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- /*
- 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 <http://www.gnu.org/licenses/>.
- */
- #include "PlayerGroups.h"
- #include "../common/Log.h"
- #include "World.h"
- #include "Spells.h"
- #include "LuaInterface.h"
- #include "Bots/Bot.h"
- extern ZoneList zone_list;
- /******************************************************** 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 = member->GetZone()->GetClientBySpawn(member);
- else
- gmi->client = 0;
- member->SetGroupMemberInfo(gmi);
- member->UpdateGroupMemberInfo();
- MGroupMembers.writelock();
- m_members.push_back(gmi);
- MGroupMembers.releasewritelock();
- SendGroupUpdate();
- return true;
- }
- bool PlayerGroup::RemoveMember(Entity* member) {
- GroupMemberInfo* gmi = member->GetGroupMemberInfo();
- if (!gmi) {
- return false;
- }
- bool ret = false;
- member->SetGroupMemberInfo(0);
- MGroupMembers.writelock();
- deque<GroupMemberInfo*>::iterator erase_itr = m_members.end();
- deque<GroupMemberInfo*>::iterator itr;
- for (itr = m_members.begin(); itr != m_members.end(); itr++) {
- if (gmi == *itr)
- erase_itr = itr;
- if ((*itr)->client)
- (*itr)->client->GetPlayer()->SetCharSheetChanged(true);
- }
- if (erase_itr != m_members.end()) {
- ret = true;
- m_members.erase(erase_itr);
- }
- MGroupMembers.releasewritelock();
- safe_delete(gmi);
- if (member->IsBot())
- ((Bot*)member)->Camp();
- return ret;
- }
- void PlayerGroup::Disband() {
- deque<GroupMemberInfo*>::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)->client)
- (*itr)->client->GetPlayer()->SetCharSheetChanged(true);
- safe_delete(*itr);
- }
- m_members.clear();
- MGroupMembers.releasewritelock();
- }
- void PlayerGroup::SendGroupUpdate(Client* exclude) {
- deque<GroupMemberInfo*>::iterator itr;
- MGroupMembers.readlock();
- 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();
- }
- void PlayerGroup::SimpleGroupMessage(const char* message) {
- deque<GroupMemberInfo*>::iterator itr;
- MGroupMembers.readlock();
- for(itr = m_members.begin(); itr != m_members.end(); itr++) {
- GroupMemberInfo* info = *itr;
- if(info->client)
- info->client->SimpleMessage(CHANNEL_GROUP, message);
- }
- MGroupMembers.releasereadlock();
- }
- void PlayerGroup::GroupChatMessage(Spawn* from, const char* message) {
- deque<GroupMemberInfo*>::iterator itr;
- MGroupMembers.readlock();
- 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);
- }
- MGroupMembers.releasereadlock();
- }
- void PlayerGroup::MakeLeader(Entity* new_leader) {
- deque<GroupMemberInfo*>::iterator itr;
- MGroupMembers.readlock();
- for (itr = m_members.begin(); itr != m_members.end(); itr++) {
- GroupMemberInfo* info = *itr;
- if (info->leader) {
- info->leader = false;
- break;
- }
- }
- MGroupMembers.releasereadlock();
- new_leader->GetGroupMemberInfo()->leader = true;
- SendGroupUpdate();
- }
- /******************************************************** PlayerGroupManager ********************************************************/
- PlayerGroupManager::PlayerGroupManager() {
- m_nextGroupID = 1;
- MGroups.SetName("PlayerGroupManager::m_groups");
- MPendingInvites.SetName("PlayerGroupManager::m_pendingInvites");
- }
- PlayerGroupManager::~PlayerGroupManager() {
- MPendingInvites.writelock(__FUNCTION__, __LINE__);
- m_pendingInvites.clear();
- MPendingInvites.releasewritelock(__FUNCTION__, __LINE__);
- MGroups.writelock(__FUNCTION__, __LINE__);
- map<int32, PlayerGroup*>::iterator itr;
- for (itr = m_groups.begin(); itr != m_groups.end(); itr++)
- safe_delete(itr->second);
- m_groups.clear();
- MGroups.releasewritelock(__FUNCTION__, __LINE__);
- }
- bool PlayerGroupManager::AddGroupMember(int32 group_id, Entity* member) {
- bool ret = false;
- MGroups.writelock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0) {
- PlayerGroup* group = m_groups[group_id];
- ret = group->AddMember(member);
- }
- MGroups.releasewritelock(__FUNCTION__, __LINE__);
- return ret;
- }
- bool PlayerGroupManager::RemoveGroupMember(int32 group_id, Entity* member) {
- bool ret = false;
- bool remove = false;
- Client* client = 0;
- MGroups.writelock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0) {
- PlayerGroup* group = m_groups[group_id];
- LogWrite(MISC__TODO, 0, "TODO", "Update PlayerGroupManager::RemoveGroupMember() to support removing buffs from NPC group members");
- 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;
- }
- MGroups.releasewritelock(__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) {
- MGroups.writelock(__FUNCTION__, __LINE__);
- // 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 leader to the group
- new_group->AddMember(leader);
- leader->GetGroupMemberInfo()->leader = true;
- // Add the new group to the list
- m_groups[m_nextGroupID] = new_group;
- MGroups.releasewritelock(__FUNCTION__, __LINE__);
- }
- void PlayerGroupManager::RemoveGroup(int32 group_id) {
- MGroups.writelock(__FUNCTION__, __LINE__);
- // 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);
- }
- MGroups.releasewritelock(__FUNCTION__, __LINE__);
- }
- 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)
- 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
- MGroups.readlock(__FUNCTION__, __LINE__);
- int32 group_size = m_groups[leader->GetGroupMemberInfo()->group_id]->Size();
- MGroups.releasereadlock(__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());
- 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) {
- bool ret = false;
- MGroups.readlock(__FUNCTION__, __LINE__);
- ret = m_groups.count(group_id) > 0;
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- return ret;
- }
- void PlayerGroupManager::SendGroupUpdate(int32 group_id, Client* exclude) {
- MGroups.writelock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0) {
- m_groups[group_id]->SendGroupUpdate(exclude);
- }
- MGroups.releasewritelock(__FUNCTION__, __LINE__);
- }
- PlayerGroup* PlayerGroupManager::GetGroup(int32 group_id) {
- if (m_groups.count(group_id) > 0)
- return m_groups[group_id];
- return 0;
- }
- deque<GroupMemberInfo*>* PlayerGroupManager::GetGroupMembers(int32 group_id) {
- if (m_groups.count(group_id) > 0)
- return m_groups[group_id]->GetMembers();
- 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.readlock(__FUNCTION__, __LINE__);
- 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();
- se = player->GetSpellEffects();
- for (int i = 0; i < NUM_SPELL_EFFECTS; i++) {
- if (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) {
- //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);
- }
- }
- }
- }
- packet = client->GetPlayer()->GetSkills()->GetSkillPacket(client->GetVersion());
- if (packet)
- client->QueuePacket(packet);
- }
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- }
- int32 PlayerGroupManager::GetGroupSize(int32 group_id) {
- int32 ret = 0;
- MGroups.readlock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0)
- ret = m_groups[group_id]->Size();
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- return ret;
- }
- void PlayerGroupManager::SendGroupQuests(int32 group_id, Client* client) {
- GroupMemberInfo* info = 0;
- MGroups.readlock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0) {
- m_groups[group_id]->MGroupMembers.readlock();
- deque<GroupMemberInfo*>* members = m_groups[group_id]->GetMembers();
- deque<GroupMemberInfo*>::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();
- }
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- }
- void PlayerGroupManager::SimpleGroupMessage(int32 group_id, const char* message) {
- MGroups.readlock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0)
- m_groups[group_id]->SimpleGroupMessage(message);
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- }
- 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, const char* message) {
- MGroups.readlock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0)
- m_groups[group_id]->GroupChatMessage(from, message);
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- }
- void PlayerGroupManager::MakeLeader(int32 group_id, Entity* new_leader) {
- MGroups.writelock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0)
- m_groups[group_id]->MakeLeader(new_leader);
- MGroups.releasewritelock(__FUNCTION__, __LINE__);
- }
- void PlayerGroupManager::UpdateGroupBuffs() {
- map<int32, PlayerGroup*>::iterator itr;
- deque<GroupMemberInfo*>::iterator member_itr;
- deque<GroupMemberInfo*>::iterator target_itr;
- map<int32, SkillBonusValue*>::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<int32> new_target_list;
- Client* client = nullptr;
- bool has_effect = false;
- vector<BonusValues*>* 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 */
- group->MGroupMembers.readlock();
- 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;
- 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__);
- 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;
- // Check if player is within range of the caster
- if (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;
- }
- //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);
- if (pet)
- pet->AddSpellEffect(luaspell);
- if (charmed_pet)
- charmed_pet->AddSpellEffect(luaspell);
- 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);
- }
- }
- new_target_list.push_back(caster->GetID());
- luaspell->targets.swap(new_target_list);
- luaspell->MSpellTargets.releasewritelock(__FUNCTION__, __LINE__);
- new_target_list.clear();
- }
- }
- caster->GetMaintainedMutex()->releasereadlock(__FUNCTION__, __LINE__);
- }
- group->MGroupMembers.releasereadlock();
- }
- }
- bool PlayerGroupManager::IsInGroup(int32 group_id, Entity* member) {
- bool ret = false;
- MGroups.readlock(__FUNCTION__, __LINE__);
- if (m_groups.count(group_id) > 0) {
- m_groups[group_id]->MGroupMembers.readlock();
- deque<GroupMemberInfo*>* 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();
- }
- MGroups.releasereadlock(__FUNCTION__, __LINE__);
- return ret;
- }
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