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TCPlayerbotCore/src/server/game/Groups/Group.h
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/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* 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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITYCORE_GROUP_H
#define TRINITYCORE_GROUP_H
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#include "Battleground.h"
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#include "DBCEnums.h"
#include "GroupRefManager.h"
#include "LootMgr.h"
#include "QueryResult.h"
#include "SharedDefines.h"
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#include "Player.h"
class Creature;
class GroupReference;
class InstanceSave;
class Map;
class Player;
class Unit;
class WorldObject;
class WorldPacket;
class WorldSession;
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struct MapEntry;
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#define MAXGROUPSIZE 5
#define MAXRAIDSIZE 40
#define MAX_RAID_SUBGROUPS MAXRAIDSIZE/MAXGROUPSIZE
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#define TARGETICONCOUNT 8
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enum RollVote
{
PASS = 0,
NEED = 1,
GREED = 2,
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DISENCHANT = 3,
NOT_EMITED_YET = 4,
NOT_VALID = 5
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};
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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
};
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enum GroupMemberFlags
{
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MEMBER_FLAG_ASSISTANT = 0x01,
MEMBER_FLAG_MAINTANK = 0x02,
MEMBER_FLAG_MAINASSIST = 0x04,
};
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enum GroupMemberAssignment
{
GROUP_ASSIGN_MAINTANK = 0,
GROUP_ASSIGN_MAINASSIST = 1,
};
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enum GroupType
{
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GROUPTYPE_NORMAL = 0x00,
GROUPTYPE_BG = 0x01,
GROUPTYPE_RAID = 0x02,
GROUPTYPE_BGRAID = GROUPTYPE_BG | GROUPTYPE_RAID, // mask
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GROUPTYPE_UNK1 = 0x04,
GROUPTYPE_LFG = 0x08,
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// 0x10, leave/change group?, I saw this flag when leaving group and after leaving BG while in group
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};
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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
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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
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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
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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)
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GROUP_UPDATE_PET = 0x0007FC00, // all pet flags
GROUP_UPDATE_FULL = 0x0007FFFF, // all known flags
};
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#define GROUP_UPDATE_FLAGS_COUNT 20
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// 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
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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};
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class Roll : public LootValidatorRef
{
public:
Roll(uint64 _guid, LootItem const& li);
~Roll();
void setLoot(Loot *pLoot);
Loot *getLoot();
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void targetObjectBuildLink();
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uint64 itemGUID;
uint32 itemid;
int32 itemRandomPropId;
uint32 itemRandomSuffix;
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uint8 itemCount;
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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;
uint8 rollVoteMask;
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};
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struct InstanceGroupBind
{
InstanceSave *save;
bool perm;
/* permanent InstanceGroupBinds exist if the leader has a permanent
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PlayerInstanceBind for the same instance. */
InstanceGroupBind() : save(NULL), perm(false) {}
};
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/** request member stats checken **/
/** todo: uninvite people that not accepted invite **/
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class Group
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{
public:
struct MemberSlot
{
uint64 guid;
std::string name;
uint8 group;
uint8 flags;
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uint8 roles;
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};
typedef std::list<MemberSlot> MemberSlotList;
typedef MemberSlotList::const_iterator member_citerator;
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typedef UNORDERED_MAP< uint32 /*mapId*/, InstanceGroupBind> BoundInstancesMap;
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protected:
typedef MemberSlotList::iterator member_witerator;
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typedef std::set<Player*> InvitesList;
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typedef std::vector<Roll*> Rolls;
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public:
Group();
~Group();
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// group manipulation methods
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bool Create(Player *leader);
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void LoadGroupFromDB(Field *field);
void LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles);
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bool AddInvite(Player *player);
void RemoveInvite(Player *player);
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void RemoveAllInvites();
bool AddLeaderInvite(Player *player);
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bool AddMember(Player *player);
bool RemoveMember(const uint64 &guid, const RemoveMethod &method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0, const char* reason = NULL);
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void ChangeLeader(const uint64 &guid);
void SetLootMethod(LootMethod method);
void SetLooterGuid(const uint64 &guid);
void UpdateLooterGuid(WorldObject* pLootedObject, bool ifneed = false);
void SetLootThreshold(ItemQualities threshold);
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void Disband(bool hideDestroy=false);
void SetLfgRoles(uint64& guid, const uint8 roles);
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// properties accessories
bool IsFull() const;
bool isLFGGroup() const;
bool isRaidGroup() const;
bool isBGGroup() const;
bool IsCreated() const;
const uint64& GetLeaderGUID() const;
const uint64& GetGUID() const;
uint32 GetLowGUID() const;
const char * GetLeaderName() const;
LootMethod GetLootMethod() const;
const uint64& GetLooterGuid() const;
ItemQualities GetLootThreshold() const;
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uint32 GetDbStoreId() { return m_dbStoreId; };
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// member manipulation methods
bool IsMember(const uint64& guid) const;
bool IsLeader(const uint64& guid) const;
uint64 GetMemberGUID(const std::string& name);
bool IsAssistant(uint64 guid) const;
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Player* GetInvited(const uint64& guid) const;
Player* GetInvited(const std::string& name) const;
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bool SameSubGroup(uint64 guid1, const uint64& guid2) const;
bool SameSubGroup(uint64 guid1, MemberSlot const* slot2) const;
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bool SameSubGroup(Player const* member1, Player const* member2) const;
bool HasFreeSlotSubGroup(uint8 subgroup) const;
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MemberSlotList const& GetMemberSlots() const;
GroupReference* GetFirstMember();
uint32 GetMembersCount() const;
uint8 GetMemberGroup(uint64 guid) const;
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void ConvertToLFG();
void ConvertToRaid();
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void SetBattlegroundGroup(Battleground *bg);
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GroupJoinBattlegroundResult CanJoinBattlegroundQueue(Battleground const* bgOrTemplate, BattlegroundQueueTypeId bgQueueTypeId, uint32 MinPlayerCount, uint32 MaxPlayerCount, bool isRated, uint32 arenaSlot);
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void ChangeMembersGroup(const uint64 &guid, const uint8 &group);
void ChangeMembersGroup(Player *player, const uint8 &group);
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void SetTargetIcon(uint8 id, uint64 whoGuid, uint64 targetGuid);
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void SetGroupMemberFlag(uint64 guid, const bool &apply, GroupMemberFlags flag);
void RemoveUniqueGroupMemberFlag(GroupMemberFlags flag);
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Difficulty GetDifficulty(bool isRaid) const;
Difficulty GetDungeonDifficulty() const;
Difficulty GetRaidDifficulty() const;
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void SetDungeonDifficulty(Difficulty difficulty);
void SetRaidDifficulty(Difficulty difficulty);
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uint16 InInstance();
bool InCombatToInstance(uint32 instanceId);
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void ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo);
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// -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, bool ignorePlayersInBGRaid, int group=-1, uint64 ignore=0);
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void BroadcastReadyCheck(WorldPacket *packet);
void OfflineReadyCheck();
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/*********************************************************/
/*** LOOT SYSTEM ***/
/*********************************************************/
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bool isRollLootActive() const;
void SendLootStartRoll(uint32 CountDown, uint32 mapid, 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);
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void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
void SendLooter(Creature *pCreature, Player *pLooter);
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void GroupLoot(Loot *loot, WorldObject* pLootedObject);
void NeedBeforeGreed(Loot *loot, WorldObject* pLootedObject);
void MasterLoot(Loot *loot, WorldObject* pLootedObject);
Rolls::iterator GetRoll(uint64 Guid);
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void CountTheRoll(Rolls::iterator roll, uint32 NumberOfPlayers);
void CountRollVote(const uint64& playerGUID, const uint64& Guid, uint32 NumberOfPlayers, uint8 Choise);
void EndRoll(Loot *loot);
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// related to disenchant rolls
void ResetMaxEnchantingLevel();
void LinkMember(GroupReference *pRef);
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void DelinkMember(GroupReference* /*pRef*/) const;
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InstanceGroupBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false);
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InstanceGroupBind* GetBoundInstance(Player* player);
InstanceGroupBind* GetBoundInstance(Map* aMap);
InstanceGroupBind* GetBoundInstance(MapEntry const* mapEntry);
BoundInstancesMap& GetBoundInstances(Difficulty difficulty);
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// FG: evil hacks
void BroadcastGroupUpdate(void);
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protected:
bool _setMembersGroup(const uint64 &guid, const uint8 &group);
void _homebindIfInstance(Player *player);
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void _initRaidSubGroupsCounter();
member_citerator _getMemberCSlot(uint64 Guid) const;
member_witerator _getMemberWSlot(uint64 Guid);
void SubGroupCounterIncrease(uint8 subgroup);
void SubGroupCounterDecrease(uint8 subgroup);
void ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply);
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MemberSlotList m_memberSlots;
GroupRefManager m_memberMgr;
InvitesList m_invitees;
uint64 m_leaderGuid;
std::string m_leaderName;
GroupType m_groupType;
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Difficulty m_dungeonDifficulty;
Difficulty m_raidDifficulty;
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Battleground* m_bgGroup;
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uint64 m_targetIcons[TARGETICONCOUNT];
LootMethod m_lootMethod;
ItemQualities m_lootThreshold;
uint64 m_looterGuid;
Rolls RollId;
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BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
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uint8* m_subGroupsCounts;
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uint64 m_guid;
uint32 m_counter; // used only in SMSG_GROUP_LIST
uint32 m_maxEnchantingLevel;
uint32 m_dbStoreId; // Represents the ID used in database (Can be reused by other groups if group was disbanded)
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};
#endif