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https://github.com/mangosfour/server.git
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[7276] Rewrited fix for same faction arena matches
Added better Object-oriented calls to BattleGround::Reset() Added more checks to CreateBattleGround() method This commit doesn't fix anything
This commit is contained in:
parent
bd89568993
commit
1eadd9b7b4
19 changed files with 107 additions and 115 deletions
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@ -177,6 +177,7 @@ void BattleGround::Update(uint32 diff)
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}
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}
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}
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}
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//this should be handled by spell system:
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m_LastResurrectTime += diff;
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m_LastResurrectTime += diff;
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if (m_LastResurrectTime >= RESURRECTION_INTERVAL)
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if (m_LastResurrectTime >= RESURRECTION_INTERVAL)
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{
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{
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@ -304,7 +305,7 @@ void BattleGround::SendPacketToTeam(uint32 TeamID, WorldPacket *packet, Player *
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if(!self && sender == plr)
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if(!self && sender == plr)
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continue;
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continue;
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uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
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uint32 team = itr->second.Team;
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if(!team) team = plr->GetTeam();
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if(!team) team = plr->GetTeam();
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if(team == TeamID)
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if(team == TeamID)
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@ -333,7 +334,7 @@ void BattleGround::PlaySoundToTeam(uint32 SoundID, uint32 TeamID)
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continue;
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continue;
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}
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}
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uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
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uint32 team = itr->second.Team;
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if(!team) team = plr->GetTeam();
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if(!team) team = plr->GetTeam();
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if(team == TeamID)
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if(team == TeamID)
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@ -356,7 +357,7 @@ void BattleGround::CastSpellOnTeam(uint32 SpellID, uint32 TeamID)
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continue;
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continue;
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}
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}
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uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
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uint32 team = itr->second.Team;
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if(!team) team = plr->GetTeam();
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if(!team) team = plr->GetTeam();
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if(team == TeamID)
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if(team == TeamID)
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@ -376,7 +377,7 @@ void BattleGround::RewardHonorToTeam(uint32 Honor, uint32 TeamID)
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continue;
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continue;
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}
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}
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uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
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uint32 team = itr->second.Team;
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if(!team) team = plr->GetTeam();
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if(!team) team = plr->GetTeam();
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if(team == TeamID)
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if(team == TeamID)
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@ -401,7 +402,7 @@ void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation,
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continue;
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continue;
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}
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}
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uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
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uint32 team = itr->second.Team;
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if(!team) team = plr->GetTeam();
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if(!team) team = plr->GetTeam();
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if(team == TeamID)
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if(team == TeamID)
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@ -889,9 +890,6 @@ void BattleGround::Reset()
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m_Players.clear();
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m_Players.clear();
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m_PlayerScores.clear();
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m_PlayerScores.clear();
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// reset BGSubclass
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ResetBGSubclass();
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}
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}
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void BattleGround::StartBattleGround()
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void BattleGround::StartBattleGround()
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@ -972,10 +970,37 @@ void BattleGround::AddPlayer(Player *plr)
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plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells.
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plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells.
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}
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}
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// setup BG group membership
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PlayerRelogin(plr);
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AddOrSetPlayerToCorrectBgGroup(plr, guid, team);
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// Log
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// Log
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sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName());
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sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName());
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}
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}
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/* this method adds player to his team's bg group, or sets his correct group if player is already in bg group */
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void BattleGround::AddOrSetPlayerToCorrectBgGroup(Player *plr, uint64 plr_guid, uint32 team)
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{
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Group* group = GetBgRaid(team);
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if(!group) // first player joined
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{
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group = new Group;
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SetBgRaid(team, group);
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group->Create(plr_guid, plr->GetName());
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}
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else // raid already exist
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{
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if(group->IsMember(plr_guid))
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{
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uint8 subgroup = group->GetMemberGroup(plr_guid);
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plr->SetGroup(group, subgroup);
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}
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else
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GetBgRaid(team)->AddMember(plr_guid, plr->GetName());
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}
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}
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/* This method should be called only once ... it adds pointer to queue */
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/* This method should be called only once ... it adds pointer to queue */
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void BattleGround::AddToBGFreeSlotQueue()
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void BattleGround::AddToBGFreeSlotQueue()
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{
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{
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@ -248,10 +248,7 @@ class BattleGround
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{
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{
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return true;
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return true;
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}
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}
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void Reset(); // resets all common properties for battlegrounds
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virtual void Reset(); // resets all common properties for battlegrounds, must be implemented and called in BG subclass
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virtual void ResetBGSubclass() // must be implemented in BG subclass
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{
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}
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/* Battleground */
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/* Battleground */
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// Get methods:
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// Get methods:
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@ -411,6 +408,8 @@ class BattleGround
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virtual void AddPlayer(Player *plr); // must be implemented in BG subclass
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virtual void AddPlayer(Player *plr); // must be implemented in BG subclass
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void AddOrSetPlayerToCorrectBgGroup(Player *plr, uint64 plr_guid, uint32 team);
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virtual void RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket);
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virtual void RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket);
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// can be extended in in BG subclass
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// can be extended in in BG subclass
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@ -576,8 +576,11 @@ bool BattleGroundAB::SetupBattleGround()
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return true;
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return true;
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}
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}
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void BattleGroundAB::ResetBGSubclass()
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void BattleGroundAB::Reset()
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{
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{
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//call parent's class reset
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BattleGround::Reset();
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m_TeamScores[BG_TEAM_ALLIANCE] = 0;
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m_TeamScores[BG_TEAM_ALLIANCE] = 0;
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m_TeamScores[BG_TEAM_HORDE] = 0;
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m_TeamScores[BG_TEAM_HORDE] = 0;
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m_lastTick[BG_TEAM_ALLIANCE] = 0;
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m_lastTick[BG_TEAM_ALLIANCE] = 0;
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@ -241,7 +241,7 @@ class BattleGroundAB : public BattleGround
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void RemovePlayer(Player *plr,uint64 guid);
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void RemovePlayer(Player *plr,uint64 guid);
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void HandleAreaTrigger(Player *Source, uint32 Trigger);
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void HandleAreaTrigger(Player *Source, uint32 Trigger);
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virtual bool SetupBattleGround();
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virtual bool SetupBattleGround();
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virtual void ResetBGSubclass();
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virtual void Reset();
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virtual WorldSafeLocsEntry const* GetClosestGraveYard(float x, float y, float z, uint32 team);
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virtual WorldSafeLocsEntry const* GetClosestGraveYard(float x, float y, float z, uint32 team);
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/* Scorekeeping */
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/* Scorekeeping */
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@ -200,9 +200,10 @@ void BattleGroundBE::FillInitialWorldStates(WorldPacket &data)
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data << uint32(0x9f3) << uint32(1); // 9
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data << uint32(0x9f3) << uint32(1); // 9
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}
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}
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void BattleGroundBE::ResetBGSubclass()
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void BattleGroundBE::Reset()
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{
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{
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//call parent's class reset
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BattleGround::Reset();
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}
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}
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bool BattleGroundBE::SetupBattleGround()
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bool BattleGroundBE::SetupBattleGround()
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@ -63,7 +63,7 @@ class BattleGroundBE : public BattleGround
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void RemovePlayer(Player *plr, uint64 guid);
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void RemovePlayer(Player *plr, uint64 guid);
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void HandleAreaTrigger(Player *Source, uint32 Trigger);
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void HandleAreaTrigger(Player *Source, uint32 Trigger);
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bool SetupBattleGround();
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bool SetupBattleGround();
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void ResetBGSubclass();
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virtual void Reset();
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virtual void FillInitialWorldStates(WorldPacket &d);
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virtual void FillInitialWorldStates(WorldPacket &d);
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void HandleKillPlayer(Player* player, Player *killer);
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void HandleKillPlayer(Player* player, Player *killer);
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bool HandlePlayerUnderMap(Player * plr);
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bool HandlePlayerUnderMap(Player * plr);
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@ -513,8 +513,11 @@ bool BattleGroundEY::SetupBattleGround()
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return true;
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return true;
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}
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}
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void BattleGroundEY::ResetBGSubclass()
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void BattleGroundEY::Reset()
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{
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{
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//call parent's class reset
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BattleGround::Reset();
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m_TeamScores[BG_TEAM_ALLIANCE] = 0;
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m_TeamScores[BG_TEAM_ALLIANCE] = 0;
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m_TeamScores[BG_TEAM_HORDE] = 0;
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m_TeamScores[BG_TEAM_HORDE] = 0;
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m_TeamPointsCount[BG_TEAM_ALLIANCE] = 0;
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m_TeamPointsCount[BG_TEAM_ALLIANCE] = 0;
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@ -317,7 +317,7 @@ class BattleGroundEY : public BattleGround
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void HandleKillPlayer(Player *player, Player *killer);
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void HandleKillPlayer(Player *player, Player *killer);
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virtual WorldSafeLocsEntry const* GetClosestGraveYard(float x, float y, float z, uint32 team);
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virtual WorldSafeLocsEntry const* GetClosestGraveYard(float x, float y, float z, uint32 team);
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virtual bool SetupBattleGround();
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virtual bool SetupBattleGround();
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virtual void ResetBGSubclass();
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virtual void Reset();
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void UpdateTeamScore(uint32 Team);
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void UpdateTeamScore(uint32 Team);
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void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
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void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
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virtual void FillInitialWorldStates(WorldPacket& data);
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virtual void FillInitialWorldStates(WorldPacket& data);
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@ -53,12 +53,6 @@ INSTANTIATE_SINGLETON_1( BattleGroundMgr );
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BattleGroundQueue::BattleGroundQueue()
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BattleGroundQueue::BattleGroundQueue()
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{
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{
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//queues are empty, we don't have to call clear()
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//queues are empty, we don't have to call clear()
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/* for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
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{
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//m_QueuedPlayers[i].Horde = 0;
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//m_QueuedPlayers[i].Alliance = 0;
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//m_QueuedPlayers[i].AverageTime = 0;
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}*/
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}
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}
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BattleGroundQueue::~BattleGroundQueue()
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BattleGroundQueue::~BattleGroundQueue()
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@ -1479,9 +1473,8 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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bg = new BattleGroundRV(*(BattleGroundRV*)bg_template);
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bg = new BattleGroundRV(*(BattleGroundRV*)bg_template);
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break;
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break;
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default:
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default:
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//bg = new BattleGround;
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//error, but it is handled few lines above
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return 0;
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return 0;
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break; // placeholder for non implemented BG
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}
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}
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// generate a new instance id
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// generate a new instance id
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@ -1509,11 +1502,10 @@ BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeI
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}
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}
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// used to create the BG templates
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// used to create the BG templates
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uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
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uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
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{
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{
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// Create the BG
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// Create the BG
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BattleGround *bg = NULL;
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BattleGround *bg = NULL;
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switch(bgTypeId)
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switch(bgTypeId)
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{
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{
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case BATTLEGROUND_AV: bg = new BattleGroundAV; break;
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case BATTLEGROUND_AV: bg = new BattleGroundAV; break;
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@ -1534,15 +1526,9 @@ uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, uint32 M
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bg->Reset();
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bg->Reset();
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BattlemasterListEntry const *bl = sBattlemasterListStore.LookupEntry(bgTypeId);
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//in previous method is checked if exists entry in sBattlemasterListStore, so no check needed
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if (bl)
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{
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bg->SetArenaorBGType(bl->type == TYPE_ARENA);
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}
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bg->SetTypeID(bgTypeId);
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bg->SetTypeID(bgTypeId);
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bg->SetInstanceID(0); // template bg, instance id is 0
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bg->SetInstanceID(0);
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bg->SetArenaorBGType(IsArena);
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bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
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bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
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bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
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bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
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bg->SetMinPlayers(MinPlayersPerTeam * 2);
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bg->SetMinPlayers(MinPlayersPerTeam * 2);
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@ -1568,6 +1554,7 @@ void BattleGroundMgr::CreateInitialBattleGrounds()
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uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
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uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
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BattlemasterListEntry const *bl;
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BattlemasterListEntry const *bl;
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WorldSafeLocsEntry const *start;
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WorldSafeLocsEntry const *start;
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bool IsArena;
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uint32 count = 0;
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uint32 count = 0;
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@ -1604,22 +1591,22 @@ void BattleGroundMgr::CreateInitialBattleGrounds()
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BattleGroundTypeId bgTypeID = BattleGroundTypeId(bgTypeID_);
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BattleGroundTypeId bgTypeID = BattleGroundTypeId(bgTypeID_);
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IsArena = (bl->type == TYPE_ARENA);
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MinPlayersPerTeam = fields[1].GetUInt32();
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MaxPlayersPerTeam = fields[2].GetUInt32();
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MinLvl = fields[3].GetUInt32();
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MaxLvl = fields[4].GetUInt32();
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//check values from DB
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if( MaxPlayersPerTeam == 0 || MinPlayersPerTeam == 0 || MinPlayersPerTeam > MaxPlayersPerTeam )
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{
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MaxPlayersPerTeam = bl->maxplayersperteam;
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MaxPlayersPerTeam = bl->maxplayersperteam;
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MinPlayersPerTeam = bl->maxplayersperteam / 2;
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MinPlayersPerTeam = bl->maxplayersperteam / 2;
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}
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if( MinLvl == 0 || MaxLvl == 0 || MinLvl > MaxLvl )
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{
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MinLvl = bl->minlvl;
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MinLvl = bl->minlvl;
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MaxLvl = bl->maxlvl;
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MaxLvl = bl->maxlvl;
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}
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if(fields[1].GetUInt32())
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MinPlayersPerTeam = fields[1].GetUInt32();
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if(fields[2].GetUInt32())
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MaxPlayersPerTeam = fields[2].GetUInt32();
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if(fields[3].GetUInt32())
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MinLvl = fields[3].GetUInt32();
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if(fields[4].GetUInt32())
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MaxLvl = fields[4].GetUInt32();
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start1 = fields[5].GetUInt32();
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start1 = fields[5].GetUInt32();
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@ -1668,7 +1655,7 @@ void BattleGroundMgr::CreateInitialBattleGrounds()
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}
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}
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//sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
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//sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
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if(!CreateBattleGround(bgTypeID, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, bl->name[sWorld.GetDefaultDbcLocale()], bl->mapid[0], AStartLoc[0], AStartLoc[1], AStartLoc[2], AStartLoc[3], HStartLoc[0], HStartLoc[1], HStartLoc[2], HStartLoc[3]))
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if(!CreateBattleGround(bgTypeID, IsArena, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, bl->name[sWorld.GetDefaultDbcLocale()], bl->mapid[0], AStartLoc[0], AStartLoc[1], AStartLoc[2], AStartLoc[3], HStartLoc[0], HStartLoc[1], HStartLoc[2], HStartLoc[3]))
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continue;
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continue;
|
||||||
|
|
||||||
++count;
|
++count;
|
||||||
|
|
|
||||||
|
|
@ -201,7 +201,7 @@ class BattleGroundMgr
|
||||||
BattleGround * GetBattleGroundTemplate(BattleGroundTypeId bgTypeId);
|
BattleGround * GetBattleGroundTemplate(BattleGroundTypeId bgTypeId);
|
||||||
BattleGround * CreateNewBattleGround(BattleGroundTypeId bgTypeId);
|
BattleGround * CreateNewBattleGround(BattleGroundTypeId bgTypeId);
|
||||||
|
|
||||||
uint32 CreateBattleGround(BattleGroundTypeId bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO);
|
uint32 CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO);
|
||||||
|
|
||||||
void AddBattleGround(uint32 InstanceID, BattleGround* BG) { m_BattleGrounds[InstanceID] = BG; };
|
void AddBattleGround(uint32 InstanceID, BattleGround* BG) { m_BattleGrounds[InstanceID] = BG; };
|
||||||
void RemoveBattleGround(uint32 instanceID) { m_BattleGrounds.erase(instanceID); }
|
void RemoveBattleGround(uint32 instanceID) { m_BattleGrounds.erase(instanceID); }
|
||||||
|
|
|
||||||
|
|
@ -193,9 +193,10 @@ void BattleGroundNA::FillInitialWorldStates(WorldPacket &data)
|
||||||
data << uint32(0xa11) << uint32(1); // 9
|
data << uint32(0xa11) << uint32(1); // 9
|
||||||
}
|
}
|
||||||
|
|
||||||
void BattleGroundNA::ResetBGSubclass()
|
void BattleGroundNA::Reset()
|
||||||
{
|
{
|
||||||
|
//call parent's class reset
|
||||||
|
BattleGround::Reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool BattleGroundNA::SetupBattleGround()
|
bool BattleGroundNA::SetupBattleGround()
|
||||||
|
|
|
||||||
|
|
@ -64,7 +64,7 @@ class BattleGroundNA : public BattleGround
|
||||||
void RemovePlayer(Player *plr, uint64 guid);
|
void RemovePlayer(Player *plr, uint64 guid);
|
||||||
void HandleAreaTrigger(Player *Source, uint32 Trigger);
|
void HandleAreaTrigger(Player *Source, uint32 Trigger);
|
||||||
bool SetupBattleGround();
|
bool SetupBattleGround();
|
||||||
virtual void ResetBGSubclass();
|
virtual void Reset();
|
||||||
virtual void FillInitialWorldStates(WorldPacket &d);
|
virtual void FillInitialWorldStates(WorldPacket &d);
|
||||||
void HandleKillPlayer(Player* player, Player *killer);
|
void HandleKillPlayer(Player* player, Player *killer);
|
||||||
bool HandlePlayerUnderMap(Player * plr);
|
bool HandlePlayerUnderMap(Player * plr);
|
||||||
|
|
|
||||||
|
|
@ -195,9 +195,10 @@ void BattleGroundRL::FillInitialWorldStates(WorldPacket &data)
|
||||||
data << uint32(0xbba) << uint32(1); // 9
|
data << uint32(0xbba) << uint32(1); // 9
|
||||||
}
|
}
|
||||||
|
|
||||||
void BattleGroundRL::ResetBGSubclass()
|
void BattleGroundRL::Reset()
|
||||||
{
|
{
|
||||||
|
//call parent's reset
|
||||||
|
BattleGround::Reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool BattleGroundRL::SetupBattleGround()
|
bool BattleGroundRL::SetupBattleGround()
|
||||||
|
|
|
||||||
|
|
@ -56,12 +56,12 @@ class BattleGroundRL : public BattleGround
|
||||||
|
|
||||||
/* inherited from BattlegroundClass */
|
/* inherited from BattlegroundClass */
|
||||||
virtual void AddPlayer(Player *plr);
|
virtual void AddPlayer(Player *plr);
|
||||||
|
virtual void Reset();
|
||||||
|
virtual void FillInitialWorldStates(WorldPacket &d);
|
||||||
|
|
||||||
void RemovePlayer(Player *plr, uint64 guid);
|
void RemovePlayer(Player *plr, uint64 guid);
|
||||||
void HandleAreaTrigger(Player *Source, uint32 Trigger);
|
void HandleAreaTrigger(Player *Source, uint32 Trigger);
|
||||||
bool SetupBattleGround();
|
bool SetupBattleGround();
|
||||||
virtual void ResetBGSubclass();
|
|
||||||
virtual void FillInitialWorldStates(WorldPacket &d);
|
|
||||||
void HandleKillPlayer(Player* player, Player *killer);
|
void HandleKillPlayer(Player* player, Player *killer);
|
||||||
bool HandlePlayerUnderMap(Player * plr);
|
bool HandlePlayerUnderMap(Player * plr);
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -629,8 +629,11 @@ bool BattleGroundWS::SetupBattleGround()
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void BattleGroundWS::ResetBGSubclass()
|
void BattleGroundWS::Reset()
|
||||||
{
|
{
|
||||||
|
//call parent's class reset
|
||||||
|
BattleGround::Reset();
|
||||||
|
|
||||||
m_FlagKeepers[BG_TEAM_ALLIANCE] = 0;
|
m_FlagKeepers[BG_TEAM_ALLIANCE] = 0;
|
||||||
m_FlagKeepers[BG_TEAM_HORDE] = 0;
|
m_FlagKeepers[BG_TEAM_HORDE] = 0;
|
||||||
m_DroppedFlagGUID[BG_TEAM_ALLIANCE] = 0;
|
m_DroppedFlagGUID[BG_TEAM_ALLIANCE] = 0;
|
||||||
|
|
|
||||||
|
|
@ -159,7 +159,7 @@ class BattleGroundWS : public BattleGround
|
||||||
void HandleAreaTrigger(Player *Source, uint32 Trigger);
|
void HandleAreaTrigger(Player *Source, uint32 Trigger);
|
||||||
void HandleKillPlayer(Player *player, Player *killer);
|
void HandleKillPlayer(Player *player, Player *killer);
|
||||||
bool SetupBattleGround();
|
bool SetupBattleGround();
|
||||||
virtual void ResetBGSubclass();
|
virtual void Reset();
|
||||||
|
|
||||||
void UpdateFlagState(uint32 team, uint32 value);
|
void UpdateFlagState(uint32 team, uint32 value);
|
||||||
void UpdateTeamScore(uint32 team);
|
void UpdateTeamScore(uint32 team);
|
||||||
|
|
|
||||||
|
|
@ -95,7 +95,6 @@ void WorldSession::HandleMoveWorldportAckOpcode()
|
||||||
// cleanup seting if outdated
|
// cleanup seting if outdated
|
||||||
if(!mEntry->IsBattleGroundOrArena())
|
if(!mEntry->IsBattleGroundOrArena())
|
||||||
{
|
{
|
||||||
// Do next only if found in battleground
|
|
||||||
_player->SetBattleGroundId(0); // We're not in BG.
|
_player->SetBattleGroundId(0); // We're not in BG.
|
||||||
// reset destination bg team
|
// reset destination bg team
|
||||||
_player->SetBGTeam(0);
|
_player->SetBGTeam(0);
|
||||||
|
|
|
||||||
|
|
@ -1518,7 +1518,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
|
sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
|
||||||
}
|
}
|
||||||
|
|
||||||
// if we were on a transport, leave
|
// if we were on a transport, leave
|
||||||
|
|
@ -14186,6 +14186,10 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
|
||||||
SetBattleGroundId(currentBg->GetInstanceID());
|
SetBattleGroundId(currentBg->GetInstanceID());
|
||||||
SetBGTeam(bgteam);
|
SetBGTeam(bgteam);
|
||||||
|
|
||||||
|
//join player to battleground group
|
||||||
|
currentBg->PlayerRelogin(this);
|
||||||
|
currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam);
|
||||||
|
|
||||||
SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
|
SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
@ -18107,40 +18111,6 @@ void Player::SendInitialPacketsAfterAddToMap()
|
||||||
SendMessageToSet(&data,true);
|
SendMessageToSet(&data,true);
|
||||||
}
|
}
|
||||||
|
|
||||||
// setup BG group membership if need
|
|
||||||
if(BattleGround* currentBg = GetBattleGround())
|
|
||||||
{
|
|
||||||
// call for invited (join) or listed (relogin) and avoid other cases (GM teleport)
|
|
||||||
if (IsInvitedForBattleGroundInstance(GetBattleGroundId()) ||
|
|
||||||
currentBg->IsPlayerInBattleGround(GetGUID()))
|
|
||||||
{
|
|
||||||
currentBg->PlayerRelogin(this);
|
|
||||||
if(currentBg->GetMapId() == GetMapId()) // we teleported/login to/in bg
|
|
||||||
{
|
|
||||||
uint32 team = currentBg->GetPlayerTeam(GetGUID());
|
|
||||||
if(!team)
|
|
||||||
team = GetTeam();
|
|
||||||
Group* group = currentBg->GetBgRaid(team);
|
|
||||||
if(!group) // first player joined
|
|
||||||
{
|
|
||||||
group = new Group;
|
|
||||||
currentBg->SetBgRaid(team, group);
|
|
||||||
group->Create(GetGUIDLow(), GetName());
|
|
||||||
}
|
|
||||||
else // raid already exist
|
|
||||||
{
|
|
||||||
if(group->IsMember(GetGUID()))
|
|
||||||
{
|
|
||||||
uint8 subgroup = group->GetMemberGroup(GetGUID());
|
|
||||||
SetGroup(group, subgroup);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
currentBg->GetBgRaid(team)->AddMember(GetGUID(), GetName());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
SendAurasForTarget(this);
|
SendAurasForTarget(this);
|
||||||
SendEnchantmentDurations(); // must be after add to map
|
SendEnchantmentDurations(); // must be after add to map
|
||||||
SendItemDurations(); // must be after add to map
|
SendItemDurations(); // must be after add to map
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
#ifndef __REVISION_NR_H__
|
#ifndef __REVISION_NR_H__
|
||||||
#define __REVISION_NR_H__
|
#define __REVISION_NR_H__
|
||||||
#define REVISION_NR "7275"
|
#define REVISION_NR "7276"
|
||||||
#endif // __REVISION_NR_H__
|
#endif // __REVISION_NR_H__
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue