/* * Copyright (C) 2005-2011 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 "ObjectGuid.h" #include "Group.h" #include "Formulas.h" #include "ObjectAccessor.h" #include "BattleGround.h" #include "MapManager.h" #include "MapPersistentStateMgr.h" #include "Util.h" #include "LootMgr.h" #define LOOT_ROLL_TIMEOUT (1*MINUTE*IN_MILLISECONDS) //=================================================== //============== Roll =============================== //=================================================== void Roll::targetObjectBuildLink() { // called from link() getTarget()->addLootValidatorRef(this); } void Roll::CalculateCommonVoteMask(uint32 max_enchanting_skill) { m_commonVoteMask = ROLL_VOTE_MASK_ALL; ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(itemid); if (itemProto->Flags2 & ITEM_FLAG2_NEED_ROLL_DISABLED) m_commonVoteMask = RollVoteMask(m_commonVoteMask & ~ROLL_VOTE_MASK_NEED); if (!itemProto->DisenchantID || uint32(itemProto->RequiredDisenchantSkill) > max_enchanting_skill) m_commonVoteMask = RollVoteMask(m_commonVoteMask & ~ROLL_VOTE_MASK_DISENCHANT); } RollVoteMask Roll::GetVoteMaskFor(Player* player) const { ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(itemid); // In NEED_BEFORE_GREED need disabled for non-usable item for player if (m_method != NEED_BEFORE_GREED || player->CanUseItem(itemProto) == EQUIP_ERR_OK) return m_commonVoteMask; else return RollVoteMask(m_commonVoteMask & ~ROLL_VOTE_MASK_NEED); } //=================================================== //============== Group ============================== //=================================================== Group::Group() : m_Id(0), m_groupType(GROUPTYPE_NORMAL), m_dungeonDifficulty(REGULAR_DIFFICULTY), m_raidDifficulty(REGULAR_DIFFICULTY), m_bgGroup(NULL), m_lootMethod(FREE_FOR_ALL), m_lootThreshold(ITEM_QUALITY_UNCOMMON), m_subGroupsCounts(NULL) { } Group::~Group() { if(m_bgGroup) { DEBUG_LOG("Group::~Group: battleground group being deleted."); if(m_bgGroup->GetBgRaid(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 dungeon persistent state for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) for(BoundInstancesMap::iterator itr2 = m_boundInstances[i].begin(); itr2 != m_boundInstances[i].end(); ++itr2) itr2->second.state->RemoveGroup(this); // Sub group counters clean up if (m_subGroupsCounts) delete[] m_subGroupsCounts; } bool Group::Create(ObjectGuid guid, const char * name) { m_leaderGuid = guid; m_leaderName = name; m_groupType = isBGGroup() ? GROUPTYPE_BGRAID : GROUPTYPE_NORMAL; if (m_groupType & GROUPTYPE_RAID) _initRaidSubGroupsCounter(); m_lootMethod = GROUP_LOOT; m_lootThreshold = ITEM_QUALITY_UNCOMMON; m_looterGuid = guid; m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; if (!isBGGroup()) { m_Id = sObjectMgr.GenerateGroupId(); Player *leader = sObjectMgr.GetPlayer(guid); if(leader) { m_dungeonDifficulty = leader->GetDungeonDifficulty(); m_raidDifficulty = leader->GetRaidDifficulty(); } Player::ConvertInstancesToGroup(leader, this, guid); // store group in database CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM groups WHERE groupId ='%u'", m_Id); CharacterDatabase.PExecute("DELETE FROM group_member WHERE groupId ='%u'", m_Id); CharacterDatabase.PExecute("INSERT INTO groups (groupId,leaderGuid,mainTank,mainAssistant,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,groupType,difficulty,raiddifficulty) " "VALUES ('%u','%u','%u','%u','%u','%u','%u','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','%u','%u','%u')", m_Id, m_leaderGuid.GetCounter(), m_mainTankGuid.GetCounter(), m_mainAssistantGuid.GetCounter(), uint32(m_lootMethod), m_looterGuid.GetCounter(), uint32(m_lootThreshold), m_targetIcons[0].GetRawValue(), m_targetIcons[1].GetRawValue(), m_targetIcons[2].GetRawValue(), m_targetIcons[3].GetRawValue(), m_targetIcons[4].GetRawValue(), m_targetIcons[5].GetRawValue(), m_targetIcons[6].GetRawValue(), m_targetIcons[7].GetRawValue(), uint8(m_groupType), uint32(m_dungeonDifficulty), uint32(m_raidDifficulty)); } if (!AddMember(guid, name)) return false; if (!isBGGroup()) CharacterDatabase.CommitTransaction(); return true; } bool Group::LoadGroupFromDB(Field* fields) { // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 // result = CharacterDatabase.Query("SELECT mainTank, mainAssistant, lootMethod, looterGuid, lootThreshold, icon1, icon2, icon3, icon4, icon5, icon6, icon7, icon8, groupType, difficulty, raiddifficulty, leaderGuid, groupId FROM groups"); m_Id = fields[17].GetUInt32(); m_leaderGuid = ObjectGuid(HIGHGUID_PLAYER, fields[16].GetUInt32()); // group leader not exist if (!sObjectMgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName)) return false; m_groupType = GroupType(fields[13].GetUInt8()); if (m_groupType & GROUPTYPE_RAID) _initRaidSubGroupsCounter(); uint32 diff = fields[14].GetUInt8(); if (diff >= MAX_DUNGEON_DIFFICULTY) diff = DUNGEON_DIFFICULTY_NORMAL; m_dungeonDifficulty = Difficulty(diff); uint32 r_diff = fields[15].GetUInt8(); if (r_diff >= MAX_RAID_DIFFICULTY) r_diff = RAID_DIFFICULTY_10MAN_NORMAL; m_raidDifficulty = Difficulty(r_diff); m_mainTankGuid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32()); m_mainAssistantGuid = ObjectGuid(HIGHGUID_PLAYER, fields[1].GetUInt32()); m_lootMethod = LootMethod(fields[2].GetUInt8()); m_looterGuid = ObjectGuid(HIGHGUID_PLAYER, fields[3].GetUInt32()); m_lootThreshold = ItemQualities(fields[4].GetUInt16()); for(int i = 0; i < TARGET_ICON_COUNT; ++i) m_targetIcons[i] = ObjectGuid(fields[5+i].GetUInt64()); return true; } bool Group::LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant) { MemberSlot member; member.guid = ObjectGuid(HIGHGUID_PLAYER, guidLow); // skip nonexistent member if (!sObjectMgr.GetPlayerNameByGUID(member.guid, member.name)) return false; member.group = subgroup; member.assistant = assistant; m_memberSlots.push_back(member); SubGroupCounterIncrease(subgroup); return true; } void Group::ConvertToRaid() { m_groupType = GroupType(m_groupType | GROUPTYPE_RAID); _initRaidSubGroupsCounter(); if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET groupType = %u WHERE groupId='%u'", uint8(m_groupType), m_Id); 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 = sObjectMgr.GetPlayer(citr->guid)) player->UpdateForQuestWorldObjects(); } bool Group::AddInvite(Player *player) { if( !player || player->GetGroupInvite() ) return false; Group* group = player->GetGroup(); if( group && group->isBGGroup() ) group = player->GetOriginalGroup(); if( group ) return false; RemoveInvite(player); m_invitees.insert(player); player->SetGroupInvite(this); return true; } bool Group::AddLeaderInvite(Player *player) { if(!AddInvite(player)) return false; m_leaderGuid = player->GetObjectGuid(); m_leaderName = player->GetName(); return true; } uint32 Group::RemoveInvite(Player *player) { m_invitees.erase(player); player->SetGroupInvite(NULL); return GetMembersCount(); } void Group::RemoveAllInvites() { for(InvitesList::iterator itr = m_invitees.begin(); itr!=m_invitees.end(); ++itr) (*itr)->SetGroupInvite(NULL); m_invitees.clear(); } Player* Group::GetInvited(ObjectGuid guid) const { for(InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr) if ((*itr)->GetObjectGuid() == guid) return (*itr); return NULL; } Player* Group::GetInvited(const std::string& name) const { for(InvitesList::const_iterator itr = m_invitees.begin(); itr != m_invitees.end(); ++itr) { if((*itr)->GetName() == name) return (*itr); } return NULL; } bool Group::AddMember(ObjectGuid guid, const char* name) { if (!_addMember(guid, name)) return false; SendUpdate(); if (Player *player = sObjectMgr.GetPlayer(guid)) { if (!IsLeader(player->GetObjectGuid()) && !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,false); player->ResetInstances(INSTANCE_RESET_GROUP_JOIN,true); if (player->getLevel() >= LEVELREQUIREMENT_HEROIC) { if (player->GetDungeonDifficulty() != GetDungeonDifficulty()) { player->SetDungeonDifficulty(GetDungeonDifficulty()); player->SendDungeonDifficulty(true); } if (player->GetRaidDifficulty() != GetRaidDifficulty()) { player->SetRaidDifficulty(GetRaidDifficulty()); player->SendRaidDifficulty(true); } } } player->SetGroupUpdateFlag(GROUP_UPDATE_FULL); UpdatePlayerOutOfRange(player); // quest related GO state dependent from raid membership if(isRaidGroup()) player->UpdateForQuestWorldObjects(); } return true; } uint32 Group::RemoveMember(ObjectGuid guid, uint8 method) { // remove member and change leader (if need) only if strong more 2 members _before_ member remove if (GetMembersCount() > uint32(isBGGroup() ? 1 : 2)) // in BG group case allow 1 members group { bool leaderChanged = _removeMember(guid); if (Player *player = sObjectMgr.GetPlayer( guid )) { // quest related GO state dependent from raid membership if (isRaidGroup()) player->UpdateForQuestWorldObjects(); WorldPacket data; if (method == 1) { data.Initialize( SMSG_GROUP_UNINVITE, 0 ); player->GetSession()->SendPacket( &data ); } //we already removed player from group and in player->GetGroup() is his original group! 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 << uint64(0) << uint32(0) << uint32(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, true); } SendUpdate(); } // if group before remove <= 2 disband it else Disband(true); return m_memberSlots.size(); } void Group::ChangeLeader(ObjectGuid 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, true); SendUpdate(); } void Group::Disband(bool hideDestroy) { Player *player; for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { player = sObjectMgr.GetPlayer(citr->guid); if(!player) continue; //we cannot call _removeMember because it would invalidate member iterator //if we are removing player from battleground raid if( isBGGroup() ) player->RemoveFromBattleGroundRaid(); else { //we can remove player who is in battleground from his original group if( player->GetOriginalGroup() == this ) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); } // quest related GO state dependent from raid membership if(isRaidGroup()) player->UpdateForQuestWorldObjects(); if(!player->GetSession()) continue; 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 << uint64(0) << uint32(0) << uint32(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 groupId='%u'", m_Id); CharacterDatabase.PExecute("DELETE FROM group_member WHERE groupId='%u'", m_Id); CharacterDatabase.CommitTransaction(); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, false, NULL); ResetInstances(INSTANCE_RESET_GROUP_DISBAND, true, NULL); } m_leaderGuid.Clear(); m_leaderName = ""; } /*********************************************************/ /*** 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.lootedTargetGUID; // creature guid what we're looting data << uint32(mapid); // 3.3.3 mapid data << uint32(r.itemSlot); // item slot in loot 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" size_t voteMaskPos = data.wpos(); data << uint8(0); // roll type mask, allowed choices (placeholder) for (Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr) { Player *p = sObjectMgr.GetPlayer(itr->first); if(!p || !p->GetSession()) continue; if(itr->second == ROLL_NOT_VALID) continue; // dependent from player RollVoteMask mask = r.GetVoteMaskFor(p); data.put(voteMaskPos,uint8(mask)); p->GetSession()->SendPacket( &data ); } } void Group::SendLootRoll(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 rollType, const Roll &r) { WorldPacket data(SMSG_LOOT_ROLL, (8+4+8+4+4+4+1+1+1)); data << r.lootedTargetGUID; // creature guid what we're looting data << uint32(r.itemSlot); // unknown, maybe amount of players, or item slot in loot data << 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); // auto pass on loot for( Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr) { Player *p = sObjectMgr.GetPlayer(itr->first); if(!p || !p->GetSession()) continue; if(itr->second != ROLL_NOT_VALID) p->GetSession()->SendPacket( &data ); } } void Group::SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, RollVote rollType, const Roll &r) { WorldPacket data(SMSG_LOOT_ROLL_WON, (8+4+4+4+4+8+1+1)); data << r.lootedTargetGUID; // creature guid what we're looting data << uint32(r.itemSlot); // item slot in loot 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 << targetGuid; // guid of the player who won. data << uint8(rollNumber); // rollnumber related 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 = sObjectMgr.GetPlayer(itr->first); if(!p || !p->GetSession()) continue; if(itr->second != ROLL_NOT_VALID) p->GetSession()->SendPacket( &data ); } } void Group::SendLootAllPassed(Roll const& r) { WorldPacket data(SMSG_LOOT_ALL_PASSED, (8+4+4+4+4)); data << r.lootedTargetGUID; // creature guid what we're looting data << uint32(r.itemSlot); // item slot in loot 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 = sObjectMgr.GetPlayer(itr->first); if(!p || !p->GetSession()) continue; if(itr->second != ROLL_NOT_VALID) p->GetSession()->SendPacket( &data ); } } void Group::GroupLoot(Creature *creature, Loot *loot) { uint32 maxEnchantingSkill = GetMaxSkillValueForGroup(SKILL_ENCHANTING); for(uint8 itemSlot = 0; itemSlot < loot->items.size(); ++itemSlot) { LootItem& lootItem = loot->items[itemSlot]; ItemPrototype const *itemProto = ObjectMgr::GetItemPrototype(lootItem.itemid); if (!itemProto) { DEBUG_LOG("Group::GroupLoot: missing item prototype for item with id: %d", lootItem.itemid); continue; } //roll for over-threshold item if it's one-player loot if (itemProto->Quality >= uint32(m_lootThreshold) && !lootItem.freeforall) StartLootRool(creature, GROUP_LOOT, loot, itemSlot, maxEnchantingSkill); else lootItem.is_underthreshold = 1; } } void Group::NeedBeforeGreed(Creature *creature, Loot *loot) { uint32 maxEnchantingSkill = GetMaxSkillValueForGroup(SKILL_ENCHANTING); for(uint8 itemSlot = 0; itemSlot < loot->items.size(); ++itemSlot) { LootItem& lootItem = loot->items[itemSlot]; ItemPrototype const *itemProto = ObjectMgr::GetItemPrototype(lootItem.itemid); if (!itemProto) { DEBUG_LOG("Group::NeedBeforeGreed: missing item prototype for item with id: %d", lootItem.itemid); continue; } //only roll for one-player items, not for ones everyone can get if (itemProto->Quality >= uint32(m_lootThreshold) && !lootItem.freeforall) StartLootRool(creature, NEED_BEFORE_GREED, loot, itemSlot, maxEnchantingSkill); else lootItem.is_underthreshold = 1; } } void Group::MasterLoot(Creature *creature, Loot* loot) { for (LootItemList::iterator i=loot->items.begin(); i != loot->items.end(); ++i) { ItemPrototype const *item = ObjectMgr::GetItemPrototype(i->itemid); if (!item) continue; if (item->Quality < uint32(m_lootThreshold)) i->is_underthreshold = 1; } 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->IsWithinDist(creature, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) { data << looter->GetObjectGuid(); ++real_count; } } data.put(0, real_count); for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player *looter = itr->getSource(); if (looter->IsWithinDist(creature, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) looter->GetSession()->SendPacket(&data); } } bool Group::CountRollVote(Player* player, ObjectGuid const& lootedTarget, uint32 itemSlot, RollVote vote) { Rolls::iterator rollI = RollId.begin(); for (; rollI != RollId.end(); ++rollI) if ((*rollI)->isValid() && (*rollI)->lootedTargetGUID == lootedTarget && (*rollI)->itemSlot == itemSlot) break; if (rollI == RollId.end()) return false; // possible cheating RollVoteMask voteMask = (*rollI)->GetVoteMaskFor(player); if ((voteMask & (1 << vote)) == 0) return false; CountRollVote(player->GetObjectGuid(), rollI, vote); // result not related this function result meaning, ignore return true; } bool Group::CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& rollI, RollVote vote) { 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 true; // result used for need iterator ++, so avoid for end of list if (roll->getLoot()) if (roll->getLoot()->items.empty()) return false; switch (vote) { case ROLL_PASS: // Player choose pass { SendLootRoll(playerGUID, 128, 128, *roll); ++roll->totalPass; itr->second = ROLL_PASS; break; } case ROLL_NEED: // player choose Need { SendLootRoll(playerGUID, 0, 0, *roll); ++roll->totalNeed; itr->second = ROLL_NEED; break; } case ROLL_GREED: // player choose Greed { SendLootRoll(playerGUID, 128, ROLL_GREED, *roll); ++roll->totalGreed; itr->second = ROLL_GREED; break; } case ROLL_DISENCHANT: // player choose Disenchant { SendLootRoll(playerGUID, 128, ROLL_DISENCHANT, *roll); ++roll->totalGreed; itr->second = ROLL_DISENCHANT; break; } default: // Roll removed case break; } if (roll->totalPass + roll->totalNeed + roll->totalGreed >= roll->totalPlayersRolling) { CountTheRoll(rollI); return true; } return false; } void Group::StartLootRool(Creature* lootTarget, LootMethod method, Loot* loot, uint8 itemSlot, uint32 maxEnchantingSkill) { if (itemSlot >= loot->items.size()) return; LootItem const& lootItem = loot->items[itemSlot]; Roll* r = new Roll(lootTarget->GetObjectGuid(), method, lootItem); //a vector is filled with only near party members for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player *playerToRoll = itr->getSource(); if(!playerToRoll || !playerToRoll->GetSession()) continue; if (lootItem.AllowedForPlayer(playerToRoll)) { if (playerToRoll->IsWithinDist(lootTarget, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) { r->playerVote[playerToRoll->GetObjectGuid()] = ROLL_NOT_EMITED_YET; ++r->totalPlayersRolling; } } } if (r->totalPlayersRolling > 0) // has looters { r->setLoot(loot); r->itemSlot = itemSlot; if (r->totalPlayersRolling == 1) // single looter r->playerVote.begin()->second = ROLL_NEED; else { r->CalculateCommonVoteMask(maxEnchantingSkill); // dependent from item and possible skill SendLootStartRoll(LOOT_ROLL_TIMEOUT, lootTarget->GetMapId(), *r); loot->items[itemSlot].is_blocked = true; lootTarget->StartGroupLoot(this,LOOT_ROLL_TIMEOUT); } RollId.push_back(r); } else // no looters?? delete r; } // called when roll timer expires void Group::EndRoll() { while(!RollId.empty()) { //need more testing here, if rolls disappear Rolls::iterator itr = RollId.begin(); CountTheRoll(itr); //i don't have to edit player votes, who didn't vote ... he will pass } } void Group::CountTheRoll(Rolls::iterator& rollI) { Roll* roll = *rollI; if(!roll->isValid()) // is loot already deleted ? { rollI = RollId.erase(rollI); delete roll; return; } //end of the roll if (roll->totalNeed > 0) { if(!roll->playerVote.empty()) { uint8 maxresul = 0; ObjectGuid maxguid = (*roll->playerVote.begin()).first; Player *player; for(Roll::PlayerVote::const_iterator itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr) { if (itr->second != ROLL_NEED) continue; uint8 randomN = urand(1, 100); SendLootRoll(itr->first, randomN, ROLL_NEED, *roll); if (maxresul < randomN) { maxguid = itr->first; maxresul = randomN; } } SendLootRollWon(maxguid, maxresul, ROLL_NEED, *roll); player = sObjectMgr.GetPlayer(maxguid); if(player && player->GetSession()) { player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT, roll->itemid, maxresul); ItemPosCountVec dest; LootItem *item = &(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; player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, roll->itemid, item->count); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, roll->getLoot()->loot_type, item->count); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, roll->itemid, item->count); } else { item->is_blocked = false; player->SendEquipError( msg, NULL, NULL, roll->itemid ); } } } } else if (roll->totalGreed > 0) { if(!roll->playerVote.empty()) { uint8 maxresul = 0; ObjectGuid maxguid = (*roll->playerVote.begin()).first; Player *player; RollVote rollvote = ROLL_PASS; //Fixed: Using uninitialized memory 'rollvote' Roll::PlayerVote::iterator itr; for (itr = roll->playerVote.begin(); itr != roll->playerVote.end(); ++itr) { if (itr->second != ROLL_GREED && itr->second != ROLL_DISENCHANT) continue; uint8 randomN = urand(1, 100); SendLootRoll(itr->first, randomN, itr->second, *roll); if (maxresul < randomN) { maxguid = itr->first; maxresul = randomN; rollvote = itr->second; } } SendLootRollWon(maxguid, maxresul, rollvote, *roll); player = sObjectMgr.GetPlayer(maxguid); if(player && player->GetSession()) { player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT, roll->itemid, maxresul); LootItem *item = &(roll->getLoot()->items[roll->itemSlot]); if(rollvote == ROLL_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; player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, roll->itemid, item->count); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, roll->getLoot()->loot_type, item->count); player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, roll->itemid, item->count); } else { item->is_blocked = false; player->SendEquipError( msg, NULL, NULL, roll->itemid ); } } else if(rollvote == ROLL_DISENCHANT) { item->is_looted = true; roll->getLoot()->NotifyItemRemoved(roll->itemSlot); --roll->getLoot()->unlootedCount; ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(roll->itemid); player->AutoStoreLoot(pProto->DisenchantID, LootTemplates_Disenchant, true); } } } } else { SendLootAllPassed(*roll); LootItem *item = &(roll->getLoot()->items[roll->itemSlot]); if(item) item->is_blocked = false; } rollI = RollId.erase(rollI); delete roll; } void Group::SetTargetIcon(uint8 id, ObjectGuid whoGuid, ObjectGuid targetGuid) { if (id >= TARGET_ICON_COUNT) return; // clean other icons if (targetGuid) for(int i = 0; i < TARGET_ICON_COUNT; ++i) if (m_targetIcons[i] == targetGuid) SetTargetIcon(i, ObjectGuid(), ObjectGuid()); 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); } static void GetDataForXPAtKill_helper(Player* player, Unit const* victim, uint32& sum_level, Player* & member_with_max_level, Player* & not_gray_member_with_max_level) { sum_level += player->getLevel(); if(!member_with_max_level || member_with_max_level->getLevel() < player->getLevel()) member_with_max_level = player; uint32 gray_level = MaNGOS::XP::GetGrayLevel(player->getLevel()); if( victim->getLevel() > gray_level && (!not_gray_member_with_max_level || not_gray_member_with_max_level->getLevel() < player->getLevel())) not_gray_member_with_max_level = player; } void Group::GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & member_with_max_level, Player* & not_gray_member_with_max_level, Player* additional) { for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member || !member->isAlive()) // only for alive continue; // will proccesed later if (member == additional) continue; if (!member->IsAtGroupRewardDistance(victim)) // at req. distance continue; ++count; GetDataForXPAtKill_helper(member,victim,sum_level,member_with_max_level,not_gray_member_with_max_level); } if (additional) { if (additional->IsAtGroupRewardDistance(victim)) // at req. distance { ++count; GetDataForXPAtKill_helper(additional,victim,sum_level,member_with_max_level,not_gray_member_with_max_level); } } } void Group::SendTargetIconList(WorldSession *session) { if(!session) return; WorldPacket data(MSG_RAID_TARGET_UPDATE, (1+TARGET_ICON_COUNT*9)); data << uint8(1); // list targets for(int i = 0; i < TARGET_ICON_COUNT; ++i) { if (!m_targetIcons[i]) continue; data << uint8(i); data << m_targetIcons[i]; } session->SendPacket(&data); } void Group::SendUpdate() { Player *player; for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { player = sObjectMgr.GetPlayer(citr->guid); if(!player || !player->GetSession() || player->GetGroup() != this ) continue; // guess size WorldPacket data(SMSG_GROUP_LIST, (1+1+1+1+8+4+GetMembersCount()*20)); data << uint8(m_groupType); // group type (flags in 3.3) data << uint8(citr->group); // groupid data << uint8(GetFlags(*citr)); // group flags data << uint8(isBGGroup() ? 1 : 0); // 2.0.x, isBattleGroundGroup? if(m_groupType & GROUPTYPE_LFD) { data << uint8(0); data << uint32(0); } data << uint64(0x50000000FFFFFFFELL); // related to voice chat? data << uint32(0); // 3.3, this value increments every time SMSG_GROUP_LIST is sent data << uint32(GetMembersCount()-1); for(member_citerator citr2 = m_memberSlots.begin(); citr2 != m_memberSlots.end(); ++citr2) { if(citr->guid == citr2->guid) continue; Player* member = sObjectMgr.GetPlayer(citr2->guid); uint8 onlineState = (member) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE; onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0); data << citr2->name; data << citr2->guid; data << uint8(onlineState); // online-state data << uint8(citr2->group); // groupid data << uint8(GetFlags(*citr2)); // group flags data << uint8(0); // 3.3, role? } data << m_leaderGuid; // leader guid if(GetMembersCount()-1) { data << uint8(m_lootMethod); // loot method data << m_looterGuid; // looter guid data << uint8(m_lootThreshold); // loot threshold data << uint8(m_dungeonDifficulty); // Dungeon Difficulty data << uint8(m_raidDifficulty); // Raid Difficulty data << uint8(0); // 3.3, dynamic difficulty? } player->GetSession()->SendPacket( &data ); } } void Group::UpdatePlayerOutOfRange(Player* pPlayer) { if(!pPlayer || !pPlayer->IsInWorld()) return; if (pPlayer->GetGroupUpdateFlag() == GROUP_UPDATE_FLAG_NONE) return; WorldPacket data; pPlayer->GetSession()->BuildPartyMemberStatsChangedPacket(pPlayer, &data); for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) if (Player *player = itr->getSource()) if (player != pPlayer && !player->HaveAtClient(pPlayer)) player->GetSession()->SendPacket(&data); } void Group::BroadcastPacket(WorldPacket *packet, bool ignorePlayersInBGRaid, int group, ObjectGuid ignore) { for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player *pl = itr->getSource(); if (!pl || (ignore && pl->GetObjectGuid() == ignore) || (ignorePlayersInBGRaid && pl->GetGroup() != this) ) 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->GetObjectGuid()) || IsAssistant(pl->GetObjectGuid())) pl->GetSession()->SendPacket(packet); } } void Group::OfflineReadyCheck() { for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr) { Player *pl = sObjectMgr.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(ObjectGuid guid, const char* name, bool isAssistant) { // get first not-full group uint8 groupid = 0; if (m_subGroupsCounts) { bool groupFound = false; for (; groupid < MAX_RAID_SUBGROUPS; ++groupid) { if (m_subGroupsCounts[groupid] < MAX_GROUP_SIZE) { groupFound = true; break; } } // We are raid group and no one slot is free if (!groupFound) return false; } return _addMember(guid, name, isAssistant, groupid); } bool Group::_addMember(ObjectGuid guid, const char* name, bool isAssistant, uint8 group) { if(IsFull()) return false; if (!guid) return false; Player *player = sObjectMgr.GetPlayer(guid); MemberSlot member; member.guid = guid; member.name = name; member.group = group; member.assistant = isAssistant; m_memberSlots.push_back(member); SubGroupCounterIncrease(group); if (player) { player->SetGroupInvite(NULL); //if player is in group and he is being added to BG raid group, then call SetBattleGroundRaid() if (player->GetGroup() && isBGGroup()) player->SetBattleGroundRaid(this, group); //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup() else if ( player->GetGroup() ) player->SetOriginalGroup(this, group); //if player is not in group, then call set group else player->SetGroup(this, group); // if the same group invites the player back, cancel the homebind timer if (InstanceGroupBind *bind = GetBoundInstance(player->GetMapId(), player)) if (bind->state->GetInstanceId() == player->GetInstanceId()) player->m_InstanceValid = true; } if (!isRaidGroup()) // reset targetIcons for non-raid-groups { for(int i = 0; i < TARGET_ICON_COUNT; ++i) m_targetIcons[i].Clear(); } if (!isBGGroup()) { // insert into group table CharacterDatabase.PExecute("INSERT INTO group_member(groupId,memberGuid,assistant,subgroup) VALUES('%u','%u','%u','%u')", m_Id, member.guid.GetCounter(), ((member.assistant==1)?1:0), member.group); } return true; } bool Group::_removeMember(ObjectGuid guid) { Player *player = sObjectMgr.GetPlayer(guid); if (player) { //if we are removing player from battleground raid if (isBGGroup()) player->RemoveFromBattleGroundRaid(); else { //we can remove player who is in battleground from his original group if (player->GetOriginalGroup() == this) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); } } _removeRolls(guid); member_witerator slot = _getMemberWSlot(guid); if (slot != m_memberSlots.end()) { SubGroupCounterDecrease(slot->group); m_memberSlots.erase(slot); } if (!isBGGroup()) CharacterDatabase.PExecute("DELETE FROM group_member WHERE memberGuid='%u'", guid.GetCounter()); if (m_leaderGuid == guid) // leader was removed { if (GetMembersCount() > 0) _setLeader(m_memberSlots.front().guid); return true; } return false; } void Group::_setLeader(ObjectGuid guid) { member_citerator slot = _getMemberCSlot(guid); if (slot == m_memberSlots.end()) return; if (!isBGGroup()) { uint32 slot_lowguid = slot->guid.GetCounter(); uint32 leader_lowguid = m_leaderGuid.GetCounter(); // 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')" ")", leader_lowguid, slot_lowguid); Player *player = sObjectMgr.GetPlayer(slot->guid); if (player) { for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end();) { if(itr->second.perm) { itr->second.state->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'", slot_lowguid, leader_lowguid); // 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 groupId='%u'", slot_lowguid, m_Id); CharacterDatabase.CommitTransaction(); } m_leaderGuid = slot->guid; m_leaderName = slot->name; } void Group::_removeRolls(ObjectGuid guid) { 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 == ROLL_GREED || itr2->second == ROLL_DISENCHANT) --roll->totalGreed; if (itr2->second == ROLL_NEED) --roll->totalNeed; if (itr2->second == ROLL_PASS) --roll->totalPass; if (itr2->second != ROLL_NOT_VALID) --roll->totalPlayersRolling; roll->playerVote.erase(itr2); if (!CountRollVote(guid, it, ROLL_NOT_EMITED_YET)) ++it; } } bool Group::_setMembersGroup(ObjectGuid guid, uint8 group) { member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return false; slot->group = group; SubGroupCounterIncrease(group); if (!isBGGroup()) CharacterDatabase.PExecute("UPDATE group_member SET subgroup='%u' WHERE memberGuid='%u'", group, guid.GetCounter()); return true; } bool Group::_setAssistantFlag(ObjectGuid 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.GetCounter()); return true; } bool Group::_setMainTank(ObjectGuid guid) { if (m_mainTankGuid == guid) return false; if (guid) { member_citerator slot = _getMemberCSlot(guid); if (slot == m_memberSlots.end()) return false; if (m_mainAssistantGuid == guid) _setMainAssistant(ObjectGuid()); } m_mainTankGuid = guid; if (!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET mainTank='%u' WHERE groupId='%u'", m_mainTankGuid.GetCounter(), m_Id); return true; } bool Group::_setMainAssistant(ObjectGuid guid) { if (m_mainAssistantGuid == guid) return false; if (guid) { member_witerator slot = _getMemberWSlot(guid); if (slot == m_memberSlots.end()) return false; if (m_mainTankGuid == guid) _setMainTank(ObjectGuid()); } m_mainAssistantGuid = guid; if (!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET mainAssistant='%u' WHERE groupId='%u'", m_mainAssistantGuid.GetCounter(), m_Id); 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(ObjectGuid guid, uint8 group) { if (!isRaidGroup()) return; Player *player = sObjectMgr.GetPlayer(guid); if (!player) { uint8 prevSubGroup = GetMemberGroup(guid); if (prevSubGroup == group) return; if (_setMembersGroup(guid, group)) { SubGroupCounterDecrease(prevSubGroup); SendUpdate(); } } else // This methods handles itself groupcounter decrease ChangeMembersGroup(player, group); } // only for online members void Group::ChangeMembersGroup(Player *player, uint8 group) { if (!player || !isRaidGroup()) return; uint8 prevSubGroup = player->GetSubGroup(); if (prevSubGroup == group) return; if (_setMembersGroup(player->GetObjectGuid(), group)) { if (player->GetGroup() == this) player->GetGroupRef().setSubGroup(group); //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 else { prevSubGroup = player->GetOriginalSubGroup(); player->GetOriginalGroupRef().setSubGroup(group); } SubGroupCounterDecrease(prevSubGroup); SendUpdate(); } } uint32 Group::GetMaxSkillValueForGroup( SkillType skill ) { uint32 maxvalue = 0; for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if (!member) continue; uint32 value = member->GetSkillValue(skill); if (maxvalue < value) maxvalue = value; } return maxvalue; } 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->IsWithinDist(creature, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) 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->IsWithinDist(creature, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) { bool refresh = pl->GetLootGuid() == creature->GetObjectGuid(); //if(refresh) // update loot for new looter // pl->GetSession()->DoLootRelease(pl->GetLootGUID()); SetLooterGuid(pl->GetObjectGuid()); SendUpdate(); if (refresh) // update loot for new looter pl->SendLoot(creature->GetObjectGuid(), 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->IsWithinDist(creature, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) { bool refresh = pl->GetLootGuid() == creature->GetObjectGuid(); //if(refresh) // update loot for new looter // pl->GetSession()->DoLootRelease(pl->GetLootGUID()); SetLooterGuid(pl->GetObjectGuid()); SendUpdate(); if (refresh) // update loot for new looter pl->SendLoot(creature->GetObjectGuid(), LOOT_CORPSE); return; } } } SetLooterGuid(ObjectGuid()); SendUpdate(); } GroupJoinBattlegroundResult Group::CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot) { BattlemasterListEntry const* bgEntry = sBattlemasterListStore.LookupEntry(bgOrTemplate->GetTypeID()); if(!bgEntry) return ERR_GROUP_JOIN_BATTLEGROUND_FAIL; // shouldn't happen // check for min / max count uint32 memberscount = GetMembersCount(); // only check for MinPlayerCount since MinPlayerCount == MaxPlayerCount for arenas... if(bgOrTemplate->isArena() && memberscount != MinPlayerCount) return ERR_ARENA_TEAM_PARTY_SIZE; if(memberscount > bgEntry->maxGroupSize) // no MinPlayerCount for battlegrounds return ERR_BATTLEGROUND_NONE; // ERR_GROUP_JOIN_BATTLEGROUND_TOO_MANY handled on client side // 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 ERR_BATTLEGROUND_JOIN_FAILED; PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgOrTemplate->GetMapId(), reference->getLevel()); if(!bracketEntry) return ERR_BATTLEGROUND_JOIN_FAILED; uint32 arenaTeamId = reference->GetArenaTeamId(arenaSlot); Team 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 ERR_BATTLEGROUND_JOIN_FAILED; // don't allow cross-faction join as group if(member->GetTeam() != team) return ERR_BATTLEGROUND_JOIN_TIMED_OUT; // not in the same battleground level bracket, don't let join PvPDifficultyEntry const* memberBracketEntry = GetBattlegroundBracketByLevel(bracketEntry->mapId, member->getLevel()); if(memberBracketEntry != bracketEntry) return ERR_BATTLEGROUND_JOIN_RANGE_INDEX; // 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; // don't let join if someone from the group is already in that bg queue if(member->InBattleGroundQueueForBattleGroundQueueType(bgQueueTypeId)) return ERR_BATTLEGROUND_JOIN_FAILED; // not blizz-like // check for deserter debuff in case not arena queue if(bgOrTemplate->GetTypeID() != BATTLEGROUND_AA && !member->CanJoinToBattleground()) return ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS; // check if member can join any more battleground queues if(!member->HasFreeBattleGroundQueueId()) return ERR_BATTLEGROUND_TOO_MANY_QUEUES; // not blizz-like } return GroupJoinBattlegroundResult(bgOrTemplate->GetTypeID()); } void Group::SetDungeonDifficulty(Difficulty difficulty) { m_dungeonDifficulty = difficulty; if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET difficulty = %u WHERE groupId='%u'", m_dungeonDifficulty, m_Id); for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player *player = itr->getSource(); if(!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC) continue; player->SetDungeonDifficulty(difficulty); player->SendDungeonDifficulty(true); } } void Group::SetRaidDifficulty(Difficulty difficulty) { m_raidDifficulty = difficulty; if(!isBGGroup()) CharacterDatabase.PExecute("UPDATE groups SET raiddifficulty = %u WHERE groupId='%u'", m_raidDifficulty, m_Id); for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player *player = itr->getSource(); if(!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC) continue; player->SetRaidDifficulty(difficulty); player->SendRaidDifficulty(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(InstanceResetMethod method, bool isRaid, 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 Difficulty diff = GetDifficulty(isRaid); for(BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();) { DungeonPersistentState *state = itr->second.state; const MapEntry *entry = sMapStore.LookupEntry(itr->first); if (!entry || entry->IsRaid() != isRaid || (!state->CanReset() && method != INSTANCE_RESET_GROUP_DISBAND)) { ++itr; continue; } if(method == INSTANCE_RESET_ALL) { // the "reset all instances" method can only reset normal maps if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) { ++itr; continue; } } bool isEmpty = true; // if the map is loaded, reset it if (Map *map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId())) if (map->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !state->CanReset())) isEmpty = ((DungeonMap*)map)->Reset(method); if (SendMsgTo) { if (isEmpty) SendMsgTo->SendResetInstanceSuccess(state->GetMapId()); else SendMsgTo->SendResetInstanceFailed(0, state->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 (state->CanReset()) state->DeleteFromDB(); else CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", state->GetInstanceId()); // i don't know for sure if hash_map iterators m_boundInstances[diff].erase(itr); itr = m_boundInstances[diff].begin(); // this unloads the instance save unless online players are bound to it // (eg. permanent binds or GM solo binds) state->RemoveGroup(this); } else ++itr; } } InstanceGroupBind* Group::GetBoundInstance(uint32 mapid, Player* player) { MapEntry const* mapEntry = sMapStore.LookupEntry(mapid); if (!mapEntry) return NULL; Difficulty difficulty = player->GetDifficulty(mapEntry->IsRaid()); // some instances only have one difficulty MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); if (!mapDiff) difficulty = DUNGEON_DIFFICULTY_NORMAL; BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); if (itr != m_boundInstances[difficulty].end()) return &itr->second; else return NULL; } InstanceGroupBind* Group::GetBoundInstance(Map* aMap, Difficulty difficulty) { // some instances only have one difficulty MapDifficulty const* mapDiff = GetMapDifficultyData(aMap->GetId(),difficulty); if (!mapDiff) return NULL; BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(aMap->GetId()); if (itr != m_boundInstances[difficulty].end()) return &itr->second; else return NULL; } InstanceGroupBind* Group::BindToInstance(DungeonPersistentState *state, bool permanent, bool load) { if (state && !isBGGroup()) { InstanceGroupBind& bind = m_boundInstances[state->GetDifficulty()][state->GetMapId()]; if (bind.state) { // when a boss is killed or when copying the players's binds to the group if (permanent != bind.perm || state != bind.state) if (!load) CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u', permanent = '%u' WHERE leaderGuid = '%u' AND instance = '%u'", state->GetInstanceId(), permanent, GetLeaderGuid().GetCounter(), bind.state->GetInstanceId()); } else if (!load) CharacterDatabase.PExecute("INSERT INTO group_instance (leaderGuid, instance, permanent) VALUES ('%u', '%u', '%u')", GetLeaderGuid().GetCounter(), state->GetInstanceId(), permanent); if (bind.state != state) { if (bind.state) bind.state->RemoveGroup(this); state->AddGroup(this); } bind.state = state; bind.perm = permanent; if (!load) DEBUG_LOG("Group::BindToInstance: Group (Id: %d) is now bound to map %d, instance %d, difficulty %d", GetId(), state->GetMapId(), state->GetInstanceId(), state->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'", GetLeaderGuid().GetCounter(), itr->second.state->GetInstanceId()); itr->second.state->RemoveGroup(this); // state can become invalid m_boundInstances[difficulty].erase(itr); } } void Group::_homebindIfInstance(Player *player) { if (player && !player->isGameMaster()) { Map* map = player->GetMap(); if (map->IsDungeon()) { // leaving the group in an instance, the homebind timer is started // unless the player is permanently saved to the instance InstancePlayerBind *playerBind = player->GetBoundInstance(map->GetId(), map->GetDifficulty()); if(!playerBind || !playerBind->perm) player->m_InstanceValid = false; } } } static void RewardGroupAtKill_helper(Player* pGroupGuy, Unit* pVictim, uint32 count, bool PvP, float group_rate, uint32 sum_level, bool is_dungeon, Player* not_gray_member_with_max_level, Player* member_with_max_level, uint32 xp ) { // honor can be in PvP and !PvP (racial leader) cases (for alive) if (pGroupGuy->isAlive()) pGroupGuy->RewardHonor(pVictim,count); // xp and reputation only in !PvP case if(!PvP) { float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level; // if is in dungeon then all receive full reputation at kill // rewarded any alive/dead/near_corpse group member pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate); // XP updated only for alive group member if(pGroupGuy->isAlive() && not_gray_member_with_max_level && pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel()) { uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1); pGroupGuy->GiveXP(itr_xp, pVictim); if(Pet* pet = pGroupGuy->GetPet()) pet->GivePetXP(itr_xp/2); } // quest objectives updated only for alive group member or dead but with not released body if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) { // normal creature (not pet/etc) can be only in !PvP case if(pVictim->GetTypeId()==TYPEID_UNIT) if(CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(pVictim->GetEntry())) pGroupGuy->KilledMonster(normalInfo, pVictim->GetObjectGuid()); } } } /** Provide rewards to group members at unit kill * * @param pVictim Killed unit * @param player_tap Player who tap unit if online, it can be group member or can be not if leaved after tap but before kill target * * Rewards received by group members and player_tap */ void Group::RewardGroupAtKill(Unit* pVictim, Player* player_tap) { bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer(); // prepare data for near group iteration (PvP and !PvP cases) uint32 xp = 0; uint32 count = 0; uint32 sum_level = 0; Player* member_with_max_level = NULL; Player* not_gray_member_with_max_level = NULL; GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level,player_tap); if(member_with_max_level) { /// not get Xp in PvP or no not gray players in group xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim); /// skip in check PvP case (for speed, not used) bool is_raid = PvP ? false : sMapStore.LookupEntry(pVictim->GetMapId())->IsRaid() && isRaidGroup(); bool is_dungeon = PvP ? false : sMapStore.LookupEntry(pVictim->GetMapId())->IsDungeon(); float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid); for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); if(!pGroupGuy) continue; // will proccessed later if(pGroupGuy==player_tap) continue; if(!pGroupGuy->IsAtGroupRewardDistance(pVictim)) continue; // member (alive or dead) or his corpse at req. distance RewardGroupAtKill_helper(pGroupGuy, pVictim, count, PvP, group_rate, sum_level, is_dungeon, not_gray_member_with_max_level, member_with_max_level, xp); } if(player_tap) { // member (alive or dead) or his corpse at req. distance if(player_tap->IsAtGroupRewardDistance(pVictim)) RewardGroupAtKill_helper(player_tap, pVictim, count, PvP, group_rate, sum_level, is_dungeon, not_gray_member_with_max_level, member_with_max_level, xp); } } }