupInvite(NULL);
return GetMembersCount();
}
void Group::RemoveAllInvites()
{
for(InvitesList::iterator itr=m_invitees.begin(); itr!=m_invitees.end(); ++itr)
{
Player *invitee = objmgr.GetPlayer(*itr);
if(invitee)
invitee->SetGroupInvite(NULL);
}
m_invitees.clear();
}
bool Group::AddMember(const uint64 &guid, const char* name)
{
if(!_addMember(guid, name))
return false;
SendUpdate();
Player *player = objmgr.GetPlayer(guid);
if(player)
{
if(!IsLeader(player->GetGUID()) && !isBGGroup())
{
// reset the new member's instances, unless he is currently in one of them
// including raid/heroic instances that they are not permanently bound to!
player->ResetInstances(INSTANCE_RESET_GROUP_JOIN);
if(player->getLevel() >= LEVELREQUIREMENT_HEROIC && player->GetDifficulty() != GetDifficulty() )
{
player->SetDifficulty(m_difficulty);
player->SendDungeonDifficulty(true);
}
}
player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
UpdatePlayerOutOfRange(player);
}
return true;
}
uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
{
// remove member and change leader (if need) only if strong more 2 members _before_ member remove
if(GetMembersCount() > (isBGGroup() ? 1 : 2)) // in BG group case allow 1 members group
{
bool leaderChanged = _removeMember(guid);
Player *player = objmgr.GetPlayer( guid );
if (player)
{
WorldPacket data;
if(method == 1)
{
data.Initialize( SMSG_GROUP_UNINVITE, 0 );
player->GetSession()->SendPacket( &data );
}
data.Initialize(SMSG_GROUP_LIST, 24);
data << uint64(0) << uint64(0) << uint64(0);
player->GetSession()->SendPacket(&data);
_homebindIfInstance(player);
}
if(leaderChanged)
{
WorldPacket data(SMSG_GROUP_SET_LEADER, (m_memberSlots.front().name.size()+1));
data << m_memberSlots.front().name;
BroadcastPacket(&data);
}
SendUpdate();
}
// if group before remove <= 2 disband it
else
Disband(true);
return m_memberSlots.size();
}
void Group::ChangeLeader(const uint64 &guid)
{
member_citerator slot = _getMemberCSlot(guid);
if(slot==m_memberSlots.end())
return;
_setLeader(guid);
WorldPacket data(SMSG_GROUP_SET_LEADER, slot->name.size()+1);
data << slot->name;
BroadcastPacket(&data);
SendUpdate();
}
void Group::Disband(bool hideDestroy)
{
Player *player;
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
player = objmgr.GetPlayer(citr->guid);
if(!player)
continue;
player->SetGroup(NULL);
if(!player->GetSession())
continue;
WorldPacket data;
if(!hideDestroy)
{
data.Initialize(SMSG_GROUP_DESTROYED, 0);
player->GetSession()->SendPacket(&data);
}
data.Initialize(SMSG_GROUP_LIST, 24);
data << uint64(0) << uint64(0) << uint64(0);
player->GetSession()->SendPacket(&data);
_homebindIfInstance(player);
}
RollId.clear();
m_memberSlots.clear();
RemoveAllInvites();
if(!isBGGroup())
{
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid));
CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid));
CharacterDatabase.CommitTransaction();
ResetInstances(INSTANCE_RESET_GROUP_DISBAND, NULL);
}
m_leaderGuid = 0;
m_leaderName = "";
}
/*********************************************************/
/*** LOOT SYSTEM ***/
/*********************************************************/
void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
{
WorldPacket data(SMSG_LOOT_START_ROLL, (8+4+4+4+4+4));
data << uint64(r.itemGUID); // guid of rolled item
data << uint32(r.totalPlayersRolling); // maybe the number of players rolling for it???
data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
data << uint32(r.itemRandomSuffix); // randomSuffix
data << uint32(r.itemRandomPropId); // item random property ID
data << uint32(CountDown); // the countdown time to choose "need" or "greed"
for (Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
if(itr->second != NOT_VALID)
p->GetSession()->SendPacket( &data );
}
}
void Group::SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
{
WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1));
data << uint64(SourceGuid); // guid of the item rolled
data << uint32(0); // unknown, maybe amount of players
data << uint64(TargetGuid);
data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
data << uint32(r.itemRandomSuffix); // randomSuffix
data << uint32(r.itemRandomPropId); // Item random property ID
data << uint8(RollNumber); // 0: "Need for: [item name]" > 127: "you passed on: [item name]" Roll number
data << uint8(RollType); // 0: "Need for: [item name]" 0: "You have selected need for [item name] 1: need roll 2: greed roll
data << uint8(0); // 2.4.0
for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
if(itr->second != NOT_VALID)
p->GetSession()->SendPacket( &data );
}
}
void Group::SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r)
{
WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1));
data << uint64(SourceGuid); // guid of the item rolled
data << uint32(0); // unknown, maybe amount of players
data << uint32(r.itemid); // the itemEntryId for the item that shall be rolled for
data << uint32(r.itemRandomSuffix); // randomSuffix
data << uint32(r.itemRandomPropId); // Item random property
data << uint64(TargetGuid); // guid of the player who won.
data << uint8(RollNumber); // rollnumber realted to SMSG_LOOT_ROLL
data << uint8(RollType); // Rolltype related to SMSG_LOOT_ROLL
for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
if(itr->second != NOT_VALID)
p->GetSession()->SendPacket( &data );
}
}
void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
{
WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4));
data << uint64(r.itemGUID); // Guid of the item rolled
data << uint32(NumberOfPlayers); // The number of players rolling for it???
data << uint32(r.itemid); // The itemEntryId for the item that shall be rolled for
data << uint32(r.itemRandomPropId); // Item random property ID
data << uint32(r.itemRandomSuffix); // Item random suffix ID
for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
if(itr->second != NOT_VALID)
p->GetSession()->SendPacket( &data );
}
}
void Group::GroupLoot(uint64 playerGUID, Loot *loot, Creature *creature)
{
std::vector::iterator i;
ItemPrototype const *item;
uint8 itemSlot = 0;
Player *player = objmgr.GetPlayer(playerGUID);
Group *group = player->GetGroup();
for (i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
{
item = objmgr.GetItemPrototype(i->itemid);
if (!item)
{
//sLog.outDebug("Group::GroupLoot: missing item prototype for item with id: %d", i->itemid);
continue;
}
//roll for over-threshold item if it's one-player loot
if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
{
uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM),0,HIGHGUID_ITEM);
Roll* r=new Roll(newitemGUID,*i);
//a vector is filled with only near party members
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
if(!member || !member->GetSession())
continue;
if ( i->AllowedForPlayer(member) )
{
if (member->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
{
r->playerVote[member->GetGUID()] = NOT_EMITED_YET;
++r->totalPlayersRolling;
}
}
}
r->setLoot(loot);
r->itemSlot = itemSlot;
group->SendLootStartRoll(60000, *r);
loot->items[itemSlot].is_blocked = true;
creature->m_groupLootTimer = 60000;
creature->lootingGroupLeaderGUID = GetLeaderGUID();
RollId.push_back(r);
}
else
i->is_underthreshold=1;
}
}
void Group::NeedBeforeGreed(uint64 playerGUID, Loot *loot, Creature *creature)
{
ItemPrototype const *item;
Player *player = objmgr.GetPlayer(playerGUID);
Group *group = player->GetGroup();
uint8 itemSlot = 0;
for(std::vector::iterator i=loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
{
item = objmgr.GetItemPrototype(i->itemid);
//only roll for one-player items, not for ones everyone can get
if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
{
uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM),0,HIGHGUID_ITEM);
Roll* r=new Roll(newitemGUID,*i);
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *playerToRoll = itr->getSource();
if(!playerToRoll || !playerToRoll->GetSession())
continue;
if (playerToRoll->CanUseItem(item) && i->AllowedForPlayer(playerToRoll) )
{
if (playerToRoll->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
{
r->playerVote[playerToRoll->GetGUID()] = NOT_EMITED_YET;
++r->totalPlayersRolling;
}
}
}
if (r->totalPlayersRolling > 0)
{
r->setLoot(loot);
r->itemSlot = itemSlot;
group->SendLootStartRoll(60000, *r);
loot->items[itemSlot].is_blocked = true;
RollId.push_back(r);
}
else
{
delete r;
}
}
else
i->is_underthreshold=1;
}
}
void Group::MasterLoot(uint64 playerGUID, Loot* /*loot*/, Creature *creature)
{
Player *player = objmgr.GetPlayer(playerGUID);
if(!player)
return;
sLog.outDebug("Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330) player = [%s].", player->GetName());
uint32 real_count = 0;
WorldPacket data(SMSG_LOOT_MASTER_LIST, 330);
data << (uint8)GetMembersCount();
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *looter = itr->getSource();
if (!looter->IsInWorld())
continue;
if (looter->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
{
data << looter->GetGUID();
++real_count;
}
}
data.put(0,real_count);
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *looter = itr->getSource();
if (looter->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
looter->GetSession()->SendPacket(&data);
}
}
void Group::CountRollVote(uint64 playerGUID, uint64 Guid, uint32 NumberOfPlayers, uint8 Choise)
{
Rolls::iterator rollI = GetRoll(Guid);
if (rollI == RollId.end())
return;
Roll* roll = *rollI;
Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID);
// this condition means that player joins to the party after roll begins
if (itr == roll->playerVote.end())
return;
if (roll->getLoot())
if (roll->getLoot()->items.empty())
return;
switch (Choise)
{
case 0: //Player choose pass
{
SendLootRoll(0, playerGUID, 128, 128, *roll);
++roll->totalPass;
itr->second = PASS;
}
break;
case 1: //player choose Need
{
SendLootRoll(0, playerGUID, 0, 0, *roll);
++roll->totalNeed;
itr->second = NEED;
}
break;
case 2: //player choose Greed
{
SendLootRoll(0, playerGUID, 128, 2, *roll);
++roll->totalGreed;
itr->second = GREED;
}
break;
}
if (roll->totalPass + roll->totalGreed + roll->totalNeed >= roll->totalPlayersRolling)
{
CountTheRoll(rollI, NumberOfPlayers);
}
}
//called when roll timer expires
void Group::EndRoll()
{
Rolls::iterator itr;
while(!RollId.empty())
{
//need more testing here, if rolls disappear
itr = RollId.begin();
CountTheRoll(itr, GetMembersCount()); //i don't have to edit player votes, who didn't vote ... he will pass
}
}
void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
{
Roll* roll = *rollI;
if(!roll->isValid()) // is loot already deleted ?
{
RollId.erase(rollI);
delete roll;
return;
}
//end of the roll
if (roll->totalNeed > 0)
{
if(!roll->playerVote.empty())
{
uint8 maxresul = 0;
uint64 maxguid = (*roll->playerVote.begin()).first;
Player *player;
for( Roll::PlayerVote::const_iterator itr=roll->playerVote.begin(); itr!=roll->playerVote.end(); ++itr)
{
if (itr->second != NEED)
continue;
uint8 randomN = urand(1, 99);
SendLootRoll(0, itr->first, randomN, 1, *roll);
if (maxresul < randomN)
{
maxguid = itr->first;
maxresul = randomN;
}
}
SendLootRollWon(0, maxguid, maxresul, 1, *roll);
player = objmgr.GetPlayer(maxguid);
if(player && player->GetSession())
{
ItemPosCountVec dest;
LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
if ( msg == EQUIP_ERR_OK )
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
--roll->getLoot()->unlootedCount;
player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
}
else
{
item->is_blocked = false;
player->SendEquipError( msg, NULL, NULL );
}
}
}
}
else if (roll->totalGreed > 0)
{
if(!roll->playerVote.empty())
{
uint8 maxresul = 0;
uint64 maxguid = (*roll->playerVote.begin()).first;
Player *player;
Roll::PlayerVote::iterator itr;
for (itr=roll->playerVote.begin(); itr!=roll->playerVote.end(); ++itr)
{
if (itr->second != GREED)
continue;
uint8 randomN = urand(1, 99);
SendLootRoll(0, itr->first, randomN, 2, *roll);
if (maxresul < randomN)
{
maxguid = itr->first;
maxresul = randomN;
}
}
SendLootRollWon(0, maxguid, maxresul, 2, *roll);
player = objmgr.GetPlayer(maxguid);
if(player && player->GetSession())
{
ItemPosCountVec dest;
LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
if ( msg == EQUIP_ERR_OK )
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
--roll->getLoot()->unlootedCount;
player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
}
else
{
item->is_blocked = false;
player->SendEquipError( msg, NULL, NULL );
}
}
}
}
else
{
SendLootAllPassed(NumberOfPlayers, *roll);
LootItem *item = &(roll->getLoot()->items[roll->itemSlot]);
if(item) item->is_blocked = false;
}
RollId.erase(rollI);
delete roll;
}
void Group::SetTargetIcon(uint8 id, uint64 guid)
{
if(id >= TARGETICONCOUNT)
return;
// clean other icons
if( guid != 0 )
for(int i=0; inext())
{
Player* member = itr->getSource();
if(!member || !member->isAlive()) // only for alive
continue;
if(!member->IsAtGroupRewardDistance(victim)) // at req. distance
continue;
++count;
sum_level += member->getLevel();
if(!member_with_max_level || member_with_max_level->getLevel() < member->getLevel())
member_with_max_level = member;
}
}
void Group::SendTargetIconList(WorldSession *session)
{
if(!session)
return;
WorldPacket data(MSG_RAID_TARGET_UPDATE, (1+TARGETICONCOUNT*9));
data << (uint8)1;
for(int i=0; iSendPacket(&data);
}
void Group::SendUpdate()
{
Player *player;
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
player = objmgr.GetPlayer(citr->guid);
if(!player || !player->GetSession())
continue;
// guess size
WorldPacket data(SMSG_GROUP_LIST, (1+1+1+1+8+4+GetMembersCount()*20));
data << (uint8)m_groupType; // group type
data << (uint8)(isBGGroup() ? 1 : 0); // 2.0.x, isBattleGroundGroup?
data << (uint8)(citr->group); // groupid
data << (uint8)(citr->assistant?0x01:0); // 0x2 main assist, 0x4 main tank
data << uint64(0x50000000FFFFFFFELL); // related to voice chat?
data << uint32(GetMembersCount()-1);
for(member_citerator citr2 = m_memberSlots.begin(); citr2 != m_memberSlots.end(); ++citr2)
{
if(citr->guid == citr2->guid)
continue;
data << citr2->name;
data << (uint64)citr2->guid;
// online-state
data << (uint8)(objmgr.GetPlayer(citr2->guid) ? 1 : 0);
data << (uint8)(citr2->group); // groupid
data << (uint8)(citr2->assistant?0x01:0); // 0x2 main assist, 0x4 main tank
}
data << uint64(m_leaderGuid); // leader guid
if(GetMembersCount()-1)
{
data << (uint8)m_lootMethod; // loot method
data << (uint64)m_looterGuid; // looter guid
data << (uint8)m_lootThreshold; // loot threshold
data << (uint8)m_difficulty; // Heroic Mod Group
}
player->GetSession()->SendPacket( &data );
}
}
void Group::UpdatePlayerOutOfRange(Player* pPlayer)
{
if(!pPlayer)
return;
Player *player;
WorldPacket data;
pPlayer->GetSession()->BuildPartyMemberStatsChangedPacket(pPlayer, &data);
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
player = itr->getSource();
if (player && player != pPlayer && !pPlayer->isVisibleFor(player))
player->GetSession()->SendPacket(&data);
}
}
void Group::BroadcastPacket(WorldPacket *packet, int group, uint64 ignore)
{
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *pl = itr->getSource();
if(!pl || (ignore != 0 && pl->GetGUID() == ignore))
continue;
if (pl->GetSession() && (group==-1 || itr->getSubGroup()==group))
pl->GetSession()->SendPacket(packet);
}
}
void Group::BroadcastReadyCheck(WorldPacket *packet)
{
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *pl = itr->getSource();
if(pl && pl->GetSession())
if(IsLeader(pl->GetGUID()) || IsAssistant(pl->GetGUID()))
pl->GetSession()->SendPacket(packet);
}
}
void Group::OfflineReadyCheck()
{
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
Player *pl = objmgr.GetPlayer(citr->guid);
if (!pl || !pl->GetSession())
{
WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
data << citr->guid;
data << (uint8)0;
BroadcastReadyCheck(&data);
}
}
}
bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant)
{
// get first not-full group
uint8 groupid = 0;
std::vector temp(MAXRAIDSIZE/MAXGROUPSIZE);
for(member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
{
if (itr->group >= temp.size()) continue;
++temp[itr->group];
if(temp[groupid] >= MAXGROUPSIZE)
++groupid;
}
return _addMember(guid, name, isAssistant, groupid);
}
bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, uint8 group)
{
if(IsFull())
return false;
if(!guid)
return false;
Player *player = objmgr.GetPlayer(guid);
MemberSlot member;
member.guid = guid;
member.name = name;
member.group = group;
member.assistant = isAssistant;
m_memberSlots.push_back(member);
if(player)
{
player->SetGroupInvite(NULL);
player->SetGroup(this, group);
// if the same group invites the player back, cancel the homebind timer
InstanceGroupBind *bind = GetBoundInstance(player->GetMapId(), player->GetDifficulty());
if(bind && bind->save->GetInstanceId() == player->GetInstanceId())
player->m_InstanceValid = true;
}
if(!isRaidGroup()) // reset targetIcons for non-raid-groups
{
for(int i=0; iSetGroup(NULL);
}
_removeRolls(guid);
member_witerator slot = _getMemberWSlot(guid);
if (slot != m_memberSlots.end())
m_memberSlots.erase(slot);
if(!isBGGroup())
CharacterDatabase.PExecute("DELETE FROM group_member WHERE memberGuid='%u'", GUID_LOPART(guid));
if(m_leaderGuid == guid) // leader was removed
{
if(GetMembersCount() > 0)
_setLeader(m_memberSlots.front().guid);
return true;
}
return false;
}
void Group::_setLeader(const uint64 &guid)
{
member_citerator slot = _getMemberCSlot(guid);
if(slot==m_memberSlots.end())
return;
if(!isBGGroup())
{
// TODO: set a time limit to have this function run rarely cause it can be slow
CharacterDatabase.BeginTransaction();
// update the group's bound instances when changing leaders
// remove all permanent binds from the group
// in the DB also remove solo binds that will be replaced with permbinds
// from the new leader
CharacterDatabase.PExecute(
"DELETE FROM group_instance WHERE leaderguid='%u' AND (permanent = 1 OR "
"instance IN (SELECT instance FROM character_instance WHERE guid = '%u')"
")", GUID_LOPART(m_leaderGuid), GUID_LOPART(slot->guid)
);
Player *player = objmgr.GetPlayer(slot->guid);
if(player)
{
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
{
for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end();)
{
if(itr->second.perm)
{
itr->second.save->RemoveGroup(this);
m_boundInstances[i].erase(itr++);
}
else
++itr;
}
}
}
// update the group's solo binds to the new leader
CharacterDatabase.PExecute("UPDATE group_instance SET leaderGuid='%u' WHERE leaderGuid = '%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_leaderGuid));
// copy the permanent binds from the new leader to the group
// overwriting the solo binds with permanent ones if necessary
// in the DB those have been deleted already
Player::ConvertInstancesToGroup(player, this, slot->guid);
// update the group leader
CharacterDatabase.PExecute("UPDATE groups SET leaderGuid='%u' WHERE leaderGuid='%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_leaderGuid));
CharacterDatabase.PExecute("UPDATE group_member SET leaderGuid='%u' WHERE leaderGuid='%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_leaderGuid));
CharacterDatabase.CommitTransaction();
}
m_leaderGuid = slot->guid;
m_leaderName = slot->name;
}
void Group::_removeRolls(const uint64 &guid)
{
for (Rolls::iterator it = RollId.begin(); it < RollId.end(); it++)
{
Roll* roll = *it;
Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid);
if(itr2 == roll->playerVote.end())
continue;
if (itr2->second == GREED) --roll->totalGreed;
if (itr2->second == NEED) --roll->totalNeed;
if (itr2->second == PASS) --roll->totalPass;
if (itr2->second != NOT_VALID) --roll->totalPlayersRolling;
roll->playerVote.erase(itr2);
CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, 3);
}
}
void Group::_convertToRaid()
{
m_groupType = GROUPTYPE_RAID;
if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET isRaid = 1 WHERE leaderGuid='%u'", GUID_LOPART(m_leaderGuid));
}
bool Group::_setMembersGroup(const uint64 &guid, const uint8 &group)
{
member_witerator slot = _getMemberWSlot(guid);
if(slot==m_memberSlots.end())
return false;
slot->group = group;
if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE group_member SET subgroup='%u' WHERE memberGuid='%u'", group, GUID_LOPART(guid));
return true;
}
bool Group::_setAssistantFlag(const uint64 &guid, const bool &state)
{
member_witerator slot = _getMemberWSlot(guid);
if(slot==m_memberSlots.end())
return false;
slot->assistant = state;
if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE group_member SET assistant='%u' WHERE memberGuid='%u'", (state==true)?1:0, GUID_LOPART(guid));
return true;
}
bool Group::_setMainTank(const uint64 &guid)
{
member_citerator slot = _getMemberCSlot(guid);
if(slot==m_memberSlots.end())
return false;
if(m_mainAssistant == guid)
_setMainAssistant(0);
m_mainTank = guid;
if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET mainTank='%u' WHERE leaderGuid='%u'", GUID_LOPART(m_mainTank), GUID_LOPART(m_leaderGuid));
return true;
}
bool Group::_setMainAssistant(const uint64 &guid)
{
member_witerator slot = _getMemberWSlot(guid);
if(slot==m_memberSlots.end())
return false;
if(m_mainTank == guid)
_setMainTank(0);
m_mainAssistant = guid;
if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET mainAssistant='%u' WHERE leaderGuid='%u'", GUID_LOPART(m_mainAssistant), GUID_LOPART(m_leaderGuid));
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 subgroup for offline members
void Group::ChangeMembersGroup(const uint64 &guid, const uint8 &group)
{
if(!isRaidGroup())
return;
Player *player = objmgr.GetPlayer(guid);
if (!player)
{
if(_setMembersGroup(guid, group))
SendUpdate();
}
else ChangeMembersGroup(player, group);
}
// only for online members
void Group::ChangeMembersGroup(Player *player, const uint8 &group)
{
if(!player || !isRaidGroup())
return;
if(_setMembersGroup(player->GetGUID(), group))
{
player->GetGroupRef().setSubGroup(group);
SendUpdate();
}
}
void Group::UpdateLooterGuid( Creature* creature, bool ifneed )
{
switch (GetLootMethod())
{
case MASTER_LOOT:
case FREE_FOR_ALL:
return;
default:
// round robin style looting applies for all low
// quality items in each loot method except free for all and master loot
break;
}
member_citerator guid_itr = _getMemberCSlot(GetLooterGuid());
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->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
return;
}
++guid_itr;
}
// search next after current
if(guid_itr != m_memberSlots.end())
{
for(member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
{
if(Player* pl = ObjectAccessor::FindPlayer(itr->guid))
{
if (pl->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
{
bool refresh = pl->GetLootGUID()==creature->GetGUID();
//if(refresh) // update loot for new looter
// pl->GetSession()->DoLootRelease(pl->GetLootGUID());
SetLooterGuid(pl->GetGUID());
SendUpdate();
if(refresh) // update loot for new looter
pl->SendLoot(creature->GetGUID(),LOOT_CORPSE);
return;
}
}
}
}
// search from start
for(member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
{
if(Player* pl = ObjectAccessor::FindPlayer(itr->guid))
{
if (pl->GetDistance2d(creature) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
{
bool refresh = pl->GetLootGUID()==creature->GetGUID();
//if(refresh) // update loot for new looter
// pl->GetSession()->DoLootRelease(pl->GetLootGUID());
SetLooterGuid(pl->GetGUID());
SendUpdate();
if(refresh) // update loot for new looter
pl->SendLoot(creature->GetGUID(),LOOT_CORPSE);
return;
}
}
}
SetLooterGuid(0);
SendUpdate();
}
uint32 Group::CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot)
{
// check for min / max count
uint32 memberscount = GetMembersCount();
if(memberscount < MinPlayerCount)
return BG_JOIN_ERR_GROUP_NOT_ENOUGH;
if(memberscount > MaxPlayerCount)
return BG_JOIN_ERR_GROUP_TOO_MANY;
// get a player as reference, to compare other players' stats to (arena team id, queue id based on level, etc.)
Player * reference = GetFirstMember()->getSource();
// no reference found, can't join this way
if(!reference)
return BG_JOIN_ERR_OFFLINE_MEMBER;
uint32 bgQueueId = reference->GetBattleGroundQueueIdFromLevel();
uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
uint32 team = reference->GetTeam();
// check every member of the group to be able to join
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
// offline member? don't let join
if(!member)
return BG_JOIN_ERR_OFFLINE_MEMBER;
// don't allow cross-faction join as group
if(member->GetTeam() != team)
return BG_JOIN_ERR_MIXED_FACTION;
// not in the same battleground level braket, don't let join
if(member->GetBattleGroundQueueIdFromLevel() != bgQueueId)
return BG_JOIN_ERR_MIXED_LEVELS;
// don't let join rated matches if the arena team id doesn't match
if(isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
return BG_JOIN_ERR_MIXED_ARENATEAM;
// don't let join if someone from the group is already in that bg queue
if(member->InBattleGroundQueueForBattleGroundQueueType(bgQueueType))
return BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE;
// check for deserter debuff in case not arena queue
if(bgTypeId != BATTLEGROUND_AA && !member->CanJoinToBattleground())
return BG_JOIN_ERR_GROUP_DESERTER;
// check if member can join any more battleground queues
if(!member->HasFreeBattleGroundQueueId())
return BG_JOIN_ERR_ALL_QUEUES_USED;
}
return BG_JOIN_ERR_OK;
}
//===================================================
//============== Roll ===============================
//===================================================
void Roll::targetObjectBuildLink()
{
// called from link()
this->getTarget()->addLootValidatorRef(this);
}
void Group::SetDifficulty(uint8 difficulty)
{
m_difficulty = difficulty;
if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET difficulty = %u WHERE leaderGuid ='%u'", m_difficulty, GUID_LOPART(m_leaderGuid));
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *player = itr->getSource();
if(!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC)
continue;
player->SetDifficulty(difficulty);
player->SendDungeonDifficulty(true);
}
}
bool Group::InCombatToInstance(uint32 instanceId)
{
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *pPlayer = itr->getSource();
if(pPlayer->getAttackers().size() && pPlayer->GetInstanceId() == instanceId)
return true;
}
return false;
}
void Group::ResetInstances(uint8 method, Player* SendMsgTo)
{
if(isBGGroup())
return;
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_DISBAND
// we assume that when the difficulty changes, all instances that can be reset will be
uint8 dif = GetDifficulty();
for(BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
{
InstanceSave *p = itr->second.save;
const MapEntry *entry = sMapStore.LookupEntry(itr->first);
if(!entry || (!p->CanReset() && method != INSTANCE_RESET_GROUP_DISBAND))
{
++itr;
continue;
}
if(method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
{
++itr;
continue;
}
}
bool isEmpty = true;
// if the map is loaded, reset it
Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
if(map && map->IsDungeon())
isEmpty = ((InstanceMap*)map)->Reset(method);
if(SendMsgTo)
{
if(isEmpty) SendMsgTo->SendResetInstanceSuccess(p->GetMapId());
else SendMsgTo->SendResetInstanceFailed(0, p->GetMapId());
}
if(isEmpty || method == INSTANCE_RESET_GROUP_DISBAND || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
{
// do not reset the instance, just unbind if others are permanently bound to it
if(p->CanReset()) p->DeleteFromDB();
else CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", p->GetInstanceId());
// i don't know for sure if hash_map iterators
m_boundInstances[dif].erase(itr);
itr = m_boundInstances[dif].begin();
// this unloads the instance save unless online players are bound to it
// (eg. permanent binds or GM solo binds)
p->RemoveGroup(this);
}
else
++itr;
}
}
InstanceGroupBind* Group::GetBoundInstance(uint32 mapid, uint8 difficulty)
{
// some instances only have one difficulty
const MapEntry* entry = sMapStore.LookupEntry(mapid);
if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if(itr != m_boundInstances[difficulty].end())
return &itr->second;
else
return NULL;
}
InstanceGroupBind* Group::BindToInstance(InstanceSave *save, bool permanent, bool load)
{
if(save && !isBGGroup())
{
InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
if(bind.save)
{
// when a boss is killed or when copying the players's binds to the group
if(permanent != bind.perm || save != bind.save)
if(!load) CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u', permanent = '%u' WHERE leaderGuid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GUID_LOPART(GetLeaderGUID()), bind.save->GetInstanceId());
}
else
if(!load) CharacterDatabase.PExecute("INSERT INTO group_instance (leaderGuid, instance, permanent) VALUES ('%u', '%u', '%u')", GUID_LOPART(GetLeaderGUID()), save->GetInstanceId(), permanent);
if(bind.save != save)
{
if(bind.save) bind.save->RemoveGroup(this);
save->AddGroup(this);
}
bind.save = save;
bind.perm = permanent;
if(!load) sLog.outDebug("Group::BindToInstance: %d is now bound to map %d, instance %d, difficulty %d", GUID_LOPART(GetLeaderGUID()), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
return &bind;
}
else
return NULL;
}
void Group::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if(itr != m_boundInstances[difficulty].end())
{
if(!unload) CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u' AND instance = '%u'", GUID_LOPART(GetLeaderGUID()), itr->second.save->GetInstanceId());
itr->second.save->RemoveGroup(this); // save can become invalid
m_boundInstances[difficulty].erase(itr);
}
}
void Group::_homebindIfInstance(Player *player)
{
if(player && !player->isGameMaster() && sMapStore.LookupEntry(player->GetMapId())->IsDungeon())
{
// leaving the group in an instance, the homebind timer is started
// unless the player is permanently saved to the instance
InstanceSave *save = sInstanceSaveManager.GetInstanceSave(player->GetInstanceId());
InstancePlayerBind *playerBind = save ? player->GetBoundInstance(save->GetMapId(), save->GetDifficulty()) : NULL;
if(!playerBind || !playerBind->perm)
player->m_InstanceValid = false;
}
}