Example #1
0
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_masterLooterGuid = guid;
    m_currentLooterGuid = guid;                                             // used for round robin looter

    m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
    m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
    if (!isBGGroup())
    {
        m_Id = sObjectMgr.GenerateGroupLowGuid();

        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_masterLooterGuid.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();

    _updateLeaderFlag();

    return true;
}
Example #2
0
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, false);

    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 (player->IsInWorld())
        {
            // if the same group invites the player back, cancel the homebind timer
            if (InstanceGroupBind* bind = GetBoundInstance(player->GetMapId()))
                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;
}
Example #3
0
void Group::SendUpdate()
{
    for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
    {
        Player* 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 << GetObjectGuid();                            // group guid
        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->GetSession() && !member->GetSession()->PlayerLogout()) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE;
            onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0);

            data << citr2->name;
            data << citr2->guid;
            data << uint8(onlineState);
            data << uint8(citr2->group);                    // groupid
            data << uint8(GetFlags(*citr2));                // group flags
            data << uint8(0);                               // 3.3, role?
        }

        ObjectGuid masterLootGuid = (m_lootMethod == MASTER_LOOT) ? m_masterLooterGuid : ObjectGuid();
        data << m_leaderGuid;                               // leader guid
        if (GetMembersCount() - 1)
        {
            data << uint8(m_lootMethod);                    // loot method
            data << masterLootGuid;                         // master loot 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);
    }
}
Example #4
0
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);

            if (player->getLevel() >= LEVELREQUIREMENT_HEROIC && player->GetDifficulty() != GetDifficulty())
            {
                player->SetDifficulty(GetDifficulty());
                player->SendDungeonDifficulty(true);
            }
        }
        player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
        UpdatePlayerOutOfRange(player);

        // used by eluna
        GlobalEluna(OnAddMember(this, player->GetObjectGuid()));

        // quest related GO state dependent from raid membership
        if (isRaidGroup())
            player->UpdateForQuestWorldObjects();
    }

    return true;
}
Example #5
0
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 instances that they are not permanently bound to!
            player->ResetInstances(INSTANCE_RESET_GROUP_JOIN);
        }
        player->SetGroupUpdateFlag(GROUP_UPDATE_FULL);
        UpdatePlayerOutOfRange(player);

        // quest related GO state dependent from raid membership
        if (isRaidGroup())
            player->UpdateForQuestWorldObjects();
    }

    return true;
}
Example #6
0
InstanceGroupBind* Group::BindToInstance(DungeonPersistentState* state, bool permanent, bool load)
{
    if (state && !isBGGroup())
    {
        InstanceGroupBind& bind = m_boundInstances[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",
                      GetId(), state->GetMapId(), state->GetInstanceId());
        return &bind;
    }
    else
        return NULL;
}
Example #7
0
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 (BoundInstancesMap::iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end();)
            {
                if (itr->second.perm)
                {
                    itr->second.state->RemoveGroup(this);
                    m_boundInstances.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();
    }

    _updateLeaderFlag(true);
    m_leaderGuid = slot->guid;
    m_leaderName = slot->name;
    _updateLeaderFlag();
}
Example #8
0
void Group::ResetInstances(InstanceResetMethod method, Player* SendMsgTo)
{
    if (isBGGroup())
        return;

    // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_GROUP_DISBAND

    for (BoundInstancesMap::iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end();)
    {
        DungeonPersistentState* state = itr->second.state;
        const MapEntry* entry = sMapStore.LookupEntry(itr->first);
        if (!entry || (!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)
            {
                ++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)
        {
            // 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.erase(itr);
            itr = m_boundInstances.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;
    }
}
Example #9
0
uint32 Group::RemoveMember(ObjectGuid guid, uint8 method)
{
    //Playerbot mod - if master leaves group, all bots leave group
    {
        Player* const player = sObjectMgr.GetPlayer(guid);
        if (player && player->GetPlayerbotMgr())
            player->GetPlayerbotMgr()->RemoveAllBotsFromGroup();
    }
    //END Playerbot mod

    // 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, 24);
                data << uint64(0) << uint64(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();
}
Example #10
0
void LfgGroup::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(GetPlayerRole(citr->guid));           // 2.0.x, isBattleGroundGroup? <--- Its flags or maybe more likely roles....?
        data << uint8(m_instanceStatus);                    // Instance status 0= not saved, 1= saved, 2 = completed
        data << uint32(GetDungeonInfo(IsFromRnd(citr->guid))->Entry());// dungeon entry
        data << uint64(0x1F54000004D3B000);                 // 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);
            if(member)
            {
                if(member->isAFK())
                    onlineState |= MEMBER_STATUS_AFK;
                if(member->isDND())
                    onlineState |= MEMBER_STATUS_DND;
            }

            data << citr2->name;
            data << uint64(citr2->guid);
            data << uint8(onlineState);                     // online-state
            data << uint8(citr2->group);                    // groupid
            data << uint8(GetFlags(*citr2));                // group flags
            data << uint8(GetPlayerRole(citr2->guid));      // 3.3, role?
        }

        data << uint64(m_leaderGuid);                       // leader guid
        if (GetMembersCount()-1)
        {
            data << uint8(m_lootMethod);                    // loot method
            data << uint64(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 );
    }
}
Example #11
0
void Group::SendUpdate()
{
    for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
    {
        Player* 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
        data << uint8(isBGGroup() ? 1 : 0);                 // 2.0.x, isBattleGroundGroup?
        data << uint8(citr->group);                         // groupid
        data << uint8(citr->assistant ? 0x01 : 0);          // 0x2 main assist, 0x4 main tank
        data << GetObjectGuid();                            // group guid
        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;
            // online-state
            data << uint8(sObjectMgr.GetPlayer(citr2->guid) ? 1 : 0);
            data << uint8(citr2->group);                    // groupid
            data << uint8(citr2->assistant ? 0x01 : 0);     // 0x2 main assist, 0x4 main tank
        }

        ObjectGuid masterLootGuid = (m_lootMethod == MASTER_LOOT) ? m_masterLooterGuid : ObjectGuid();
        data << m_leaderGuid;                               // leader guid
        if (GetMembersCount() - 1)
        {
            data << uint8(m_lootMethod);                    // loot method
            data << masterLootGuid;                         // master loot guid
            data << uint8(m_lootThreshold);                 // loot threshold
            data << uint8(m_difficulty);                    // Heroic Mod Group
        }
        player->GetSession()->SendPacket(&data);
    }
}
Example #12
0
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;
}
Example #13
0
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(nullptr);
            else
                player->SetGroup(nullptr);
        }
    }

    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
    {
        _updateLeaderFlag(true);
        if (GetMembersCount() > 0)
            _setLeader(m_memberSlots.front().guid);
        return true;
    }

    return false;
}
Example #14
0
void Group::ConvertToRaid()
{
    m_groupType = GROUPTYPE_RAID;

    _initRaidSubGroupsCounter();

    if (!isBGGroup())
        CharacterDatabase.PExecute("UPDATE groups SET isRaid = 1 WHERE groupId='%u'", 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();
}
Example #15
0
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;
}
Example #16
0
void Group::SetDifficulty(Difficulty difficulty)
{
    m_difficulty = difficulty;
    if (!isBGGroup())
        CharacterDatabase.PExecute("UPDATE groups SET difficulty = %u WHERE groupId='%u'", m_difficulty, m_Id);

    for (GroupReference* itr = GetFirstMember(); itr != nullptr; itr = itr->next())
    {
        Player* player = itr->getSource();
        if (!player->GetSession() || player->getLevel() < LEVELREQUIREMENT_HEROIC)
            continue;
        player->SetDifficulty(difficulty);
        player->SendDungeonDifficulty(true);
    }
}
Example #17
0
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 + 4 + GetMembersCount() * 20) + 8 + 1 + 8 + 1);
        data << (uint8)m_groupType;                         // group type
        data << (uint8)(citr->group | (citr->assistant ? 0x80 : 0)); // own flags (groupid | (assistant?0x80:0))

        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;
            // online-state
            data << uint8(sObjectMgr.GetPlayer(citr2->guid) ? 1 : 0);
            data << (uint8)(citr2->group | (citr2->assistant ? 0x80 : 0));
        }

        ObjectGuid masterLootGuid = (m_lootMethod == MASTER_LOOT) ? m_masterLooterGuid : ObjectGuid();
        data << m_leaderGuid;                               // leader guid
        if (GetMembersCount() - 1)
        {
            data << uint8(m_lootMethod);                    // loot method
            data << masterLootGuid;                         // master loot guid
            data << uint8(m_lootThreshold);                 // loot threshold
        }
        player->GetSession()->SendPacket(&data);
    }
}
Example #18
0
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;
}
Example #19
0
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);

    typedef std::set<uint32> OfflineMapSet;
    OfflineMapSet mapsWithOfflinePlayer;                    // to store map of offline players

    if (method != INSTANCE_RESET_GROUP_DISBAND)
    {
        // Store maps in which are offline members for instance reset check.
        for (member_citerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
        {
            if (!ObjectAccessor::FindPlayer(itr->guid))
                mapsWithOfflinePlayer.insert(itr->lastMap); // add last map from offline player
        }
    }

    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;
        // check if there are offline members on the map
        if (method != INSTANCE_RESET_GROUP_DISBAND && mapsWithOfflinePlayer.find(state->GetMapId()) != mapsWithOfflinePlayer.end())
            isEmpty = false;

        // if the map is loaded, reset it if can
        if (isEmpty && entry->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !state->CanReset()))
            if (Map* map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId()))
                isEmpty = ((DungeonMap*)map)->Reset(method);

        if (SendMsgTo)
        {
            if (isEmpty)
                SendMsgTo->SendResetInstanceSuccess(state->GetMapId());
            else
                SendMsgTo->SendResetInstanceFailed(0, state->GetMapId());
        }

        // TODO - Adapt here when clear how difficulty changes must be handled
        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;
    }
}
Example #20
0
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, 24);
            data << uint64(0) << uint64(0) << uint64(0);
            player->GetSession()->SendPacket(&data);
        }

        _homebindIfInstance(player);
    }
    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, NULL);
    }

    m_leaderGuid.Clear();
    m_leaderName.clear();
}