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[7269] Use enum type for battleground queue type ids, and related cleanups.
* renamed a variable to make the content of it more clear: type->arenaslot * renamed BattleGroundQueueTypeId-variables to bgQueueTypeId just to make it easier reading the code (cause there existed 3 different names for this..) * renamed GetBattleGroundQueueId to GetBattleGroundQueueTypeId again this is just for better understanding * Renamed [GS]etQueueType and m_Queue_type * Renamed to [GS]etQueueId and m_QueueId Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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109813be29
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b75157946c
11 changed files with 90 additions and 87 deletions
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@ -39,7 +39,7 @@ BattleGround::BattleGround()
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m_Status = 0;
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m_EndTime = 0;
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m_LastResurrectTime = 0;
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m_Queue_type = MAX_BATTLEGROUND_QUEUES;
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m_QueueId = MAX_BATTLEGROUND_QUEUES;
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m_InvitedAlliance = 0;
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m_InvitedHorde = 0;
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m_ArenaType = 0;
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@ -554,7 +554,7 @@ void BattleGround::EndBattleGround(uint32 winner)
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sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
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plr->GetSession()->SendPacket(&data);
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uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime());
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plr->GetSession()->SendPacket(&data);
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plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND, 1);
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@ -771,7 +771,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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if(!team) team = plr->GetTeam();
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BattleGroundTypeId bgTypeId = GetTypeID();
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uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
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// if arena, remove the specific arena auras
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if(isArena())
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{
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@ -822,8 +822,8 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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DecreaseInvitedCount(team);
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//we should update battleground queue, but only if bg isn't ending
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if (GetQueueType() < MAX_BATTLEGROUND_QUEUES)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueType());
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if (GetQueueId() < MAX_BATTLEGROUND_QUEUES)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueId());
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Group * group = plr->GetGroup();
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// remove from raid group if exist
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@ -869,7 +869,7 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
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// this method is called when no players remains in battleground
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void BattleGround::Reset()
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{
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SetQueueType(MAX_BATTLEGROUND_QUEUES);
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SetQueueId(MAX_BATTLEGROUND_QUEUES);
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SetWinner(WINNER_NONE);
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SetStatus(STATUS_WAIT_QUEUE);
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SetStartTime(0);
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@ -1513,7 +1513,7 @@ void BattleGround::PlayerRelogin(Player* plr)
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return;
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WorldPacket data;
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uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
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BlockMovement(plr);
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@ -1545,4 +1545,4 @@ void BattleGround::SetBgRaid( uint32 TeamID, Group *bg_raid )
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if(old_raid) old_raid->SetBattlegroundGroup(NULL);
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if(bg_raid) bg_raid->SetBattlegroundGroup(this);
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old_raid = bg_raid;
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}
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}
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