/* * Copyright (C) 2008-2015 TrinityCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "Chat.h" #include "Language.h" #include "LFG.h" #include "Player.h" #include "ObjectMgr.h" #include "GroupMgr.h" #include "ScriptMgr.h" class group_commandscript : public CommandScript { public: group_commandscript() : CommandScript("group_commandscript") { } ChatCommand* GetCommands() const override { static ChatCommand groupCommandTable[] = { { "leader", rbac::RBAC_PERM_COMMAND_GROUP_LEADER, false, &HandleGroupLeaderCommand, "", NULL }, { "disband", rbac::RBAC_PERM_COMMAND_GROUP_DISBAND, false, &HandleGroupDisbandCommand, "", NULL }, { "remove", rbac::RBAC_PERM_COMMAND_GROUP_REMOVE, false, &HandleGroupRemoveCommand, "", NULL }, { "join", rbac::RBAC_PERM_COMMAND_GROUP_JOIN, false, &HandleGroupJoinCommand, "", NULL }, { "list", rbac::RBAC_PERM_COMMAND_GROUP_LIST, false, &HandleGroupListCommand, "", NULL }, { "summon", rbac::RBAC_PERM_COMMAND_GROUP_SUMMON, false, &HandleGroupSummonCommand, "", NULL }, { NULL, 0, false, NULL, "", NULL } }; static ChatCommand commandTable[] = { { "group", rbac::RBAC_PERM_COMMAND_GROUP, false, NULL, "", groupCommandTable }, { NULL, 0, false, NULL, "", NULL } }; return commandTable; } // Summon group of player static bool HandleGroupSummonCommand(ChatHandler* handler, char const* args) { Player* target; if (!handler->extractPlayerTarget((char*)args, &target)) return false; // check online security if (handler->HasLowerSecurity(target, ObjectGuid::Empty)) return false; Group* group = target->GetGroup(); std::string nameLink = handler->GetNameLink(target); if (!group) { handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str()); handler->SetSentErrorMessage(true); return false; } Player* gmPlayer = handler->GetSession()->GetPlayer(); Group* gmGroup = gmPlayer->GetGroup(); Map* gmMap = gmPlayer->GetMap(); bool toInstance = gmMap->Instanceable(); // we are in instance, and can summon only player in our group with us as lead if (toInstance && ( !gmGroup || group->GetLeaderGUID() != gmPlayer->GetGUID() || gmGroup->GetLeaderGUID() != gmPlayer->GetGUID())) // the last check is a bit excessive, but let it be, just in case { handler->SendSysMessage(LANG_CANNOT_SUMMON_TO_INST); handler->SetSentErrorMessage(true); return false; } for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->GetSource(); if (!player || player == gmPlayer || !player->GetSession()) continue; // check online security if (handler->HasLowerSecurity(player, ObjectGuid::Empty)) return false; std::string plNameLink = handler->GetNameLink(player); if (player->IsBeingTeleported()) { handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str()); handler->SetSentErrorMessage(true); return false; } if (toInstance) { Map* playerMap = player->GetMap(); if (playerMap->Instanceable() && playerMap->GetInstanceId() != gmMap->GetInstanceId()) { // cannot summon from instance to instance handler->PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str()); handler->SetSentErrorMessage(true); return false; } } handler->PSendSysMessage(LANG_SUMMONING, plNameLink.c_str(), ""); if (handler->needReportToTarget(player)) ChatHandler(player->GetSession()).PSendSysMessage(LANG_SUMMONED_BY, handler->GetNameLink().c_str()); // stop flight if need if (player->IsInFlight()) { player->GetMotionMaster()->MovementExpired(); player->CleanupAfterTaxiFlight(); } // save only in non-flight case else player->SaveRecallPosition(); // before GM float x, y, z; gmPlayer->GetClosePoint(x, y, z, player->GetObjectSize()); player->TeleportTo(gmPlayer->GetMapId(), x, y, z, player->GetOrientation()); } return true; } static bool HandleGroupLeaderCommand(ChatHandler* handler, char const* args) { Player* player = NULL; Group* group = NULL; ObjectGuid guid; char* nameStr = strtok((char*)args, " "); if (!handler->GetPlayerGroupAndGUIDByName(nameStr, player, group, guid)) return false; if (!group) { handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, player->GetName().c_str()); handler->SetSentErrorMessage(true); return false; } if (group->GetLeaderGUID() != guid) { group->ChangeLeader(guid); group->SendUpdate(); } return true; } static bool HandleGroupDisbandCommand(ChatHandler* handler, char const* args) { Player* player = NULL; Group* group = NULL; ObjectGuid guid; char* nameStr = strtok((char*)args, " "); if (!handler->GetPlayerGroupAndGUIDByName(nameStr, player, group, guid)) return false; if (!group) { handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, player->GetName().c_str()); handler->SetSentErrorMessage(true); return false; } group->Disband(); return true; } static bool HandleGroupRemoveCommand(ChatHandler* handler, char const* args) { Player* player = NULL; Group* group = NULL; ObjectGuid guid; char* nameStr = strtok((char*)args, " "); if (!handler->GetPlayerGroupAndGUIDByName(nameStr, player, group, guid)) return false; if (!group) { handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, player->GetName().c_str()); handler->SetSentErrorMessage(true); return false; } group->RemoveMember(guid); return true; } static bool HandleGroupJoinCommand(ChatHandler* handler, char const* args) { if (!*args) return false; Player* playerSource = NULL; Player* playerTarget = NULL; Group* groupSource = NULL; Group* groupTarget = NULL; ObjectGuid guidSource; ObjectGuid guidTarget; char* nameplgrStr = strtok((char*)args, " "); char* nameplStr = strtok(NULL, " "); if (!handler->GetPlayerGroupAndGUIDByName(nameplgrStr, playerSource, groupSource, guidSource, true)) return false; if (!groupSource) { handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, playerSource->GetName().c_str()); handler->SetSentErrorMessage(true); return false; } if (!handler->GetPlayerGroupAndGUIDByName(nameplStr, playerTarget, groupTarget, guidTarget, true)) return false; if (groupTarget || playerTarget->GetGroup() == groupSource) { handler->PSendSysMessage(LANG_GROUP_ALREADY_IN_GROUP, playerTarget->GetName().c_str()); handler->SetSentErrorMessage(true); return false; } if (groupSource->IsFull()) { handler->PSendSysMessage(LANG_GROUP_FULL); handler->SetSentErrorMessage(true); return false; } groupSource->AddMember(playerTarget); groupSource->BroadcastGroupUpdate(); handler->PSendSysMessage(LANG_GROUP_PLAYER_JOINED, playerTarget->GetName().c_str(), playerSource->GetName().c_str()); return true; } static bool HandleGroupListCommand(ChatHandler* handler, char const* args) { // Get ALL the variables! Player* playerTarget; uint32 phase = 0; ObjectGuid guidTarget; std::string nameTarget; std::string zoneName; const char* onlineState = ""; // Parse the guid to uint32... ObjectGuid parseGUID = ObjectGuid::Create(strtoull(args, nullptr, 10)); // ... and try to extract a player out of it. if (ObjectMgr::GetPlayerNameByGUID(parseGUID, nameTarget)) { playerTarget = ObjectAccessor::FindPlayer(parseGUID); guidTarget = parseGUID; } // If not, we return false and end right away. else if (!handler->extractPlayerTarget((char*)args, &playerTarget, &guidTarget, &nameTarget)) return false; // Next, we need a group. So we define a group variable. Group* groupTarget = NULL; // We try to extract a group from an online player. if (playerTarget) groupTarget = playerTarget->GetGroup(); // If not, we extract it from the SQL. if (!groupTarget) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER); stmt->setUInt64(0, guidTarget.GetCounter()); PreparedQueryResult resultGroup = CharacterDatabase.Query(stmt); if (resultGroup) groupTarget = sGroupMgr->GetGroupByDbStoreId((*resultGroup)[0].GetUInt32()); } // If both fails, players simply has no party. Return false. if (!groupTarget) { handler->PSendSysMessage(LANG_GROUP_NOT_IN_GROUP, nameTarget.c_str()); handler->SetSentErrorMessage(true); return false; } // We get the group members after successfully detecting a group. Group::MemberSlotList const& members = groupTarget->GetMemberSlots(); // To avoid a cluster fuck, namely trying multiple queries to simply get a group member count... handler->PSendSysMessage(LANG_GROUP_TYPE, (groupTarget->isRaidGroup() ? "raid" : "party"), members.size()); // ... we simply move the group type and member count print after retrieving the slots and simply output it's size. // While rather dirty codestyle-wise, it saves space (if only a little). For each member, we look several informations up. for (Group::MemberSlotList::const_iterator itr = members.begin(); itr != members.end(); ++itr) { // Define temporary variable slot to iterator. Group::MemberSlot const& slot = *itr; // Check for given flag and assign it to that iterator std::string flags; if (slot.flags & MEMBER_FLAG_ASSISTANT) flags = "Assistant"; if (slot.flags & MEMBER_FLAG_MAINTANK) { if (!flags.empty()) flags.append(", "); flags.append("MainTank"); } if (slot.flags & MEMBER_FLAG_MAINASSIST) { if (!flags.empty()) flags.append(", "); flags.append("MainAssist"); } if (flags.empty()) flags = "None"; // Check if iterator is online. If is... Player* p = ObjectAccessor::FindPlayer((*itr).guid); if (p) { // ... than, it prints information like "is online", where he is, etc... onlineState = "online"; phase = (!p->IsGameMaster() ? p->GetPhaseMask() : -1); AreaTableEntry const* area = GetAreaEntryByAreaID(p->GetAreaId()); if (area) { AreaTableEntry const* zone = GetAreaEntryByAreaID(area->ParentAreaID); if (zone) zoneName = zone->ZoneName; } } else { // ... else, everything is set to offline or neutral values. zoneName = ""; onlineState = "Offline"; phase = 0; } // Now we can print those informations for every single member of each group! handler->PSendSysMessage(LANG_GROUP_PLAYER_NAME_GUID, slot.name.c_str(), onlineState, zoneName.c_str(), phase, slot.guid.ToString().c_str(), flags.c_str(), lfg::GetRolesString(slot.roles).c_str()); } // And finish after every iterator is done. return true; } }; void AddSC_group_commandscript() { new group_commandscript(); }