server/src/game/Group.cpp
2010-11-16 21:08:28 +02:00

1919 lines
68 KiB
C++

/*
* Copyright (C) 2005-2010 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
*/
#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 "InstanceSaveMgr.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 instance saves
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
for(BoundInstancesMap::iterator itr2 = m_boundInstances[i].begin(); itr2 != m_boundInstances[i].end(); ++itr2)
itr2->second.save->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<uint8>(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<uint8>(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->GetGUID(), 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]);
uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
if ( msg == EQUIP_ERR_OK )
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
--roll->getLoot()->unlootedCount;
player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
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;
uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, roll->itemid, item->count );
if ( msg == EQUIP_ERR_OK )
{
item->is_looted = true;
roll->getLoot()->NotifyItemRemoved(roll->itemSlot);
--roll->getLoot()->unlootedCount;
player->StoreNewItem( dest, roll->itemid, true, item->randomPropertyId);
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.IsEmpty())
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].IsEmpty())
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.IsEmpty() && 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.IsEmpty())
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
InstanceGroupBind *bind = GetBoundInstance(player->GetMapId(), player);
if(bind && bind->save->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.save->RemoveGroup(this);
m_boundInstances[i].erase(itr++);
}
else
++itr;
}
}
}
// update the group's solo binds to the new leader
CharacterDatabase.PExecute("UPDATE group_instance SET leaderGuid='%u' WHERE leaderGuid = '%u'",
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.IsEmpty())
{
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.IsEmpty())
{
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->GetGUID();
//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->GetGUID();
//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);
uint32 team = reference->GetTeam();
// check every member of the group to be able to join
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
// offline member? don't let join
if(!member)
return 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();)
{
InstanceSave *p = itr->second.save;
const MapEntry *entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || (!p->CanReset() && method != INSTANCE_RESET_GROUP_DISBAND))
{
++itr;
continue;
}
if(method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
{
++itr;
continue;
}
}
bool isEmpty = true;
// if the map is loaded, reset it
Map *map = sMapMgr.FindMap(p->GetMapId(), p->GetInstanceId());
if(map && map->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !p->CanReset()))
isEmpty = ((InstanceMap*)map)->Reset(method);
if(SendMsgTo)
{
if(isEmpty)
SendMsgTo->SendResetInstanceSuccess(p->GetMapId());
else
SendMsgTo->SendResetInstanceFailed(0, p->GetMapId());
}
if(isEmpty || method == INSTANCE_RESET_GROUP_DISBAND || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
{
// do not reset the instance, just unbind if others are permanently bound to it
if(p->CanReset())
p->DeleteFromDB();
else
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", p->GetInstanceId());
// i don't know for sure if hash_map iterators
m_boundInstances[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)
p->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(InstanceSave *save, bool permanent, bool load)
{
if (save && !isBGGroup())
{
InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
if (bind.save)
{
// when a boss is killed or when copying the players's binds to the group
if (permanent != bind.perm || save != bind.save)
if (!load)
CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u', permanent = '%u' WHERE leaderGuid = '%u' AND instance = '%u'",
save->GetInstanceId(), permanent, GetLeaderGuid().GetCounter(), bind.save->GetInstanceId());
}
else if (!load)
CharacterDatabase.PExecute("INSERT INTO group_instance (leaderGuid, instance, permanent) VALUES ('%u', '%u', '%u')",
GetLeaderGuid().GetCounter(), save->GetInstanceId(), permanent);
if(bind.save != save)
{
if(bind.save)
bind.save->RemoveGroup(this);
save->AddGroup(this);
}
bind.save = save;
bind.perm = permanent;
if (!load)
DEBUG_LOG("Group::BindToInstance: Group (Id: %d) is now bound to map %d, instance %d, difficulty %d",
GetId(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
return &bind;
}
else
return NULL;
}
void Group::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if (itr != m_boundInstances[difficulty].end())
{
if (!unload)
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u' AND instance = '%u'",
GetLeaderGuid().GetCounter(), itr->second.save->GetInstanceId());
itr->second.save->RemoveGroup(this); // save can become invalid
m_boundInstances[difficulty].erase(itr);
}
}
void Group::_homebindIfInstance(Player *player)
{
if (player && !player->isGameMaster())
{
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);
}
}
}