Merge branch 'master' into 310

Conflicts:
	src/game/GameObject.cpp
This commit is contained in:
tomrus88 2009-03-18 07:45:29 +03:00
commit 9d2acc22b4
47 changed files with 1772 additions and 1246 deletions

View file

@ -127,7 +127,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
if( !_player->CanJoinToBattleground() )
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
data << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data);
return;
}
@ -173,7 +173,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
@ -191,7 +191,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
@ -302,25 +302,25 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
if(!sBattlemasterListStore.LookupEntry(bgTypeId_))
if( !sBattlemasterListStore.LookupEntry(bgTypeId_) )
{
sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId_);
sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_);
// update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example)
if(_player->InBattleGroundQueue())
if( _player->InBattleGroundQueue() )
{
// update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if(!bgQueueTypeId)
if( !bgQueueTypeId )
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
// if the player is not in queue, continue or no group information - this should never happen
if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
if( itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo )
continue;
BattleGround * bg = NULL;
@ -329,7 +329,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0;
if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
if( !itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
{
// not invited to bg, get template
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
@ -342,12 +342,8 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
status = STATUS_WAIT_JOIN;
}
// if bg not found, then continue
if(!bg)
continue;
// don't invite if already in the instance
if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
// if bg not found, then continue, don't invite if already in the instance
if( !bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) )
continue;
// re - invite player with proper data
@ -359,22 +355,20 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
return;
}
//get GroupQueueInfo from BattleGroundQueue
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
// get the bg what we were invited to
bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if(itrPlayerStatus == qpMap.end())
if( itrPlayerStatus == qpMap.end() )
{
sLog.outError("Battleground: itrplayerstatus not found.");
return;
}
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is _required_
if(!instanceId && action == 1)
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is required
if( !instanceId && action == 1 )
{
sLog.outError("Battleground: instance not found.");
return;
@ -383,56 +377,52 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);
// bg template might and must be used in case of leaving queue, when instance is not created yet
if(!bg && action == 0)
if( !bg && action == 0 )
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
if( !bg )
{
sLog.outError("Battleground: bg not found for type id %u.",bgTypeId);
sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId);
return;
}
bgTypeId = bg->GetTypeID();
if(_player->InBattleGroundQueue())
if( _player->InBattleGroundQueue() )
{
uint32 queueSlot = 0;
uint32 team = 0;
uint32 arenatype = 0;
uint32 israted = 0;
uint32 rating = 0;
uint32 opponentsRating = 0;
// get the team info from the queue
//we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function!
uint32 team = itrPlayerStatus->second.GroupInfo->Team;
uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType;
uint32 isRated = itrPlayerStatus->second.GroupInfo->IsRated;
uint32 rating = itrPlayerStatus->second.GroupInfo->ArenaTeamRating;
uint32 opponentsRating = itrPlayerStatus->second.GroupInfo->OpponentsTeamRating;
BattleGroundQueue::QueuedPlayersMap& qpMap2 = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator pitr = qpMap2.find(_player->GetGUID());
if (pitr !=qpMap2.end() && pitr->second.GroupInfo)
//some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
if( action == 1 && arenaType == 0)
{
team = pitr->second.GroupInfo->Team;
arenatype = pitr->second.GroupInfo->ArenaType;
israted = pitr->second.GroupInfo->IsRated;
rating = pitr->second.GroupInfo->ArenaTeamRating;
opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating;
}
else
{
sLog.outError("Battleground: Invalid player queue info!");
return;
}
//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if( arenatype == 0 && !_player->CanJoinToBattleground() )
{
sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
action = 0;
//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if( !_player->CanJoinToBattleground() )
{
//send bg command result to show nice message
WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data2 << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data2);
action = 0;
sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
}
//if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
if( _player->getLevel() > bg->GetMaxLevel() )
{
sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
action = 0;
}
}
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
WorldPacket data;
switch(action)
switch( action )
{
case 1: // port to battleground
if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
return; // cheating?
case 1: // port to battleground
if( !_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId) )
return; // cheating?
// resurrect the player
if(!_player->isAlive())
if( !_player->isAlive() )
{
_player->ResurrectPlayer(1.0f);
_player->SpawnCorpseBones();
@ -443,14 +433,13 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
_player->GetMotionMaster()->MovementExpired();
_player->m_taxi.ClearTaxiDestinations();
}
_player->RemoveFromGroup();
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType());
_player->GetSession()->SendPacket(&data);
// remove battleground queue status from BGmgr
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
// this is still needed here if battleground "jumping" shouldn't add deserter debuff
// also this required to prevent stuck at old battleground after SetBattleGroundId set to new
// also this is required to prevent stuck at old battleground after SetBattleGroundId set to new
if( BattleGround *currentBg = _player->GetBattleGround() )
currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
@ -462,30 +451,28 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId);
// add only in HandleMoveWorldPortAck()
// bg->AddPlayer(_player,team);
sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId);
sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId);
break;
case 0: // leave queue
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
/*
if player leaves rated arena match before match start, it is counted as he played but he lost
*/
if (israted)
// if player leaves rated arena match before match start, it is counted as he played but he lost
if( isRated )
{
ArenaTeam * at = objmgr.GetArenaTeamById(team);
if (at)
if( at )
{
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating);
at->MemberLost(_player, opponentsRating);
at->SaveToDB();
}
}
_player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
_player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
// player left queue, we should update it, maybe now his group fits in
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(bgTypeId),arenatype,israted,rating);
// player left queue, we should update it - do not update Arena Queue
if( !arenaType )
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenaType, isRated, rating);
SendPacket(&data);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
break;
default:
sLog.outError("Battleground port: unknown action %u", action);
@ -524,40 +511,55 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
sLog.outDebug( "WORLD: Battleground status" );
WorldPacket data;
uint32 queueSlot = PLAYER_MAX_BATTLEGROUND_QUEUES;
if(_player->InBattleGround())
{
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp);
if((bg->GetStatus() <= STATUS_IN_PROGRESS))
{
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
SendPacket(&data);
}
}
// we should update all queues? .. i'm not sure if this code is correct
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
// we must update all queues here
BattleGround *bg = NULL;
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if(!bgQueueTypeId || i == queueSlot) //queueslot check in case we already send it in the above code
if( !bgQueueTypeId )
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
continue;
uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId);
if( bgTypeId == _player->GetBattleGroundTypeId() )
{
bg = _player->GetBattleGround();
//i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena
//so i must use bg pointer to get that information
if( bg && bg->GetArenaType() == arenaType )
{
// this line is checked, i only don't know if GetStartTime is changing itself after bg end!
// send status in BattleGround
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType);
SendPacket(&data);
continue;
}
}
//we are sending update to player about queue - he can be invited there!
//get GroupQueueInfo for queue status
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
if( itrPlayerStatus == qpMap.end() )
continue;
arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTime()-itrPlayerStatus->second.GroupInfo->JoinTime, arenatype);
SendPacket(&data);
if( itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
{
bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
if( !bg )
continue;
uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->RemoveInviteTime);
// send status invited to BattleGround
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType);
SendPacket(&data);
}
else
{
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if( !bg )
continue;
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
// send status in BattleGround Queue
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(itrPlayerStatus->second.GroupInfo->JoinTime, getMSTime()), arenaType);
SendPacket(&data);
}
}
}