server/src/game/Group.h

409 lines
16 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, 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 "GroupReference.h"
#include "GroupRefManager.h"
#include "LootMgr.h"
#include <map>
#include <vector>
#define MAXGROUPSIZE 5
#define MAXRAIDSIZE 40
#define TARGETICONCOUNT 8
enum RollVote
{
PASS = 0,
NEED = 1,
GREED = 2,
NOT_EMITED_YET = 3,
NOT_VALID = 4
};
enum GroupMemberOnlineStatus
{
MEMBER_STATUS_OFFLINE = 0x0000,
MEMBER_STATUS_ONLINE = 0x0001,
MEMBER_STATUS_PVP = 0x0002,
MEMBER_STATUS_UNK0 = 0x0004, // dead? (health=0)
MEMBER_STATUS_UNK1 = 0x0008, // ghost? (health=1)
MEMBER_STATUS_UNK2 = 0x0010, // never seen
MEMBER_STATUS_UNK3 = 0x0020, // never seen
MEMBER_STATUS_UNK4 = 0x0040, // appears with dead and ghost flags
MEMBER_STATUS_UNK5 = 0x0080, // never seen
};
enum GroupType
{
GROUPTYPE_NORMAL = 0,
GROUPTYPE_RAID = 1
};
class BattleGround;
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 InstanceSave;
class Roll : public LootValidatorRef
{
public:
Roll(uint64 _guid, LootItem const& li)
: itemGUID(_guid), itemid(li.itemid), itemRandomPropId(li.randomPropertyId), itemRandomSuffix(li.randomSuffix),
totalPlayersRolling(0), totalNeed(0), totalGreed(0), totalPass(0), itemSlot(0) {}
~Roll() { }
void setLoot(Loot *pLoot) { link(pLoot, this); }
Loot *getLoot() { return getTarget(); }
void targetObjectBuildLink();
uint64 itemGUID;
uint32 itemid;
int32 itemRandomPropId;
uint32 itemRandomSuffix;
typedef std::map<uint64, RollVote> PlayerVote;
PlayerVote playerVote; //vote position correspond with player position (in group)
uint8 totalPlayersRolling;
uint8 totalNeed;
uint8 totalGreed;
uint8 totalPass;
uint8 itemSlot;
};
struct InstanceGroupBind
{
InstanceSave *save;
bool perm;
/* permanent InstanceGroupBinds exist iff the leader has a permanent
PlayerInstanceBind for the same instance. */
InstanceGroupBind() : save(NULL), perm(false) {}
};
/** request member stats checken **/
/** todo: uninvite people that not accepted invite **/
class MANGOS_DLL_SPEC Group
{
public:
struct MemberSlot
{
uint64 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(const uint64 &guid, const char * name);
bool LoadGroupFromDB(const uint64 &leaderGuid, QueryResult *result = NULL, bool loadMembers = true);
bool LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant);
bool AddInvite(Player *player);
uint32 RemoveInvite(Player *player);
void RemoveAllInvites();
bool AddLeaderInvite(Player *player);
bool AddMember(const uint64 &guid, const char* name);
// method: 0=just remove, 1=kick
uint32 RemoveMember(const uint64 &guid, const uint8 &method);
void ChangeLeader(const uint64 &guid);
void SetLootMethod(LootMethod method) { m_lootMethod = method; }
void SetLooterGuid(const uint64 &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
bool IsFull() const { return (m_groupType==GROUPTYPE_NORMAL) ? (m_memberSlots.size()>=MAXGROUPSIZE) : (m_memberSlots.size()>=MAXRAIDSIZE); }
bool isRaidGroup() const { return m_groupType==GROUPTYPE_RAID; }
bool isBGGroup() const { return m_bgGroup != NULL; }
bool IsCreated() const { return GetMembersCount() > 0; }
const uint64& GetLeaderGUID() const { return m_leaderGuid; }
const char * GetLeaderName() const { return m_leaderName.c_str(); }
LootMethod GetLootMethod() const { return m_lootMethod; }
const uint64& GetLooterGuid() const { return m_looterGuid; }
ItemQualities GetLootThreshold() const { return m_lootThreshold; }
// member manipulation methods
bool IsMember(const uint64& guid) const { return _getMemberCSlot(guid) != m_memberSlots.end(); }
bool IsLeader(const uint64& guid) const { return (GetLeaderGUID() == guid); }
uint64 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 0;
}
bool IsAssistant(uint64 guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if(mslot==m_memberSlots.end())
return false;
return mslot->assistant;
}
Player* GetInvited(const uint64& guid) const;
Player* GetInvited(const std::string& name) const;
bool SameSubGroup(uint64 guid1,const uint64& guid2) const
{
member_citerator mslot2 = _getMemberCSlot(guid2);
if(mslot2==m_memberSlots.end())
return false;
return SameSubGroup(guid1,&*mslot2);
}
bool SameSubGroup(uint64 guid1, MemberSlot const* slot2) const
{
member_citerator mslot1 = _getMemberCSlot(guid1);
if(mslot1==m_memberSlots.end() || !slot2)
return false;
return (mslot1->group==slot2->group);
}
bool HasFreeSlotSubGroup(uint8 subgroup) const
{
return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAXGROUPSIZE);
}
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);
uint8 GetMemberGroup(uint64 guid) const
{
member_citerator mslot = _getMemberCSlot(guid);
if(mslot==m_memberSlots.end())
return (MAXRAIDSIZE/MAXGROUPSIZE+1);
return mslot->group;
}
// some additional raid methods
void ConvertToRaid();
void SetBattlegroundGroup(BattleGround *bg) { m_bgGroup = bg; }
uint32 CanJoinBattleGroundQueue(uint32 bgTypeId, uint32 bgQueueType, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot);
void ChangeMembersGroup(const uint64 &guid, const uint8 &group);
void ChangeMembersGroup(Player *player, const uint8 &group);
void SetAssistant(uint64 guid, const bool &state)
{
if(!isRaidGroup())
return;
if(_setAssistantFlag(guid, state))
SendUpdate();
}
void SetMainTank(uint64 guid)
{
if(!isRaidGroup())
return;
if(_setMainTank(guid))
SendUpdate();
}
void SetMainAssistant(uint64 guid)
{
if(!isRaidGroup())
return;
if(_setMainAssistant(guid))
SendUpdate();
}
void SetTargetIcon(uint8 id, uint64 guid);
void SetDifficulty(uint8 difficulty);
uint8 GetDifficulty() { return m_difficulty; }
uint16 InInstance();
bool InCombatToInstance(uint32 instanceId);
void ResetInstances(uint8 method, Player* SendMsgTo);
// -no description-
//void SendInit(WorldSession *session);
void SendTargetIconList(WorldSession *session);
void SendUpdate();
void UpdatePlayerOutOfRange(Player* pPlayer);
// ignore: GUID of player that will be ignored
void BroadcastPacket(WorldPacket *packet, int group=-1, uint64 ignore=0);
void BroadcastReadyCheck(WorldPacket *packet);
void OfflineReadyCheck();
/*********************************************************/
/*** LOOT SYSTEM ***/
/*********************************************************/
void SendLootStartRoll(uint32 CountDown, const Roll &r);
void SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
void GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature);
void NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *creature);
void MasterLoot(const uint64& playerGUID, Loot *loot, Creature *creature);
Rolls::iterator GetRoll(uint64 Guid)
{
Rolls::iterator iter;
for (iter=RollId.begin(); iter != RollId.end(); ++iter)
{
if ((*iter)->itemGUID == Guid && (*iter)->isValid())
{
return iter;
}
}
return RollId.end();
}
void CountTheRoll(Rolls::iterator roll, uint32 NumberOfPlayers);
void CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 NumberOfPlayers, uint8 Choise);
void EndRoll();
void LinkMember(GroupReference *pRef) { m_memberMgr.insertFirst(pRef); }
void DelinkMember(GroupReference* /*pRef*/ ) { }
InstanceGroupBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false);
InstanceGroupBind* GetBoundInstance(uint32 mapid, uint8 difficulty);
BoundInstancesMap& GetBoundInstances(uint8 difficulty) { return m_boundInstances[difficulty]; }
protected:
bool _addMember(const uint64 &guid, const char* name, bool isAssistant=false);
bool _addMember(const uint64 &guid, const char* name, bool isAssistant, uint8 group);
bool _removeMember(const uint64 &guid); // returns true if leader has changed
void _setLeader(const uint64 &guid);
void _removeRolls(const uint64 &guid);
bool _setMembersGroup(const uint64 &guid, const uint8 &group);
bool _setAssistantFlag(const uint64 &guid, const bool &state);
bool _setMainTank(const uint64 &guid);
bool _setMainAssistant(const uint64 &guid);
void _homebindIfInstance(Player *player);
void _initRaidSubGroupsCounter()
{
// Sub group counters initialization
if (!m_subGroupsCounts)
m_subGroupsCounts = new uint8[MAXRAIDSIZE / MAXGROUPSIZE];
memset((void*)m_subGroupsCounts, 0, (MAXRAIDSIZE / MAXGROUPSIZE)*sizeof(uint8));
for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
++m_subGroupsCounts[itr->group];
}
member_citerator _getMemberCSlot(uint64 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(uint64 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];
}
MemberSlotList m_memberSlots;
GroupRefManager m_memberMgr;
InvitesList m_invitees;
uint64 m_leaderGuid;
std::string m_leaderName;
uint64 m_mainTank;
uint64 m_mainAssistant;
GroupType m_groupType;
uint8 m_difficulty;
BattleGround* m_bgGroup;
uint64 m_targetIcons[TARGETICONCOUNT];
LootMethod m_lootMethod;
ItemQualities m_lootThreshold;
uint64 m_looterGuid;
Rolls RollId;
BoundInstancesMap m_boundInstances[TOTAL_DIFFICULTIES];
uint8* m_subGroupsCounts;
};
#endif