/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator 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 3 of the License, or
(at your option) any later version.
EQ2Emulator 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 EQ2Emulator. If not, see .
*/
#include "PlayerGroups.h"
#include "../common/Log.h"
#include "World.h"
#include "Spells.h"
#include "LuaInterface.h"
#include "Bots/Bot.h"
#include "SpellProcess.h"
#include "Rules/Rules.h"
extern ZoneList zone_list;
extern RuleManager rule_manager;
/******************************************************** PlayerGroup ********************************************************/
PlayerGroup::PlayerGroup(int32 id) {
m_id = id;
MGroupMembers.SetName("MGroupMembers");
}
PlayerGroup::~PlayerGroup() {
Disband();
}
bool PlayerGroup::AddMember(Entity* member) {
// Check to make sure the entity we are adding is valid
if (!member) {
LogWrite(GROUP__ERROR, 0, "Group", "New member is null");
return false;
}
// Make sure entity we are adding isn't already in a group by checking if it has a GroupMemberInfo pointer
if (member->GetGroupMemberInfo()) {
LogWrite(GROUP__ERROR, 0, "Group", "New member (%s) already has a group", member->GetName());
return false;
}
// Create a new GroupMemberInfo and assign it to the new member
GroupMemberInfo* gmi = new GroupMemberInfo;
gmi->group_id = m_id;
gmi->member = member;
gmi->leader = false;
if (member->IsPlayer())
gmi->client = ((Player*)member)->GetClient();
else
gmi->client = 0;
gmi->mentor_target_char_id = 0;
member->SetGroupMemberInfo(gmi);
member->group_id = gmi->group_id;
MGroupMembers.writelock();
m_members.push_back(gmi);
member->UpdateGroupMemberInfo(true, true);
MGroupMembers.releasewritelock();
SendGroupUpdate();
return true;
}
bool PlayerGroup::RemoveMember(Entity* member) {
GroupMemberInfo* gmi = member->GetGroupMemberInfo();
if (!gmi) {
return false;
}
bool ret = false;
MGroupMembers.writelock();
member->SetGroupMemberInfo(0);
deque::iterator erase_itr = m_members.end();
deque::iterator itr;
for (itr = m_members.begin(); itr != m_members.end(); itr++) {
if (gmi == *itr)
erase_itr = itr;
if(member->IsPlayer() && (*itr)->mentor_target_char_id == ((Player*)member)->GetCharacterID() && (*itr)->client)
{
(*itr)->mentor_target_char_id = 0;
(*itr)->client->GetPlayer()->EnableResetMentorship();
}
if ((*itr)->client)
(*itr)->client->GetPlayer()->SetCharSheetChanged(true);
}
if (erase_itr != m_members.end()) {
ret = true;
m_members.erase(erase_itr);
}
MGroupMembers.releasewritelock();
member->SetGroupMemberInfo(nullptr);
safe_delete(gmi);
if (member->IsBot())
((Bot*)member)->Camp();
return ret;
}
void PlayerGroup::Disband() {
deque::iterator itr;
MGroupMembers.writelock();
for (itr = m_members.begin(); itr != m_members.end(); itr++) {
if ((*itr)->member) {
(*itr)->member->SetGroupMemberInfo(0);
if ((*itr)->member->IsBot())
((Bot*)(*itr)->member)->Camp();
}
if((*itr)->mentor_target_char_id && (*itr)->client)
{
(*itr)->mentor_target_char_id = 0;
(*itr)->client->GetPlayer()->EnableResetMentorship();
}
if ((*itr)->client)
(*itr)->client->GetPlayer()->SetCharSheetChanged(true);
safe_delete(*itr);
}
m_members.clear();
MGroupMembers.releasewritelock();
}
void PlayerGroup::SendGroupUpdate(Client* exclude) {
deque::iterator itr;
MGroupMembers.readlock(__FUNCTION__, __LINE__);
for (itr = m_members.begin(); itr != m_members.end(); itr++) {
GroupMemberInfo* gmi = *itr;
if (gmi->client && gmi->client != exclude && !gmi->client->IsZoning())
gmi->client->GetPlayer()->SetCharSheetChanged(true);
}
MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
void PlayerGroup::SimpleGroupMessage(const char* message) {
deque::iterator itr;
MGroupMembers.readlock(__FUNCTION__, __LINE__);
for(itr = m_members.begin(); itr != m_members.end(); itr++) {
GroupMemberInfo* info = *itr;
if(info->client)
info->client->SimpleMessage(CHANNEL_GROUP_CHAT, message);
}
MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
void PlayerGroup::GroupChatMessage(Spawn* from, int32 language, const char* message) {
deque::iterator itr;
MGroupMembers.readlock(__FUNCTION__, __LINE__);
for(itr = m_members.begin(); itr != m_members.end(); itr++) {
GroupMemberInfo* info = *itr;
if(info && info->client && info->client->GetCurrentZone())
info->client->GetCurrentZone()->HandleChatMessage(info->client, from, 0, CHANNEL_GROUP_SAY, message, 0, 0, true, language);
}
MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
bool PlayerGroup::MakeLeader(Entity* new_leader) {
deque::iterator itr;
MGroupMembers.readlock(__FUNCTION__, __LINE__);
for (itr = m_members.begin(); itr != m_members.end(); itr++) {
GroupMemberInfo* info = *itr;
if (info->leader) {
info->leader = false;
break;
}
}
MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
new_leader->GetGroupMemberInfo()->leader = true;
SendGroupUpdate();
return true;
}
bool PlayerGroup::ShareQuestWithGroup(Client* quest_sharer, Quest* quest) {
if(!quest || !quest_sharer)
return false;
bool canShare = quest->CanShareQuestCriteria(quest_sharer);
if(!canShare) {
return false;
}
deque::iterator itr;
MGroupMembers.readlock(__FUNCTION__, __LINE__);
for(itr = m_members.begin(); itr != m_members.end(); itr++) {
GroupMemberInfo* info = *itr;
if(info && info->client && info->client->GetCurrentZone()) {
if( quest_sharer != info->client && info->client->GetPlayer()->HasAnyQuest(quest->GetQuestID()) == 0 ) {
info->client->AddPendingQuest(new Quest(quest));
info->client->Message(CHANNEL_COLOR_YELLOW, "%s has shared the quest %s with you.", quest_sharer->GetPlayer()->GetName(), quest->GetName());
}
}
}
MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
return true;
}
/******************************************************** PlayerGroupManager ********************************************************/
PlayerGroupManager::PlayerGroupManager() {
m_nextGroupID = 1;
MPendingInvites.SetName("PlayerGroupManager::m_pendingInvites");
}
PlayerGroupManager::~PlayerGroupManager() {
MPendingInvites.writelock(__FUNCTION__, __LINE__);
m_pendingInvites.clear();
MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
std::unique_lock lock(MGroups);
map::iterator itr;
for (itr = m_groups.begin(); itr != m_groups.end(); itr++)
safe_delete(itr->second);
m_groups.clear();
}
bool PlayerGroupManager::AddGroupMember(int32 group_id, Entity* member) {
std::shared_lock lock(MGroups);
bool ret = false;
if (m_groups.count(group_id) > 0) {
PlayerGroup* group = m_groups[group_id];
ret = group->AddMember(member);
}
return ret;
}
bool PlayerGroupManager::RemoveGroupMember(int32 group_id, Entity* member) {
bool ret = false;
bool remove = false;
Client* client = 0;
if(member->GetGroupMemberInfo()->mentor_target_char_id)
{
if(member->IsPlayer())
{
Player* tmpPlayer = (Player*)member;
member->GetGroupMemberInfo()->mentor_target_char_id = 0;
tmpPlayer->EnableResetMentorship();
}
}
GroupLock(__FUNCTION__, __LINE__);
if (m_groups.count(group_id) > 0) {
PlayerGroup* group = m_groups[group_id];
if (member->IsPlayer())
client = member->GetGroupMemberInfo()->client;
ret = group->RemoveMember(member);
// If only 1 person left in the group set a flag to remove the group
if (group->Size() == 1)
remove = true;
}
ReleaseGroupLock(__FUNCTION__, __LINE__);
if (client)
RemoveGroupBuffs(group_id, client);
// Call RemoveGroup outside the locks as it uses the same locks
if (remove)
RemoveGroup(group_id);
return ret;
}
void PlayerGroupManager::NewGroup(Entity* leader) {
std::unique_lock lock(MGroups);
// Highly doubt this will ever be needed but putting it in any way, basically bump the id and ensure
// no active group is currently using this id, if we hit the max for an int32 then reset the id to 1
while (m_groups.count(m_nextGroupID) > 0) {
// If m_nextGroupID is at its max then reset it to 1, else increment it
if (m_nextGroupID == 4294967295)
m_nextGroupID = 1;
else
m_nextGroupID++;
}
// Create a new group with the valid ID we got from above
PlayerGroup* new_group = new PlayerGroup(m_nextGroupID);
// Add the new group to the list (need to do this first, AddMember needs ref to the PlayerGroup ptr -> UpdateGroupMemberInfo)
m_groups[m_nextGroupID] = new_group;
// Add the leader to the group
new_group->AddMember(leader);
leader->GetGroupMemberInfo()->leader = true;
}
void PlayerGroupManager::RemoveGroup(int32 group_id) {
std::unique_lock lock(MGroups);
// Check to see if the id is in the list
if (m_groups.count(group_id) > 0) {
// Get a pointer to the group
PlayerGroup* group = m_groups[group_id];
// Erase the group from the list
m_groups.erase(group_id);
// Delete the group
safe_delete(group);
}
}
int8 PlayerGroupManager::Invite(Player* leader, Entity* member) {
int8 ret = 255; // Should be changed, if it is not then we have an unknown error
// Lock the pending invite list so we can work with it
MPendingInvites.writelock(__FUNCTION__, __LINE__);
if (!member || (member->IsBot() && ((Bot*)member)->IsImmediateCamp()))
ret = 6; // failure, not a valid target
else if (member->IsNPC() && (!member->IsBot() /*|| !member->IsMec()*/))
ret = 6;
else if (leader == member)
ret = 5; // failure, can't invite yourself
else if (member->GetGroupMemberInfo())
ret = 1; // failure, member already in a group
// Check to see if the target of the invite already has a pending invite
else if (m_pendingInvites.count(member->GetName()) > 0)
ret = 2; // Target already has an invite
// Check to see if the player that invited is already in a group
else if (leader->GetGroupMemberInfo()) {
// Read lock the group list so we can get the size of the inviters group
GroupLock(__FUNCTION__, __LINE__);
int32 group_size = m_groups[leader->GetGroupMemberInfo()->group_id]->Size();
ReleaseGroupLock(__FUNCTION__, __LINE__);
// Check to see if the group is full
if (m_groups[leader->GetGroupMemberInfo()->group_id]->Size() >= 6)
ret = 3; // Group full
// Group isn't full so add the member to the pending invite list
else {
m_pendingInvites[member->GetName()] = leader->GetName();
ret = 0; // Success
}
}
// Inviter is not in a group
else {
// Check to see if the inviter has a pending invite himself
if (m_pendingInvites.count(leader->GetName()) > 0)
ret = 4; // inviter already has a pending group invite
// No pending invites for the inviter add both the inviter and the target of the invite to the list
else {
m_pendingInvites[leader->GetName()] = leader->GetName();
m_pendingInvites[member->GetName()] = leader->GetName();
ret = 0; // success
}
}
// Release the lock on pending invites
MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
/* testing purposes only */
if (ret == 0 && member->IsNPC())
AcceptInvite(member);
return ret;
}
int8 PlayerGroupManager::AcceptInvite(Entity* member) {
int8 ret = 3; // default to unknown error
MPendingInvites.writelock(__FUNCTION__, __LINE__);
if (m_pendingInvites.count(member->GetName()) > 0) {
string leader = m_pendingInvites[member->GetName()];
Client* client_leader = zone_list.GetClientByCharName(leader);
if (client_leader) {
if (m_pendingInvites.count(leader) > 0) {
NewGroup(client_leader->GetPlayer());
m_pendingInvites.erase(leader);
}
// Remove from invite list and add to the group
m_pendingInvites.erase(member->GetName());
GroupMessage(client_leader->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has joined the group.", member->GetName());
AddGroupMember(client_leader->GetPlayer()->GetGroupMemberInfo()->group_id, member);
ret = 0; // success
}
else {
// Was unable to find the leader, remove from the invite list
m_pendingInvites.erase(member->GetName());
ret = 2; // failure, can't find leader
}
}
else
ret = 1; // failure, no pending invite
MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
return ret;
}
void PlayerGroupManager::DeclineInvite(Entity* member) {
MPendingInvites.writelock(__FUNCTION__, __LINE__);
if (m_pendingInvites.count(member->GetName()) > 0) {
string leader = m_pendingInvites[member->GetName()];
m_pendingInvites.erase(member->GetName());
if (m_pendingInvites.count(leader) > 0)
m_pendingInvites.erase(leader);
}
MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
}
bool PlayerGroupManager::IsGroupIDValid(int32 group_id) {
std::shared_lock lock(MGroups);
bool ret = false;
ret = m_groups.count(group_id) > 0;
return ret;
}
void PlayerGroupManager::SendGroupUpdate(int32 group_id, Client* exclude) {
std::shared_lock lock(MGroups);
if (m_groups.count(group_id) > 0) {
m_groups[group_id]->SendGroupUpdate(exclude);
}
}
PlayerGroup* PlayerGroupManager::GetGroup(int32 group_id) {
if (m_groups.count(group_id) > 0)
return m_groups[group_id];
return 0;
}
void PlayerGroupManager::ClearPendingInvite(Entity* member) {
MPendingInvites.writelock(__FUNCTION__, __LINE__);
if (m_pendingInvites.count(member->GetName()) > 0)
m_pendingInvites.erase(member->GetName());
MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
}
void PlayerGroupManager::RemoveGroupBuffs(int32 group_id, Client* client) {
SpellEffects* se = 0;
Spell* spell = 0;
LuaSpell* luaspell = 0;
EQ2Packet* packet = 0;
Entity* pet = 0;
Player* player = 0;
Entity* charmed_pet = 0;
PlayerGroup* group = 0;
MGroups.lock_shared();
if (m_groups.count(group_id) > 0)
group = m_groups[group_id];
if (group && client) {
/* first remove all spell effects this group member has on them from other group members */
player = client->GetPlayer();
bool recoup_lock = true;
for (int i = 0; i < NUM_SPELL_EFFECTS; i++) {
if(recoup_lock) {
player->GetSpellEffectMutex()->readlock(__FUNCTION__, __LINE__);
recoup_lock = false;
se = player->GetSpellEffects();
}
if (se && se[i].spell_id != 0xFFFFFFFF) {
//If the client is the caster, don't remove the spell
if (se[i].caster == player)
continue;
luaspell = se[i].spell;
spell = luaspell->spell;
/* is this a friendly group spell? */
if (spell && spell->GetSpellData()->group_spell && spell->GetSpellData()->friendly_spell) {
player->GetSpellEffectMutex()->releasereadlock(__FUNCTION__, __LINE__);
recoup_lock = true;
// we have to remove our spell effect mutex lock since RemoveSpellEffect needs a write lock to remove it
//Remove all group buffs not cast by this player
player->RemoveSpellEffect(luaspell);
player->RemoveSpellBonus(luaspell);
player->RemoveSkillBonus(spell->GetSpellID());
//Also remove group buffs from pets
pet = 0;
charmed_pet = 0;
if (player->HasPet()){
pet = player->GetPet();
pet = player->GetCharmedPet();
}
if (pet){
pet->RemoveSpellEffect(luaspell);
pet->RemoveSpellBonus(luaspell);
}
if (charmed_pet){
charmed_pet->RemoveSpellEffect(luaspell);
charmed_pet->RemoveSpellBonus(luaspell);
}
}
}
}
if(!recoup_lock) { // we previously set a readlock that we now release
player->GetSpellEffectMutex()->releasereadlock(__FUNCTION__, __LINE__);
}
packet = client->GetPlayer()->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
MGroups.unlock_shared();
}
int32 PlayerGroupManager::GetGroupSize(int32 group_id) {
std::shared_lock lock(MGroups);
int32 ret = 0;
if (m_groups.count(group_id) > 0)
ret = m_groups[group_id]->Size();
return ret;
}
void PlayerGroupManager::SendGroupQuests(int32 group_id, Client* client) {
std::shared_lock lock(MGroups);
GroupMemberInfo* info = 0;
if (m_groups.count(group_id) > 0) {
m_groups[group_id]->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = m_groups[group_id]->GetMembers();
deque::iterator itr;
for (itr = members->begin(); itr != members->end(); itr++) {
info = *itr;
if (info->client) {
LogWrite(PLAYER__DEBUG, 0, "Player", "Send Quest Journal...");
info->client->SendQuestJournal(false, client);
client->SendQuestJournal(false, info->client);
}
}
m_groups[group_id]->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
}
bool PlayerGroupManager::HasGroupCompletedQuest(int32 group_id, int32 quest_id) {
std::shared_lock lock(MGroups);
bool questComplete = true;
GroupMemberInfo* info = 0;
if (m_groups.count(group_id) > 0) {
m_groups[group_id]->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = m_groups[group_id]->GetMembers();
deque::iterator itr;
for (itr = members->begin(); itr != members->end(); itr++) {
info = *itr;
if (info->client) {
bool isComplete = info->client->GetPlayer()->HasQuestBeenCompleted(quest_id);
if(!isComplete)
{
questComplete = isComplete;
break;
}
}
}
m_groups[group_id]->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
return questComplete;
}
void PlayerGroupManager::SimpleGroupMessage(int32 group_id, const char* message) {
std::shared_lock lock(MGroups);
if (m_groups.count(group_id) > 0)
m_groups[group_id]->SimpleGroupMessage(message);
}
void PlayerGroupManager::GroupMessage(int32 group_id, const char* message, ...) {
va_list argptr;
char buffer[4096];
buffer[0] = 0;
va_start(argptr, message);
vsnprintf(buffer, sizeof(buffer), message, argptr);
va_end(argptr);
SimpleGroupMessage(group_id, buffer);
}
void PlayerGroupManager::GroupChatMessage(int32 group_id, Spawn* from, int32 language, const char* message) {
std::shared_lock lock(MGroups);
if (m_groups.count(group_id) > 0)
m_groups[group_id]->GroupChatMessage(from, language, message);
}
bool PlayerGroupManager::MakeLeader(int32 group_id, Entity* new_leader) {
std::shared_lock lock(MGroups);
if (m_groups.count(group_id) > 0)
return m_groups[group_id]->MakeLeader(new_leader);
return false;
}
void PlayerGroupManager::UpdateGroupBuffs() {
map::iterator itr;
deque::iterator member_itr;
deque::iterator target_itr;
map::iterator itr_skills;
MaintainedEffects* me = nullptr;
LuaSpell* luaspell = nullptr;
Spell* spell = nullptr;
Entity* group_member = nullptr;
SkillBonus* sb = nullptr;
EQ2Packet* packet = nullptr;
int32 i = 0;
PlayerGroup* group = nullptr;
Player* caster = nullptr;
vector new_target_list;
vector char_list;
Client* client = nullptr;
bool has_effect = false;
vector* sb_list = nullptr;
BonusValues* bv = nullptr;
Entity* pet = nullptr;
Entity* charmed_pet = nullptr;
for (itr = m_groups.begin(); itr != m_groups.end(); itr++) {
group = itr->second;
/* loop through the group members and see if any of them have any maintained spells that are group buffs and friendly.
if so, update the list of targets and apply/remove effects as needed */
vector players;
group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
for (member_itr = group->GetMembers()->begin(); member_itr != group->GetMembers()->end(); member_itr++) {
if ((*member_itr)->client)
caster = (*member_itr)->client->GetPlayer();
else caster = 0;
if (!caster)
continue;
if (!caster->GetMaintainedSpellBySlot(0))
continue;
players.push_back(caster);
}
group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
vector::iterator vitr;
for (vitr = players.begin(); vitr != players.end(); vitr++) {
caster = *vitr;
caster->GetMaintainedMutex()->readlock(__FUNCTION__, __LINE__);
// go through the player's maintained spells
me = caster->GetMaintainedSpells();
for (i = 0; i < NUM_MAINTAINED_EFFECTS; i++) {
if (me[i].spell_id == 0xFFFFFFFF)
continue;
luaspell = me[i].spell;
if (!luaspell)
continue;
if (!luaspell->caster)
{
LogWrite(PLAYER__ERROR, 0, "Player", "Bad luaspell, caster is NULL, spellid: %u", me[i].spell_id);
continue;
}
spell = luaspell->spell;
if (spell && spell->GetSpellData()->group_spell && spell->GetSpellData()->friendly_spell &&
(spell->GetSpellData()->target_type == SPELL_TARGET_GROUP_AE || spell->GetSpellData()->target_type == SPELL_TARGET_RAID_AE)) {
luaspell->MSpellTargets.writelock(__FUNCTION__, __LINE__);
luaspell->char_id_targets.clear();
for (target_itr = group->GetMembers()->begin(); target_itr != group->GetMembers()->end(); target_itr++) {
group_member = (*target_itr)->member;
if (!group_member)
continue;
if (group_member == caster)
continue;
client = (*target_itr)->client;
has_effect = false;
if (group_member->GetSpellEffect(spell->GetSpellID(), caster)) {
has_effect = true;
}
if(!has_effect && (std::find(luaspell->removed_targets.begin(),
luaspell->removed_targets.end(), group_member->GetID()) != luaspell->removed_targets.end())) {
continue;
}
// Check if player is within range of the caster
if (!rule_manager.GetGlobalRule(R_Spells, EnableCrossZoneGroupBuffs)->GetInt8() &&
(group_member->GetZone() != caster->GetZone() || caster->GetDistance(group_member) > spell->GetSpellData()->radius)) {
if (has_effect) {
group_member->RemoveSpellEffect(luaspell);
group_member->RemoveSpellBonus(luaspell);
group_member->RemoveSkillBonus(spell->GetSpellID());
if (client) {
packet = ((Player*)group_member)->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
//Also remove group buffs from pet
if (group_member->HasPet()) {
pet = group_member->GetPet();
charmed_pet = group_member->GetCharmedPet();
if (pet) {
pet->RemoveSpellEffect(luaspell);
pet->RemoveSpellBonus(luaspell);
}
if (charmed_pet) {
charmed_pet->RemoveSpellEffect(luaspell);
charmed_pet->RemoveSpellBonus(luaspell);
}
}
}
continue;
}
if(group_member->GetZone() != caster->GetZone())
{
SpellProcess::AddSelfAndPetToCharTargets(luaspell, group_member);
}
else
{
//this group member is a target of the spell
new_target_list.push_back(group_member->GetID());
}
if (has_effect)
continue;
pet = 0;
charmed_pet = 0;
if (group_member->HasPet()) {
pet = group_member->GetPet();
charmed_pet = group_member->GetCharmedPet();
}
group_member->AddSpellEffect(luaspell, luaspell->timer.GetRemainingTime() != 0 ? luaspell->timer.GetRemainingTime() : 0);
if (pet)
pet->AddSpellEffect(luaspell, luaspell->timer.GetRemainingTime() != 0 ? luaspell->timer.GetRemainingTime() : 0);
if (charmed_pet)
charmed_pet->AddSpellEffect(luaspell, luaspell->timer.GetRemainingTime() != 0 ? luaspell->timer.GetRemainingTime() : 0);
if (pet)
new_target_list.push_back(pet->GetID());
if (charmed_pet)
new_target_list.push_back(charmed_pet->GetID());
// look for a spell bonus on caster's spell
sb_list = caster->GetAllSpellBonuses(luaspell);
for (int32 x = 0; x < sb_list->size(); x++) {
bv = sb_list->at(x);
group_member->AddSpellBonus(luaspell, bv->type, bv->value, bv->class_req, bv->race_req, bv->faction_req);
if (pet)
pet->AddSpellBonus(luaspell, bv->type, bv->value, bv->class_req, bv->race_req, bv->faction_req);
if (charmed_pet)
charmed_pet->AddSpellBonus(luaspell, bv->type, bv->value, bv->class_req, bv->race_req, bv->faction_req);
}
sb_list->clear();
safe_delete(sb_list);
// look for a skill bonus on the caster's spell
sb = caster->GetSkillBonus(me[i].spell_id);
if (sb) {
for (itr_skills = sb->skills.begin(); itr_skills != sb->skills.end(); itr_skills++)
group_member->AddSkillBonus(sb->spell_id, (*itr_skills).second->skill_id, (*itr_skills).second->value);
}
if (client) {
packet = ((Player*)group_member)->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
luaspell->targets.swap(new_target_list);
SpellProcess::AddSelfAndPet(luaspell, caster);
luaspell->MSpellTargets.releasewritelock(__FUNCTION__, __LINE__);
new_target_list.clear();
}
}
caster->GetMaintainedMutex()->releasereadlock(__FUNCTION__, __LINE__);
}
}
}
bool PlayerGroupManager::IsInGroup(int32 group_id, Entity* member) {
std::shared_lock lock(MGroups);
bool ret = false;
if (m_groups.count(group_id) > 0) {
m_groups[group_id]->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = m_groups[group_id]->GetMembers();
for (int8 i = 0; i < members->size(); i++) {
if (member == members->at(i)->member) {
ret = true;
break;
}
}
m_groups[group_id]->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
return ret;
}
Entity* PlayerGroupManager::IsPlayerInGroup(int32 group_id, int32 character_id) {
std::shared_lock lock(MGroups);
Entity* ret = nullptr;
if (m_groups.count(group_id) > 0) {
m_groups[group_id]->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = m_groups[group_id]->GetMembers();
for (int8 i = 0; i < members->size(); i++) {
if (members->at(i)->member && members->at(i)->member->IsPlayer() && character_id == ((Player*)members->at(i)->member)->GetCharacterID()) {
ret = members->at(i)->member;
break;
}
}
m_groups[group_id]->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
return ret;
}
void PlayerGroup::RemoveClientReference(Client* remove) {
deque::iterator itr;
MGroupMembers.writelock();
for (itr = m_members.begin(); itr != m_members.end(); itr++) {
GroupMemberInfo* gmi = *itr;
if (gmi->client && gmi->client == remove)
{
gmi->client = 0;
gmi->member = 0;
break;
}
}
MGroupMembers.releasewritelock();
}
void PlayerGroup::UpdateGroupMemberInfo(Entity* ent, bool groupMembersLocked) {
Player* player = (Player*)ent;
if (!player || !player->GetGroupMemberInfo())
return;
if(!groupMembersLocked)
MGroupMembers.writelock();
GroupMemberInfo* group_member_info = player->GetGroupMemberInfo();
player->GetGroupMemberInfo()->class_id = player->GetAdventureClass();
group_member_info->hp_max = player->GetTotalHP();
group_member_info->hp_current = player->GetHP();
group_member_info->level_max = player->GetLevel();
group_member_info->level_current = player->GetLevel();
group_member_info->name = string(player->GetName());
group_member_info->power_current = player->GetPower();
group_member_info->power_max = player->GetTotalPower();
group_member_info->race_id = player->GetRace();
if (player->GetZone())
group_member_info->zone = player->GetZone()->GetZoneDescription();
else
group_member_info->zone = "Unknown";
if(!groupMembersLocked)
MGroupMembers.releasewritelock();
}
Entity* PlayerGroup::GetGroupMemberByPosition(Entity* seeker, int32 mapped_position) {
Entity* ret = nullptr;
deque::iterator itr;
MGroupMembers.readlock();
int32 count = 1;
for (itr = m_members.begin(); itr != m_members.end(); itr++) {
if ((*itr)->member == seeker) {
continue;
}
count++;
if(count >= mapped_position) {
ret = (Entity*)(*itr)->member;
break;
}
}
MGroupMembers.releasereadlock();
return ret;
}