2025-03-24 23:55:55 -04:00

2552 lines
87 KiB
C++

/*
* This file is part of the AzerothCore 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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/>.
*/
#include "Group.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
#include "Config.h"
#include "DatabaseEnv.h"
#include "GameTime.h"
#include "GroupMgr.h"
#include "InstanceSaveMgr.h"
#include "LFG.h"
#include "LFGMgr.h"
#include "Log.h"
#include "MapMgr.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "UpdateFieldFlags.h"
#include "Util.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
Roll::Roll(ObjectGuid _guid, LootItem const& li) : itemGUID(_guid), itemid(li.itemid),
itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix), itemCount(li.count),
totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0),
rollVoteMask(ROLL_ALL_TYPE_NO_DISENCHANT)
{
}
Roll::~Roll()
{
}
void Roll::setLoot(Loot* pLoot)
{
link(pLoot, this);
}
Loot* Roll::getLoot()
{
return getTarget();
}
Group::Group() : m_leaderName(""), m_groupType(GROUPTYPE_NORMAL),
m_dungeonDifficulty(DUNGEON_DIFFICULTY_NORMAL), m_raidDifficulty(RAID_DIFFICULTY_10MAN_NORMAL),
m_bfGroup(nullptr), m_bgGroup(nullptr), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON),
m_subGroupsCounts(nullptr), m_counter(0), m_maxEnchantingLevel(0), _difficultyChangePreventionTime(0),
_difficultyChangePreventionType(DIFFICULTY_PREVENTION_CHANGE_NONE)
{
sScriptMgr->OnConstructGroup(this);
}
Group::~Group()
{
sScriptMgr->OnDestructGroup(this);
if (m_bgGroup)
{
LOG_DEBUG("bg.battleground", "Group::~Group: battleground group being deleted.");
if (m_bgGroup->GetBgRaid(TEAM_ALLIANCE) == this)
{
m_bgGroup->SetBgRaid(TEAM_ALLIANCE, nullptr);
}
else if (m_bgGroup->GetBgRaid(TEAM_HORDE) == this)
{
m_bgGroup->SetBgRaid(TEAM_HORDE, nullptr);
}
else
LOG_ERROR("bg.battleground", "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);
}
// Sub group counters clean up
delete[] m_subGroupsCounts;
}
bool Group::Create(Player* leader)
{
ObjectGuid leaderGuid = leader->GetGUID();
ObjectGuid::LowType lowguid = sGroupMgr->GenerateGroupId();
m_guid = ObjectGuid::Create<HighGuid::Group>(lowguid);
m_leaderGuid = leaderGuid;
m_leaderName = leader->GetName();
leader->SetPlayerFlag(PLAYER_FLAGS_GROUP_LEADER);
if (isBGGroup() || isBFGroup())
m_groupType = GROUPTYPE_BGRAID;
if (m_groupType & GROUPTYPE_RAID)
_initRaidSubGroupsCounter();
if (!isLFGGroup())
m_lootMethod = GROUP_LOOT;
m_lootThreshold = ITEM_QUALITY_UNCOMMON;
m_looterGuid = leaderGuid;
m_masterLooterGuid.Clear();
m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
if (!isBGGroup() && !isBFGroup())
{
m_dungeonDifficulty = leader->GetDungeonDifficulty();
m_raidDifficulty = leader->GetRaidDifficulty();
// Store group in database
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP);
uint8 index = 0;
stmt->SetData(index++, lowguid);
stmt->SetData(index++, m_leaderGuid.GetCounter());
stmt->SetData(index++, uint8(m_lootMethod));
stmt->SetData(index++, m_looterGuid.GetCounter());
stmt->SetData(index++, uint8(m_lootThreshold));
stmt->SetData(index++, m_targetIcons[0].GetRawValue());
stmt->SetData(index++, m_targetIcons[1].GetRawValue());
stmt->SetData(index++, m_targetIcons[2].GetRawValue());
stmt->SetData(index++, m_targetIcons[3].GetRawValue());
stmt->SetData(index++, m_targetIcons[4].GetRawValue());
stmt->SetData(index++, m_targetIcons[5].GetRawValue());
stmt->SetData(index++, m_targetIcons[6].GetRawValue());
stmt->SetData(index++, m_targetIcons[7].GetRawValue());
stmt->SetData(index++, uint8(m_groupType));
stmt->SetData(index++, uint8(m_dungeonDifficulty));
stmt->SetData(index++, uint8(m_raidDifficulty));
stmt->SetData(index++, m_masterLooterGuid.GetCounter());
CharacterDatabase.Execute(stmt);
ASSERT(AddMember(leader)); // If the leader can't be added to a new group because it appears full, something is clearly wrong.
sScriptMgr->OnCreate(this, leader);
}
else if (!AddMember(leader))
return false;
return true;
}
bool Group::LoadGroupFromDB(Field* fields)
{
ObjectGuid::LowType groupLowGuid = fields[16].Get<uint32>();
m_guid = ObjectGuid::Create<HighGuid::Group>(groupLowGuid);
m_leaderGuid = ObjectGuid::Create<HighGuid::Player>(fields[0].Get<uint32>());
// group leader not exist
if (!sCharacterCache->GetCharacterNameByGuid(m_leaderGuid, m_leaderName))
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP);
stmt->SetData(0, groupLowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER_ALL);
stmt->SetData(0, groupLowGuid);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA);
stmt->SetData(0, groupLowGuid);
CharacterDatabase.Execute(stmt);
return false;
}
m_lootMethod = LootMethod(fields[1].Get<uint8>());
m_looterGuid = ObjectGuid::Create<HighGuid::Player>(fields[2].Get<uint32>());
m_lootThreshold = ItemQualities(fields[3].Get<uint8>());
for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
m_targetIcons[i].Set(fields[4 + i].Get<uint64>());
m_groupType = GroupType(fields[12].Get<uint8>());
if (m_groupType & GROUPTYPE_RAID)
_initRaidSubGroupsCounter();
uint32 diff = fields[13].Get<uint8>();
if (diff >= MAX_DUNGEON_DIFFICULTY)
m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
else
m_dungeonDifficulty = Difficulty(diff);
uint32 r_diff = fields[14].Get<uint8>();
if (r_diff >= MAX_RAID_DIFFICULTY)
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
else
m_raidDifficulty = Difficulty(r_diff);
m_masterLooterGuid = ObjectGuid::Create<HighGuid::Player>(fields[15].Get<uint32>());
if (m_groupType & GROUPTYPE_LFG)
sLFGMgr->_LoadFromDB(fields, GetGUID());
return true;
}
void Group::LoadMemberFromDB(ObjectGuid::LowType guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles)
{
MemberSlot member;
member.guid = ObjectGuid::Create<HighGuid::Player>(guidLow);
// skip non-existed member
if (!sCharacterCache->GetCharacterNameByGuid(member.guid, member.name))
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER);
stmt->SetData(0, guidLow);
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
return;
}
member.group = subgroup;
member.flags = memberFlags;
member.roles = roles;
m_memberSlots.push_back(member);
if (!isBGGroup() && !isBFGroup())
{
sCharacterCache->UpdateCharacterGroup(ObjectGuid(HighGuid::Player, guidLow), GetGUID());
}
SubGroupCounterIncrease(subgroup);
sLFGMgr->SetupGroupMember(member.guid, GetGUID());
}
void Group::ConvertToLFG(bool restricted /*= true*/)
{
m_groupType = GroupType(m_groupType | GROUPTYPE_LFG);
if (restricted)
{
m_groupType = GroupType(m_groupType | GROUPTYPE_LFG_RESTRICTED);
m_lootMethod = NEED_BEFORE_GREED;
}
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->SetData(0, uint8(m_groupType));
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
SendUpdate();
}
bool Group::CheckLevelForRaid()
{
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
if (Player* player = ObjectAccessor::FindPlayer(citr->guid))
if (player->GetLevel() < sConfigMgr->GetOption<int32>("Group.Raid.LevelRestriction", 10))
return true;
return false;
}
void Group::ConvertToRaid()
{
m_groupType = GroupType(m_groupType | GROUPTYPE_RAID);
_initRaidSubGroupsCounter();
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->SetData(0, uint8(m_groupType));
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
SendUpdate();
// update quest related GO states (quest activity dependent from raid membership)
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
if (Player* player = ObjectAccessor::FindPlayer(citr->guid))
player->UpdateForQuestWorldObjects();
// pussywizard: client automatically clears df "eye" near minimap, so remove from raid browser
if (sLFGMgr->GetState(GetLeaderGUID()) == lfg::LFG_STATE_RAIDBROWSER)
sLFGMgr->LeaveLfg(GetLeaderGUID());
}
bool Group::AddInvite(Player* player)
{
if (!player || player->GetGroupInvite())
return false;
Group* group = player->GetGroup();
if (group && (group->isBGGroup() || group->isBFGroup()))
group = player->GetOriginalGroup();
if (group)
return false;
RemoveInvite(player);
m_invitees.insert(player);
player->SetGroupInvite(this);
sScriptMgr->OnGroupInviteMember(this, player->GetGUID());
return true;
}
bool Group::AddLeaderInvite(Player* player)
{
if (!AddInvite(player))
return false;
m_leaderGuid = player->GetGUID();
m_leaderName = player->GetName();
return true;
}
void Group::RemoveInvite(Player* player)
{
if (player)
{
if (!m_invitees.empty())
m_invitees.erase(player);
player->SetGroupInvite(nullptr);
}
}
void Group::RemoveAllInvites()
{
for (InvitesList::iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
if (*itr)
(*itr)->SetGroupInvite(nullptr);
m_invitees.clear();
}
Player* Group::GetInvited(ObjectGuid guid) const
{
for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
{
if ((*itr) && (*itr)->GetGUID() == guid)
return (*itr);
}
return nullptr;
}
Player* Group::GetInvited(const std::string& name) const
{
for (InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr)
{
if ((*itr) && (*itr)->GetName() == name)
return (*itr);
}
return nullptr;
}
bool Group::AddMember(Player* player)
{
if (!player)
return false;
// Get first not-full group
uint8 subGroup = 0;
if (m_subGroupsCounts)
{
bool groupFound = false;
for (; subGroup < MAX_RAID_SUBGROUPS; ++subGroup)
{
if (m_subGroupsCounts[subGroup] < MAXGROUPSIZE)
{
groupFound = true;
break;
}
}
// We are raid group and no one slot is free
if (!groupFound)
return false;
}
MemberSlot member;
member.guid = player->GetGUID();
member.name = player->GetName();
member.group = subGroup;
member.flags = 0;
member.roles = 0;
m_memberSlots.push_back(member);
if (!isBGGroup() && !isBFGroup())
{
sCharacterCache->UpdateCharacterGroup(player->GetGUID(), GetGUID());
}
SubGroupCounterIncrease(subGroup);
player->SetGroupInvite(nullptr);
if (player->GetGroup())
{
if (isBGGroup() || isBFGroup()) // if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid()
player->SetBattlegroundOrBattlefieldRaid(this, subGroup);
else //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
player->SetOriginalGroup(this, subGroup);
}
else //if player is not in group, then call set group
player->SetGroup(this, subGroup);
// if the same group invites the player back, cancel the homebind timer
_cancelHomebindIfInstance(player);
if (!isRaidGroup()) // reset targetIcons for non-raid-groups
{
for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
m_targetIcons[i].Clear();
}
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GROUP_MEMBER);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(1, member.guid.GetCounter());
stmt->SetData(2, member.flags);
stmt->SetData(3, member.group);
stmt->SetData(4, member.roles);
CharacterDatabase.Execute(stmt);
}
SendUpdate();
if (player)
{
sScriptMgr->OnGroupAddMember(this, player->GetGUID());
if (!IsLeader(player->GetGUID()) && !isBGGroup() && !isBFGroup())
{
Player::ResetInstances(player->GetGUID(), INSTANCE_RESET_GROUP_JOIN, false);
if (player->GetDungeonDifficulty() != GetDungeonDifficulty())
{
player->SetDungeonDifficulty(GetDungeonDifficulty());
player->SendDungeonDifficulty(true);
}
if (player->GetRaidDifficulty() != GetRaidDifficulty())
{
player->SetRaidDifficulty(GetRaidDifficulty());
player->SendRaidDifficulty(true);
}
}
else if (IsLeader(player->GetGUID()) && isLFGGroup()) // pussywizard
{
Player::ResetInstances(player->GetGUID(), INSTANCE_RESET_GROUP_JOIN, false);
}
player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
UpdatePlayerOutOfRange(player);
// quest related GO state dependent from raid membership
if (isRaidGroup())
player->UpdateForQuestWorldObjects();
{
// Broadcast new player group member fields to rest of the group
player->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER);
UpdateData groupData;
WorldPacket groupDataPacket;
// Broadcast group members' fields to player
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
if (itr->GetSource() == player) // pussywizard: no check same map, adding members is single threaded
{
continue;
}
if (Player* itrMember = itr->GetSource())
{
if (player->HaveAtClient(itrMember))
{
itrMember->SetFieldNotifyFlag(UF_FLAG_PARTY_MEMBER);
itrMember->BuildValuesUpdateBlockForPlayer(&groupData, player);
itrMember->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER);
}
if (itrMember->HaveAtClient(player))
{
UpdateData newData;
WorldPacket newDataPacket;
player->BuildValuesUpdateBlockForPlayer(&newData, itrMember);
if (newData.HasData())
{
newData.BuildPacket(newDataPacket);
itrMember->SendDirectMessage(&newDataPacket);
}
}
}
}
if (groupData.HasData())
{
groupData.BuildPacket(groupDataPacket);
player->SendDirectMessage(&groupDataPacket);
}
player->RemoveFieldNotifyFlag(UF_FLAG_PARTY_MEMBER);
}
if (m_maxEnchantingLevel < player->GetSkillValue(SKILL_ENCHANTING))
m_maxEnchantingLevel = player->GetSkillValue(SKILL_ENCHANTING);
}
return true;
}
bool Group::RemoveMember(ObjectGuid guid, const RemoveMethod& method /*= GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /*= ObjectGuid::Empty*/, const char* reason /*= nullptr*/)
{
BroadcastGroupUpdate();
// LFG group vote kick handled in scripts
if (isLFGGroup(true) && method == GROUP_REMOVEMETHOD_KICK)
{
sLFGMgr->InitBoot(GetGUID(), kicker, guid, std::string(reason ? reason : ""));
return m_memberSlots.size() > 0;
}
// remove member and change leader (if need) only if strong more 2 members _before_ member remove (BG/BF allow 1 member group)
if (GetMembersCount() > ((isBGGroup() || isLFGGroup() || isBFGroup()) ? 1u : 2u))
{
Player* player = ObjectAccessor::FindConnectedPlayer(guid);
if (player)
{
// Battleground group handling
if (isBGGroup() || isBFGroup())
player->RemoveFromBattlegroundOrBattlefieldRaid();
else
// Regular group
{
if (player->GetOriginalGroup() == this)
player->SetOriginalGroup(nullptr);
else
player->SetGroup(nullptr);
// quest related GO state dependent from raid membership
player->UpdateForQuestWorldObjects();
}
WorldPacket data;
if (method == GROUP_REMOVEMETHOD_KICK || method == GROUP_REMOVEMETHOD_KICK_LFG)
{
data.Initialize(SMSG_GROUP_UNINVITE, 0);
player->GetSession()->SendPacket(&data);
}
// Do we really need to send this opcode?
data.Initialize(SMSG_GROUP_LIST, 1 + 1 + 1 + 1 + 8 + 4 + 4 + 8);
data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0);
data << m_guid << uint32(m_counter) << uint32(0) << uint64(0);
player->GetSession()->SendPacket(&data);
}
// Remove player from group in DB
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER);
stmt->SetData(0, guid.GetCounter());
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
// Remove player from loot rolls
for (Rolls::iterator it = RollId.begin(); it != RollId.end();)
{
Roll* roll = *it;
Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid);
if (itr2 == roll->playerVote.end())
{
++it;
continue;
}
if (itr2->second == GREED || itr2->second == DISENCHANT)
--roll->totalGreed;
else if (itr2->second == NEED)
--roll->totalNeed;
else if (itr2->second == PASS)
--roll->totalPass;
if (itr2->second != NOT_VALID)
--roll->totalPlayersRolling;
roll->playerVote.erase(itr2);
// Xinef: itr can be erased inside
// Xinef: player is removed from all vote lists so it will not pass above playerVote == playerVote.end statement during second iteration
if (CountRollVote(guid, roll->itemGUID, MAX_ROLL_TYPE))
it = RollId.begin();
else
++it;
}
// Update subgroups
member_witerator slot = _getMemberWSlot(guid);
if (slot != m_memberSlots.end())
{
SubGroupCounterDecrease(slot->group);
m_memberSlots.erase(slot);
if (!isBGGroup() && !isBFGroup())
{
sCharacterCache->ClearCharacterGroup(guid);
}
}
// Reevaluate group enchanter if the leaving player had enchanting skill or the player is offline
if (!player || player->GetSkillValue(SKILL_ENCHANTING))
{
ResetMaxEnchantingLevel();
}
// Pick new leader if necessary
bool validLeader = true;
if (m_leaderGuid == guid)
{
validLeader = false;
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
{
if (ObjectAccessor::FindConnectedPlayer(itr->guid))
{
ChangeLeader(itr->guid);
validLeader = true;
break;
}
}
}
_homebindIfInstance(player);
if (!isBGGroup() && !isBFGroup())
Player::ResetInstances(guid, INSTANCE_RESET_GROUP_LEAVE, false);
sScriptMgr->OnGroupRemoveMember(this, guid, method, kicker, reason);
SendUpdate();
if (!validLeader)
{
// pussywizard: temp do nothing, something causes crashes in MakeNewGroup
//Disband();
//return false;
}
if (isLFGGroup() && GetMembersCount() == 1)
{
Player* leader = ObjectAccessor::FindConnectedPlayer(GetLeaderGUID());
uint32 mapId = sLFGMgr->GetDungeonMapId(GetGUID());
lfg::LfgState state = sLFGMgr->GetState(GetGUID());
if (!mapId || !leader || (leader->IsAlive() && leader->GetMapId() != mapId) || state == lfg::LFG_STATE_NONE)
{
Disband();
return false;
}
}
if (m_memberMgr.getSize() < ((isLFGGroup() || isBGGroup() || isBFGroup()) ? 1u : 2u))
{
Disband();
return false;
}
return true;
}
// If group size before player removal <= 2 then disband it
else
{
sScriptMgr->OnGroupRemoveMember(this, guid, method, kicker, reason);
Disband();
return false;
}
}
void Group::ChangeLeader(ObjectGuid newLeaderGuid)
{
member_witerator slot = _getMemberWSlot(newLeaderGuid);
if (slot == m_memberSlots.end())
return;
Player* newLeader = ObjectAccessor::FindConnectedPlayer(slot->guid);
// Don't allow switching leader to offline players
if (!newLeader)
return;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
// Update the group leader
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER);
stmt->SetData(0, newLeader->GetGUID().GetCounter());
stmt->SetData(1, GetGUID().GetCounter());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
sInstanceSaveMgr->CopyBinds(m_leaderGuid, newLeaderGuid, newLeader);
}
if (Player* oldLeader = ObjectAccessor::FindConnectedPlayer(m_leaderGuid))
oldLeader->RemovePlayerFlag(PLAYER_FLAGS_GROUP_LEADER);
newLeader->SetPlayerFlag(PLAYER_FLAGS_GROUP_LEADER);
m_leaderGuid = newLeader->GetGUID();
m_leaderName = newLeader->GetName();
ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false);
WorldPacket data(SMSG_GROUP_SET_LEADER, m_leaderName.size() + 1);
data << slot->name;
BroadcastPacket(&data, true);
sScriptMgr->OnGroupChangeLeader(this, newLeaderGuid, m_leaderGuid); // This hook should be executed at the end - Not used anywhere in the original core
}
void Group::Disband(bool hideDestroy /* = false */)
{
sScriptMgr->OnGroupDisband(this);
Player* player;
uint32 instanceId = 0;
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
if (!isBGGroup() && !isBFGroup())
{
sCharacterCache->ClearCharacterGroup(citr->guid);
}
player = ObjectAccessor::FindConnectedPlayer(citr->guid);
if (player && !instanceId && !isBGGroup() && !isBFGroup())
{
instanceId = player->GetInstanceId();
}
_homebindIfInstance(player);
if (!isBGGroup() && !isBFGroup())
Player::ResetInstances(citr->guid, INSTANCE_RESET_GROUP_LEAVE, false);
if (!player)
continue;
//we cannot call _removeMember because it would invalidate member iterator
//if we are removing player from battleground raid
if (isBGGroup() || isBFGroup())
player->RemoveFromBattlegroundOrBattlefieldRaid();
else
{
//we can remove player who is in battleground from his original group
if (player->GetOriginalGroup() == this)
player->SetOriginalGroup(nullptr);
else
player->SetGroup(nullptr);
}
// quest related GO state dependent from raid membership
if (isRaidGroup())
player->UpdateForQuestWorldObjects();
WorldPacket data;
if (!hideDestroy)
{
data.Initialize(SMSG_GROUP_DESTROYED, 0);
player->GetSession()->SendPacket(&data);
}
//we already removed player from group and in player->GetGroup() is his original group, send update
if (Group* group = player->GetGroup())
{
group->SendUpdate();
}
else
{
data.Initialize(SMSG_GROUP_LIST, 1 + 1 + 1 + 1 + 8 + 4 + 4 + 8);
data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0);
data << m_guid << uint32(m_counter) << uint32(0) << uint64(0);
player->GetSession()->SendPacket(&data);
}
}
RollId.clear();
m_memberSlots.clear();
RemoveAllInvites();
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP);
stmt->SetData(0, GetGUID().GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_MEMBER_ALL);
stmt->SetData(0, GetGUID().GetCounter());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA);
stmt->SetData(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
// Cleaning up instance saved data for gameobjects when a group is disbanded
sInstanceSaveMgr->DeleteInstanceSavedData(instanceId);
sGroupMgr->RemoveGroup(this);
delete this;
}
/*********************************************************/
/*** LOOT SYSTEM ***/
/*********************************************************/
void Group::SendLootStartRoll(uint32 CountDown, uint32 mapid, const Roll& r)
{
WorldPacket data(SMSG_LOOT_START_ROLL, (8 + 4 + 4 + 4 + 4 + 4 + 4 + 1));
data << r.itemGUID; // guid of rolled item
data << uint32(mapid); // 3.3.3 mapid
data << uint32(r.itemSlot); // itemslot
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(r.itemCount); // items in stack
data << uint32(CountDown); // the countdown time to choose "need" or "greed"
data << uint8(r.rollVoteMask); // roll type mask
for (Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
{
Player* p = ObjectAccessor::FindConnectedPlayer(itr->first);
if (!p)
continue;
if (itr->second == NOT_EMITED_YET)
p->GetSession()->SendPacket(&data);
}
}
void Group::SendLootStartRollToPlayer(uint32 countDown, uint32 mapId, Player* p, bool canNeed, Roll const& r)
{
if (!p)
return;
WorldPacket data(SMSG_LOOT_START_ROLL, (8 + 4 + 4 + 4 + 4 + 4 + 4 + 1));
data << r.itemGUID; // guid of rolled item
data << uint32(mapId); // 3.3.3 mapid
data << uint32(r.itemSlot); // itemslot
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(r.itemCount); // items in stack
data << uint32(countDown); // the countdown time to choose "need" or "greed"
uint8 voteMask = r.rollVoteMask;
if (!canNeed)
voteMask &= ~ROLL_FLAG_TYPE_NEED;
data << uint8(voteMask); // roll type mask
p->GetSession()->SendPacket(&data);
}
void Group::SendLootRoll(ObjectGuid sourceGuid, ObjectGuid targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll, bool autoPass)
{
WorldPacket data(SMSG_LOOT_ROLL, (8 + 4 + 8 + 4 + 4 + 4 + 1 + 1 + 1));
data << sourceGuid; // guid of the item rolled
data << uint32(roll.itemSlot); // slot
data << targetGuid;
data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for
data << uint32(roll.itemRandomSuffix); // randomSuffix
data << uint32(roll.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(autoPass); // 1: "You automatically passed on: %s because you cannot loot that item."
for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr)
{
Player* p = ObjectAccessor::FindConnectedPlayer(itr->first);
if (!p)
continue;
if (itr->second != NOT_VALID)
p->GetSession()->SendPacket(&data);
}
}
void Group::SendLootRollWon(ObjectGuid sourceGuid, ObjectGuid targetGuid, uint8 rollNumber, uint8 rollType, Roll const& roll)
{
WorldPacket data(SMSG_LOOT_ROLL_WON, (8 + 4 + 4 + 4 + 4 + 8 + 1 + 1));
data << sourceGuid; // guid of the item rolled
data << uint32(roll.itemSlot); // slot
data << uint32(roll.itemid); // the itemEntryId for the item that shall be rolled for
data << uint32(roll.itemRandomSuffix); // randomSuffix
data << uint32(roll.itemRandomPropId); // Item random property
data << 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 = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr)
{
Player* p = ObjectAccessor::FindConnectedPlayer(itr->first);
if (!p)
continue;
if (itr->second != NOT_VALID)
p->GetSession()->SendPacket(&data);
}
}
void Group::SendLootAllPassed(Roll const& roll)
{
WorldPacket data(SMSG_LOOT_ALL_PASSED, (8 + 4 + 4 + 4 + 4));
data << roll.itemGUID; // Guid of the item rolled
data << uint32(roll.itemSlot); // Item loot slot
data << uint32(roll.itemid); // The itemEntryId for the item that shall be rolled for
data << uint32(roll.itemRandomPropId); // Item random property ID
data << uint32(roll.itemRandomSuffix); // Item random suffix ID
for (Roll::PlayerVote::const_iterator itr = roll.playerVote.begin(); itr != roll.playerVote.end(); ++itr)
{
Player* player = ObjectAccessor::FindConnectedPlayer(itr->first);
if (!player)
continue;
if (itr->second != NOT_VALID)
player->GetSession()->SendPacket(&data);
}
}
// notify group members which player is the allowed looter for the given creature
void Group::SendLooter(Creature* creature, Player* groupLooter)
{
ASSERT(creature);
WorldPacket data(SMSG_LOOT_LIST, (8 + 8));
data << creature->GetGUID();
if (GetLootMethod() == MASTER_LOOT && creature->loot.hasOverThresholdItem())
data << GetMasterLooterGuid().WriteAsPacked();
else
data << uint8(0);
if (groupLooter)
data << groupLooter->GetPackGUID();
else
data << uint8(0);
BroadcastPacket(&data, false);
}
bool CanRollOnItem(LootItem const& item, Player const* player, Loot* loot)
{
// Players can't roll on unique items if they already reached the maximum quantity of that item
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item.itemid);
if (!proto)
return false;
uint32 itemCount = player->GetItemCount(item.itemid);
if ((proto->MaxCount > 0 && static_cast<int32>(itemCount) >= proto->MaxCount))
return false;
if (!item.AllowedForPlayer(player, loot->sourceWorldObjectGUID))
return false;
return true;
}
void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject)
{
std::vector<LootItem>::iterator i;
ItemTemplate const* item;
uint8 itemSlot = 0;
for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
{
if (i->freeforall)
continue;
item = sObjectMgr->GetItemTemplate(i->itemid);
if (!item)
{
continue;
}
// roll for over-threshold item if it's one-player loot
if (item->Quality >= uint32(m_lootThreshold))
{
ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
//a vector is filled with only near party members
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->GetSession())
continue;
if (member->IsAtLootRewardDistance(pLootedObject))
{
r->totalPlayersRolling++;
RollVote vote = member->GetPassOnGroupLoot() ? PASS : NOT_EMITED_YET;
if (!CanRollOnItem(*i, member, loot))
{
vote = PASS;
++r->totalPass;
}
r->playerVote[member->GetGUID()] = vote;
}
}
if (r->totalPlayersRolling > 0)
{
r->setLoot(loot);
r->itemSlot = itemSlot;
if (item->DisenchantID && m_maxEnchantingLevel >= item->RequiredDisenchantSkill)
r->rollVoteMask |= ROLL_FLAG_TYPE_DISENCHANT;
loot->items[itemSlot].is_blocked = true;
// If there is any "auto pass", broadcast the pass now.
if (r->totalPass)
{
for (Roll::PlayerVote::const_iterator itr = r->playerVote.begin(); itr != r->playerVote.end(); ++itr)
{
Player* p = ObjectAccessor::FindPlayer(itr->first);
if (!p)
continue;
if (itr->second == PASS)
SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r, true);
}
}
if (r->totalPass == r->totalPlayersRolling)
delete r;
else
{
SendLootStartRoll(60000, pLootedObject->GetMapId(), *r);
RollId.push_back(r);
if (Creature* creature = pLootedObject->ToCreature())
{
creature->m_groupLootTimer = 60000;
creature->lootingGroupLowGUID = GetGUID().GetCounter();
}
else if (GameObject* go = pLootedObject->ToGameObject())
{
go->m_groupLootTimer = 60000;
go->lootingGroupLowGUID = GetGUID().GetCounter();
}
}
}
else
delete r;
}
else
i->is_underthreshold = true;
}
for (i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i, ++itemSlot)
{
if (!i->follow_loot_rules)
continue;
item = sObjectMgr->GetItemTemplate(i->itemid);
if (!item)
{
continue;
}
ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
//a vector is filled with only near party members
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member || !member->GetSession())
continue;
if (member->IsAtLootRewardDistance(pLootedObject))
{
r->totalPlayersRolling++;
RollVote vote = NOT_EMITED_YET;
if (!CanRollOnItem(*i, member, loot))
{
vote = PASS;
++r->totalPass;
}
r->playerVote[member->GetGUID()] = vote;
}
}
if (r->totalPlayersRolling > 0)
{
r->setLoot(loot);
r->itemSlot = itemSlot;
loot->quest_items[itemSlot - loot->items.size()].is_blocked = true;
SendLootStartRoll(60000, pLootedObject->GetMapId(), *r);
RollId.push_back(r);
if (Creature* creature = pLootedObject->ToCreature())
{
creature->m_groupLootTimer = 60000;
creature->lootingGroupLowGUID = GetGUID().GetCounter();
}
else if (GameObject* go = pLootedObject->ToGameObject())
{
go->m_groupLootTimer = 60000;
go->lootingGroupLowGUID = GetGUID().GetCounter();
}
}
else
delete r;
}
}
void Group::NeedBeforeGreed(Loot* loot, WorldObject* lootedObject)
{
ItemTemplate const* item;
uint8 itemSlot = 0;
for (std::vector<LootItem>::iterator i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
{
if (i->freeforall)
continue;
item = sObjectMgr->GetItemTemplate(i->itemid);
//roll for over-threshold item if it's one-player loot
if (item->Quality >= uint32(m_lootThreshold))
{
ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* playerToRoll = itr->GetSource();
if (!playerToRoll || !playerToRoll->GetSession())
continue;
if (playerToRoll->IsAtGroupRewardDistance(lootedObject))
{
r->totalPlayersRolling++;
RollVote vote = playerToRoll->GetPassOnGroupLoot() ? PASS : NOT_EMITED_YET;
if (!CanRollOnItem(*i, playerToRoll, loot))
{
vote = PASS;
r->totalPass++; // Can't broadcast the pass now. need to wait until all rolling players are known
}
r->playerVote[playerToRoll->GetGUID()] = vote;
}
}
if (r->totalPlayersRolling > 0)
{
r->setLoot(loot);
r->itemSlot = itemSlot;
if (item->DisenchantID && m_maxEnchantingLevel >= item->RequiredDisenchantSkill)
r->rollVoteMask |= ROLL_FLAG_TYPE_DISENCHANT;
if (item->HasFlag2(ITEM_FLAG2_CAN_ONLY_ROLL_GREED))
r->rollVoteMask &= ~ROLL_FLAG_TYPE_NEED;
loot->items[itemSlot].is_blocked = true;
//Broadcast Pass and Send Rollstart
for (Roll::PlayerVote::const_iterator itr = r->playerVote.begin(); itr != r->playerVote.end(); ++itr)
{
Player* p = ObjectAccessor::FindPlayer(itr->first);
if (!p)
continue;
if (itr->second == PASS)
SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r);
else
SendLootStartRollToPlayer(60000, lootedObject->GetMapId(), p, p->CanRollForItemInLFG(item, lootedObject) == EQUIP_ERR_OK, *r);
}
RollId.push_back(r);
if (Creature* creature = lootedObject->ToCreature())
{
creature->m_groupLootTimer = 60000;
creature->lootingGroupLowGUID = GetGUID().GetCounter();
}
else if (GameObject* go = lootedObject->ToGameObject())
{
go->m_groupLootTimer = 60000;
go->lootingGroupLowGUID = GetGUID().GetCounter();
}
}
else
delete r;
}
else
i->is_underthreshold = true;
}
for (std::vector<LootItem>::iterator i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i, ++itemSlot)
{
if (!i->follow_loot_rules)
continue;
item = sObjectMgr->GetItemTemplate(i->itemid);
ObjectGuid newitemGUID = ObjectGuid::Create<HighGuid::Item>(sObjectMgr->GetGenerator<HighGuid::Item>().Generate());
Roll* r = new Roll(newitemGUID, *i);
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* playerToRoll = itr->GetSource();
if (!playerToRoll || !playerToRoll->GetSession())
continue;
if (playerToRoll->IsAtGroupRewardDistance(lootedObject))
{
r->totalPlayersRolling++;
RollVote vote = playerToRoll->GetPassOnGroupLoot() ? PASS : NOT_EMITED_YET;
if (!CanRollOnItem(*i, playerToRoll, loot))
{
vote = PASS;
r->totalPass++; // Can't broadcast the pass now. need to wait until all rolling players are known
}
r->playerVote[playerToRoll->GetGUID()] = vote;
}
}
if (r->totalPlayersRolling > 0)
{
r->setLoot(loot);
r->itemSlot = itemSlot;
loot->quest_items[itemSlot - loot->items.size()].is_blocked = true;
//Broadcast Pass and Send Rollstart
for (Roll::PlayerVote::const_iterator itr = r->playerVote.begin(); itr != r->playerVote.end(); ++itr)
{
Player* p = ObjectAccessor::FindPlayer(itr->first);
if (!p)
continue;
if (itr->second == PASS)
SendLootRoll(newitemGUID, p->GetGUID(), 128, ROLL_PASS, *r);
else
SendLootStartRollToPlayer(60000, lootedObject->GetMapId(), p, p->CanRollForItemInLFG(item, lootedObject) == EQUIP_ERR_OK, *r);
}
RollId.push_back(r);
if (Creature* creature = lootedObject->ToCreature())
{
creature->m_groupLootTimer = 60000;
creature->lootingGroupLowGUID = GetGUID().GetCounter();
}
else if (GameObject* go = lootedObject->ToGameObject())
{
go->m_groupLootTimer = 60000;
go->lootingGroupLowGUID = GetGUID().GetCounter();
}
}
else
delete r;
}
}
void Group::MasterLoot(Loot* loot, WorldObject* pLootedObject)
{
LOG_DEBUG("network", "Group::MasterLoot (SMSG_LOOT_MASTER_LIST, 330)");
for (std::vector<LootItem>::iterator i = loot->items.begin(); i != loot->items.end(); ++i)
{
if (i->freeforall)
continue;
i->is_blocked = !i->is_underthreshold;
}
for (std::vector<LootItem>::iterator i = loot->quest_items.begin(); i != loot->quest_items.end(); ++i)
{
if (!i->follow_loot_rules)
continue;
i->is_blocked = !i->is_underthreshold;
}
std::vector<Player*> looters;
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* looter = itr->GetSource();
if (!looter->IsInWorld())
{
continue;
}
if (looter->IsAtLootRewardDistance(pLootedObject))
{
looters.push_back(looter);
}
}
WorldPacket data(SMSG_LOOT_MASTER_LIST, 1 + looters.size() * (1 + 8));
data << uint8(looters.size());
for (Player* looter : looters)
{
data << looter->GetGUID();
}
for (Player* looter : looters)
{
looter->GetSession()->SendPacket(&data);
}
}
bool Group::CountRollVote(ObjectGuid playerGUID, ObjectGuid Guid, uint8 Choice)
{
Rolls::iterator rollI = GetRoll(Guid);
if (rollI == RollId.end())
return false;
Roll* roll = *rollI;
Roll::PlayerVote::iterator itr = roll->playerVote.find(playerGUID);
// this condition means that player joins to the party after roll begins
// Xinef: if choice == MAX_ROLL_TYPE, player was removed from the map in removefromgroup
// Xinef: itr can be invalid as it is not used below
if (Choice < MAX_ROLL_TYPE && itr == roll->playerVote.end())
return false;
if (roll->getLoot())
if (roll->getLoot()->items.empty())
return false;
switch (Choice)
{
case ROLL_PASS: // Player choose pass
SendLootRoll(ObjectGuid::Empty, playerGUID, 128, ROLL_PASS, *roll);
++roll->totalPass;
itr->second = PASS;
break;
case ROLL_NEED: // player choose Need
SendLootRoll(ObjectGuid::Empty, playerGUID, 0, 0, *roll);
++roll->totalNeed;
itr->second = NEED;
break;
case ROLL_GREED: // player choose Greed
SendLootRoll(ObjectGuid::Empty, playerGUID, 128, ROLL_GREED, *roll);
++roll->totalGreed;
itr->second = GREED;
break;
case ROLL_DISENCHANT: // player choose Disenchant
SendLootRoll(ObjectGuid::Empty, playerGUID, 128, ROLL_DISENCHANT, *roll);
++roll->totalGreed;
itr->second = DISENCHANT;
break;
}
if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling)
{
CountTheRoll(rollI, nullptr);
return true;
}
return false;
}
//called when roll timer expires
void Group::EndRoll(Loot* pLoot, Map* allowedMap)
{
for (Rolls::iterator itr = RollId.begin(); itr != RollId.end();)
{
if ((*itr)->getLoot() == pLoot)
{
CountTheRoll(itr, allowedMap); //i don't have to edit player votes, who didn't vote ... he will pass
itr = RollId.begin();
}
else
++itr;
}
}
void Group::CountTheRoll(Rolls::iterator rollI, Map* allowedMap)
{
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;
ObjectGuid maxguid; // pussywizard: start with 0 >_>
Player* player = nullptr;
for (Roll::PlayerVote::const_iterator itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr)
{
if (itr->second != NEED)
continue;
player = ObjectAccessor::FindPlayer(itr->first);
if (!player || (allowedMap != nullptr && player->FindMap() != allowedMap))
{
--roll->totalNeed;
continue;
}
uint8 randomN = urand(1, 100);
SendLootRoll(ObjectGuid::Empty, itr->first, randomN, ROLL_NEED, *roll);
if (maxresul < randomN)
{
maxguid = itr->first;
maxresul = randomN;
}
}
if (maxguid) // pussywizard: added condition
{
SendLootRollWon(ObjectGuid::Empty, maxguid, maxresul, ROLL_NEED, *roll);
player = ObjectAccessor::FindPlayer(maxguid);
if (player)
{
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT, roll->itemid, maxresul);
ItemPosCountVec dest;
LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]);
InventoryResult 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--;
AllowedLooterSet looters = item->GetAllowedLooters();
Item* _item = player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId, looters);
if (_item)
sScriptMgr->OnPlayerGroupRollRewardItem(player, _item, _item->GetCount(), NEED, roll);
player->UpdateLootAchievements(item, roll->getLoot());
}
else
{
item->is_blocked = false;
item->rollWinnerGUID = player->GetGUID();
player->SendEquipError(msg, nullptr, nullptr, roll->itemid);
}
}
}
else
roll->totalNeed = 0;
}
}
if (roll->totalNeed == 0 && roll->totalGreed > 0) // pussywizard: if (roll->totalNeed == 0 && ...), not else if, because numbers can be modified above if player is on a different map
{
if (!roll->playerVote.empty())
{
uint8 maxresul = 0;
ObjectGuid maxguid; // pussywizard: start with 0
Player* player = nullptr;
RollVote rollvote = NOT_VALID;
Roll::PlayerVote::iterator itr;
for (itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr)
{
if (itr->second != GREED && itr->second != DISENCHANT)
continue;
player = ObjectAccessor::FindPlayer(itr->first);
if (!player || (allowedMap != nullptr && player->FindMap() != allowedMap))
{
--roll->totalGreed;
continue;
}
uint8 randomN = urand(1, 100);
SendLootRoll(ObjectGuid::Empty, itr->first, randomN, itr->second, *roll);
if (maxresul < randomN)
{
maxguid = itr->first;
maxresul = randomN;
rollvote = itr->second;
}
}
if (maxguid) // pussywizard: added condition
{
SendLootRollWon(ObjectGuid::Empty, maxguid, maxresul, rollvote, *roll);
player = ObjectAccessor::FindPlayer(maxguid);
if (player)
{
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT, roll->itemid, maxresul);
LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]);
if (rollvote == GREED)
{
ItemPosCountVec dest;
InventoryResult 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--;
AllowedLooterSet looters = item->GetAllowedLooters();
Item* _item = player->StoreNewItem(dest, roll->itemid, true, item->randomPropertyId, looters);
if (_item)
sScriptMgr->OnPlayerGroupRollRewardItem(player, _item, _item->GetCount(), GREED, roll);
player->UpdateLootAchievements(item, roll->getLoot());
}
else
{
item->is_blocked = false;
item->rollWinnerGUID = player->GetGUID();
player->SendEquipError(msg, nullptr, nullptr, roll->itemid);
}
}
else if (rollvote == DISENCHANT)
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
roll->getLoot()->unlootedCount--;
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(roll->itemid);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, 13262); // Disenchant
ItemPosCountVec dest;
InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count);
if (msg == EQUIP_ERR_OK)
{
player->AutoStoreLoot(pProto->DisenchantID, LootTemplates_Disenchant, true);
}
else
{
Loot loot;
loot.FillLoot(pProto->DisenchantID, LootTemplates_Disenchant, player, true);
uint32 max_slot = loot.GetMaxSlotInLootFor(player);
for(uint32 i = 0; i < max_slot; i++)
{
LootItem* lootItem = loot.LootItemInSlot(i, player);
player->SendEquipError(msg, nullptr, nullptr, lootItem->itemid);
player->SendItemRetrievalMail(lootItem->itemid, lootItem->count);
}
}
}
}
}
else
roll->totalGreed = 0;
}
}
if (roll->totalNeed == 0 && roll->totalGreed == 0) // pussywizard: if, not else, because numbers can be modified above if player is on a different map
{
SendLootAllPassed(*roll);
// remove is_blocked so that the item is lootable by all players
LootItem* item = &(roll->itemSlot >= roll->getLoot()->items.size() ? roll->getLoot()->quest_items[roll->itemSlot - roll->getLoot()->items.size()] : roll->getLoot()->items[roll->itemSlot]);
if (item)
item->is_blocked = false;
}
if (Loot* loot = roll->getLoot(); loot && loot->isLooted() && loot->sourceGameObject)
{
const GameObjectTemplate* goInfo = loot->sourceGameObject->GetGOInfo();
if (goInfo && goInfo->type == GAMEOBJECT_TYPE_CHEST)
{
// Deactivate chest if the last item was rolled in group
loot->sourceGameObject->SetLootState(GO_JUST_DEACTIVATED);
}
}
RollId.erase(rollI);
delete roll;
}
void Group::SetTargetIcon(uint8 id, ObjectGuid whoGuid, ObjectGuid targetGuid)
{
if (id >= TARGETICONCOUNT)
return;
// clean other icons
if (targetGuid)
for (int i = 0; i < TARGETICONCOUNT; ++i)
if (m_targetIcons[i] == targetGuid)
SetTargetIcon(i, ObjectGuid::Empty, ObjectGuid::Empty);
m_targetIcons[id] = targetGuid;
WorldPacket data(MSG_RAID_TARGET_UPDATE, (1 + 8 + 1 + 8));
data << uint8(0); // set targets
data << whoGuid;
data << uint8(id);
data << targetGuid;
BroadcastPacket(&data, true);
}
void Group::SendTargetIconList(WorldSession* session)
{
if (!session)
return;
WorldPacket data(MSG_RAID_TARGET_UPDATE, (1 + TARGETICONCOUNT * 9));
data << uint8(1); // list targets
for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
{
if (!m_targetIcons[i])
continue;
data << uint8(i);
data << m_targetIcons[i];
}
session->SendPacket(&data);
}
void Group::SendUpdate()
{
for (member_witerator witr = m_memberSlots.begin(); witr != m_memberSlots.end(); ++witr)
SendUpdateToPlayer(witr->guid, &(*witr));
}
void Group::SendUpdateToPlayer(ObjectGuid playerGUID, MemberSlot* slot)
{
Player* player = ObjectAccessor::FindConnectedPlayer(playerGUID);
if (!player || player->GetGroup() != this)
return;
// if MemberSlot wasn't provided
if (!slot)
{
member_witerator witr = _getMemberWSlot(playerGUID);
if (witr == m_memberSlots.end()) // if there is no MemberSlot for such a player
return;
slot = &(*witr);
}
WorldPacket data(SMSG_GROUP_LIST, (1 + 1 + 1 + 1 + 1 + 4 + 8 + 4 + 4 + (GetMembersCount() - 1) * (13 + 8 + 1 + 1 + 1 + 1) + 8 + 1 + 8 + 1 + 1 + 1 + 1));
data << uint8(m_groupType); // group type (flags in 3.3)
data << uint8(slot->group);
data << uint8(slot->flags);
data << uint8(slot->roles);
if (isLFGGroup())
{
data << uint8(sLFGMgr->GetState(m_guid) == lfg::LFG_STATE_FINISHED_DUNGEON ? 2 : 0); // FIXME - Dungeon save status? 2 = done
data << uint32(sLFGMgr->GetDungeon(m_guid));
}
data << m_guid;
data << uint32(m_counter++); // 3.3, value increases every time this packet gets sent
data << uint32(GetMembersCount() - 1);
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
if (slot->guid == citr->guid)
continue;
Player* member = ObjectAccessor::FindConnectedPlayer(citr->guid);
uint8 onlineState = (member && !member->GetSession()->PlayerLogout()) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE;
onlineState = onlineState | ((isBGGroup() || isBFGroup()) ? MEMBER_STATUS_PVP : 0);
data << citr->name;
data << citr->guid; // guid
data << uint8(onlineState); // online-state
data << uint8(citr->group); // groupid
data << uint8(citr->flags); // See enum GroupMemberFlags
data << uint8(citr->roles); // Lfg Roles
}
data << m_leaderGuid; // leader guid
if (GetMembersCount() - 1)
{
data << uint8(m_lootMethod); // loot method
if (m_lootMethod == MASTER_LOOT)
data << m_masterLooterGuid; // master looter guid
else
data << uint64(0); // looter guid
data << uint8(m_lootThreshold); // loot threshold
data << uint8(m_dungeonDifficulty); // Dungeon Difficulty
data << uint8(m_raidDifficulty); // Raid Difficulty
data << uint8(m_raidDifficulty >= RAID_DIFFICULTY_10MAN_HEROIC); // 3.3 Dynamic Raid Difficulty - 0 normal/1 heroic
}
player->GetSession()->SendPacket(&data);
}
void Group::UpdatePlayerOutOfRange(Player* player)
{
if (!player || !player->IsInWorld())
return;
WorldPacket data;
player->GetSession()->BuildPartyMemberStatsChangedPacket(player, &data);
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (member && (!member->IsInMap(player) || !member->IsWithinDist(player, member->GetSightRange(player), false)))
member->GetSession()->SendPacket(&data);
}
}
void Group::BroadcastPacket(WorldPacket const* packet, bool ignorePlayersInBGRaid, int group, ObjectGuid ignore)
{
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
if (!player || (ignore && player->GetGUID() == ignore) || (ignorePlayersInBGRaid && player->GetGroup() != this))
continue;
if (group == -1 || itr->getSubGroup() == group)
player->GetSession()->SendPacket(packet);
}
}
void Group::BroadcastReadyCheck(WorldPacket const* packet)
{
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
if (player)
if (IsLeader(player->GetGUID()) || IsAssistant(player->GetGUID()))
player->GetSession()->SendPacket(packet);
}
}
void Group::OfflineReadyCheck()
{
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
Player* player = ObjectAccessor::FindConnectedPlayer(citr->guid);
if (!player)
{
WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
data << citr->guid;
data << uint8(0);
BroadcastReadyCheck(&data);
}
}
}
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 sub groups both for online or offline members
void Group::ChangeMembersGroup(ObjectGuid guid, uint8 group)
{
// Only raid groups have sub groups
if (!isRaidGroup())
return;
// Check if player is really in the raid
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return;
// Abort if the player is already in the target sub group
uint8 prevSubGroup = GetMemberGroup(guid);
if (prevSubGroup == group)
return;
// Update the player slot with the new sub group setting
slot->group = group;
// Increase the counter of the new sub group..
SubGroupCounterIncrease(group);
// ..and decrease the counter of the previous one
SubGroupCounterDecrease(prevSubGroup);
// Preserve new sub group in database for non-raid groups
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP);
stmt->SetData(0, group);
stmt->SetData(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
}
// In case the moved player is online, update the player object with the new sub group references
if (Player* player = ObjectAccessor::FindConnectedPlayer(guid))
{
if (player->GetGroup() == this)
player->GetGroupRef().setSubGroup(group);
else // If player is in BG raid, it is possible that he is also in normal raid - and that normal raid is stored in m_originalGroup reference
player->GetOriginalGroupRef().setSubGroup(group);
}
// Broadcast the changes to the group
SendUpdate();
}
// Retrieve the next Round-Roubin player for the group
//
// No update done if loot method is FFA.
//
// If the RR player is not yet set for the group, the first group member becomes the round-robin player.
// If the RR player is set, the next player in group becomes the round-robin player.
//
// If ifneed is true,
// the current RR player is checked to be near the looted object.
// if yes, no update done.
// if not, he loses his turn.
void Group::UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed)
{
// round robin style looting applies for all low
// quality items in each loot method except free for all
if (GetLootMethod() == FREE_FOR_ALL)
return;
ObjectGuid oldLooterGUID = GetLooterGuid();
member_citerator guid_itr = _getMemberCSlot(oldLooterGUID);
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->IsAtLootRewardDistance(pLootedObject))
return;
}
++guid_itr;
}
// search next after current
Player* pNewLooter = nullptr;
for (member_citerator itr = guid_itr; itr != m_memberSlots.end(); ++itr)
{
if (Player* player = ObjectAccessor::FindPlayer(itr->guid))
if (player->IsAtLootRewardDistance(pLootedObject))
{
pNewLooter = player;
break;
}
}
if (!pNewLooter)
{
// search from start
for (member_citerator itr = m_memberSlots.begin(); itr != guid_itr; ++itr)
{
if (Player* player = ObjectAccessor::FindPlayer(itr->guid))
if (player->IsAtLootRewardDistance(pLootedObject))
{
pNewLooter = player;
break;
}
}
}
if (pNewLooter)
{
if (oldLooterGUID != pNewLooter->GetGUID())
{
SetLooterGuid(pNewLooter->GetGUID());
SendUpdate();
}
}
else
{
SetLooterGuid(ObjectGuid::Empty);
SendUpdate();
}
}
GroupJoinBattlegroundResult Group::CanJoinBattlegroundQueue(Battleground const* bgTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 /*MaxPlayerCount*/, bool isRated, uint32 arenaSlot)
{
// check if this group is LFG group
if (isLFGGroup())
return ERR_LFG_CANT_USE_BATTLEGROUND;
BattlemasterListEntry const* bgEntry = sBattlemasterListStore.LookupEntry(bgTemplate->GetBgTypeID());
if (!bgEntry)
return ERR_GROUP_JOIN_BATTLEGROUND_FAIL;
// too many players in the group
if (GetMembersCount() > bgEntry->maxGroupSize)
return ERR_BATTLEGROUND_NONE;
// get a player as reference, to compare other players' stats to (arena team id, level bracket, etc.)
Player* reference = GetFirstMember()->GetSource();
if (!reference)
return ERR_BATTLEGROUND_JOIN_FAILED;
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgTemplate->GetMapId(), reference->GetLevel());
if (!bracketEntry)
return ERR_BATTLEGROUND_JOIN_FAILED;
uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot);
TeamId teamId = reference->GetTeamId();
BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
// check every member of the group to be able to join
uint32 memberscount = 0;
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next(), ++memberscount)
{
Player* member = itr->GetSource();
// don't let join with offline members
if (!member)
return ERR_BATTLEGROUND_JOIN_FAILED;
if (!sScriptMgr->CanGroupJoinBattlegroundQueue(this, member, bgTemplate, MinPlayerCount, isRated, arenaSlot))
return ERR_BATTLEGROUND_JOIN_FAILED;
// don't allow cross-faction groups to join queue
if (member->GetTeamId() != teamId && !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP))
return ERR_BATTLEGROUND_JOIN_TIMED_OUT;
// don't let join rated matches if the arena team id doesn't match
if (isRated && member->GetArenaTeamId(arenaSlot) != arenaTeamId)
return ERR_BATTLEGROUND_JOIN_FAILED;
// not in the same battleground level braket, don't let join
PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId, member->GetLevel());
if (memberBracketEntry != bracketEntry)
return ERR_BATTLEGROUND_JOIN_RANGE_INDEX;
// check for deserter debuff in case not arena queue
if (bgTemplate->GetBgTypeID() != BATTLEGROUND_AA && !member->CanJoinToBattleground())
return ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
// check if someone in party is using dungeon system
lfg::LfgState lfgState = sLFGMgr->GetState(member->GetGUID());
if (lfgState > lfg::LFG_STATE_NONE && (lfgState != lfg::LFG_STATE_QUEUED || !sWorld->getBoolConfig(CONFIG_ALLOW_JOIN_BG_AND_LFG)))
{
return ERR_LFG_CANT_USE_BATTLEGROUND;
}
// pussywizard: prevent joining when any member is in bg/arena
if (member->InBattleground())
return ERR_BATTLEGROUND_JOIN_FAILED;
// pussywizard: check for free slot, this is actually ensured before calling this function, but just in case
if (!member->HasFreeBattlegroundQueueId())
return ERR_BATTLEGROUND_TOO_MANY_QUEUES;
// don't let join if someone from the group is already in that bg queue
if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeId))
{
return ERR_BATTLEGROUND_JOIN_FAILED;
}
// don't let join if someone from the group is in bg queue random
if (member->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom))
return ERR_IN_RANDOM_BG;
// don't let join to bg queue random if someone from the group is already in bg queue
if (bgTemplate->GetBgTypeID() == BATTLEGROUND_RB && member->InBattlegroundQueue())
return ERR_IN_NON_RANDOM_BG;
// don't let Death Knights join BG queues when they are not allowed to be teleported yet
if (member->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_TELEPORT) && member->GetMapId() == 609 && !member->IsGameMaster() && !member->HasSpell(50977))
return ERR_GROUP_JOIN_BATTLEGROUND_FAIL;
if (!member->GetBGAccessByLevel(bgTemplate->GetBgTypeID()))
{
return ERR_BATTLEGROUND_JOIN_TIMED_OUT;
}
}
// for arenas: check party size is proper
if (bgTemplate->isArena() && memberscount != MinPlayerCount)
return ERR_ARENA_TEAM_PARTY_SIZE;
//check against other arena team members
if (isRated)
{
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
for (auto const& itr : arenaTeam->GetMembers())
{
Player* teamMember = ObjectAccessor::FindConnectedPlayer(itr.Guid);
//are they online and not a member of this current group?
if (teamMember && !IsMember(teamMember->GetGUID()))
{
//are they already in queue for a rated arena?
if (teamMember->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeId))
{
GroupQueueInfo ginfo;
BattlegroundQueue& queue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
if (queue.GetPlayerGroupInfoData(teamMember->GetGUID(), &ginfo))
{
if (ginfo.IsRated)
return ERR_BATTLEGROUND_JOIN_FAILED;
}
}
//are they currently in an arena match?
Battleground* bg = teamMember->GetBattleground(false);
if (bg && bg->isRated() && bg->GetMinPlayersPerTeam() == MinPlayerCount)
return ERR_BATTLEGROUND_JOIN_FAILED;
}
}
}
return GroupJoinBattlegroundResult(bgTemplate->GetBgTypeID());
}
//===================================================
//============== Roll ===============================
//===================================================
void Roll::targetObjectBuildLink()
{
// called from link()
getTarget()->addLootValidatorRef(this);
}
void Group::SetDungeonDifficulty(Difficulty difficulty)
{
m_dungeonDifficulty = difficulty;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_DIFFICULTY);
stmt->SetData(0, uint8(m_dungeonDifficulty));
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
player->SetDungeonDifficulty(difficulty);
player->SendDungeonDifficulty(true);
}
}
void Group::SetRaidDifficulty(Difficulty difficulty)
{
m_raidDifficulty = difficulty;
if (!isBGGroup() && !isBFGroup())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_RAID_DIFFICULTY);
stmt->SetData(0, uint8(m_raidDifficulty));
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
player->SetRaidDifficulty(difficulty);
player->SendRaidDifficulty(true);
}
}
void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
{
if (isBGGroup() || isBFGroup() || isLFGGroup())
return;
switch (method)
{
case INSTANCE_RESET_ALL:
{
if (leader->GetDifficulty(false) != DUNGEON_DIFFICULTY_NORMAL)
break;
std::vector<InstanceSave*> toUnbind;
BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(leader->GetGUID(), Difficulty(DUNGEON_DIFFICULTY_NORMAL));
for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
{
InstanceSave* instanceSave = itr->second.save;
MapEntry const* entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() || !instanceSave->CanReset())
continue;
Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
if (!map || map->ToInstanceMap()->Reset(method))
{
leader->SendResetInstanceSuccess(instanceSave->GetMapId());
toUnbind.push_back(instanceSave);
}
else
{
leader->SendResetInstanceFailed(0, instanceSave->GetMapId());
}
sInstanceSaveMgr->DeleteInstanceSavedData(instanceSave->GetInstanceId());
}
for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
sInstanceSaveMgr->UnbindAllFor(*itr);
}
break;
case INSTANCE_RESET_CHANGE_DIFFICULTY:
{
std::vector<InstanceSave*> toUnbind;
BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(leader->GetGUID(), leader->GetDifficulty(isRaid));
for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
{
InstanceSave* instanceSave = itr->second.save;
MapEntry const* entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || !instanceSave->CanReset())
continue;
Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
if (!map || map->ToInstanceMap()->Reset(method))
{
leader->SendResetInstanceSuccess(instanceSave->GetMapId());
toUnbind.push_back(instanceSave);
}
else
{
leader->SendResetInstanceFailed(0, instanceSave->GetMapId());
}
sInstanceSaveMgr->DeleteInstanceSavedData(instanceSave->GetInstanceId());
}
for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
sInstanceSaveMgr->UnbindAllFor(*itr);
}
break;
}
}
void Group::_homebindIfInstance(Player* player)
{
if (player && !player->IsGameMaster() && player->FindMap() && sMapStore.LookupEntry(player->GetMapId())->IsDungeon())
player->m_InstanceValid = false;
}
void Group::_cancelHomebindIfInstance(Player* player)
{
// if player is reinvited to group and in the instance - cancel homebind timer
if (!player->FindMap() || !player->FindMap()->IsDungeon())
return;
InstancePlayerBind* bind = sInstanceSaveMgr->PlayerGetBoundInstance(player->GetGUID(), player->FindMap()->GetId(), player->GetDifficulty(player->FindMap()->IsRaid()));
if (bind && bind->save->GetInstanceId() == player->GetInstanceId())
player->m_InstanceValid = true;
}
void Group::BroadcastGroupUpdate(void)
{
// FG: HACK: force flags update on group leave - for values update hack
// -- not very efficient but safe
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
Player* pp = ObjectAccessor::FindPlayer(citr->guid);
if (pp)
{
pp->ForceValuesUpdateAtIndex(UNIT_FIELD_BYTES_2);
pp->ForceValuesUpdateAtIndex(UNIT_FIELD_FACTIONTEMPLATE);
LOG_DEBUG("group", "-- Forced group value update for '{}'", pp->GetName());
}
}
}
void Group::ResetMaxEnchantingLevel()
{
m_maxEnchantingLevel = 0;
Player* pMember = nullptr;
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
pMember = ObjectAccessor::FindPlayer(citr->guid);
if (pMember && pMember->GetSession() && !pMember->GetSession()->IsSocketClosed()
&& m_maxEnchantingLevel < pMember->GetSkillValue(SKILL_ENCHANTING))
{
m_maxEnchantingLevel = pMember->GetSkillValue(SKILL_ENCHANTING);
}
}
}
void Group::SetLootMethod(LootMethod method)
{
m_lootMethod = method;
}
void Group::SetLooterGuid(ObjectGuid guid)
{
m_looterGuid = guid;
}
void Group::SetMasterLooterGuid(ObjectGuid guid)
{
m_masterLooterGuid = guid;
}
void Group::SetLootThreshold(ItemQualities threshold)
{
m_lootThreshold = threshold;
}
void Group::SetLfgRoles(ObjectGuid guid, const uint8 roles)
{
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return;
slot->roles = roles;
SendUpdate();
}
bool Group::IsFull() const
{
return isRaidGroup() ? (m_memberSlots.size() >= MAXRAIDSIZE) : (m_memberSlots.size() >= MAXGROUPSIZE);
}
bool Group::isLFGGroup(bool restricted /*= false*/) const
{
bool isLFG = m_groupType & GROUPTYPE_LFG;
return isLFG && (!restricted || (m_groupType & GROUPTYPE_LFG_RESTRICTED) != 0);
}
bool Group::isRaidGroup() const
{
return m_groupType & GROUPTYPE_RAID;
}
bool Group::isBGGroup() const
{
return m_bgGroup != nullptr;
}
bool Group::isBFGroup() const
{
return m_bfGroup != nullptr;
}
bool Group::IsCreated() const
{
return GetMembersCount() > 0;
}
GroupType Group::GetGroupType() const
{
return m_groupType;
}
ObjectGuid Group::GetLeaderGUID() const
{
return m_leaderGuid;
}
Player* Group::GetLeader()
{
return ObjectAccessor::FindConnectedPlayer(m_leaderGuid);
}
ObjectGuid Group::GetGUID() const
{
return m_guid;
}
const char* Group::GetLeaderName() const
{
return m_leaderName.c_str();
}
LootMethod Group::GetLootMethod() const
{
return m_lootMethod;
}
ObjectGuid Group::GetLooterGuid() const
{
return m_looterGuid;
}
ObjectGuid Group::GetMasterLooterGuid() const
{
return m_masterLooterGuid;
}
ItemQualities Group::GetLootThreshold() const
{
return m_lootThreshold;
}
bool Group::IsMember(ObjectGuid guid) const
{
return _getMemberCSlot(guid) != m_memberSlots.end();
}
bool Group::IsLeader(ObjectGuid guid) const
{
return (GetLeaderGUID() == guid);
}
ObjectGuid Group::GetMemberGUID(const std::string& name)
{
for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
if (itr->name == name)
return itr->guid;
return ObjectGuid::Empty;
}
bool Group::IsAssistant(ObjectGuid guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if (mslot == m_memberSlots.end())
return false;
return mslot->flags & MEMBER_FLAG_ASSISTANT;
}
bool Group::SameSubGroup(ObjectGuid guid1, ObjectGuid guid2) const
{
member_citerator mslot2 = _getMemberCSlot(guid2);
if (mslot2 == m_memberSlots.end())
return false;
return SameSubGroup(guid1, &*mslot2);
}
bool Group::SameSubGroup(ObjectGuid guid1, MemberSlot const* slot2) const
{
member_citerator mslot1 = _getMemberCSlot(guid1);
if (mslot1 == m_memberSlots.end() || !slot2)
return false;
return (mslot1->group == slot2->group);
}
bool Group::HasFreeSlotSubGroup(uint8 subgroup) const
{
return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAXGROUPSIZE);
}
uint8 Group::GetMemberGroup(ObjectGuid guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if (mslot == m_memberSlots.end())
return (MAX_RAID_SUBGROUPS + 1);
return mslot->group;
}
void Group::SetBattlegroundGroup(Battleground* bg)
{
m_bgGroup = bg;
}
void Group::SetBattlefieldGroup(Battlefield* bg)
{
m_bfGroup = bg;
}
void Group::SetGroupMemberFlag(ObjectGuid guid, bool apply, GroupMemberFlags flag)
{
// Assistants, main assistants and main tanks are only available in raid groups
if (!isRaidGroup())
return;
// Check if player is really in the raid
member_witerator slot = _getMemberWSlot(guid);
if (slot == m_memberSlots.end())
return;
// Do flag specific actions, e.g ensure uniqueness
switch (flag)
{
case MEMBER_FLAG_MAINASSIST:
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINASSIST); // Remove main assist flag from current if any.
break;
case MEMBER_FLAG_MAINTANK:
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINTANK); // Remove main tank flag from current if any.
break;
case MEMBER_FLAG_ASSISTANT:
break;
default:
return; // This should never happen
}
// Switch the actual flag
ToggleGroupMemberFlag(slot, flag, apply);
// Preserve the new setting in the db
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_FLAG);
stmt->SetData(0, slot->flags);
stmt->SetData(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
// Broadcast the changes to the group
SendUpdate();
}
Difficulty Group::GetDifficulty(bool isRaid) const
{
return isRaid ? m_raidDifficulty : m_dungeonDifficulty;
}
Difficulty Group::GetDungeonDifficulty() const
{
return m_dungeonDifficulty;
}
Difficulty Group::GetRaidDifficulty() const
{
return m_raidDifficulty;
}
bool Group::isRollLootActive() const
{
return !RollId.empty();
}
Group::Rolls::iterator Group::GetRoll(ObjectGuid Guid)
{
Rolls::iterator iter;
for (iter = RollId.begin(); iter != RollId.end(); ++iter)
if ((*iter)->itemGUID == Guid && (*iter)->isValid())
return iter;
return RollId.end();
}
void Group::LinkMember(GroupReference* pRef)
{
m_memberMgr.insertFirst(pRef);
}
void Group::_initRaidSubGroupsCounter()
{
// Sub group counters initialization
if (!m_subGroupsCounts)
m_subGroupsCounts = new uint8[MAX_RAID_SUBGROUPS];
memset((void*)m_subGroupsCounts, 0, (MAX_RAID_SUBGROUPS)*sizeof(uint8));
for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
++m_subGroupsCounts[itr->group];
}
Group::member_citerator Group::_getMemberCSlot(ObjectGuid Guid) const
{
for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
if (itr->guid == Guid)
return itr;
return m_memberSlots.end();
}
Group::member_witerator Group::_getMemberWSlot(ObjectGuid Guid)
{
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
if (itr->guid == Guid)
return itr;
return m_memberSlots.end();
}
void Group::SubGroupCounterIncrease(uint8 subgroup)
{
if (m_subGroupsCounts)
++m_subGroupsCounts[subgroup];
}
void Group::SubGroupCounterDecrease(uint8 subgroup)
{
if (m_subGroupsCounts)
--m_subGroupsCounts[subgroup];
}
void Group::RemoveUniqueGroupMemberFlag(GroupMemberFlags flag)
{
for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
if (itr->flags & flag)
itr->flags &= ~flag;
}
void Group::ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply)
{
if (apply)
slot->flags |= flag;
else
slot->flags &= ~flag;
}
uint32 Group::GetDifficultyChangePreventionTime() const
{
return _difficultyChangePreventionTime > GameTime::GetGameTime().count() ? _difficultyChangePreventionTime - GameTime::GetGameTime().count() : 0;
}
void Group::SetDifficultyChangePrevention(DifficultyPreventionChangeType type)
{
_difficultyChangePreventionTime = GameTime::GetGameTime().count() + MINUTE;
_difficultyChangePreventionType = type;
}
void Group::DoForAllMembers(std::function<void(Player*)> const& worker)
{
for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* member = itr->GetSource();
if (!member)
continue;
worker(member);
}
}