Merge branch 'master' into 303

Conflicts:
	src/game/CharacterHandler.cpp
	src/game/Chat.h
	src/game/Player.h
	src/game/World.h
	src/game/debugcmds.cpp
This commit is contained in:
tomrus88 2008-12-16 07:30:23 +03:00
commit 71b1065c8b
50 changed files with 3499 additions and 976 deletions

View file

@ -24,6 +24,7 @@
#include "Language.h"
#include "Chat.h"
#include "SpellAuras.h"
#include "ArenaTeam.h"
#include "World.h"
#include "Util.h"
@ -47,6 +48,8 @@ BattleGround::BattleGround()
m_Name = "";
m_LevelMin = 0;
m_LevelMax = 0;
m_InBGFreeSlotQueue = false;
m_SetDeleteThis = false;
m_MaxPlayersPerTeam = 0;
m_MaxPlayers = 0;
@ -67,21 +70,54 @@ BattleGround::BattleGround()
m_TeamStartLocO[BG_TEAM_ALLIANCE] = 0;
m_TeamStartLocO[BG_TEAM_HORDE] = 0;
m_ArenaTeamIds[BG_TEAM_ALLIANCE] = 0;
m_ArenaTeamIds[BG_TEAM_HORDE] = 0;
m_ArenaTeamRatingChanges[BG_TEAM_ALLIANCE] = 0;
m_ArenaTeamRatingChanges[BG_TEAM_HORDE] = 0;
m_BgRaids[BG_TEAM_ALLIANCE] = NULL;
m_BgRaids[BG_TEAM_HORDE] = NULL;
m_PlayersCount[BG_TEAM_ALLIANCE] = 0;
m_PlayersCount[BG_TEAM_HORDE] = 0;
m_PrematureCountDown = false;
m_PrematureCountDown = 0;
}
BattleGround::~BattleGround()
{
// remove objects and creatures
// (this is done automatically in mapmanager update, when the instance is reset after the reset time)
int size = m_BgCreatures.size();
for(int i = 0; i < size; ++i)
{
DelCreature(i);
}
size = m_BgObjects.size();
for(int i = 0; i < size; ++i)
{
DelObject(i);
}
// delete creature and go respawn times
WorldDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'",GetInstanceID());
WorldDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'",GetInstanceID());
// delete instance from db
CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'",GetInstanceID());
// remove from battlegrounds
sBattleGroundMgr.RemoveBattleGround(GetInstanceID());
// unload map
if(Map * map = MapManager::Instance().FindMap(GetMapId(), GetInstanceID()))
if(map->IsBattleGroundOrArena())
((BattleGroundMap*)map)->SetUnload();
// remove from bg free slot queue
this->RemoveFromBGFreeSlotQueue();
}
void BattleGround::Update(time_t diff)
{
if(!GetPlayersSize() && !GetRemovedPlayersSize() && !GetReviveQueueSize())
//BG is empty
return;
@ -188,6 +224,33 @@ void BattleGround::Update(time_t diff)
m_ResurrectQueue.clear();
}
// if less then minimum players are in on one side, then start premature finish timer
if(GetStatus() == STATUS_IN_PROGRESS && !isArena() && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam()))
{
if(!m_PrematureCountDown)
{
m_PrematureCountDown = true;
m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime();
SendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING);
}
else if(m_PrematureCountDownTimer < diff)
{
// time's up!
EndBattleGround(0); // noone wins
m_PrematureCountDown = false;
}
else
{
uint32 newtime = m_PrematureCountDownTimer - diff;
// announce every minute
if(m_PrematureCountDownTimer != sBattleGroundMgr.GetPrematureFinishTime() && newtime / 60000 != m_PrematureCountDownTimer / 60000)
SendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING);
m_PrematureCountDownTimer = newtime;
}
}
else if (m_PrematureCountDown)
m_PrematureCountDown = false;
if(GetStatus() == STATUS_WAIT_LEAVE)
{
// remove all players from battleground after 2 minutes
@ -239,7 +302,10 @@ void BattleGround::SendPacketToTeam(uint32 TeamID, WorldPacket *packet, Player *
if(!self && sender == plr)
continue;
if(plr->GetTeam() == TeamID)
uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
if(!team) team = plr->GetTeam();
if(team == TeamID)
plr->GetSession()->SendPacket(packet);
}
}
@ -265,7 +331,10 @@ void BattleGround::PlaySoundToTeam(uint32 SoundID, uint32 TeamID)
continue;
}
if(plr->GetTeam() == TeamID)
uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
if(!team) team = plr->GetTeam();
if(team == TeamID)
{
sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID);
plr->GetSession()->SendPacket(&data);
@ -285,7 +354,10 @@ void BattleGround::CastSpellOnTeam(uint32 SpellID, uint32 TeamID)
continue;
}
if(plr->GetTeam() == TeamID)
uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
if(!team) team = plr->GetTeam();
if(team == TeamID)
plr->CastSpell(plr, SpellID, true);
}
}
@ -302,7 +374,10 @@ void BattleGround::RewardHonorToTeam(uint32 Honor, uint32 TeamID)
continue;
}
if(plr->GetTeam() == TeamID)
uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
if(!team) team = plr->GetTeam();
if(team == TeamID)
UpdatePlayerScore(plr, SCORE_BONUS_HONOR, Honor);
}
}
@ -324,7 +399,10 @@ void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation,
continue;
}
if(plr->GetTeam() == TeamID)
uint32 team = itr->second.Team;//GetPlayerTeam(plr->GetGUID());
if(!team) team = plr->GetTeam();
if(team == TeamID)
plr->ModifyFactionReputation(factionEntry, Reputation);
}
}
@ -345,30 +423,84 @@ void BattleGround::UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player
void BattleGround::EndBattleGround(uint32 winner)
{
this->RemoveFromBGFreeSlotQueue();
ArenaTeam * winner_arena_team = NULL;
ArenaTeam * loser_arena_team = NULL;
uint32 loser_rating = 0;
uint32 winner_rating = 0;
WorldPacket data;
Player *Source = NULL;
const char *winmsg = "";
if(winner == ALLIANCE)
{
winmsg = GetMangosString(LANG_BG_A_WINS);
if(isBattleGround())
winmsg = GetMangosString(LANG_BG_A_WINS);
else
winmsg = GetMangosString(LANG_ARENA_GOLD_WINS);
PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound
SetWinner(WINNER_ALLIANCE);
}
else
else if(winner == HORDE)
{
winmsg = GetMangosString(LANG_BG_H_WINS);
if(isBattleGround())
winmsg = GetMangosString(LANG_BG_H_WINS);
else
winmsg = GetMangosString(LANG_ARENA_GREEN_WINS);
PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound
SetWinner(WINNER_HORDE);
}
else
{
SetWinner(3);
}
SetStatus(STATUS_WAIT_LEAVE);
m_EndTime = 0;
// arena rating calculation
if(isArena() && isRated())
{
if(winner == ALLIANCE)
{
winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
}
else if(winner == HORDE)
{
winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
}
if(winner_arena_team && loser_arena_team)
{
loser_rating = loser_arena_team->GetStats().rating;
winner_rating = winner_arena_team->GetStats().rating;
int32 winner_change = winner_arena_team->WonAgainst(loser_rating);
int32 loser_change = loser_arena_team->LostAgainst(winner_rating);
sLog.outDebug("--- Winner rating: %u, Loser rating: %u, Winner change: %u, Losser change: %u ---", winner_rating, loser_rating, winner_change, loser_change);
if(winner == ALLIANCE)
{
SetArenaTeamRatingChangeForTeam(ALLIANCE, winner_change);
SetArenaTeamRatingChangeForTeam(HORDE, loser_change);
}
else
{
SetArenaTeamRatingChangeForTeam(HORDE, winner_change);
SetArenaTeamRatingChangeForTeam(ALLIANCE, loser_change);
}
}
else
{
SetArenaTeamRatingChangeForTeam(ALLIANCE, 0);
SetArenaTeamRatingChangeForTeam(HORDE, 0);
}
}
for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
@ -378,13 +510,29 @@ void BattleGround::EndBattleGround(uint32 winner)
continue;
}
// should remove spirit of redemption
if(plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
if(!plr->isAlive())
{
plr->ResurrectPlayer(1.0f);
plr->SpawnCorpseBones();
}
if(plr->GetTeam() == winner)
uint32 team = itr->second.Team;
if(!team) team = plr->GetTeam();
// per player calculation
if(isArena() && isRated() && winner_arena_team && loser_arena_team)
{
if(team == winner)
winner_arena_team->MemberWon(plr,loser_rating);
else
loser_arena_team->MemberLost(plr,winner_rating);
}
if(team == winner)
{
if(!Source)
Source = plr;
@ -404,11 +552,29 @@ void BattleGround::EndBattleGround(uint32 winner)
sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
plr->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime());
uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType());
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime());
plr->GetSession()->SendPacket(&data);
plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND, 1);
}
if(isArena() && isRated() && winner_arena_team && loser_arena_team)
{
// update arena points only after increasing the player's match count!
//obsolete: winner_arena_team->UpdateArenaPointsHelper();
//obsolete: loser_arena_team->UpdateArenaPointsHelper();
// save the stat changes
winner_arena_team->SaveToDB();
loser_arena_team->SaveToDB();
// send updated arena team stats to players
// this way all arena team members will get notified, not only the ones who participated in this match
winner_arena_team->NotifyStatsChanged();
loser_arena_team->NotifyStatsChanged();
}
// inform invited players about the removal
sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType())].BGEndedRemoveInvites(this);
if(Source)
{
ChatHandler(Source).FillMessageData(&data, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, Source->GetGUID(), winmsg);
@ -559,12 +725,16 @@ void BattleGround::BlockMovement(Player *plr)
void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket)
{
uint32 team = GetPlayerTeam(guid);
bool participant = false;
// Remove from lists/maps
std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.find(guid);
if(itr != m_Players.end())
{
UpdatePlayersCountByTeam(itr->second.Team, true); // -1 player
UpdatePlayersCountByTeam(team, true); // -1 player
m_Players.erase(itr);
// check if the player was a participant of the match, or only entered through gm command (goname)
participant = true;
}
std::map<uint64, BattleGroundScore*>::iterator itr2 = m_PlayerScores.find(guid);
@ -578,6 +748,10 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
Player *plr = objmgr.GetPlayer(guid);
// should remove spirit of redemption
if(plr && plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
if(plr && !plr->isAlive()) // resurrect on exit
{
plr->ResurrectPlayer(1.0f);
@ -590,66 +764,106 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
{
plr->ClearAfkReports();
if(isArena())
if(participant) // if the player was a match participant, remove auras, calc rating, update queue
{
if(!sWorld.IsFFAPvPRealm())
plr->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
}
if(!team) team = plr->GetTeam();
WorldPacket data;
if(SendPacket)
{
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_NONE, 0, 0);
plr->GetSession()->SendPacket(&data);
}
// this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg
plr->RemoveBattleGroundQueueId(m_TypeID);
DecreaseInvitedCount(plr->GetTeam());
//we should update battleground queue, but only if bg isn't ending
if (GetQueueType() < MAX_BATTLEGROUND_QUEUES)
sBattleGroundMgr.m_BattleGroundQueues[GetTypeID()].Update(GetTypeID(), GetQueueType());
if(!plr->GetBattleGroundId())
return;
Group * group = plr->GetGroup();
// remove from raid group if exist
if(group && group == GetBgRaid(plr->GetTeam()))
{
if(!group->RemoveMember(guid, 0)) // group was disbanded
uint32 bgTypeId = GetTypeID();
uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType());
// if arena, remove the specific arena auras
if(isArena())
{
SetBgRaid(plr->GetTeam(), NULL);
delete group;
plr->RemoveArenaAuras(true); // removes debuffs / dots etc., we don't want the player to die after porting out
bgTypeId=BATTLEGROUND_AA; // set the bg type to all arenas (it will be used for queue refreshing)
// summon old pet if there was one and there isn't a current pet
if(!plr->GetPet() && plr->GetTemporaryUnsummonedPetNumber())
{
Pet* NewPet = new Pet;
if(!NewPet->LoadPetFromDB(plr, 0, (plr)->GetTemporaryUnsummonedPetNumber(), true))
delete NewPet;
(plr)->SetTemporaryUnsummonedPetNumber(0);
}
if(isRated() && GetStatus() == STATUS_IN_PROGRESS)
{
//left a rated match while the encounter was in progress, consider as loser
ArenaTeam * winner_arena_team = 0;
ArenaTeam * loser_arena_team = 0;
if(team == HORDE)
{
winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
}
else
{
winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(HORDE));
loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(ALLIANCE));
}
if(winner_arena_team && loser_arena_team)
{
loser_arena_team->MemberLost(plr,winner_arena_team->GetRating());
}
}
}
WorldPacket data;
if(SendPacket)
{
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, team, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_NONE, 0, 0);
plr->GetSession()->SendPacket(&data);
}
// this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg
plr->RemoveBattleGroundQueueId(bgQueueTypeId);
DecreaseInvitedCount(team);
//we should update battleground queue, but only if bg isn't ending
if (GetQueueType() < MAX_BATTLEGROUND_QUEUES)
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueType());
Group * group = plr->GetGroup();
// remove from raid group if exist
if(group && group == GetBgRaid(team))
{
if(!group->RemoveMember(guid, 0)) // group was disbanded
{
SetBgRaid(team, NULL);
delete group;
}
}
// Let others know
sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr);
SendPacketToTeam(team, &data, plr, false);
}
// Do next only if found in battleground
plr->SetBattleGroundId(0); // We're not in BG.
// Let others know
sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr);
SendPacketToTeam(plr->GetTeam(), &data, plr, false);
// reset destination bg team
plr->SetBGTeam(0);
if(Transport)
{
plr->TeleportTo(plr->GetBattleGroundEntryPointMap(), plr->GetBattleGroundEntryPointX(), plr->GetBattleGroundEntryPointY(), plr->GetBattleGroundEntryPointZ(), plr->GetBattleGroundEntryPointO());
//sLog.outDetail("BATTLEGROUND: Sending %s to %f,%f,%f,%f", pl->GetName(), x,y,z,O);
}
// Log
sLog.outDetail("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName());
}
/// there will be code which will add battleground to BGFreeSlotQueue , when battleground instance will exist
// we always should check if BG is in that queue before adding..
if(!GetPlayersSize())
if(!GetPlayersSize() && !GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
{
Reset();
// if no players left AND no invitees left, set this bg to delete in next update
// direct deletion could cause crashes
m_SetDeleteThis = true;
// return to prevent addition to freeslotqueue
return;
}
// a player exited the battleground, so there are free slots. add to queue
this->AddToBGFreeSlotQueue();
}
// this method is called when no players remains in battleground
@ -661,6 +875,8 @@ void BattleGround::Reset()
SetStartTime(0);
SetEndTime(0);
SetLastResurrectTime(0);
SetArenaType(0);
SetRated(false);
m_Events = 0;
@ -669,6 +885,7 @@ void BattleGround::Reset()
m_InvitedAlliance = 0;
m_InvitedHorde = 0;
m_InBGFreeSlotQueue = false;
m_Players.clear();
m_PlayerScores.clear();
@ -705,10 +922,11 @@ void BattleGround::AddPlayer(Player *plr)
sBattleGroundMgr.BuildPlayerJoinedBattleGroundPacket(&data, plr);
SendPacketToTeam(team, &data, plr, false);
// add arena specific auras
if(isArena())
{
plr->RemoveArenaSpellCooldowns();
//plr->RemoveArenaAuras();
plr->RemoveArenaAuras();
plr->RemoveAllEnchantments(TEMP_ENCHANTMENT_SLOT);
if(team == ALLIANCE) // gold
{
@ -727,6 +945,19 @@ void BattleGround::AddPlayer(Player *plr)
plr->DestroyConjuredItems(true);
Pet* pet = plr->GetPet();
if(pet)
{
if(pet->getPetType() == SUMMON_PET || pet->getPetType() == HUNTER_PET)
{
(plr)->SetTemporaryUnsummonedPetNumber(pet->GetCharmInfo()->GetPetNumber());
(plr)->SetOldPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
}
(plr)->RemovePet(NULL,PET_SAVE_NOT_IN_SLOT);
}
else
(plr)->SetTemporaryUnsummonedPetNumber(0);
if(GetStatus() == STATUS_WAIT_JOIN) // not started yet
{
plr->CastSpell(plr, SPELL_ARENA_PREPARATION, true);
@ -741,9 +972,6 @@ void BattleGround::AddPlayer(Player *plr)
plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells.
}
if(isArena())
plr->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
// Log
sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName());
}
@ -751,13 +979,20 @@ void BattleGround::AddPlayer(Player *plr)
/* This method should be called only once ... it adds pointer to queue */
void BattleGround::AddToBGFreeSlotQueue()
{
sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this);
// make sure to add only once
if(!m_InBGFreeSlotQueue)
{
sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this);
m_InBGFreeSlotQueue = true;
}
}
/* This method removes this battleground from free queue - it must be called when deleting battleground - not used now*/
void BattleGround::RemoveFromBGFreeSlotQueue()
{
/* uncomment this code when battlegrounds will work like instances
// set to be able to re-add if needed
m_InBGFreeSlotQueue = false;
// uncomment this code when battlegrounds will work like instances
for (std::deque<BattleGround*>::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].end(); ++itr)
{
if ((*itr)->GetInstanceID() == m_InstanceID)
@ -765,30 +1000,69 @@ void BattleGround::RemoveFromBGFreeSlotQueue()
sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].erase(itr);
return;
}
}*/
}
}
/*
this method should decide, if we can invite new player of certain team to BG, it is based on BATTLEGROUND_STATUS
*/
bool BattleGround::HasFreeSlotsForTeam(uint32 Team) const
// get the number of free slots for team
// works in similar way that HasFreeSlotsForTeam did, but this is needed for join as group
uint32 BattleGround::GetFreeSlotsForTeam(uint32 Team) const
{
//if BG is starting ... invite anyone:
//if BG is starting ... invite anyone
if (GetStatus() == STATUS_WAIT_JOIN)
return GetInvitedCount(Team) < GetMaxPlayersPerTeam();
return (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0;
//if BG is already started .. do not allow to join too much players of one faction
uint32 otherTeam;
uint32 otherIn;
if (Team == ALLIANCE)
{
otherTeam = GetInvitedCount(HORDE);
otherIn = GetPlayersCountByTeam(HORDE);
}
else
{
otherTeam = GetInvitedCount(ALLIANCE);
otherIn = GetPlayersCountByTeam(ALLIANCE);
}
if (GetStatus() == STATUS_IN_PROGRESS)
return (GetInvitedCount(Team) <= otherTeam && GetInvitedCount(Team) < GetMaxPlayersPerTeam());
{
// difference based on ppl invited (not necessarily entered battle)
// default: allow 0
uint32 diff = 0;
// allow join one person if the sides are equal (to fill up bg to minplayersperteam)
if (otherTeam == GetInvitedCount(Team))
diff = 1;
// allow join more ppl if the other side has more players
else if(otherTeam > GetInvitedCount(Team))
diff = otherTeam - GetInvitedCount(Team);
return false;
// difference based on max players per team (don't allow inviting more)
uint32 diff2 = (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0;
// difference based on players who already entered
// default: allow 0
uint32 diff3 = 0;
// allow join one person if the sides are equal (to fill up bg minplayersperteam)
if (otherIn == GetPlayersCountByTeam(Team))
diff3 = 1;
// allow join more ppl if the other side has more players
else if (otherIn > GetPlayersCountByTeam(Team))
diff3 = otherIn - GetPlayersCountByTeam(Team);
// or other side has less than minPlayersPerTeam
else if (GetInvitedCount(Team) <= GetMinPlayersPerTeam())
diff3 = GetMinPlayersPerTeam() - GetInvitedCount(Team) + 1;
// return the minimum of the 3 differences
// min of diff and diff 2
diff = diff < diff2 ? diff : diff2;
// min of diff, diff2 and diff3
return diff < diff3 ? diff : diff3 ;
}
return 0;
}
/* this method isn't called already, it will be useful when more battlegrounds of one type will be available */
bool BattleGround::HasFreeSlots() const
{
return GetPlayersSize() < GetMaxPlayers();
@ -814,9 +1088,13 @@ void BattleGround::UpdatePlayerScore(Player *Source, uint32 type, uint32 value)
itr->second->HonorableKills += value;
break;
case SCORE_BONUS_HONOR: // Honor bonus
// reward honor instantly
if(Source->RewardHonor(NULL, 1, value))
itr->second->BonusHonor += value;
// do not add honor in arenas
if(isBattleGround())
{
// reward honor instantly
if(Source->RewardHonor(NULL, 1, value))
itr->second->BonusHonor += value;
}
break;
//used only in EY, but in MSG_PVP_LOG_DATA opcode
case SCORE_DAMAGE_DONE: // Damage Done
@ -872,15 +1150,26 @@ void BattleGround::RemovePlayerFromResurrectQueue(uint64 player_guid)
bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
{
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry);
if(!goinfo)
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
if(!map)
return false;
// must be created this way, adding to godatamap would add it to the base map of the instance
// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
// so we must create it specific for this instance
GameObject * go = new GameObject;
if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, map,x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,1))
{
sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry);
sLog.outError("Cannot create gameobject template %u! BattleGround not created!", entry);
delete go;
return false;
}
/*
uint32 guid = go->GetGUIDLow();
uint32 guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
// without this, UseButtonOrDoor caused the crash, since it tried to get go info from godata
// iirc that was changed, so adding to go data map is no longer required if that was the only function using godata from GameObject without checking if it existed
GameObjectData& data = objmgr.NewGOData(guid);
data.id = entry;
@ -894,13 +1183,13 @@ bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float
data.rotation2 = rotation2;
data.rotation3 = rotation3;
data.spawntimesecs = respawnTime;
data.spawnMask = 1;
data.animprogress = 100;
data.go_state = 1;
data.spawnMask = 1;
objmgr.AddGameobjectToGrid(guid, &data);
m_BgObjects[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT);
*/
// add to world, so it can be later looked up from HashMapHolder
go->AddToWorld();
m_BgObjects[type] = go->GetGUID();
return true;
}
@ -942,6 +1231,9 @@ void BattleGround::DoorOpen(uint32 type)
void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime)
{
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
if(!map)
return;
if( respawntime == 0 )
{
GameObject *obj = HashMapHolder<GameObject>::Find(m_BgObjects[type]);
@ -950,30 +1242,27 @@ void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime)
//we need to change state from GO_JUST_DEACTIVATED to GO_READY in case battleground is starting again
if( obj->getLootState() == GO_JUST_DEACTIVATED )
obj->SetLootState(GO_READY);
obj->Respawn();
obj->SetRespawnTime(0);
map->Add(obj);
}
else
objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, 0);
}
else
{
GameObject *obj = HashMapHolder<GameObject>::Find(m_BgObjects[type]);
if(obj)
{
map->Add(obj);
obj->SetRespawnTime(respawntime);
obj->SetLootState(GO_JUST_DEACTIVATED);
}
else
objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, time(NULL) + respawntime);
}
}
Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o)
Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime)
{
// note: this should normally be FindMap
// but it's a hack to allow the battlegrounds to initialize at server startup
Map * map = MapManager::Instance().GetMap(GetMapId(), 0);
if(!map) return NULL;
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
if(!map)
return NULL;
Creature* pCreature = new Creature;
if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, entry, teamval))
@ -997,9 +1286,39 @@ Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, f
map->Add(pCreature);
m_BgCreatures[type] = pCreature->GetGUID();
return pCreature;
}
/*
void BattleGround::SpawnBGCreature(uint32 type, uint32 respawntime)
{
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceId());
if(!map)
return false;
if(respawntime == 0)
{
Creature *obj = HashMapHolder<Creature>::Find(m_BgCreatures[type]);
if(obj)
{
//obj->Respawn(); // bugged
obj->SetRespawnTime(0);
objmgr.SaveCreatureRespawnTime(obj->GetGUIDLow(), GetInstanceID(), 0);
map->Add(obj);
}
}
else
{
Creature *obj = HashMapHolder<Creature>::Find(m_BgCreatures[type]);
if(obj)
{
obj->setDeathState(DEAD);
obj->SetRespawnTime(respawntime);
map->Add(obj);
}
}
}
*/
bool BattleGround::DelCreature(uint32 type)
{
Creature *cr = HashMapHolder<Creature>::Find(m_BgCreatures[type]);
@ -1080,8 +1399,11 @@ void BattleGround::SendMessageToAll(int32 entry)
void BattleGround::EndNow()
{
RemoveFromBGFreeSlotQueue();
SetStatus(STATUS_WAIT_LEAVE);
SetEndTime(TIME_TO_AUTOREMOVE);
// inform invited players about the removal
sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID(), GetArenaType())].BGEndedRemoveInvites(this);
}
// Battleground messages are localized using the dbc lang, they are not client language dependent
@ -1159,3 +1481,28 @@ void BattleGround::HandleKillPlayer( Player *player, Player *killer )
// to be able to remove insignia
player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
}
// return the player's team based on battlegroundplayer info
// used in same faction arena matches mainly
uint32 BattleGround::GetPlayerTeam(uint64 guid)
{
std::map<uint64, BattleGroundPlayer>::const_iterator itr = m_Players.find(guid);
if(itr!=m_Players.end())
return itr->second.Team;
return 0;
}
uint32 BattleGround::GetAlivePlayersCountByTeam(uint32 Team) const
{
int count = 0;
for(std::map<uint64, BattleGroundPlayer>::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
if(itr->second.Team == Team)
{
Player * pl = objmgr.GetPlayer(itr->first);
if(pl && pl->isAlive())
++count;
}
}
return count;
}