Core/Groups: Group system cleaning sweep.
This commit is contained in:
+237
-338
@@ -92,12 +92,13 @@ Group::~Group()
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delete[] m_subGroupsCounts;
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}
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bool Group::Create(const uint64 &guid, const char * name)
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bool Group::Create(Player *leader)
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{
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uint64 leaderGuid = leader->GetGUID();
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uint32 lowguid = sObjectMgr->GenerateLowGuid(HIGHGUID_GROUP);
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m_guid = MAKE_NEW_GUID(lowguid, 0, HIGHGUID_GROUP);
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m_leaderGuid = guid;
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m_leaderName = name;
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m_leaderGuid = leaderGuid;
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m_leaderName = leader->GetName();
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m_groupType = isBGGroup() ? GROUPTYPE_BGRAID : GROUPTYPE_NORMAL;
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@@ -106,37 +107,29 @@ bool Group::Create(const uint64 &guid, const char * name)
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m_lootMethod = GROUP_LOOT;
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m_lootThreshold = ITEM_QUALITY_UNCOMMON;
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m_looterGuid = guid;
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m_looterGuid = leaderGuid;
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m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
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m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
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if (!isBGGroup())
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{
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Player *leader = sObjectMgr->GetPlayer(guid);
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if (leader)
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{
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m_dungeonDifficulty = leader->GetDungeonDifficulty();
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m_raidDifficulty = leader->GetRaidDifficulty();
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}
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Player::ConvertInstancesToGroup(leader, this, guid);
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if (!AddMember(guid, name))
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return false;
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m_dungeonDifficulty = leader->GetDungeonDifficulty();
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m_raidDifficulty = leader->GetRaidDifficulty();
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// store group in database
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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trans->PAppend("DELETE FROM groups WHERE guid ='%u'", lowguid);
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trans->PAppend("DELETE FROM group_member WHERE guid = %u OR memberGuid = %u", lowguid, GUID_LOPART(guid));
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trans->PAppend("INSERT INTO group_member (guid, memberGuid, subgroup) VALUES (%u, %u, 0)", lowguid, GUID_LOPART(guid));
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trans->PAppend("INSERT INTO groups (guid,leaderGuid,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,groupType,difficulty,raiddifficulty) "
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CharacterDatabase.PExecute("INSERT INTO groups (guid,leaderGuid,lootMethod,looterGuid,lootThreshold,icon1,icon2,icon3,icon4,icon5,icon6,icon7,icon8,groupType,difficulty,raiddifficulty) "
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"VALUES ('%u','%u','%u','%u','%u','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','" UI64FMTD "','%u','%u','%u')",
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lowguid, GUID_LOPART(m_leaderGuid), uint32(m_lootMethod),
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GUID_LOPART(m_looterGuid), uint32(m_lootThreshold), m_targetIcons[0], m_targetIcons[1], m_targetIcons[2], m_targetIcons[3], m_targetIcons[4], m_targetIcons[5], m_targetIcons[6], m_targetIcons[7], uint8(m_groupType), uint32(m_dungeonDifficulty), m_raidDifficulty);
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GUID_LOPART(m_looterGuid), uint32(m_lootThreshold), m_targetIcons[0], m_targetIcons[1], m_targetIcons[2], m_targetIcons[3], m_targetIcons[4], m_targetIcons[5], m_targetIcons[6],
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m_targetIcons[7], uint8(m_groupType), uint32(m_dungeonDifficulty), m_raidDifficulty);
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ASSERT(AddMember(leader)); // If the leader can't be added to a new group because it appears full, something is clearly wrong.
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Player::ConvertInstancesToGroup(leader, this, false);
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CharacterDatabase.CommitTransaction(trans);
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}
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else if (!AddMember(guid, name))
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else if (!AddMember(leader))
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return false;
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return true;
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@@ -315,15 +308,66 @@ Player* Group::GetInvited(const std::string& name) const
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return NULL;
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}
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bool Group::AddMember(const uint64 &guid, const char* name)
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bool Group::AddMember(Player *player)
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{
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if (!_addMember(guid, name))
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return false;
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// Get first not-full group
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uint8 subGroup = 0;
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if (m_subGroupsCounts)
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{
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bool groupFound = false;
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for (; subGroup < MAX_RAID_SUBGROUPS; ++subGroup)
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{
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if (m_subGroupsCounts[subGroup] < MAXGROUPSIZE)
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{
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groupFound = true;
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break;
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}
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}
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// We are raid group and no one slot is free
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if (!groupFound)
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return false;
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}
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MemberSlot member;
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member.guid = player->GetGUID();
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member.name = player->GetName();
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member.group = subGroup;
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member.flags = 0;
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member.roles = 0;
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m_memberSlots.push_back(member);
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SubGroupCounterIncrease(subGroup);
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if (player)
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{
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player->SetGroupInvite(NULL);
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if (player->GetGroup() && isBGGroup()) //if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid()
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player->SetBattlegroundRaid(this, subGroup);
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else if (player->GetGroup()) //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
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player->SetOriginalGroup(this, subGroup);
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else //if player is not in group, then call set group
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player->SetGroup(this, subGroup);
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// if the same group invites the player back, cancel the homebind timer
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InstanceGroupBind *bind = GetBoundInstance(player);
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if (bind && bind->save->GetInstanceId() == player->GetInstanceId())
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player->m_InstanceValid = true;
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}
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if (!isRaidGroup()) // reset targetIcons for non-raid-groups
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{
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for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
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m_targetIcons[i] = 0;
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}
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// insert into the table if we're not a battleground group
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if (!isBGGroup())
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CharacterDatabase.PExecute("INSERT INTO group_member (guid, memberGuid, memberFlags, subgroup, roles) VALUES(%u, %u, %u, %u, %u)",
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GUID_LOPART(m_guid), GUID_LOPART(member.guid), member.flags, member.group, member.roles);
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SendUpdate();
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sScriptMgr->OnGroupAddMember(this, guid);
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sScriptMgr->OnGroupAddMember(this, player->GetGUID());
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Player *player = sObjectMgr->GetPlayer(guid);
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if (player)
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{
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if (!IsLeader(player->GetGUID()) && !isBGGroup())
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@@ -367,20 +411,30 @@ uint32 Group::RemoveMember(const uint64 &guid, const RemoveMethod &method /* = G
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sScriptMgr->OnGroupRemoveMember(this, guid, method, kicker, reason);
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// Lfg group vote kick handled in scripts
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// LFG group vote kick handled in scripts
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if (isLFGGroup() && method == GROUP_REMOVEMETHOD_KICK)
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return m_memberSlots.size();
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// remove member and change leader (if need) only if strong more 2 members _before_ member remove (BG allow 1 member group)
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if (GetMembersCount() > (isBGGroup() ? 1u : 2u))
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{
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bool leaderChanged = _removeMember(guid);
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if (Player *player = sObjectMgr->GetPlayer(guid))
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Player *player = sObjectMgr->GetPlayer(guid);
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if (player)
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{
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// quest related GO state dependent from raid membership
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if (isRaidGroup())
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// Battleground group handling
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if (isBGGroup())
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player->RemoveFromBattlegroundRaid();
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else
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// Regular group
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{
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if (player->GetOriginalGroup() == this)
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player->SetOriginalGroup(NULL);
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else
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player->SetGroup(NULL);
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// quest related GO state dependent from raid membership
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player->UpdateForQuestWorldObjects();
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}
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WorldPacket data;
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@@ -390,31 +444,69 @@ uint32 Group::RemoveMember(const uint64 &guid, const RemoveMethod &method /* = G
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player->GetSession()->SendPacket(&data);
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}
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//we already removed player from group and in player->GetGroup() is his original group!
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if (Group* group = player->GetGroup())
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group->SendUpdate();
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else
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{
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data.Initialize(SMSG_GROUP_LIST, 1+1+1+1+8+4+4+8);
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data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0);
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data << uint64(m_guid) << uint32(m_counter) << uint32(0) << uint64(0);
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player->GetSession()->SendPacket(&data);
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}
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// Do we really need to send this opcode?
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data.Initialize(SMSG_GROUP_LIST, 1+1+1+1+8+4+4+8);
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data << uint8(0x10) << uint8(0) << uint8(0) << uint8(0);
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data << uint64(m_guid) << uint32(m_counter) << uint32(0) << uint64(0);
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player->GetSession()->SendPacket(&data);
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_homebindIfInstance(player);
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}
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if (leaderChanged)
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// Remove player from group in DB
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CharacterDatabase.PExecute("DELETE FROM group_member WHERE memberGuid=%u", GUID_LOPART(guid));
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// Reevaluate group enchanter if the leaving player had enchanting skill or the player is offline
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if (player && player->GetSkillValue(SKILL_ENCHANTING) || !player)
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ResetMaxEnchantingLevel();
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// Remove player from loot rolls
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for (Rolls::iterator it = RollId.begin(); it != RollId.end(); ++it)
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{
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WorldPacket data(SMSG_GROUP_SET_LEADER, (m_memberSlots.front().name.size()+1));
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data << m_memberSlots.front().name;
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BroadcastPacket(&data, true);
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Roll* roll = *it;
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Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid);
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if (itr2 == roll->playerVote.end())
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continue;
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if (itr2->second == GREED || itr2->second == DISENCHANT)
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--roll->totalGreed;
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else if (itr2->second == NEED)
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--roll->totalNeed;
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else if (itr2->second == PASS)
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--roll->totalPass;
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if (itr2->second != NOT_VALID)
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--roll->totalPlayersRolling;
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roll->playerVote.erase(itr2);
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CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, MAX_ROLL_TYPE);
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}
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// Update subgroups
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member_witerator slot = _getMemberWSlot(guid);
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if (slot != m_memberSlots.end())
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{
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SubGroupCounterDecrease(slot->group);
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m_memberSlots.erase(slot);
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}
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// Pick new leader if necessary
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if (m_leaderGuid == guid)
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{
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for (member_witerator itr = m_memberSlots.begin(); itr != m_memberSlots.end(); ++itr)
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{
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if (sObjectMgr->GetPlayer(itr->guid))
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{
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ChangeLeader(itr->guid);
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break;
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}
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}
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}
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SendUpdate();
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ResetMaxEnchantingLevel();
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}
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// if group before remove <= 2 disband it
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// If group size before player removal <= 2 then disband it
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else
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Disband();
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@@ -423,17 +515,54 @@ uint32 Group::RemoveMember(const uint64 &guid, const RemoveMethod &method /* = G
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void Group::ChangeLeader(const uint64 &guid)
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{
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member_citerator slot = _getMemberCSlot(guid);
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member_witerator slot = _getMemberWSlot(guid);
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if (slot == m_memberSlots.end())
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return;
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_setLeader(guid);
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Player *player = sObjectMgr->GetPlayer(slot->guid);
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WorldPacket data(SMSG_GROUP_SET_LEADER, slot->name.size()+1);
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// Don't allow switching leader to offline players
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if (!player)
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return;
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sScriptMgr->OnGroupChangeLeader(this, m_leaderGuid, guid);
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if (!isBGGroup())
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{
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// Remove the groups permanent instance bindings
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for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
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{
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for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end();)
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{
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if (itr->second.perm)
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{
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itr->second.save->RemoveGroup(this);
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m_boundInstances[i].erase(itr++);
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}
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else
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++itr;
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}
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}
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// Same in the database
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CharacterDatabase.PExecute("DELETE FROM group_instance WHERE guid=%u AND (permanent = 1 OR instance IN (SELECT instance FROM character_instance WHERE guid = '%u'))",
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GUID_LOPART(m_guid), player->GetGUIDLow());
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// Copy the permanent binds from the new leader to the group
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Player::ConvertInstancesToGroup(player, this, true);
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// update the group leader
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CharacterDatabase.PExecute("UPDATE groups SET leaderGuid='%u' WHERE guid='%u'", player->GetGUIDLow(), GUID_LOPART(m_guid));
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}
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m_leaderGuid = player->GetGUID();
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m_leaderName = player->GetName();
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ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false);
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WorldPacket data(SMSG_GROUP_SET_LEADER, m_leaderName.size()+1);
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data << slot->name;
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BroadcastPacket(&data, true);
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SendUpdate();
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}
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void Group::Disband(bool hideDestroy /* = false */)
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@@ -1203,199 +1332,6 @@ void Group::OfflineReadyCheck()
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}
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}
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bool Group::_addMember(const uint64 &guid, const char* name)
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{
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// get first not-full group
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uint8 groupid = 0;
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if (m_subGroupsCounts)
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{
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bool groupFound = false;
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for (; groupid < MAX_RAID_SUBGROUPS; ++groupid)
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{
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if (m_subGroupsCounts[groupid] < MAXGROUPSIZE)
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{
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groupFound = true;
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break;
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}
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}
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// We are raid group and no one slot is free
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if (!groupFound)
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return false;
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}
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return _addMember(guid, name, groupid);
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}
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bool Group::_addMember(const uint64 &guid, const char* name, uint8 group)
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{
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if (IsFull())
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return false;
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if (!guid)
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return false;
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Player *player = sObjectMgr->GetPlayer(guid);
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MemberSlot member;
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member.guid = guid;
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member.name = name;
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member.group = group;
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member.flags = 0;
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member.roles = 0;
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m_memberSlots.push_back(member);
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SubGroupCounterIncrease(group);
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if (player)
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{
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player->SetGroupInvite(NULL);
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if (player->GetGroup() && isBGGroup()) //if player is in group and he is being added to BG raid group, then call SetBattlegroundRaid()
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player->SetBattlegroundRaid(this, group);
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else if (player->GetGroup()) //if player is in bg raid and we are adding him to normal group, then call SetOriginalGroup()
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player->SetOriginalGroup(this, group);
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else //if player is not in group, then call set group
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player->SetGroup(this, group);
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// if the same group invites the player back, cancel the homebind timer
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InstanceGroupBind *bind = GetBoundInstance(player);
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if (bind && bind->save->GetInstanceId() == player->GetInstanceId())
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player->m_InstanceValid = true;
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}
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if (!isRaidGroup()) // reset targetIcons for non-raid-groups
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{
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for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
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m_targetIcons[i] = 0;
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}
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// insert into the table if we're not a battleground group
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if (!isBGGroup())
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CharacterDatabase.PExecute("INSERT INTO group_member (guid, memberGuid, memberFlags, subgroup, roles) VALUES(%u, %u, %u, %u, %u)", GUID_LOPART(m_guid), GUID_LOPART(member.guid), member.flags, member.group, member.roles);
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return true;
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}
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bool Group::_removeMember(const uint64 &guid)
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{
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Player *player = sObjectMgr->GetPlayer(guid);
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if (player)
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{
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//if we are removing player from battleground raid
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if (isBGGroup())
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player->RemoveFromBattlegroundRaid();
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else
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{
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//we can remove player who is in battleground from his original group
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if (player->GetOriginalGroup() == this)
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player->SetOriginalGroup(NULL);
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else
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player->SetGroup(NULL);
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}
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}
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_removeRolls(guid);
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member_witerator slot = _getMemberWSlot(guid);
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if (slot != m_memberSlots.end())
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{
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SubGroupCounterDecrease(slot->group);
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m_memberSlots.erase(slot);
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}
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if (!isBGGroup())
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CharacterDatabase.PExecute("DELETE FROM group_member WHERE memberGuid=%u", GUID_LOPART(guid));
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if (m_leaderGuid == guid) // leader was removed
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{
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if (GetMembersCount() > 0)
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_setLeader(m_memberSlots.front().guid);
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return true;
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}
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return false;
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}
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void Group::_setLeader(const uint64 &guid)
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{
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member_witerator slot = _getMemberWSlot(guid);
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if (slot == m_memberSlots.end())
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return;
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sScriptMgr->OnGroupChangeLeader(this, m_leaderGuid, guid);
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if (!isBGGroup())
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{
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// TODO: set a time limit to have this function run rarely cause it can be slow
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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// update the group's bound instances when changing leaders
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// remove all permanent binds from the group
|
||||
// in the DB also remove solo binds that will be replaced with permbinds
|
||||
// from the new leader
|
||||
trans->PAppend(
|
||||
"DELETE FROM group_instance WHERE guid=%u AND (permanent = 1 OR "
|
||||
"instance IN (SELECT instance FROM character_instance WHERE guid = '%u')"
|
||||
")", GUID_LOPART(m_guid), GUID_LOPART(slot->guid)
|
||||
);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
trans->PAppend("UPDATE groups SET leaderGuid='%u' WHERE guid='%u'", GUID_LOPART(slot->guid), GUID_LOPART(m_guid));
|
||||
CharacterDatabase.CommitTransaction(trans);
|
||||
}
|
||||
|
||||
m_leaderGuid = slot->guid;
|
||||
m_leaderName = slot->name;
|
||||
ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, false);
|
||||
}
|
||||
|
||||
void Group::_removeRolls(const uint64 &guid)
|
||||
{
|
||||
for (Rolls::iterator it = RollId.begin(); it != RollId.end(); ++it)
|
||||
{
|
||||
Roll* roll = *it;
|
||||
Roll::PlayerVote::iterator itr2 = roll->playerVote.find(guid);
|
||||
if (itr2 == roll->playerVote.end())
|
||||
continue;
|
||||
|
||||
if (itr2->second == GREED || itr2->second == DISENCHANT)
|
||||
--roll->totalGreed;
|
||||
else if (itr2->second == NEED)
|
||||
--roll->totalNeed;
|
||||
else if (itr2->second == PASS)
|
||||
--roll->totalPass;
|
||||
|
||||
if (itr2->second != NOT_VALID)
|
||||
--roll->totalPlayersRolling;
|
||||
|
||||
roll->playerVote.erase(itr2);
|
||||
|
||||
CountRollVote(guid, roll->itemGUID, GetMembersCount()-1, MAX_ROLL_TYPE);
|
||||
}
|
||||
}
|
||||
|
||||
bool Group::_setMembersGroup(const uint64 &guid, const uint8 &group)
|
||||
{
|
||||
member_witerator slot = _getMemberWSlot(guid);
|
||||
@@ -1412,50 +1348,6 @@ bool Group::_setMembersGroup(const uint64 &guid, const uint8 &group)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Group::_setAssistantFlag(const uint64 &guid, const bool &apply)
|
||||
{
|
||||
member_witerator slot = _getMemberWSlot(guid);
|
||||
if (slot == m_memberSlots.end())
|
||||
return false;
|
||||
|
||||
ToggleGroupMemberFlag(slot, MEMBER_FLAG_ASSISTANT, apply);
|
||||
|
||||
if (!isBGGroup())
|
||||
CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Group::_setMainTank(const uint64 &guid, const bool &apply)
|
||||
{
|
||||
member_witerator slot = _getMemberWSlot(guid); // First check member slots to see if the target exists
|
||||
if (slot == m_memberSlots.end())
|
||||
return false;
|
||||
|
||||
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINTANK); // Remove main tank flag from current if any.
|
||||
ToggleGroupMemberFlag(slot, MEMBER_FLAG_MAINTANK, apply); // And apply main tank flag on new main tank.
|
||||
|
||||
if (!isBGGroup())
|
||||
CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Group::_setMainAssistant(const uint64 &guid, const bool &apply)
|
||||
{
|
||||
member_witerator slot = _getMemberWSlot(guid);
|
||||
if (slot == m_memberSlots.end())
|
||||
return false;
|
||||
|
||||
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINASSIST); // Remove main assist flag from current if any.
|
||||
ToggleGroupMemberFlag(slot, MEMBER_FLAG_MAINASSIST, apply); // Apply main assist flag on new main assist.
|
||||
|
||||
if (!isBGGroup())
|
||||
CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Group::SameSubGroup(Player const* member1, Player const* member2) const
|
||||
{
|
||||
if (!member1 || !member2)
|
||||
@@ -1466,55 +1358,53 @@ bool Group::SameSubGroup(Player const* member1, Player const* member2) const
|
||||
return member1->GetSubGroup() == member2->GetSubGroup();
|
||||
}
|
||||
|
||||
// allows setting subgroup for offline members
|
||||
// Allows setting sub groups both for online or offline members
|
||||
void Group::ChangeMembersGroup(const uint64 &guid, const uint8 &group)
|
||||
{
|
||||
// Only raid groups have sub groups
|
||||
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, const uint8 &group)
|
||||
{
|
||||
if (!player || !isRaidGroup())
|
||||
// Check if player is really in the raid
|
||||
member_witerator slot = _getMemberWSlot(guid);
|
||||
if (slot == m_memberSlots.end())
|
||||
return;
|
||||
|
||||
uint8 prevSubGroup = player->GetSubGroup();
|
||||
// Abort if the player is already in the target sub group
|
||||
uint8 prevSubGroup = GetMemberGroup(guid);
|
||||
if (prevSubGroup == group)
|
||||
return;
|
||||
|
||||
if (_setMembersGroup(player->GetGUID(), group))
|
||||
// Update the player slot with the new sub group setting
|
||||
slot->group = group;
|
||||
|
||||
// Increase the counter of the new sub group..
|
||||
SubGroupCounterIncrease(group);
|
||||
|
||||
// ..and decrease the counter of the previous one
|
||||
SubGroupCounterDecrease(prevSubGroup);
|
||||
|
||||
// Preserve new sub group in database for non-raid groups
|
||||
if (!isBGGroup())
|
||||
CharacterDatabase.PExecute("UPDATE group_member SET subgroup='%u' WHERE memberGuid='%u'", group, GUID_LOPART(guid));
|
||||
|
||||
Player *player = sObjectMgr->GetPlayer(guid);
|
||||
|
||||
// In case the moved player is online, update the player object with the new sub group references
|
||||
if (player)
|
||||
{
|
||||
if (player->GetGroup() == this)
|
||||
player->GetGroupRef().setSubGroup(group);
|
||||
else
|
||||
{
|
||||
//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
|
||||
// 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
|
||||
prevSubGroup = player->GetOriginalSubGroup();
|
||||
player->GetOriginalGroupRef().setSubGroup(group);
|
||||
}
|
||||
|
||||
SubGroupCounterDecrease(prevSubGroup);
|
||||
SendUpdate();
|
||||
}
|
||||
|
||||
// Broadcast the changes to the group
|
||||
SendUpdate();
|
||||
}
|
||||
|
||||
// Retrieve the next Round-Roubin player for the group
|
||||
@@ -2068,31 +1958,40 @@ void Group::SetBattlegroundGroup(Battleground *bg)
|
||||
m_bgGroup = bg;
|
||||
}
|
||||
|
||||
void Group::SetAssistant(uint64 guid, const bool &apply)
|
||||
|
||||
void Group::SetGroupMemberFlag(uint64 guid, const bool &apply, GroupMemberFlags flag)
|
||||
{
|
||||
// Assistants, main assistants and main tanks are only available in raid groups
|
||||
if (!isRaidGroup())
|
||||
return;
|
||||
|
||||
if (_setAssistantFlag(guid, apply))
|
||||
SendUpdate();
|
||||
}
|
||||
|
||||
void Group::SetMainTank(uint64 guid, const bool &apply)
|
||||
{
|
||||
if (!isRaidGroup())
|
||||
// Check if player is really in the raid
|
||||
member_witerator slot = _getMemberWSlot(guid);
|
||||
if (slot == m_memberSlots.end())
|
||||
return;
|
||||
|
||||
if (_setMainTank(guid, apply))
|
||||
SendUpdate();
|
||||
}
|
||||
// Do flag specific actions, e.g ensure uniqueness
|
||||
switch (flag) {
|
||||
case MEMBER_FLAG_MAINASSIST:
|
||||
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINASSIST); // Remove main assist flag from current if any.
|
||||
break;
|
||||
case MEMBER_FLAG_MAINTANK:
|
||||
RemoveUniqueGroupMemberFlag(MEMBER_FLAG_MAINTANK); // Remove main tank flag from current if any.
|
||||
break;
|
||||
case MEMBER_FLAG_ASSISTANT:
|
||||
break;
|
||||
default:
|
||||
return; // This should never happen
|
||||
}
|
||||
|
||||
void Group::SetMainAssistant(uint64 guid, const bool &apply)
|
||||
{
|
||||
if (!isRaidGroup())
|
||||
return;
|
||||
// Switch the actual flag
|
||||
ToggleGroupMemberFlag(slot, flag, apply);
|
||||
|
||||
if (_setMainAssistant(guid, apply))
|
||||
SendUpdate();
|
||||
// Preserve the new setting in the db
|
||||
CharacterDatabase.PExecute("UPDATE group_member SET memberFlags='%u' WHERE memberGuid='%u'", slot->flags, GUID_LOPART(guid));
|
||||
|
||||
// Broadcast the changes to the group
|
||||
SendUpdate();
|
||||
}
|
||||
|
||||
Difficulty Group::GetDifficulty(bool isRaid) const
|
||||
|
||||
@@ -73,6 +73,12 @@ enum GroupMemberFlags
|
||||
MEMBER_FLAG_MAINASSIST = 0x04,
|
||||
};
|
||||
|
||||
enum GroupMemberAssignment
|
||||
{
|
||||
GROUP_ASSIGN_MAINTANK = 0,
|
||||
GROUP_ASSIGN_MAINASSIST = 1,
|
||||
};
|
||||
|
||||
enum GroupType
|
||||
{
|
||||
GROUPTYPE_NORMAL = 0x00,
|
||||
@@ -176,14 +182,14 @@ class Group
|
||||
~Group();
|
||||
|
||||
// group manipulation methods
|
||||
bool Create(const uint64 &guid, const char * name);
|
||||
bool Create(Player *leader);
|
||||
bool LoadGroupFromDB(const uint32 &guid, QueryResult result, bool loadMembers = true);
|
||||
bool LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles);
|
||||
bool AddInvite(Player *player);
|
||||
void RemoveInvite(Player *player);
|
||||
void RemoveAllInvites();
|
||||
bool AddLeaderInvite(Player *player);
|
||||
bool AddMember(const uint64 &guid, const char* name);
|
||||
bool AddMember(Player *player);
|
||||
uint32 RemoveMember(const uint64 &guid, const RemoveMethod &method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0, const char* reason = NULL);
|
||||
void ChangeLeader(const uint64 &guid);
|
||||
void SetLootMethod(LootMethod method);
|
||||
@@ -235,10 +241,9 @@ class Group
|
||||
|
||||
void ChangeMembersGroup(const uint64 &guid, const uint8 &group);
|
||||
void ChangeMembersGroup(Player *player, const uint8 &group);
|
||||
void SetAssistant(uint64 guid, const bool &apply);
|
||||
void SetMainTank(uint64 guid, const bool &apply);
|
||||
void SetMainAssistant(uint64 guid, const bool &apply);
|
||||
void SetTargetIcon(uint8 id, uint64 whoGuid, uint64 targetGuid);
|
||||
void SetGroupMemberFlag(uint64 guid, const bool &apply, GroupMemberFlags flag);
|
||||
void RemoveUniqueGroupMemberFlag(GroupMemberFlags flag);
|
||||
|
||||
Difficulty GetDifficulty(bool isRaid) const;
|
||||
Difficulty GetDungeonDifficulty() const;
|
||||
@@ -294,18 +299,7 @@ class Group
|
||||
void BroadcastGroupUpdate(void);
|
||||
|
||||
protected:
|
||||
bool _addMember(const uint64 &guid, const char* name);
|
||||
bool _addMember(const uint64 &guid, const char* name, uint8 group);
|
||||
bool _removeMember(const uint64 &guid); // returns true if leader has changed
|
||||
void _setLeader(const uint64 &guid);
|
||||
|
||||
void _removeRolls(const uint64 &guid);
|
||||
|
||||
bool _setMembersGroup(const uint64 &guid, const uint8 &group);
|
||||
bool _setAssistantFlag(const uint64 &guid, const bool &apply);
|
||||
bool _setMainTank(const uint64 &guid, const bool &apply);
|
||||
bool _setMainAssistant(const uint64 &guid, const bool &apply);
|
||||
|
||||
void _homebindIfInstance(Player *player);
|
||||
|
||||
void _initRaidSubGroupsCounter();
|
||||
@@ -313,7 +307,6 @@ class Group
|
||||
member_witerator _getMemberWSlot(uint64 Guid);
|
||||
void SubGroupCounterIncrease(uint8 subgroup);
|
||||
void SubGroupCounterDecrease(uint8 subgroup);
|
||||
void RemoveUniqueGroupMemberFlag(GroupMemberFlags flag);
|
||||
void ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply);
|
||||
|
||||
MemberSlotList m_memberSlots;
|
||||
|
||||
Reference in New Issue
Block a user