server/src/game/BattleGround.h

665 lines
28 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __BATTLEGROUND_H
#define __BATTLEGROUND_H
#include "Common.h"
#include "SharedDefines.h"
#include "Map.h"
#include "ByteBuffer.h"
#include "ObjectGuid.h"
// magic event-numbers
#define BG_EVENT_NONE 255
// those generic events should get a high event id
#define BG_EVENT_DOOR 254
// only arena event
// cause this buff apears 90sec after start in every bg i implement it here
#define ARENA_BUFF_EVENT 253
class Creature;
class GameObject;
class Group;
class Player;
class WorldPacket;
class BattleGroundMap;
struct PvPDifficultyEntry;
struct WorldSafeLocsEntry;
struct BattleGroundEventIdx
{
uint8 event1;
uint8 event2;
};
enum BattleGroundSounds
{
SOUND_HORDE_WINS = 8454,
SOUND_ALLIANCE_WINS = 8455,
SOUND_BG_START = 3439
};
enum BattleGroundQuests
{
SPELL_WS_QUEST_REWARD = 43483,
SPELL_AB_QUEST_REWARD = 43484,
SPELL_AV_QUEST_REWARD = 43475,
SPELL_AV_QUEST_KILLED_BOSS = 23658,
SPELL_EY_QUEST_REWARD = 43477,
SPELL_AB_QUEST_REWARD_4_BASES = 24061,
SPELL_AB_QUEST_REWARD_5_BASES = 24064
};
enum BattleGroundMarks
{
SPELL_WS_MARK_LOSER = 24950, // not create marks now
SPELL_WS_MARK_WINNER = 24951, // not create marks now
SPELL_AB_MARK_LOSER = 24952, // not create marks now
SPELL_AB_MARK_WINNER = 24953, // not create marks now
SPELL_AV_MARK_LOSER = 24954, // not create marks now
SPELL_AV_MARK_WINNER = 24955, // not create marks now
SPELL_WG_MARK_VICTORY = 24955, // honor + mark
SPELL_WG_MARK_DEFEAT = 58494, // honor + mark
};
enum BattleGroundMarksCount
{
ITEM_WINNER_COUNT = 3,
ITEM_LOSER_COUNT = 1
};
enum BattleGroundSpells
{
SPELL_ARENA_PREPARATION = 32727, // use this one, 32728 not correct
SPELL_ALLIANCE_GOLD_FLAG = 32724,
SPELL_ALLIANCE_GREEN_FLAG = 32725,
SPELL_HORDE_GOLD_FLAG = 35774,
SPELL_HORDE_GREEN_FLAG = 35775,
SPELL_PREPARATION = 44521, // Preparation
SPELL_RECENTLY_DROPPED_FLAG = 42792, // Recently Dropped Flag
SPELL_AURA_PLAYER_INACTIVE = 43681, // Inactive
SPELL_ARENA_DAMPENING = 74410, // Arena - Dampening
SPELL_BATTLEGROUND_DAMPENING = 74411, // Battleground - Dampening
};
enum BattleGroundTimeIntervals
{
RESURRECTION_INTERVAL = 30000, // ms
//REMIND_INTERVAL = 10000, // ms
INVITATION_REMIND_TIME = 20000, // ms
INVITE_ACCEPT_WAIT_TIME = 40000, // ms
TIME_TO_AUTOREMOVE = 120000, // ms
MAX_OFFLINE_TIME = 300, // secs
RESPAWN_ONE_DAY = 86400, // secs
RESPAWN_IMMEDIATELY = 0, // secs
BUFF_RESPAWN_TIME = 180, // secs
ARENA_SPAWN_BUFF_OBJECTS = 90000, // ms - 90sec after start
};
enum BattleGroundStartTimeIntervals
{
BG_START_DELAY_2M = 120000, // ms (2 minutes)
BG_START_DELAY_1M = 60000, // ms (1 minute)
BG_START_DELAY_30S = 30000, // ms (30 seconds)
BG_START_DELAY_15S = 15000, // ms (15 seconds) Used only in arena
BG_START_DELAY_NONE = 0, // ms
};
enum BattleGroundBuffObjects
{
BG_OBJECTID_SPEEDBUFF_ENTRY = 179871,
BG_OBJECTID_REGENBUFF_ENTRY = 179904,
BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905
};
const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY };
enum BattleGroundStatus
{
STATUS_NONE = 0, // first status, should mean bg is not instance
STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
STATUS_IN_PROGRESS = 3, // means bg is running
STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
};
struct BattleGroundPlayer
{
time_t OfflineRemoveTime; // for tracking and removing offline players from queue after 5 minutes
Team PlayerTeam; // Player's team
};
struct BattleGroundObjectInfo
{
BattleGroundObjectInfo() : object(NULL), timer(0), spellid(0) {}
GameObject *object;
int32 timer;
uint32 spellid;
};
// handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time
enum BattleGroundQueueTypeId
{
BATTLEGROUND_QUEUE_NONE = 0,
BATTLEGROUND_QUEUE_AV = 1,
BATTLEGROUND_QUEUE_WS = 2,
BATTLEGROUND_QUEUE_AB = 3,
BATTLEGROUND_QUEUE_EY = 4,
BATTLEGROUND_QUEUE_SA = 5,
BATTLEGROUND_QUEUE_IC = 6,
BATTLEGROUND_QUEUE_2v2 = 7,
BATTLEGROUND_QUEUE_3v3 = 8,
BATTLEGROUND_QUEUE_5v5 = 9
};
#define MAX_BATTLEGROUND_QUEUE_TYPES 10
enum ScoreType
{
SCORE_KILLING_BLOWS = 1,
SCORE_DEATHS = 2,
SCORE_HONORABLE_KILLS = 3,
SCORE_BONUS_HONOR = 4,
//EY, but in MSG_PVP_LOG_DATA opcode!
SCORE_DAMAGE_DONE = 5,
SCORE_HEALING_DONE = 6,
//WS
SCORE_FLAG_CAPTURES = 7,
SCORE_FLAG_RETURNS = 8,
//AB
SCORE_BASES_ASSAULTED = 9,
SCORE_BASES_DEFENDED = 10,
//AV
SCORE_GRAVEYARDS_ASSAULTED = 11,
SCORE_GRAVEYARDS_DEFENDED = 12,
SCORE_TOWERS_ASSAULTED = 13,
SCORE_TOWERS_DEFENDED = 14,
SCORE_SECONDARY_OBJECTIVES = 15
};
enum BattleGroundType
{
TYPE_BATTLEGROUND = 3,
TYPE_ARENA = 4
};
enum BattleGroundWinner
{
WINNER_HORDE = 0,
WINNER_ALLIANCE = 1,
WINNER_NONE = 2
};
enum BattleGroundTeamIndex
{
BG_TEAM_ALLIANCE = 0,
BG_TEAM_HORDE = 1
};
#define BG_TEAMS_COUNT 2
enum BattleGroundStartingEvents
{
BG_STARTING_EVENT_NONE = 0x00,
BG_STARTING_EVENT_1 = 0x01,
BG_STARTING_EVENT_2 = 0x02,
BG_STARTING_EVENT_3 = 0x04,
BG_STARTING_EVENT_4 = 0x08
};
enum BattleGroundStartingEventsIds
{
BG_STARTING_EVENT_FIRST = 0,
BG_STARTING_EVENT_SECOND = 1,
BG_STARTING_EVENT_THIRD = 2,
BG_STARTING_EVENT_FOURTH = 3
};
#define BG_STARTING_EVENT_COUNT 4
enum GroupJoinBattlegroundResult
{
// positive values are indexes in BattlemasterList.dbc
ERR_GROUP_JOIN_BATTLEGROUND_FAIL = 0, // Your group has joined a battleground queue, but you are not eligible (showed for non existing BattlemasterList.dbc indexes)
ERR_BATTLEGROUND_NONE = -1, // not show anything
ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS = -2, // You cannot join the battleground yet because you or one of your party members is flagged as a Deserter.
ERR_ARENA_TEAM_PARTY_SIZE = -3, // Incorrect party size for this arena.
ERR_BATTLEGROUND_TOO_MANY_QUEUES = -4, // You can only be queued for 2 battles at once
ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED = -5, // You cannot queue for a rated match while queued for other battles
ERR_BATTLEDGROUND_QUEUED_FOR_RATED = -6, // You cannot queue for another battle while queued for a rated arena match
ERR_BATTLEGROUND_TEAM_LEFT_QUEUE = -7, // Your team has left the arena queue
ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND = -8, // You can't do that in a battleground.
ERR_BATTLEGROUND_JOIN_XP_GAIN = -9, // wtf, doesn't exist in client...
ERR_BATTLEGROUND_JOIN_RANGE_INDEX = -10, // Cannot join the queue unless all members of your party are in the same battleground level range.
ERR_BATTLEGROUND_JOIN_TIMED_OUT = -11, // %s was unavailable to join the queue. (uint64 guid exist in client cache)
ERR_BATTLEGROUND_JOIN_FAILED = -12, // Join as a group failed (uint64 guid doesn't exist in client cache)
ERR_LFG_CANT_USE_BATTLEGROUND = -13, // You cannot queue for a battleground or arena while using the dungeon system.
ERR_IN_RANDOM_BG = -14, // Can't do that while in a Random Battleground queue.
ERR_IN_NON_RANDOM_BG = -15, // Can't queue for Random Battleground while in another Battleground queue.
};
class BattleGroundScore
{
public:
BattleGroundScore() : KillingBlows(0), Deaths(0), HonorableKills(0),
BonusHonor(0), DamageDone(0), HealingDone(0)
{}
virtual ~BattleGroundScore() {} //virtual destructor is used when deleting score from scores map
uint32 KillingBlows;
uint32 Deaths;
uint32 HonorableKills;
uint32 BonusHonor;
uint32 DamageDone;
uint32 HealingDone;
};
/*
This class is used to:
1. Add player to battleground
2. Remove player from battleground
3. some certain cases, same for all battlegrounds
4. It has properties same for all battlegrounds
*/
class BattleGround
{
friend class BattleGroundMgr;
public:
/* Construction */
BattleGround();
/*BattleGround(const BattleGround& bg);*/
virtual ~BattleGround();
virtual void Update(uint32 diff); // must be implemented in BG subclass of BG specific update code, but must in begginning call parent version
virtual bool SetupBattleGround() // must be implemented in BG subclass
{
return true;
}
virtual void Reset(); // resets all common properties for battlegrounds, must be implemented and called in BG subclass
virtual void StartingEventCloseDoors() {}
virtual void StartingEventOpenDoors() {}
/* achievement req. */
virtual bool IsAllNodesConrolledByTeam(Team /*team*/) const { return false; }
bool IsTeamScoreInRange(Team team, uint32 minScore, uint32 maxScore) const;
/* Battleground */
// Get methods:
char const* GetName() const { return m_Name; }
BattleGroundTypeId GetTypeID() const { return m_TypeID; }
BattleGroundBracketId GetBracketId() const { return m_BracketId; }
// the instanceId check is also used to determine a bg-template
// that's why the m_map hack is here..
uint32 GetInstanceID() { return m_Map?GetBgMap()->GetInstanceId():0; }
BattleGroundStatus GetStatus() const { return m_Status; }
uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
uint32 GetStartTime() const { return m_StartTime; }
uint32 GetEndTime() const { return m_EndTime; }
uint32 GetMaxPlayers() const { return m_MaxPlayers; }
uint32 GetMinPlayers() const { return m_MinPlayers; }
uint32 GetMinLevel() const { return m_LevelMin; }
uint32 GetMaxLevel() const { return m_LevelMax; }
uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; }
int32 GetStartDelayTime() const { return m_StartDelayTime; }
ArenaType GetArenaType() const { return m_ArenaType; }
uint8 GetWinner() const { return m_Winner; }
uint32 GetBattlemasterEntry() const;
uint32 GetBonusHonorFromKill(uint32 kills) const;
// Set methods:
void SetName(char const* Name) { m_Name = Name; }
void SetTypeID(BattleGroundTypeId TypeID) { m_TypeID = TypeID; }
//here we can count minlevel and maxlevel for players
void SetBracket(PvPDifficultyEntry const* bracketEntry);
void SetStatus(BattleGroundStatus Status) { m_Status = Status; }
void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
void SetStartTime(uint32 Time) { m_StartTime = Time; }
void SetEndTime(uint32 Time) { m_EndTime = Time; }
void SetMaxPlayers(uint32 MaxPlayers) { m_MaxPlayers = MaxPlayers; }
void SetMinPlayers(uint32 MinPlayers) { m_MinPlayers = MinPlayers; }
void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; }
void SetRated(bool state) { m_IsRated = state; }
void SetArenaType(ArenaType type) { m_ArenaType = type; }
void SetArenaorBGType(bool _isArena) { m_IsArena = _isArena; }
void SetWinner(uint8 winner) { m_Winner = winner; }
void ModifyStartDelayTime(int diff) { m_StartDelayTime -= diff; }
void SetStartDelayTime(int Time) { m_StartDelayTime = Time; }
void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; }
void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; }
void AddToBGFreeSlotQueue(); //this queue will be useful when more battlegrounds instances will be available
void RemoveFromBGFreeSlotQueue(); //this method could delete whole BG instance, if another free is available
void DecreaseInvitedCount(Team team) { (team == ALLIANCE) ? --m_InvitedAlliance : --m_InvitedHorde; }
void IncreaseInvitedCount(Team team) { (team == ALLIANCE) ? ++m_InvitedAlliance : ++m_InvitedHorde; }
uint32 GetInvitedCount(Team team) const
{
if (team == ALLIANCE)
return m_InvitedAlliance;
else
return m_InvitedHorde;
}
bool HasFreeSlots() const;
uint32 GetFreeSlotsForTeam(Team team) const;
bool isArena() const { return m_IsArena; }
bool isBattleGround() const { return !m_IsArena; }
bool isRated() const { return m_IsRated; }
typedef std::map<ObjectGuid, BattleGroundPlayer> BattleGroundPlayerMap;
BattleGroundPlayerMap const& GetPlayers() const { return m_Players; }
uint32 GetPlayersSize() const { return m_Players.size(); }
typedef std::map<ObjectGuid, BattleGroundScore*> BattleGroundScoreMap;
BattleGroundScoreMap::const_iterator GetPlayerScoresBegin() const { return m_PlayerScores.begin(); }
BattleGroundScoreMap::const_iterator GetPlayerScoresEnd() const { return m_PlayerScores.end(); }
uint32 GetPlayerScoresSize() const { return m_PlayerScores.size(); }
void StartBattleGround();
/* Location */
void SetMapId(uint32 MapID) { m_MapId = MapID; }
uint32 GetMapId() const { return m_MapId; }
/* Map pointers */
void SetBgMap(BattleGroundMap* map) { m_Map = map; }
BattleGroundMap* GetBgMap()
{
MANGOS_ASSERT(m_Map);
return m_Map;
}
void SetTeamStartLoc(Team team, float X, float Y, float Z, float O);
void GetTeamStartLoc(Team team, float &X, float &Y, float &Z, float &O) const
{
BattleGroundTeamIndex idx = GetTeamIndexByTeamId(team);
X = m_TeamStartLocX[idx];
Y = m_TeamStartLocY[idx];
Z = m_TeamStartLocZ[idx];
O = m_TeamStartLocO[idx];
}
/* Packet Transfer */
// method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!)
virtual void FillInitialWorldStates(WorldPacket& /*data*/, uint32& /*count*/) {}
void SendPacketToTeam(Team team, WorldPacket *packet, Player *sender = NULL, bool self = true);
void SendPacketToAll(WorldPacket *packet);
template<class Do>
void BroadcastWorker(Do& _do);
void PlaySoundToTeam(uint32 SoundID, Team team);
void PlaySoundToAll(uint32 SoundID);
void CastSpellOnTeam(uint32 SpellID, Team team);
void RewardHonorToTeam(uint32 Honor, Team team);
void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, Team team);
void RewardMark(Player *plr,uint32 count);
void SendRewardMarkByMail(Player *plr,uint32 mark, uint32 count);
void RewardItem(Player *plr, uint32 item_id, uint32 count);
void RewardQuestComplete(Player *plr);
void RewardSpellCast(Player *plr, uint32 spell_id);
void UpdateWorldState(uint32 Field, uint32 Value);
void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player *Source);
virtual void EndBattleGround(Team winner);
void BlockMovement(Player *plr);
void SendMessageToAll(int32 entry, ChatMsg type, Player const* source = NULL);
void SendYellToAll(int32 entry, uint32 language, ObjectGuid guid);
void PSendMessageToAll(int32 entry, ChatMsg type, Player const* source, ... );
// specialized version with 2 string id args
void SendMessage2ToAll(int32 entry, ChatMsg type, Player const* source, int32 strId1 = 0, int32 strId2 = 0);
void SendYell2ToAll(int32 entry, uint32 language, ObjectGuid guid, int32 arg1, int32 arg2);
/* Raid Group */
Group *GetBgRaid(Team team) const { return m_BgRaids[GetTeamIndexByTeamId(team)]; }
void SetBgRaid(Team team, Group *bg_raid);
virtual void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
static BattleGroundTeamIndex GetTeamIndexByTeamId(Team team) { return team == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; }
uint32 GetPlayersCountByTeam(Team team) const { return m_PlayersCount[GetTeamIndexByTeamId(team)]; }
uint32 GetAlivePlayersCountByTeam(Team team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
void UpdatePlayersCountByTeam(Team team, bool remove)
{
if (remove)
--m_PlayersCount[GetTeamIndexByTeamId(team)];
else
++m_PlayersCount[GetTeamIndexByTeamId(team)];
}
// used for rated arena battles
void SetArenaTeamIdForTeam(Team team, uint32 ArenaTeamId) { m_ArenaTeamIds[GetTeamIndexByTeamId(team)] = ArenaTeamId; }
uint32 GetArenaTeamIdForTeam(Team team) const { return m_ArenaTeamIds[GetTeamIndexByTeamId(team)]; }
void SetArenaTeamRatingChangeForTeam(Team team, int32 RatingChange) { m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(team)] = RatingChange; }
int32 GetArenaTeamRatingChangeForTeam(Team team) const { return m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(team)]; }
void CheckArenaWinConditions();
/* Triggers handle */
// must be implemented in BG subclass
virtual void HandleAreaTrigger(Player* /*Source*/, uint32 /*Trigger*/) {}
// must be implemented in BG subclass if need AND call base class generic code
virtual void HandleKillPlayer(Player *player, Player *killer);
virtual void HandleKillUnit(Creature* /*unit*/, Player* /*killer*/) { return; };
/* Battleground events */
virtual void EventPlayerDroppedFlag(Player* /*player*/) {}
virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*target_obj*/) {}
virtual void EventPlayerCapturedFlag(Player* /*player*/) {}
void EventPlayerLoggedIn(Player* player, ObjectGuid plr_guid);
void EventPlayerLoggedOut(Player* player);
/* Death related */
virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
virtual void AddPlayer(Player *plr); // must be implemented in BG subclass
void AddOrSetPlayerToCorrectBgGroup(Player *plr, ObjectGuid plr_guid, Team team);
virtual void RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket);
// can be extended in in BG subclass
/* event related */
// called when a creature gets added to map (NOTE: only triggered if
// a player activates the cell of the creature)
void OnObjectDBLoad(Creature* /*creature*/);
void OnObjectDBLoad(GameObject* /*obj*/);
// (de-)spawns creatures and gameobjects from an event
void SpawnEvent(uint8 event1, uint8 event2, bool spawn);
bool IsActiveEvent(uint8 event1, uint8 event2)
{
if (m_ActiveEvents.find(event1) == m_ActiveEvents.end())
return false;
return m_ActiveEvents[event1] == event2;
}
ObjectGuid GetSingleCreatureGuid(uint8 event1, uint8 event2);
void OpenDoorEvent(uint8 event1, uint8 event2 = 0);
bool IsDoor(uint8 event1, uint8 event2);
void HandleTriggerBuff(ObjectGuid go_guid);
// TODO: make this protected:
typedef std::vector<ObjectGuid> BGObjects;
typedef std::vector<ObjectGuid> BGCreatures;
// TODO drop m_BGObjects
BGObjects m_BgObjects;
void SpawnBGObject(ObjectGuid guid, uint32 respawntime);
bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0);
void SpawnBGCreature(ObjectGuid guid, uint32 respawntime);
bool DelObject(uint32 type);
void DoorOpen(ObjectGuid guid);
void DoorClose(ObjectGuid guid);
virtual bool HandlePlayerUnderMap(Player * /*plr*/) { return false; }
// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
Team GetPlayerTeam(ObjectGuid guid);
static Team GetOtherTeam(Team team){ return team ? ((team == ALLIANCE) ? HORDE : ALLIANCE) : TEAM_NONE; }
static BattleGroundTeamIndex GetOtherTeamIndex(BattleGroundTeamIndex teamIdx){ return teamIdx == BG_TEAM_ALLIANCE ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE; }
bool IsPlayerInBattleGround(ObjectGuid guid);
/* virtual score-array - get's used in bg-subclasses */
int32 m_TeamScores[BG_TEAMS_COUNT];
struct EventObjects
{
BGObjects gameobjects;
BGCreatures creatures;
};
// cause we create it dynamicly i use a map - to avoid resizing when
// using vector - also it contains 2*events concatenated with PAIR32
// this is needed to avoid overhead of a 2dimensional std::map
std::map<uint32, EventObjects> m_EventObjects;
// this must be filled first in BattleGroundXY::Reset().. else
// creatures will get added wrong
// door-events are automaticly added - but _ALL_ other must be in this vector
std::map<uint8, uint8> m_ActiveEvents;
protected:
//this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends BattleGround
void EndNow();
void PlayerAddedToBGCheckIfBGIsRunning(Player* plr);
/* Scorekeeping */
BattleGroundScoreMap m_PlayerScores; // Player scores
// must be implemented in BG subclass
virtual void RemovePlayer(Player * /*player*/, ObjectGuid /*guid*/) {}
/* Player lists, those need to be accessible by inherited classes */
BattleGroundPlayerMap m_Players;
/*
these are important variables used for starting messages
*/
uint8 m_Events;
BattleGroundStartTimeIntervals m_StartDelayTimes[BG_STARTING_EVENT_COUNT];
//this must be filled in constructors!
uint32 m_StartMessageIds[BG_STARTING_EVENT_COUNT];
bool m_BuffChange;
private:
/* Battleground */
BattleGroundTypeId m_TypeID;
BattleGroundStatus m_Status;
uint32 m_ClientInstanceID; //the instance-id which is sent to the client and without any other internal use
uint32 m_StartTime;
bool m_ArenaBuffSpawned; // to cache if arenabuff event is started (cause bool is faster than checking IsActiveEvent)
int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself
BattleGroundBracketId m_BracketId;
ArenaType m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque
bool m_IsArena;
uint8 m_Winner; // 0=alliance, 1=horde, 2=none
int32 m_StartDelayTime;
bool m_IsRated; // is this battle rated?
bool m_PrematureCountDown;
uint32 m_PrematureCountDownTimer;
char const *m_Name;
/* Player lists */
typedef std::deque<ObjectGuid> OfflineQueue;
OfflineQueue m_OfflineQueue; // Player GUID
/* Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction */
/* Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG */
/* Invited players counters*/
uint32 m_InvitedAlliance;
uint32 m_InvitedHorde;
/* Raid Group */
Group *m_BgRaids[BG_TEAMS_COUNT]; // 0 - alliance, 1 - horde
/* Players count by team */
uint32 m_PlayersCount[BG_TEAMS_COUNT];
/* Arena team ids by team */
uint32 m_ArenaTeamIds[BG_TEAMS_COUNT];
int32 m_ArenaTeamRatingChanges[BG_TEAMS_COUNT];
/* Limits */
uint32 m_LevelMin;
uint32 m_LevelMax;
uint32 m_MaxPlayersPerTeam;
uint32 m_MaxPlayers;
uint32 m_MinPlayersPerTeam;
uint32 m_MinPlayers;
/* Start location */
uint32 m_MapId;
BattleGroundMap* m_Map;
float m_TeamStartLocX[BG_TEAMS_COUNT];
float m_TeamStartLocY[BG_TEAMS_COUNT];
float m_TeamStartLocZ[BG_TEAMS_COUNT];
float m_TeamStartLocO[BG_TEAMS_COUNT];
};
// helper functions for world state list fill
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, uint32 value)
{
data << uint32(state);
data << uint32(value);
++count;
}
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, int32 value)
{
data << uint32(state);
data << int32(value);
++count;
}
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, bool value)
{
data << uint32(state);
data << uint32(value?1:0);
++count;
}
struct WorldStatePair
{
uint32 state;
uint32 value;
};
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, WorldStatePair const* array)
{
for(WorldStatePair const* itr = array; itr->state; ++itr)
{
data << uint32(itr->state);
data << uint32(itr->value);
++count;
}
}
#endif