server/src/game/Group.h
VladimirMangos dde16bc48c [11126] Rewrite InstanceSaveMgr related code.
* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
  This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.

* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
   - MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
   - DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
   - BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())

   Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.

* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
  return DungeonPersistentState (same pointer in fact with proper subcalss type)

* InstanceResetScheduler renamed to DungeonResetScheduler
2011-02-10 05:20:56 +03:00

459 lines
19 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MANGOSSERVER_GROUP_H
#define MANGOSSERVER_GROUP_H
#include "Common.h"
#include "ObjectGuid.h"
#include "GroupReference.h"
#include "GroupRefManager.h"
#include "BattleGround.h"
#include "LootMgr.h"
#include "DBCEnums.h"
#include "SharedDefines.h"
#include <map>
#include <vector>
struct ItemPrototype;
class WorldSession;
class Map;
class BattleGround;
class DungeonPersistentState;
class Field;
class Unit;
#define MAX_GROUP_SIZE 5
#define MAX_RAID_SIZE 40
#define MAX_RAID_SUBGROUPS (MAX_RAID_SIZE / MAX_GROUP_SIZE)
#define TARGET_ICON_COUNT 8
enum LootMethod
{
FREE_FOR_ALL = 0,
ROUND_ROBIN = 1,
MASTER_LOOT = 2,
GROUP_LOOT = 3,
NEED_BEFORE_GREED = 4
};
enum RollVote
{
ROLL_PASS = 0,
ROLL_NEED = 1,
ROLL_GREED = 2,
ROLL_DISENCHANT = 3,
// other not send by client
MAX_ROLL_FROM_CLIENT = 4,
ROLL_NOT_EMITED_YET = 4, // send to client
ROLL_NOT_VALID = 5 // not send to client
};
// set what votes allowed
enum RollVoteMask
{
ROLL_VOTE_MASK_PASS = 0x01,
ROLL_VOTE_MASK_NEED = 0x02,
ROLL_VOTE_MASK_GREED = 0x04,
ROLL_VOTE_MASK_DISENCHANT = 0x08,
ROLL_VOTE_MASK_ALL = 0x0F,
};
enum GroupMemberFlags
{
MEMBER_STATUS_OFFLINE = 0x0000,
MEMBER_STATUS_ONLINE = 0x0001, // Lua_UnitIsConnected
MEMBER_STATUS_PVP = 0x0002, // Lua_UnitIsPVP
MEMBER_STATUS_DEAD = 0x0004, // Lua_UnitIsDead
MEMBER_STATUS_GHOST = 0x0008, // Lua_UnitIsGhost
MEMBER_STATUS_PVP_FFA = 0x0010, // Lua_UnitIsPVPFreeForAll
MEMBER_STATUS_UNK3 = 0x0020, // used in calls from Lua_GetPlayerMapPosition/Lua_GetBattlefieldFlagPosition
MEMBER_STATUS_AFK = 0x0040, // Lua_UnitIsAFK
MEMBER_STATUS_DND = 0x0080, // Lua_UnitIsDND
};
enum GroupType // group type flags?
{
GROUPTYPE_NORMAL = 0x00,
GROUPTYPE_BG = 0x01,
GROUPTYPE_RAID = 0x02,
GROUPTYPE_BGRAID = GROUPTYPE_BG | GROUPTYPE_RAID, // mask
// 0x04?
GROUPTYPE_LFD = 0x08,
// 0x10, leave/change group?, I saw this flag when leaving group and after leaving BG while in group
};
enum GroupFlagMask
{
GROUP_ASSISTANT = 0x01,
GROUP_MAIN_ASSISTANT = 0x02,
GROUP_MAIN_TANK = 0x04,
};
enum GroupUpdateFlags
{
GROUP_UPDATE_FLAG_NONE = 0x00000000, // nothing
GROUP_UPDATE_FLAG_STATUS = 0x00000001, // uint16, flags
GROUP_UPDATE_FLAG_CUR_HP = 0x00000002, // uint32
GROUP_UPDATE_FLAG_MAX_HP = 0x00000004, // uint32
GROUP_UPDATE_FLAG_POWER_TYPE = 0x00000008, // uint8
GROUP_UPDATE_FLAG_CUR_POWER = 0x00000010, // uint16
GROUP_UPDATE_FLAG_MAX_POWER = 0x00000020, // uint16
GROUP_UPDATE_FLAG_LEVEL = 0x00000040, // uint16
GROUP_UPDATE_FLAG_ZONE = 0x00000080, // uint16
GROUP_UPDATE_FLAG_POSITION = 0x00000100, // uint16, uint16
GROUP_UPDATE_FLAG_AURAS = 0x00000200, // uint64 mask, for each bit set uint32 spellid + uint8 unk
GROUP_UPDATE_FLAG_PET_GUID = 0x00000400, // uint64 pet guid
GROUP_UPDATE_FLAG_PET_NAME = 0x00000800, // pet name, NULL terminated string
GROUP_UPDATE_FLAG_PET_MODEL_ID = 0x00001000, // uint16, model id
GROUP_UPDATE_FLAG_PET_CUR_HP = 0x00002000, // uint32 pet cur health
GROUP_UPDATE_FLAG_PET_MAX_HP = 0x00004000, // uint32 pet max health
GROUP_UPDATE_FLAG_PET_POWER_TYPE = 0x00008000, // uint8 pet power type
GROUP_UPDATE_FLAG_PET_CUR_POWER = 0x00010000, // uint16 pet cur power
GROUP_UPDATE_FLAG_PET_MAX_POWER = 0x00020000, // uint16 pet max power
GROUP_UPDATE_FLAG_PET_AURAS = 0x00040000, // uint64 mask, for each bit set uint32 spellid + uint8 unk, pet auras...
GROUP_UPDATE_FLAG_VEHICLE_SEAT = 0x00080000, // uint32 vehicle_seat_id (index from VehicleSeat.dbc)
GROUP_UPDATE_PET = 0x0007FC00, // all pet flags
GROUP_UPDATE_FULL = 0x0007FFFF, // all known flags
};
#define GROUP_UPDATE_FLAGS_COUNT 20
// 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,11,12,13,14,15,16,17,18,19
static const uint8 GroupUpdateLength[GROUP_UPDATE_FLAGS_COUNT] = { 0, 2, 2, 2, 1, 2, 2, 2, 2, 4, 8, 8, 1, 2, 2, 2, 1, 2, 2, 8};
class Roll : public LootValidatorRef
{
public:
Roll(ObjectGuid _lootedTragetGuid, LootMethod method, LootItem const& li)
: lootedTargetGUID(_lootedTragetGuid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix),
itemCount(li.count), totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0),
m_method(method), m_commonVoteMask(ROLL_VOTE_MASK_ALL) {}
~Roll() { }
void setLoot(Loot *pLoot) { link(pLoot, this); }
Loot *getLoot() { return getTarget(); }
void targetObjectBuildLink();
void CalculateCommonVoteMask(uint32 max_enchanting_skill);
RollVoteMask GetVoteMaskFor(Player* player) const;
ObjectGuid lootedTargetGUID;
uint32 itemid;
int32 itemRandomPropId;
uint32 itemRandomSuffix;
uint8 itemCount;
typedef UNORDERED_MAP<ObjectGuid, RollVote> PlayerVote;
PlayerVote playerVote; //vote position correspond with player position (in group)
uint8 totalPlayersRolling;
uint8 totalNeed;
uint8 totalGreed;
uint8 totalPass;
uint8 itemSlot;
private:
LootMethod m_method;
RollVoteMask m_commonVoteMask;
};
struct InstanceGroupBind
{
DungeonPersistentState *state;
bool perm;
/* permanent InstanceGroupBinds exist iff the leader has a permanent
PlayerInstanceBind for the same instance. */
InstanceGroupBind() : state(NULL), perm(false) {}
};
/** request member stats checken **/
/** todo: uninvite people that not accepted invite **/
class MANGOS_DLL_SPEC Group
{
public:
struct MemberSlot
{
ObjectGuid guid;
std::string name;
uint8 group;
bool assistant;
};
typedef std::list<MemberSlot> MemberSlotList;
typedef MemberSlotList::const_iterator member_citerator;
typedef UNORDERED_MAP< uint32 /*mapId*/, InstanceGroupBind> BoundInstancesMap;
protected:
typedef MemberSlotList::iterator member_witerator;
typedef std::set<Player*> InvitesList;
typedef std::vector<Roll*> Rolls;
public:
Group();
~Group();
// group manipulation methods
bool Create(ObjectGuid guid, const char * name);
bool LoadGroupFromDB(Field *fields);
bool LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant);
bool AddInvite(Player *player);
uint32 RemoveInvite(Player *player);
void RemoveAllInvites();
bool AddLeaderInvite(Player *player);
bool AddMember(ObjectGuid guid, const char* name);
uint32 RemoveMember(ObjectGuid guid, uint8 method); // method: 0=just remove, 1=kick
void ChangeLeader(ObjectGuid guid);
void SetLootMethod(LootMethod method) { m_lootMethod = method; }
void SetLooterGuid(ObjectGuid guid) { m_looterGuid = guid; }
void UpdateLooterGuid( Creature* creature, bool ifneed = false );
void SetLootThreshold(ItemQualities threshold) { m_lootThreshold = threshold; }
void Disband(bool hideDestroy=false);
// properties accessories
uint32 GetId() const { return m_Id; }
bool IsFull() const { return (m_groupType == GROUPTYPE_NORMAL) ? (m_memberSlots.size() >= MAX_GROUP_SIZE) : (m_memberSlots.size() >= MAX_RAID_SIZE); }
bool isRaidGroup() const { return m_groupType & GROUPTYPE_RAID; }
bool isBGGroup() const { return m_bgGroup != NULL; }
bool IsCreated() const { return GetMembersCount() > 0; }
ObjectGuid GetLeaderGuid() const { return m_leaderGuid; }
const char * GetLeaderName() const { return m_leaderName.c_str(); }
LootMethod GetLootMethod() const { return m_lootMethod; }
ObjectGuid GetLooterGuid() const { return m_looterGuid; }
ItemQualities GetLootThreshold() const { return m_lootThreshold; }
// member manipulation methods
bool IsMember(ObjectGuid guid) const { return _getMemberCSlot(guid) != m_memberSlots.end(); }
bool IsLeader(ObjectGuid guid) const { return GetLeaderGuid() == guid; }
ObjectGuid 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();
}
bool IsAssistant(ObjectGuid guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if (mslot==m_memberSlots.end())
return false;
return mslot->assistant;
}
Player* GetInvited(ObjectGuid guid) const;
Player* GetInvited(const std::string& name) const;
bool HasFreeSlotSubGroup(uint8 subgroup) const
{
return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAX_GROUP_SIZE);
}
bool SameSubGroup(Player const* member1, Player const* member2) const;
MemberSlotList const& GetMemberSlots() const { return m_memberSlots; }
GroupReference* GetFirstMember() { return m_memberMgr.getFirst(); }
uint32 GetMembersCount() const { return m_memberSlots.size(); }
void GetDataForXPAtKill(Unit const* victim, uint32& count,uint32& sum_level, Player* & member_with_max_level, Player* & not_gray_member_with_max_level, Player* additional = NULL);
uint8 GetMemberGroup(ObjectGuid guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if (mslot == m_memberSlots.end())
return MAX_RAID_SUBGROUPS + 1;
return mslot->group;
}
// some additional raid methods
void ConvertToRaid();
void SetBattlegroundGroup(BattleGround *bg) { m_bgGroup = bg; }
GroupJoinBattlegroundResult CanJoinBattleGroundQueue(BattleGround const* bgOrTemplate, BattleGroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot);
void ChangeMembersGroup(ObjectGuid guid, uint8 group);
void ChangeMembersGroup(Player *player, uint8 group);
ObjectGuid GetMainTankGuid() const { return m_mainTankGuid; }
ObjectGuid GetMainAssistantGuid() const { return m_mainAssistantGuid; }
void SetAssistant(ObjectGuid guid, bool state)
{
if (!isRaidGroup())
return;
if (_setAssistantFlag(guid, state))
SendUpdate();
}
void SetMainTank(ObjectGuid guid)
{
if (!isRaidGroup())
return;
if (_setMainTank(guid))
SendUpdate();
}
void SetMainAssistant(ObjectGuid guid)
{
if (!isRaidGroup())
return;
if (_setMainAssistant(guid))
SendUpdate();
}
void SetTargetIcon(uint8 id, ObjectGuid whoGuid, ObjectGuid targetGuid);
Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; }
Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; }
Difficulty GetRaidDifficulty() const { return m_raidDifficulty; }
void SetDungeonDifficulty(Difficulty difficulty);
void SetRaidDifficulty(Difficulty difficulty);
uint16 InInstance();
bool InCombatToInstance(uint32 instanceId);
void ResetInstances(InstanceResetMethod method, bool isRaid, Player* SendMsgTo);
void SendTargetIconList(WorldSession *session);
void SendUpdate();
void UpdatePlayerOutOfRange(Player* pPlayer);
// ignore: GUID of player that will be ignored
void BroadcastPacket(WorldPacket *packet, bool ignorePlayersInBGRaid, int group=-1, ObjectGuid ignore = ObjectGuid());
void BroadcastReadyCheck(WorldPacket *packet);
void OfflineReadyCheck();
void RewardGroupAtKill(Unit* pVictim, Player* player_tap);
/*********************************************************/
/*** LOOT SYSTEM ***/
/*********************************************************/
void SendLootStartRoll(uint32 CountDown, uint32 mapid, const Roll &r);
void SendLootRoll(ObjectGuid const& targetGuid, uint8 rollNumber, uint8 rollType, const Roll &r);
void SendLootRollWon(ObjectGuid const& targetGuid, uint8 rollNumber, RollVote rollType, const Roll &r);
void SendLootAllPassed(const Roll &r);
void GroupLoot(Creature *creature, Loot *loot);
void NeedBeforeGreed(Creature *creature, Loot *loot);
void MasterLoot(Creature *creature, Loot *loot);
bool CountRollVote(Player* player, ObjectGuid const& lootedTarget, uint32 itemSlot, RollVote vote);
void StartLootRool(Creature* lootTarget, LootMethod method, Loot* loot, uint8 itemSlot, uint32 maxEnchantingSkill);
void EndRoll();
void LinkMember(GroupReference *pRef) { m_memberMgr.insertFirst(pRef); }
void DelinkMember(GroupReference* /*pRef*/ ) { }
InstanceGroupBind* BindToInstance(DungeonPersistentState *save, bool permanent, bool load = false);
void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false);
InstanceGroupBind* GetBoundInstance(uint32 mapId, Player* player);
InstanceGroupBind* GetBoundInstance(Map* aMap, Difficulty difficulty);
BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
protected:
bool _addMember(ObjectGuid guid, const char* name, bool isAssistant=false);
bool _addMember(ObjectGuid guid, const char* name, bool isAssistant, uint8 group);
bool _removeMember(ObjectGuid guid); // returns true if leader has changed
void _setLeader(ObjectGuid guid);
void _removeRolls(ObjectGuid guid);
bool _setMembersGroup(ObjectGuid guid, uint8 group);
bool _setAssistantFlag(ObjectGuid guid, const bool &state);
bool _setMainTank(ObjectGuid guid);
bool _setMainAssistant(ObjectGuid guid);
void _homebindIfInstance(Player *player);
void _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];
}
member_citerator _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();
}
member_witerator _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 SubGroupCounterIncrease(uint8 subgroup)
{
if (m_subGroupsCounts)
++m_subGroupsCounts[subgroup];
}
void SubGroupCounterDecrease(uint8 subgroup)
{
if (m_subGroupsCounts)
--m_subGroupsCounts[subgroup];
}
uint32 GetMaxSkillValueForGroup(SkillType skill);
void CountTheRoll(Rolls::iterator& roll); // iterator update to next, in CountRollVote if true
bool CountRollVote(ObjectGuid const& playerGUID, Rolls::iterator& roll, RollVote vote);
GroupFlagMask GetFlags(MemberSlot const& slot) const
{
uint8 flags = 0;
if (slot.assistant)
flags |= GROUP_ASSISTANT;
if (slot.guid == m_mainAssistantGuid)
flags |= GROUP_MAIN_ASSISTANT;
if (slot.guid == m_mainTankGuid)
flags |= GROUP_MAIN_TANK;
return GroupFlagMask(flags);
}
uint32 m_Id; // 0 for not created or BG groups
MemberSlotList m_memberSlots;
GroupRefManager m_memberMgr;
InvitesList m_invitees;
ObjectGuid m_leaderGuid;
std::string m_leaderName;
ObjectGuid m_mainTankGuid;
ObjectGuid m_mainAssistantGuid;
GroupType m_groupType;
Difficulty m_dungeonDifficulty;
Difficulty m_raidDifficulty;
BattleGround* m_bgGroup;
ObjectGuid m_targetIcons[TARGET_ICON_COUNT];
LootMethod m_lootMethod;
ItemQualities m_lootThreshold;
ObjectGuid m_looterGuid;
Rolls RollId;
BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
uint8* m_subGroupsCounts;
};
#endif