PlayerGroups.cpp 22 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "PlayerGroups.h"
  17. #include "../common/Log.h"
  18. #include "World.h"
  19. #include "Spells.h"
  20. #include "LuaInterface.h"
  21. #include "Bots/Bot.h"
  22. extern ZoneList zone_list;
  23. /******************************************************** PlayerGroup ********************************************************/
  24. PlayerGroup::PlayerGroup(int32 id) {
  25. m_id = id;
  26. }
  27. PlayerGroup::~PlayerGroup() {
  28. Disband();
  29. }
  30. bool PlayerGroup::AddMember(Entity* member) {
  31. // Check to make sure the entity we are adding is valid
  32. if (!member) {
  33. LogWrite(GROUP__ERROR, 0, "Group", "New member is null");
  34. return false;
  35. }
  36. // Make sure entity we are adding isn't already in a group by checking if it has a GroupMemberInfo pointer
  37. if (member->GetGroupMemberInfo()) {
  38. LogWrite(GROUP__ERROR, 0, "Group", "New member (%s) already has a group", member->GetName());
  39. return false;
  40. }
  41. // Create a new GroupMemberInfo and assign it to the new member
  42. GroupMemberInfo* gmi = new GroupMemberInfo;
  43. gmi->group_id = m_id;
  44. gmi->member = member;
  45. gmi->leader = false;
  46. if (member->IsPlayer())
  47. gmi->client = member->GetZone()->GetClientBySpawn(member);
  48. else
  49. gmi->client = 0;
  50. member->SetGroupMemberInfo(gmi);
  51. member->UpdateGroupMemberInfo();
  52. MGroupMembers.writelock();
  53. m_members.push_back(gmi);
  54. MGroupMembers.releasewritelock();
  55. SendGroupUpdate();
  56. return true;
  57. }
  58. bool PlayerGroup::RemoveMember(Entity* member) {
  59. GroupMemberInfo* gmi = member->GetGroupMemberInfo();
  60. if (!gmi) {
  61. return false;
  62. }
  63. bool ret = false;
  64. member->SetGroupMemberInfo(0);
  65. MGroupMembers.writelock();
  66. deque<GroupMemberInfo*>::iterator erase_itr = m_members.end();
  67. deque<GroupMemberInfo*>::iterator itr;
  68. for (itr = m_members.begin(); itr != m_members.end(); itr++) {
  69. if (gmi == *itr)
  70. erase_itr = itr;
  71. if ((*itr)->client)
  72. (*itr)->client->GetPlayer()->SetCharSheetChanged(true);
  73. }
  74. if (erase_itr != m_members.end()) {
  75. ret = true;
  76. m_members.erase(erase_itr);
  77. }
  78. MGroupMembers.releasewritelock();
  79. safe_delete(gmi);
  80. if (member->IsBot())
  81. ((Bot*)member)->Camp();
  82. return ret;
  83. }
  84. void PlayerGroup::Disband() {
  85. deque<GroupMemberInfo*>::iterator itr;
  86. MGroupMembers.writelock();
  87. for (itr = m_members.begin(); itr != m_members.end(); itr++) {
  88. if ((*itr)->member) {
  89. (*itr)->member->SetGroupMemberInfo(0);
  90. if ((*itr)->member->IsBot())
  91. ((Bot*)(*itr)->member)->Camp();
  92. }
  93. if ((*itr)->client)
  94. (*itr)->client->GetPlayer()->SetCharSheetChanged(true);
  95. safe_delete(*itr);
  96. }
  97. m_members.clear();
  98. MGroupMembers.releasewritelock();
  99. }
  100. void PlayerGroup::SendGroupUpdate(Client* exclude) {
  101. deque<GroupMemberInfo*>::iterator itr;
  102. MGroupMembers.readlock();
  103. for (itr = m_members.begin(); itr != m_members.end(); itr++) {
  104. GroupMemberInfo* gmi = *itr;
  105. if (gmi->client && gmi->client != exclude && !gmi->client->IsZoning())
  106. gmi->client->GetPlayer()->SetCharSheetChanged(true);
  107. }
  108. MGroupMembers.releasereadlock();
  109. }
  110. void PlayerGroup::SimpleGroupMessage(const char* message) {
  111. deque<GroupMemberInfo*>::iterator itr;
  112. MGroupMembers.readlock();
  113. for(itr = m_members.begin(); itr != m_members.end(); itr++) {
  114. GroupMemberInfo* info = *itr;
  115. if(info->client)
  116. info->client->SimpleMessage(CHANNEL_GROUP, message);
  117. }
  118. MGroupMembers.releasereadlock();
  119. }
  120. void PlayerGroup::GroupChatMessage(Spawn* from, const char* message) {
  121. deque<GroupMemberInfo*>::iterator itr;
  122. MGroupMembers.readlock();
  123. for(itr = m_members.begin(); itr != m_members.end(); itr++) {
  124. GroupMemberInfo* info = *itr;
  125. if(info && info->client && info->client->GetCurrentZone())
  126. info->client->GetCurrentZone()->HandleChatMessage(info->client, from, 0, CHANNEL_GROUP_SAY, message, 0);
  127. }
  128. MGroupMembers.releasereadlock();
  129. }
  130. void PlayerGroup::MakeLeader(Entity* new_leader) {
  131. deque<GroupMemberInfo*>::iterator itr;
  132. MGroupMembers.readlock();
  133. for (itr = m_members.begin(); itr != m_members.end(); itr++) {
  134. GroupMemberInfo* info = *itr;
  135. if (info->leader) {
  136. info->leader = false;
  137. break;
  138. }
  139. }
  140. MGroupMembers.releasereadlock();
  141. new_leader->GetGroupMemberInfo()->leader = true;
  142. SendGroupUpdate();
  143. }
  144. /******************************************************** PlayerGroupManager ********************************************************/
  145. PlayerGroupManager::PlayerGroupManager() {
  146. m_nextGroupID = 1;
  147. MGroups.SetName("PlayerGroupManager::m_groups");
  148. MPendingInvites.SetName("PlayerGroupManager::m_pendingInvites");
  149. }
  150. PlayerGroupManager::~PlayerGroupManager() {
  151. MPendingInvites.writelock(__FUNCTION__, __LINE__);
  152. m_pendingInvites.clear();
  153. MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
  154. MGroups.writelock(__FUNCTION__, __LINE__);
  155. map<int32, PlayerGroup*>::iterator itr;
  156. for (itr = m_groups.begin(); itr != m_groups.end(); itr++)
  157. safe_delete(itr->second);
  158. m_groups.clear();
  159. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  160. }
  161. bool PlayerGroupManager::AddGroupMember(int32 group_id, Entity* member) {
  162. bool ret = false;
  163. MGroups.writelock(__FUNCTION__, __LINE__);
  164. if (m_groups.count(group_id) > 0) {
  165. PlayerGroup* group = m_groups[group_id];
  166. ret = group->AddMember(member);
  167. }
  168. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  169. return ret;
  170. }
  171. bool PlayerGroupManager::RemoveGroupMember(int32 group_id, Entity* member) {
  172. bool ret = false;
  173. bool remove = false;
  174. Client* client = 0;
  175. MGroups.writelock(__FUNCTION__, __LINE__);
  176. if (m_groups.count(group_id) > 0) {
  177. PlayerGroup* group = m_groups[group_id];
  178. LogWrite(MISC__TODO, 0, "TODO", "Update PlayerGroupManager::RemoveGroupMember() to support removing buffs from NPC group members");
  179. if (member->IsPlayer())
  180. client = member->GetGroupMemberInfo()->client;
  181. ret = group->RemoveMember(member);
  182. // If only 1 person left in the group set a flag to remove the group
  183. if (group->Size() == 1)
  184. remove = true;
  185. }
  186. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  187. if (client)
  188. RemoveGroupBuffs(group_id, client);
  189. // Call RemoveGroup outside the locks as it uses the same locks
  190. if (remove)
  191. RemoveGroup(group_id);
  192. return ret;
  193. }
  194. void PlayerGroupManager::NewGroup(Entity* leader) {
  195. MGroups.writelock(__FUNCTION__, __LINE__);
  196. // Highly doubt this will ever be needed but putting it in any way, basically bump the id and ensure
  197. // no active group is currently using this id, if we hit the max for an int32 then reset the id to 1
  198. while (m_groups.count(m_nextGroupID) > 0) {
  199. // If m_nextGroupID is at its max then reset it to 1, else increment it
  200. if (m_nextGroupID == 4294967295)
  201. m_nextGroupID = 1;
  202. else
  203. m_nextGroupID++;
  204. }
  205. // Create a new group with the valid ID we got from above
  206. PlayerGroup* new_group = new PlayerGroup(m_nextGroupID);
  207. // Add the leader to the group
  208. new_group->AddMember(leader);
  209. leader->GetGroupMemberInfo()->leader = true;
  210. // Add the new group to the list
  211. m_groups[m_nextGroupID] = new_group;
  212. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  213. }
  214. void PlayerGroupManager::RemoveGroup(int32 group_id) {
  215. MGroups.writelock(__FUNCTION__, __LINE__);
  216. // Check to see if the id is in the list
  217. if (m_groups.count(group_id) > 0) {
  218. // Get a pointer to the group
  219. PlayerGroup* group = m_groups[group_id];
  220. // Erase the group from the list
  221. m_groups.erase(group_id);
  222. // Delete the group
  223. safe_delete(group);
  224. }
  225. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  226. }
  227. int8 PlayerGroupManager::Invite(Player* leader, Entity* member) {
  228. int8 ret = 255; // Should be changed, if it is not then we have an unknown error
  229. // Lock the pending invite list so we can work with it
  230. MPendingInvites.writelock(__FUNCTION__, __LINE__);
  231. if (!member)
  232. ret = 6; // failure, not a valid target
  233. else if (member->IsNPC() && (!member->IsBot() /*|| !member->IsMec()*/))
  234. ret = 6;
  235. else if (leader == member)
  236. ret = 5; // failure, can't invite yourself
  237. else if (member->GetGroupMemberInfo())
  238. ret = 1; // failure, member already in a group
  239. // Check to see if the target of the invite already has a pending invite
  240. else if (m_pendingInvites.count(member->GetName()) > 0)
  241. ret = 2; // Target already has an invite
  242. // Check to see if the player that invited is already in a group
  243. else if (leader->GetGroupMemberInfo()) {
  244. // Read lock the group list so we can get the size of the inviters group
  245. MGroups.readlock(__FUNCTION__, __LINE__);
  246. int32 group_size = m_groups[leader->GetGroupMemberInfo()->group_id]->Size();
  247. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  248. // Check to see if the group is full
  249. if (m_groups[leader->GetGroupMemberInfo()->group_id]->Size() >= 6)
  250. ret = 3; // Group full
  251. // Group isn't full so add the member to the pending invite list
  252. else {
  253. m_pendingInvites[member->GetName()] = leader->GetName();
  254. ret = 0; // Success
  255. }
  256. }
  257. // Inviter is not in a group
  258. else {
  259. // Check to see if the inviter has a pending invite himself
  260. if (m_pendingInvites.count(leader->GetName()) > 0)
  261. ret = 4; // inviter already has a pending group invite
  262. // No pending invites for the inviter add both the inviter and the target of the invite to the list
  263. else {
  264. m_pendingInvites[leader->GetName()] = leader->GetName();
  265. m_pendingInvites[member->GetName()] = leader->GetName();
  266. ret = 0; // success
  267. }
  268. }
  269. // Release the lock on pending invites
  270. MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
  271. /* testing purposes only */
  272. if (ret == 0 && member->IsNPC())
  273. AcceptInvite(member);
  274. return ret;
  275. }
  276. int8 PlayerGroupManager::AcceptInvite(Entity* member) {
  277. int8 ret = 3; // default to unknown error
  278. MPendingInvites.writelock(__FUNCTION__, __LINE__);
  279. if (m_pendingInvites.count(member->GetName()) > 0) {
  280. string leader = m_pendingInvites[member->GetName()];
  281. Client* client_leader = zone_list.GetClientByCharName(leader);
  282. if (client_leader) {
  283. if (m_pendingInvites.count(leader) > 0) {
  284. NewGroup(client_leader->GetPlayer());
  285. m_pendingInvites.erase(leader);
  286. }
  287. // Remove from invite list and add to the group
  288. m_pendingInvites.erase(member->GetName());
  289. AddGroupMember(client_leader->GetPlayer()->GetGroupMemberInfo()->group_id, member);
  290. ret = 0; // success
  291. }
  292. else {
  293. // Was unable to find the leader, remove from the invite list
  294. m_pendingInvites.erase(member->GetName());
  295. ret = 2; // failure, can't find leader
  296. }
  297. }
  298. else
  299. ret = 1; // failure, no pending invite
  300. MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
  301. return ret;
  302. }
  303. void PlayerGroupManager::DeclineInvite(Entity* member) {
  304. MPendingInvites.writelock(__FUNCTION__, __LINE__);
  305. if (m_pendingInvites.count(member->GetName()) > 0) {
  306. string leader = m_pendingInvites[member->GetName()];
  307. m_pendingInvites.erase(member->GetName());
  308. if (m_pendingInvites.count(leader) > 0)
  309. m_pendingInvites.erase(leader);
  310. }
  311. MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
  312. }
  313. bool PlayerGroupManager::IsGroupIDValid(int32 group_id) {
  314. bool ret = false;
  315. MGroups.readlock(__FUNCTION__, __LINE__);
  316. ret = m_groups.count(group_id) > 0;
  317. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  318. return ret;
  319. }
  320. void PlayerGroupManager::SendGroupUpdate(int32 group_id, Client* exclude) {
  321. MGroups.writelock(__FUNCTION__, __LINE__);
  322. if (m_groups.count(group_id) > 0) {
  323. m_groups[group_id]->SendGroupUpdate(exclude);
  324. }
  325. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  326. }
  327. PlayerGroup* PlayerGroupManager::GetGroup(int32 group_id) {
  328. if (m_groups.count(group_id) > 0)
  329. return m_groups[group_id];
  330. return 0;
  331. }
  332. deque<GroupMemberInfo*>* PlayerGroupManager::GetGroupMembers(int32 group_id) {
  333. if (m_groups.count(group_id) > 0)
  334. return m_groups[group_id]->GetMembers();
  335. return 0;
  336. }
  337. void PlayerGroupManager::ClearPendingInvite(Entity* member) {
  338. MPendingInvites.writelock(__FUNCTION__, __LINE__);
  339. if (m_pendingInvites.count(member->GetName()) > 0)
  340. m_pendingInvites.erase(member->GetName());
  341. MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
  342. }
  343. void PlayerGroupManager::RemoveGroupBuffs(int32 group_id, Client* client) {
  344. SpellEffects* se = 0;
  345. Spell* spell = 0;
  346. LuaSpell* luaspell = 0;
  347. EQ2Packet* packet = 0;
  348. Entity* pet = 0;
  349. Player* player = 0;
  350. Entity* charmed_pet = 0;
  351. PlayerGroup* group = 0;
  352. MGroups.readlock(__FUNCTION__, __LINE__);
  353. if (m_groups.count(group_id) > 0)
  354. group = m_groups[group_id];
  355. if (group && client) {
  356. /* first remove all spell effects this group member has on them from other group members */
  357. player = client->GetPlayer();
  358. se = player->GetSpellEffects();
  359. for (int i = 0; i < NUM_SPELL_EFFECTS; i++) {
  360. if (se[i].spell_id != 0xFFFFFFFF) {
  361. //If the client is the caster, don't remove the spell
  362. if (se[i].caster == player)
  363. continue;
  364. luaspell = se[i].spell;
  365. spell = luaspell->spell;
  366. /* is this a friendly group spell? */
  367. if (spell && spell->GetSpellData()->group_spell && spell->GetSpellData()->friendly_spell) {
  368. //Remove all group buffs not cast by this player
  369. player->RemoveSpellEffect(luaspell);
  370. player->RemoveSpellBonus(luaspell);
  371. player->RemoveSkillBonus(spell->GetSpellID());
  372. //Also remove group buffs from pets
  373. pet = 0;
  374. charmed_pet = 0;
  375. if (player->HasPet()){
  376. pet = player->GetPet();
  377. pet = player->GetCharmedPet();
  378. }
  379. if (pet){
  380. pet->RemoveSpellEffect(luaspell);
  381. pet->RemoveSpellBonus(luaspell);
  382. }
  383. if (charmed_pet){
  384. charmed_pet->RemoveSpellEffect(luaspell);
  385. charmed_pet->RemoveSpellBonus(luaspell);
  386. }
  387. }
  388. }
  389. }
  390. packet = client->GetPlayer()->GetSkills()->GetSkillPacket(client->GetVersion());
  391. if (packet)
  392. client->QueuePacket(packet);
  393. }
  394. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  395. }
  396. int32 PlayerGroupManager::GetGroupSize(int32 group_id) {
  397. int32 ret = 0;
  398. MGroups.readlock(__FUNCTION__, __LINE__);
  399. if (m_groups.count(group_id) > 0)
  400. ret = m_groups[group_id]->Size();
  401. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  402. return ret;
  403. }
  404. void PlayerGroupManager::SendGroupQuests(int32 group_id, Client* client) {
  405. GroupMemberInfo* info = 0;
  406. MGroups.readlock(__FUNCTION__, __LINE__);
  407. if (m_groups.count(group_id) > 0) {
  408. m_groups[group_id]->MGroupMembers.readlock();
  409. deque<GroupMemberInfo*>* members = m_groups[group_id]->GetMembers();
  410. deque<GroupMemberInfo*>::iterator itr;
  411. for (itr = members->begin(); itr != members->end(); itr++) {
  412. info = *itr;
  413. if (info->client) {
  414. LogWrite(PLAYER__DEBUG, 0, "Player", "Send Quest Journal...");
  415. info->client->SendQuestJournal(false, client);
  416. client->SendQuestJournal(false, info->client);
  417. }
  418. }
  419. m_groups[group_id]->MGroupMembers.releasereadlock();
  420. }
  421. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  422. }
  423. void PlayerGroupManager::SimpleGroupMessage(int32 group_id, const char* message) {
  424. MGroups.readlock(__FUNCTION__, __LINE__);
  425. if (m_groups.count(group_id) > 0)
  426. m_groups[group_id]->SimpleGroupMessage(message);
  427. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  428. }
  429. void PlayerGroupManager::GroupMessage(int32 group_id, const char* message, ...) {
  430. va_list argptr;
  431. char buffer[4096];
  432. buffer[0] = 0;
  433. va_start(argptr, message);
  434. vsnprintf(buffer, sizeof(buffer), message, argptr);
  435. va_end(argptr);
  436. SimpleGroupMessage(group_id, buffer);
  437. }
  438. void PlayerGroupManager::GroupChatMessage(int32 group_id, Spawn* from, const char* message) {
  439. MGroups.readlock(__FUNCTION__, __LINE__);
  440. if (m_groups.count(group_id) > 0)
  441. m_groups[group_id]->GroupChatMessage(from, message);
  442. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  443. }
  444. void PlayerGroupManager::MakeLeader(int32 group_id, Entity* new_leader) {
  445. MGroups.writelock(__FUNCTION__, __LINE__);
  446. if (m_groups.count(group_id) > 0)
  447. m_groups[group_id]->MakeLeader(new_leader);
  448. MGroups.releasewritelock(__FUNCTION__, __LINE__);
  449. }
  450. void PlayerGroupManager::UpdateGroupBuffs() {
  451. map<int32, PlayerGroup*>::iterator itr;
  452. deque<GroupMemberInfo*>::iterator member_itr;
  453. deque<GroupMemberInfo*>::iterator target_itr;
  454. map<int32, SkillBonusValue*>::iterator itr_skills;
  455. MaintainedEffects* me = nullptr;
  456. LuaSpell* luaspell = nullptr;
  457. Spell* spell = nullptr;
  458. Entity* group_member = nullptr;
  459. SkillBonus* sb = nullptr;
  460. EQ2Packet* packet = nullptr;
  461. int32 i = 0;
  462. PlayerGroup* group = nullptr;
  463. Player* caster = nullptr;
  464. vector<int32> new_target_list;
  465. Client* client = nullptr;
  466. bool has_effect = false;
  467. vector<BonusValues*>* sb_list = nullptr;
  468. BonusValues* bv = nullptr;
  469. Entity* pet = nullptr;
  470. Entity* charmed_pet = nullptr;
  471. for (itr = m_groups.begin(); itr != m_groups.end(); itr++) {
  472. group = itr->second;
  473. /* loop through the group members and see if any of them have any maintained spells that are group buffs and friendly.
  474. if so, update the list of targets and apply/remove effects as needed */
  475. group->MGroupMembers.readlock();
  476. for (member_itr = group->GetMembers()->begin(); member_itr != group->GetMembers()->end(); member_itr++) {
  477. if ((*member_itr)->client)
  478. caster = (*member_itr)->client->GetPlayer();
  479. else caster = 0;
  480. if (!caster)
  481. continue;
  482. if (!caster->GetMaintainedSpellBySlot(0))
  483. continue;
  484. // go through the player's maintained spells
  485. me = caster->GetMaintainedSpells();
  486. caster->GetMaintainedMutex()->readlock(__FUNCTION__, __LINE__);
  487. for (i = 0; i < NUM_MAINTAINED_EFFECTS; i++){
  488. if (me[i].spell_id == 0xFFFFFFFF)
  489. continue;
  490. luaspell = me[i].spell;
  491. spell = luaspell->spell;
  492. if (spell && spell->GetSpellData()->group_spell && spell->GetSpellData()->friendly_spell &&
  493. (spell->GetSpellData()->target_type == SPELL_TARGET_GROUP_AE || spell->GetSpellData()->target_type == SPELL_TARGET_RAID_AE)) {
  494. luaspell->MSpellTargets.writelock(__FUNCTION__, __LINE__);
  495. for (target_itr = group->GetMembers()->begin(); target_itr != group->GetMembers()->end(); target_itr++) {
  496. group_member = (*target_itr)->member;
  497. if (!group_member)
  498. continue;
  499. if (group_member == caster)
  500. continue;
  501. client = (*target_itr)->client;
  502. has_effect = false;
  503. if (group_member->GetSpellEffect(spell->GetSpellID(), caster))
  504. has_effect = true;
  505. // Check if player is within range of the caster
  506. if (group_member->GetZone() != caster->GetZone() || caster->GetDistance(group_member) > spell->GetSpellData()->radius){
  507. if (has_effect){
  508. group_member->RemoveSpellEffect(luaspell);
  509. group_member->RemoveSpellBonus(luaspell);
  510. group_member->RemoveSkillBonus(spell->GetSpellID());
  511. if (client) {
  512. packet = ((Player*)group_member)->GetSkills()->GetSkillPacket(client->GetVersion());
  513. if (packet)
  514. client->QueuePacket(packet);
  515. }
  516. //Also remove group buffs from pet
  517. if (group_member->HasPet()){
  518. pet = group_member->GetPet();
  519. charmed_pet = group_member->GetCharmedPet();
  520. if (pet){
  521. pet->RemoveSpellEffect(luaspell);
  522. pet->RemoveSpellBonus(luaspell);
  523. }
  524. if (charmed_pet){
  525. charmed_pet->RemoveSpellEffect(luaspell);
  526. charmed_pet->RemoveSpellBonus(luaspell);
  527. }
  528. }
  529. }
  530. continue;
  531. }
  532. //this group member is a target of the spell
  533. new_target_list.push_back(group_member->GetID());
  534. if (has_effect)
  535. continue;
  536. pet = 0;
  537. charmed_pet = 0;
  538. if (group_member->HasPet()){
  539. pet = group_member->GetPet();
  540. charmed_pet = group_member->GetCharmedPet();
  541. }
  542. group_member->AddSpellEffect(luaspell);
  543. if (pet)
  544. pet->AddSpellEffect(luaspell);
  545. if (charmed_pet)
  546. charmed_pet->AddSpellEffect(luaspell);
  547. //add group member to list of targets for caster's spell if true
  548. new_target_list.push_back(group_member->GetID());
  549. if (pet)
  550. new_target_list.push_back(pet->GetID());
  551. if (charmed_pet)
  552. new_target_list.push_back(charmed_pet->GetID());
  553. // look for a spell bonus on caster's spell
  554. sb_list = caster->GetAllSpellBonuses(luaspell);
  555. for (int32 x = 0; x < sb_list->size(); x++){
  556. bv = sb_list->at(x);
  557. group_member->AddSpellBonus(luaspell, bv->type, bv->value, bv->class_req, bv->race_req, bv->faction_req);
  558. if (pet)
  559. pet->AddSpellBonus(luaspell, bv->type, bv->value, bv->class_req, bv->race_req, bv->faction_req);
  560. if (charmed_pet)
  561. charmed_pet->AddSpellBonus(luaspell, bv->type, bv->value, bv->class_req, bv->race_req, bv->faction_req);
  562. }
  563. sb_list->clear();
  564. safe_delete(sb_list);
  565. // look for a skill bonus on the caster's spell
  566. sb = caster->GetSkillBonus(me[i].spell_id);
  567. if (sb) {
  568. for (itr_skills = sb->skills.begin(); itr_skills != sb->skills.end(); itr_skills++)
  569. group_member->AddSkillBonus(sb->spell_id, (*itr_skills).second->skill_id, (*itr_skills).second->value);
  570. }
  571. if (client) {
  572. packet = ((Player*)group_member)->GetSkills()->GetSkillPacket(client->GetVersion());
  573. if (packet)
  574. client->QueuePacket(packet);
  575. }
  576. }
  577. new_target_list.push_back(caster->GetID());
  578. luaspell->targets.swap(new_target_list);
  579. luaspell->MSpellTargets.releasewritelock(__FUNCTION__, __LINE__);
  580. new_target_list.clear();
  581. }
  582. }
  583. caster->GetMaintainedMutex()->releasereadlock(__FUNCTION__, __LINE__);
  584. }
  585. group->MGroupMembers.releasereadlock();
  586. }
  587. }
  588. bool PlayerGroupManager::IsInGroup(int32 group_id, Entity* member) {
  589. bool ret = false;
  590. MGroups.readlock(__FUNCTION__, __LINE__);
  591. if (m_groups.count(group_id) > 0) {
  592. m_groups[group_id]->MGroupMembers.readlock();
  593. deque<GroupMemberInfo*>* members = m_groups[group_id]->GetMembers();
  594. for (int8 i = 0; i < members->size(); i++) {
  595. if (member == members->at(i)->member) {
  596. ret = true;
  597. break;
  598. }
  599. }
  600. m_groups[group_id]->MGroupMembers.releasereadlock();
  601. }
  602. MGroups.releasereadlock(__FUNCTION__, __LINE__);
  603. return ret;
  604. }