2025 lines
63 KiB
C++
2025 lines
63 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "Object.h"
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#include "Player.h"
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#include "BattleGround.h"
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#include "BattleGroundMgr.h"
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#include "Creature.h"
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#include "MapManager.h"
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#include "Language.h"
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#include "SpellAuras.h"
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#include "World.h"
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#include "Group.h"
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#include "ObjectGuid.h"
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#include "ObjectMgr.h"
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#include "Mail.h"
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#include "WorldPacket.h"
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#include "Formulas.h"
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#include "GridNotifiersImpl.h"
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#include "Chat.h"
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#ifdef ENABLE_ELUNA
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#include "LuaEngine.h"
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#endif /* ENABLE_ELUNA */
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namespace MaNGOS
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{
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class BattleGroundChatBuilder
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="BattleGroundChatBuilder"/> class.
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/// </summary>
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/// <param name="msgtype">The msgtype.</param>
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/// <param name="textId">The text id.</param>
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/// <param name="source">The source.</param>
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/// <param name="args">The args.</param>
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BattleGroundChatBuilder(ChatMsg msgtype, int32 textId, Player const* source, va_list* args = NULL)
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: i_msgtype(msgtype), i_textId(textId), i_source(source), i_args(args) {}
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void operator()(WorldPacket& data, int32 loc_idx)
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{
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char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
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ObjectGuid sourceGuid = i_source ? i_source ->GetObjectGuid() : ObjectGuid();
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std::string sourceName = i_source ? i_source ->GetName() : "";
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if (i_args)
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{
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// we need copy va_list before use or original va_list will corrupted
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va_list ap;
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va_copy(ap, *i_args);
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char str [2048];
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vsnprintf(str, 2048, text, ap);
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va_end(ap);
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ChatHandler::BuildChatPacket(data, i_msgtype, &str[0], LANG_UNIVERSAL, CHAT_TAG_NONE, sourceGuid, sourceName.c_str());
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}
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else
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{
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ChatHandler::BuildChatPacket(data, i_msgtype, text, LANG_UNIVERSAL, CHAT_TAG_NONE, sourceGuid, sourceName.c_str(), sourceGuid, sourceName.c_str());
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}
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}
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private:
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ChatMsg i_msgtype;
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int32 i_textId;
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Player const* i_source;
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va_list* i_args;
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};
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class BattleGroundYellBuilder
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="BattleGroundYellBuilder"/> class.
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/// </summary>
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/// <param name="language">The language.</param>
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/// <param name="textId">The text id.</param>
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/// <param name="source">The source.</param>
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/// <param name="args">The args.</param>
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BattleGroundYellBuilder(Language language, int32 textId, Creature const* source, va_list* args = NULL)
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: i_language(language), i_textId(textId), i_source(source), i_args(args) {}
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void operator()(WorldPacket& data, int32 loc_idx)
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{
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char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
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if (i_args)
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{
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// we need copy va_list before use or original va_list will corrupted
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va_list ap;
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va_copy(ap, *i_args);
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char str [2048];
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vsnprintf(str, 2048, text, ap);
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va_end(ap);
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ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, &str[0], i_language, CHAT_TAG_NONE, i_source->GetObjectGuid(), i_source->GetName());
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}
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else
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{
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ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, text, i_language, CHAT_TAG_NONE, i_source->GetObjectGuid(), i_source->GetName());
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}
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}
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private:
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Language i_language;
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int32 i_textId;
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Creature const* i_source;
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va_list* i_args;
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};
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class BattleGround2ChatBuilder
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="BattleGround2ChatBuilder"/> class.
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/// </summary>
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/// <param name="msgtype">The msgtype.</param>
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/// <param name="textId">The text id.</param>
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/// <param name="source">The source.</param>
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/// <param name="arg1">The arg1.</param>
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/// <param name="arg2">The arg2.</param>
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BattleGround2ChatBuilder(ChatMsg msgtype, int32 textId, Player const* source, int32 arg1, int32 arg2)
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: i_msgtype(msgtype), i_textId(textId), i_source(source), i_arg1(arg1), i_arg2(arg2) {}
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void operator()(WorldPacket& data, int32 loc_idx)
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{
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char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
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char const* arg1str = i_arg1 ? sObjectMgr.GetMangosString(i_arg1, loc_idx) : "";
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char const* arg2str = i_arg2 ? sObjectMgr.GetMangosString(i_arg2, loc_idx) : "";
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char str [2048];
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snprintf(str, 2048, text, arg1str, arg2str);
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ObjectGuid guid;
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if (i_source)
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{
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guid = i_source->GetObjectGuid();
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}
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ChatHandler::BuildChatPacket(data, i_msgtype, str, LANG_UNIVERSAL, CHAT_TAG_NONE, guid);
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}
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private:
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ChatMsg i_msgtype;
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int32 i_textId;
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Player const* i_source;
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int32 i_arg1;
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int32 i_arg2;
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};
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class BattleGround2YellBuilder
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="BattleGround2YellBuilder"/> class.
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/// </summary>
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/// <param name="language">The language.</param>
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/// <param name="textId">The text id.</param>
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/// <param name="source">The source.</param>
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/// <param name="arg1">The arg1.</param>
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/// <param name="arg2">The arg2.</param>
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BattleGround2YellBuilder(uint32 language, int32 textId, Creature const* source, int32 arg1, int32 arg2)
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: i_language(language), i_textId(textId), i_source(source), i_arg1(arg1), i_arg2(arg2) {}
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void operator()(WorldPacket& data, int32 loc_idx)
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{
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char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
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char const* arg1str = i_arg1 ? sObjectMgr.GetMangosString(i_arg1, loc_idx) : "";
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char const* arg2str = i_arg2 ? sObjectMgr.GetMangosString(i_arg2, loc_idx) : "";
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char str [2048];
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snprintf(str, 2048, text, arg1str, arg2str);
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ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, str, LANG_UNIVERSAL, CHAT_TAG_NONE, i_source ? i_source ->GetObjectGuid() : ObjectGuid(), i_source ? i_source ->GetName() : "");
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}
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private:
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uint32 i_language;
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int32 i_textId;
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Creature const* i_source;
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int32 i_arg1;
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int32 i_arg2;
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};
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} // namespace MaNGOS
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template<class Do>
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void BattleGround::BroadcastWorker(Do& _do)
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{
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for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
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if (Player* plr = sObjectAccessor.FindPlayer(itr->first))
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{
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_do(plr);
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}
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}
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BattleGround::BattleGround()
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{
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m_TypeID = BattleGroundTypeId(0);
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m_Status = STATUS_NONE;
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m_ClientInstanceID = 0;
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m_EndTime = 0;
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m_BracketId = BG_BRACKET_ID_TEMPLATE;
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m_InvitedAlliance = 0;
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m_InvitedHorde = 0;
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m_Winner = TEAM_NONE;
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m_StartTime = 0;
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m_Events = 0;
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m_Name = "";
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m_LevelMin = 0;
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m_LevelMax = 0;
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m_InBGFreeSlotQueue = false;
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m_MaxPlayersPerTeam = 0;
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m_MaxPlayers = 0;
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m_MinPlayersPerTeam = 0;
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m_MinPlayers = 0;
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m_MapId = 0;
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m_Map = NULL;
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m_validStartPositionTimer = 0;
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m_TeamStartLocX[TEAM_INDEX_ALLIANCE] = 0;
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m_TeamStartLocX[TEAM_INDEX_HORDE] = 0;
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m_TeamStartLocY[TEAM_INDEX_ALLIANCE] = 0;
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m_TeamStartLocY[TEAM_INDEX_HORDE] = 0;
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m_TeamStartLocZ[TEAM_INDEX_ALLIANCE] = 0;
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m_TeamStartLocZ[TEAM_INDEX_HORDE] = 0;
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m_TeamStartLocO[TEAM_INDEX_ALLIANCE] = 0;
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m_TeamStartLocO[TEAM_INDEX_HORDE] = 0;
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m_BgRaids[TEAM_INDEX_ALLIANCE] = NULL;
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m_BgRaids[TEAM_INDEX_HORDE] = NULL;
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m_PlayersCount[TEAM_INDEX_ALLIANCE] = 0;
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m_PlayersCount[TEAM_INDEX_HORDE] = 0;
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m_TeamScores[TEAM_INDEX_ALLIANCE] = 0;
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m_TeamScores[TEAM_INDEX_HORDE] = 0;
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m_PrematureCountDown = false;
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m_PrematureCountDownTimer = 0;
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m_StartDelayTimes[BG_STARTING_EVENT_FIRST] = BG_START_DELAY_2M;
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m_StartDelayTimes[BG_STARTING_EVENT_SECOND] = BG_START_DELAY_1M;
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m_StartDelayTimes[BG_STARTING_EVENT_THIRD] = BG_START_DELAY_30S;
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m_StartDelayTimes[BG_STARTING_EVENT_FOURTH] = BG_START_DELAY_NONE;
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// we must set to some default existing values
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m_StartMessageIds[BG_STARTING_EVENT_FIRST] = 0;
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m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_WS_START_ONE_MINUTE;
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m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_WS_START_HALF_MINUTE;
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m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_WS_HAS_BEGUN;
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="BattleGround"/> class.
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/// </summary>
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BattleGround::~BattleGround()
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{
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#ifdef ENABLE_ELUNA
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// sEluna->OnBGDestroy(this, GetTypeID(), GetInstanceID());
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#endif /* ENABLE_ELUNA */
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// remove objects and creatures
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// (this is done automatically in mapmanager update, when the instance is reset after the reset time)
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sBattleGroundMgr.RemoveBattleGround(GetInstanceID(), GetTypeID());
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// skip template bgs as they were never added to visible bg list
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BattleGroundBracketId bracketId = GetBracketId();
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if (bracketId != BG_BRACKET_ID_TEMPLATE)
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{
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sBattleGroundMgr.DeleteClientVisibleInstanceId(GetTypeID(), bracketId, GetClientInstanceID());
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}
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// unload map
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// map can be null at bg destruction
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if (m_Map)
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{
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m_Map->SetUnload();
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}
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// remove from bg free slot queue
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this->RemoveFromBGFreeSlotQueue();
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for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr)
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{
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delete itr->second;
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}
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}
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/// <summary>
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/// Updates the specified diff.
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/// </summary>
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/// <param name="diff">The diff.</param>
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void BattleGround::Update(uint32 diff)
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{
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if (!GetPlayersSize())
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{
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// BG is empty
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// if there are no players invited, delete BG
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// this will delete arena or bg object, where any player entered
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// [[ but if you use battleground object again (more battles possible to be played on 1 instance)
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// then this condition should be removed and code:
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// if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
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// this->AddToFreeBGObjectsQueue(); // not yet implemented
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// should be used instead of current
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// ]]
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// BattleGround Template instance can not be updated, because it would be deleted
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if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
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{
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delete this;
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}
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return;
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}
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// remove offline players from bg after 5 minutes
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if (!m_OfflineQueue.empty())
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{
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BattleGroundPlayerMap::iterator itr = m_Players.find(*(m_OfflineQueue.begin()));
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if (itr != m_Players.end())
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{
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if (itr->second.OfflineRemoveTime <= sWorld.GetGameTime())
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{
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RemovePlayerAtLeave(itr->first, true, true);// remove player from BG
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m_OfflineQueue.pop_front(); // remove from offline queue
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// do not use itr for anything, because it is erased in RemovePlayerAtLeave()
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}
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}
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}
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/*********************************************************/
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/*** BATTLEGROUND BALLANCE SYSTEM ***/
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/*********************************************************/
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// if less then minimum players are in on one side, then start premature finish timer
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if (GetStatus() == STATUS_IN_PROGRESS && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam()))
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{
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if (!m_PrematureCountDown)
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{
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m_PrematureCountDown = true;
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m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime();
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}
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else if (m_PrematureCountDownTimer < diff)
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{
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EndBattleGround(GetPrematureWinner());
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m_PrematureCountDown = false;
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}
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else if (!sBattleGroundMgr.isTesting())
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{
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uint32 newtime = m_PrematureCountDownTimer - diff;
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// announce every minute
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if (newtime > (MINUTE * IN_MILLISECONDS))
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{
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if (newtime / (MINUTE * IN_MILLISECONDS) != m_PrematureCountDownTimer / (MINUTE * IN_MILLISECONDS))
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{
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PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / (MINUTE * IN_MILLISECONDS)));
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}
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}
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else
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{
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// announce every 15 seconds
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if (newtime / (15 * IN_MILLISECONDS) != m_PrematureCountDownTimer / (15 * IN_MILLISECONDS))
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{
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PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING_SECS, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / IN_MILLISECONDS));
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}
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}
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m_PrematureCountDownTimer = newtime;
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}
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}
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else if (m_PrematureCountDown)
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{
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m_PrematureCountDown = false;
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}
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/*********************************************************/
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/*** BATTLEGROUND STARTING SYSTEM ***/
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/*********************************************************/
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if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
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{
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float maxDist = GetStartMaxDist();
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if (maxDist > 0.0f)
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{
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if (m_validStartPositionTimer < diff)
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{
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for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
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{
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if (Player* player = sObjectMgr.GetPlayer(itr->first))
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{
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float x, y, z, o;
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GetTeamStartLoc(player->GetTeam(), x, y, z, o);
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if (!player->IsWithinDist3d(x, y, z, maxDist))
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{
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player->TeleportTo(GetMapId(), x, y, z, o);
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}
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}
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}
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m_validStartPositionTimer = CHECK_PLAYER_POSITION_INVERVAL;
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}
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else
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m_validStartPositionTimer -= diff;
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}
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ModifyStartDelayTime(diff);
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if (!(m_Events & BG_STARTING_EVENT_1))
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{
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m_Events |= BG_STARTING_EVENT_1;
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StartingEventCloseDoors();
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SetStartDelayTime(m_StartDelayTimes[BG_STARTING_EVENT_FIRST]);
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// first start warning - 2 or 1 minute, only if defined
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if (m_StartMessageIds[BG_STARTING_EVENT_FIRST])
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{
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SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_FIRST], CHAT_MSG_BG_SYSTEM_NEUTRAL);
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}
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}
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// After 1 minute or 30 seconds, warning is signalled
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else if (GetStartDelayTime() <= m_StartDelayTimes[BG_STARTING_EVENT_SECOND] && !(m_Events & BG_STARTING_EVENT_2))
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{
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m_Events |= BG_STARTING_EVENT_2;
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SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_SECOND], CHAT_MSG_BG_SYSTEM_NEUTRAL);
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}
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// After 30 or 15 seconds, warning is signalled
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else if (GetStartDelayTime() <= m_StartDelayTimes[BG_STARTING_EVENT_THIRD] && !(m_Events & BG_STARTING_EVENT_3))
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{
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m_Events |= BG_STARTING_EVENT_3;
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SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_THIRD], CHAT_MSG_BG_SYSTEM_NEUTRAL);
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}
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// delay expired (atfer 2 or 1 minute)
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else if (GetStartDelayTime() <= 0 && !(m_Events & BG_STARTING_EVENT_4))
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{
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m_Events |= BG_STARTING_EVENT_4;
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StartingEventOpenDoors();
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|
SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_FOURTH], CHAT_MSG_BG_SYSTEM_NEUTRAL);
|
|
SetStatus(STATUS_IN_PROGRESS);
|
|
SetStartDelayTime(m_StartDelayTimes[BG_STARTING_EVENT_FOURTH]);
|
|
|
|
{
|
|
PlaySoundToAll(SOUND_BG_START);
|
|
|
|
// Announce BG starting
|
|
if (sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_QUEUE_ANNOUNCER_START))
|
|
{
|
|
sWorld.SendWorldText(LANG_BG_STARTED_ANNOUNCE_WORLD, GetName(), GetMinLevel(), GetMaxLevel());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************************/
|
|
/*** BATTLEGROUND ENDING SYSTEM ***/
|
|
/*********************************************************/
|
|
|
|
if (GetStatus() == STATUS_WAIT_LEAVE)
|
|
{
|
|
// remove all players from battleground after 2 minutes
|
|
m_EndTime -= diff;
|
|
if (m_EndTime <= 0)
|
|
{
|
|
m_EndTime = 0;
|
|
BattleGroundPlayerMap::iterator itr, next;
|
|
for (itr = m_Players.begin(); itr != m_Players.end(); itr = next)
|
|
{
|
|
next = itr;
|
|
++next;
|
|
// itr is erased here!
|
|
RemovePlayerAtLeave(itr->first, true, true);// remove player from BG
|
|
// do not change any battleground's private variables
|
|
}
|
|
}
|
|
}
|
|
|
|
// update start time
|
|
m_StartTime += diff;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the team start loc.
|
|
/// </summary>
|
|
/// <param name="team">The team.</param>
|
|
/// <param name="X">The X.</param>
|
|
/// <param name="Y">The Y.</param>
|
|
/// <param name="Z">The Z.</param>
|
|
/// <param name="O">The O.</param>
|
|
void BattleGround::SetTeamStartLoc(Team team, float X, float Y, float Z, float O)
|
|
{
|
|
PvpTeamIndex teamIdx = GetTeamIndexByTeamId(team);
|
|
m_TeamStartLocX[teamIdx] = X;
|
|
m_TeamStartLocY[teamIdx] = Y;
|
|
m_TeamStartLocZ[teamIdx] = Z;
|
|
m_TeamStartLocO[teamIdx] = O;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the packet to all.
|
|
/// </summary>
|
|
/// <param name="packet">The packet.</param>
|
|
void BattleGround::SendPacketToAll(WorldPacket* packet)
|
|
{
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (Player* plr = sObjectMgr.GetPlayer(itr->first))
|
|
{
|
|
plr->GetSession()->SendPacket(packet);
|
|
}
|
|
else
|
|
{
|
|
sLog.outError("BattleGround:SendPacketToAll: %s not found!", itr->first.GetString().c_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the packet to team.
|
|
/// </summary>
|
|
/// <param name="teamId">The team id.</param>
|
|
/// <param name="packet">The packet.</param>
|
|
/// <param name="sender">The sender.</param>
|
|
/// <param name="self">The self.</param>
|
|
void BattleGround::SendPacketToTeam(Team teamId, WorldPacket* packet, Player* sender, bool self)
|
|
{
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
if (!plr)
|
|
{
|
|
sLog.outError("BattleGround:SendPacketToTeam: %s not found!", itr->first.GetString().c_str());
|
|
continue;
|
|
}
|
|
|
|
if (!self && sender == plr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Team team = itr->second.PlayerTeam;
|
|
if (!team)
|
|
{
|
|
team = plr->GetTeam();
|
|
}
|
|
|
|
if (team == teamId)
|
|
{
|
|
plr->GetSession()->SendPacket(packet);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays the sound to all.
|
|
/// </summary>
|
|
/// <param name="SoundID">The sound ID.</param>
|
|
void BattleGround::PlaySoundToAll(uint32 SoundID)
|
|
{
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID);
|
|
SendPacketToAll(&data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays the sound to team.
|
|
/// </summary>
|
|
/// <param name="SoundID">The sound ID.</param>
|
|
/// <param name="teamId">The team id.</param>
|
|
void BattleGround::PlaySoundToTeam(uint32 SoundID, Team teamId)
|
|
{
|
|
WorldPacket data;
|
|
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
if (!plr)
|
|
{
|
|
sLog.outError("BattleGround:PlaySoundToTeam: %s not found!", itr->first.GetString().c_str());
|
|
continue;
|
|
}
|
|
|
|
Team team = itr->second.PlayerTeam;
|
|
if (!team)
|
|
{
|
|
team = plr->GetTeam();
|
|
}
|
|
|
|
if (team == teamId)
|
|
{
|
|
sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID);
|
|
plr->GetSession()->SendPacket(&data);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Casts the spell on team.
|
|
/// </summary>
|
|
/// <param name="SpellID">The spell ID.</param>
|
|
/// <param name="teamId">The team id.</param>
|
|
void BattleGround::CastSpellOnTeam(uint32 SpellID, Team teamId)
|
|
{
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
|
|
if (!plr)
|
|
{
|
|
sLog.outError("BattleGround:CastSpellOnTeam: %s not found!", itr->first.GetString().c_str());
|
|
continue;
|
|
}
|
|
|
|
Team team = itr->second.PlayerTeam;
|
|
if (!team)
|
|
{
|
|
team = plr->GetTeam();
|
|
}
|
|
|
|
if (team == teamId)
|
|
{
|
|
plr->CastSpell(plr, SpellID, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rewards the honor to team.
|
|
/// </summary>
|
|
/// <param name="Honor">The honor.</param>
|
|
/// <param name="teamId">The team id.</param>
|
|
void BattleGround::RewardHonorToTeam(uint32 Honor, Team teamId)
|
|
{
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
|
|
if (!plr)
|
|
{
|
|
sLog.outError("BattleGround:RewardHonorToTeam: %s not found!", itr->first.GetString().c_str());
|
|
continue;
|
|
}
|
|
|
|
Team team = itr->second.PlayerTeam;
|
|
if (!team)
|
|
{
|
|
team = plr->GetTeam();
|
|
}
|
|
|
|
if (team == teamId)
|
|
{
|
|
UpdatePlayerScore(plr, SCORE_BONUS_HONOR, Honor);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rewards the reputation to team.
|
|
/// </summary>
|
|
/// <param name="faction_id">The faction_id.</param>
|
|
/// <param name="Reputation">The reputation.</param>
|
|
/// <param name="teamId">The team id.</param>
|
|
void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation, Team teamId)
|
|
{
|
|
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
|
|
|
|
if (!factionEntry)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
|
|
if (!plr)
|
|
{
|
|
sLog.outError("BattleGround:RewardReputationToTeam: %s not found!", itr->first.GetString().c_str());
|
|
continue;
|
|
}
|
|
|
|
Team team = itr->second.PlayerTeam;
|
|
if (!team)
|
|
{
|
|
team = plr->GetTeam();
|
|
}
|
|
|
|
if (team == teamId)
|
|
{
|
|
plr->GetReputationMgr().ModifyReputation(factionEntry, Reputation);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the state of the world.
|
|
/// </summary>
|
|
/// <param name="Field">The field.</param>
|
|
/// <param name="Value">The value.</param>
|
|
void BattleGround::UpdateWorldState(uint32 Field, uint32 Value)
|
|
{
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, Field, Value);
|
|
SendPacketToAll(&data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the world state for player.
|
|
/// </summary>
|
|
/// <param name="Field">The field.</param>
|
|
/// <param name="Value">The value.</param>
|
|
/// <param name="Source">The source.</param>
|
|
void BattleGround::UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player* Source)
|
|
{
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, Field, Value);
|
|
Source->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ends the battle ground.
|
|
/// </summary>
|
|
/// <param name="winner">The winner.</param>
|
|
void BattleGround::EndBattleGround(Team winner)
|
|
{
|
|
#ifdef ENABLE_ELUNA
|
|
sEluna->OnBGEnd(this, GetTypeID(), GetInstanceID(), winner);
|
|
#endif /* ENABLE_ELUNA */
|
|
this->RemoveFromBGFreeSlotQueue();
|
|
|
|
uint32 winner_rating = 0;
|
|
WorldPacket data;
|
|
int32 winmsg_id = 0;
|
|
|
|
uint32 bgScoresWinner = TEAM_INDEX_NEUTRAL;
|
|
uint64 battleground_id = 1;
|
|
|
|
if (winner == ALLIANCE)
|
|
{
|
|
winmsg_id = LANG_BG_A_WINS;
|
|
PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound
|
|
|
|
// reversed index for the bg score storage system
|
|
bgScoresWinner = TEAM_INDEX_HORDE;
|
|
}
|
|
else if (winner == HORDE)
|
|
{
|
|
winmsg_id = LANG_BG_H_WINS;
|
|
PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound
|
|
|
|
// reversed index for the bg score storage system
|
|
bgScoresWinner = TEAM_INDEX_ALLIANCE;
|
|
}
|
|
|
|
// store battleground scores
|
|
if (sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_SCORE_STATISTICS))
|
|
{
|
|
static SqlStatementID insPvPstatsBattleground;
|
|
QueryResult* result;
|
|
|
|
SqlStatement stmt = CharacterDatabase.CreateStatement(insPvPstatsBattleground, "INSERT INTO pvpstats_battlegrounds (id, winner_team, bracket_id, type, date) VALUES (?, ?, ?, ?, NOW())");
|
|
|
|
uint8 battleground_bracket = GetMinLevel() / 10;
|
|
uint8 battleground_type = (uint8)GetTypeID();
|
|
|
|
// query next id
|
|
result = CharacterDatabase.Query("SELECT MAX(id) FROM pvpstats_battlegrounds");
|
|
if (result)
|
|
{
|
|
Field* fields = result->Fetch();
|
|
battleground_id = fields[0].GetUInt64() + 1;
|
|
delete result;
|
|
}
|
|
|
|
stmt.PExecute(battleground_id, bgScoresWinner, battleground_bracket, battleground_type);
|
|
}
|
|
|
|
SetWinner(winner);
|
|
|
|
SetStatus(STATUS_WAIT_LEAVE);
|
|
// we must set it this way, because end time is sent in packet!
|
|
m_EndTime = TIME_TO_AUTOREMOVE;
|
|
|
|
for (BattleGroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
Team team = itr->second.PlayerTeam;
|
|
|
|
if (itr->second.OfflineRemoveTime)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
if (!plr)
|
|
{
|
|
sLog.outError("BattleGround:EndBattleGround %s not found!", itr->first.GetString().c_str());
|
|
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();
|
|
}
|
|
else
|
|
{
|
|
// needed cause else in av some creatures will kill the players at the end
|
|
plr->CombatStop();
|
|
plr->GetHostileRefManager().deleteReferences();
|
|
}
|
|
|
|
// this line is obsolete - team is set ALWAYS
|
|
// if(!team) team = plr->GetTeam();
|
|
|
|
// store battleground score statistics for each player
|
|
if (sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_SCORE_STATISTICS))
|
|
{
|
|
static SqlStatementID insPvPstatsPlayer;
|
|
BattleGroundScoreMap::iterator score = m_PlayerScores.find(itr->first);
|
|
SqlStatement stmt = CharacterDatabase.CreateStatement(insPvPstatsPlayer, "INSERT INTO pvpstats_players (battleground_id, character_guid, score_killing_blows, score_deaths, score_honorable_kills, score_bonus_honor, score_damage_done, score_healing_done, attr_1, attr_2, attr_3, attr_4, attr_5) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
|
|
|
|
stmt.addUInt32(battleground_id);
|
|
stmt.addUInt32(plr->GetGUIDLow());
|
|
stmt.addUInt32(score->second->GetKillingBlows());
|
|
stmt.addUInt32(score->second->GetDeaths());
|
|
stmt.addUInt32(score->second->GetHonorableKills());
|
|
stmt.addUInt32(score->second->GetBonusHonor());
|
|
stmt.addUInt32(score->second->GetDamageDone());
|
|
stmt.addUInt32(score->second->GetHealingDone());
|
|
stmt.addUInt32(score->second->GetAttr1());
|
|
stmt.addUInt32(score->second->GetAttr2());
|
|
stmt.addUInt32(score->second->GetAttr3());
|
|
stmt.addUInt32(score->second->GetAttr4());
|
|
stmt.addUInt32(score->second->GetAttr5());
|
|
|
|
stmt.Execute();
|
|
}
|
|
|
|
if (team == winner)
|
|
{
|
|
RewardMark(plr, ITEM_WINNER_COUNT);
|
|
RewardQuestComplete(plr);
|
|
}
|
|
else
|
|
{
|
|
RewardMark(plr, ITEM_LOSER_COUNT);
|
|
}
|
|
|
|
plr->CombatStopWithPets(true);
|
|
|
|
BlockMovement(plr);
|
|
|
|
sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
|
|
plr->GetSession()->SendPacket(&data);
|
|
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID());
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime());
|
|
plr->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
if (winmsg_id)
|
|
{
|
|
SendMessageToAll(winmsg_id, CHAT_MSG_BG_SYSTEM_NEUTRAL);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the bonus honor from kill.
|
|
/// </summary>
|
|
/// <param name="kills">The kills.</param>
|
|
/// <returns></returns>
|
|
uint32 BattleGround::GetBonusHonorFromKill(uint32 kills) const
|
|
{
|
|
// variable kills means how many honorable kills you scored (so we need kills * honor_for_one_kill)
|
|
return (uint32)MaNGOS::Honor::hk_honor_at_level(GetMaxLevel(), kills);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the battlemaster entry.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
uint32 BattleGround::GetBattlemasterEntry() const
|
|
{
|
|
switch (GetTypeID())
|
|
{
|
|
case BATTLEGROUND_AV: return 15972;
|
|
case BATTLEGROUND_WS: return 14623;
|
|
case BATTLEGROUND_AB: return 14879;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rewards the mark.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
/// <param name="count">The count.</param>
|
|
void BattleGround::RewardMark(Player* plr, uint32 count)
|
|
{
|
|
switch (GetTypeID())
|
|
{
|
|
case BATTLEGROUND_AV:
|
|
if (count == ITEM_WINNER_COUNT)
|
|
{
|
|
RewardSpellCast(plr, SPELL_AV_MARK_WINNER);
|
|
}
|
|
else
|
|
{
|
|
RewardSpellCast(plr, SPELL_AV_MARK_LOSER);
|
|
}
|
|
break;
|
|
case BATTLEGROUND_WS:
|
|
if (count == ITEM_WINNER_COUNT)
|
|
{
|
|
RewardSpellCast(plr, SPELL_WS_MARK_WINNER);
|
|
}
|
|
else
|
|
{
|
|
RewardSpellCast(plr, SPELL_WS_MARK_LOSER);
|
|
}
|
|
break;
|
|
case BATTLEGROUND_AB:
|
|
if (count == ITEM_WINNER_COUNT)
|
|
{
|
|
RewardSpellCast(plr, SPELL_AB_MARK_WINNER);
|
|
}
|
|
else
|
|
{
|
|
RewardSpellCast(plr, SPELL_AB_MARK_LOSER);
|
|
}
|
|
break;
|
|
}
|
|
case BATTLEGROUND_EY:
|
|
RewardItem(plr, ITEM_EY_MARK_OF_HONOR, count);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rewards the spell cast.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
/// <param name="spell_id">The spell_id.</param>
|
|
void BattleGround::RewardSpellCast(Player* plr, uint32 spell_id)
|
|
{
|
|
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);
|
|
if (!spellInfo)
|
|
{
|
|
sLog.outError("Battleground reward casting spell %u not exist.", spell_id);
|
|
return;
|
|
}
|
|
|
|
plr->CastSpell(plr, spellInfo, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rewards the item.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
/// <param name="item_id">The item_id.</param>
|
|
/// <param name="count">The count.</param>
|
|
void BattleGround::RewardItem(Player* plr, uint32 item_id, uint32 count)
|
|
{
|
|
ItemPosCountVec dest;
|
|
uint32 no_space_count = 0;
|
|
uint8 msg = plr->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item_id, count, &no_space_count);
|
|
|
|
if (msg == EQUIP_ERR_ITEM_NOT_FOUND)
|
|
{
|
|
sLog.outErrorDb("Battleground reward item (Entry %u) not exist in `item_template`.", item_id);
|
|
return;
|
|
}
|
|
|
|
if (msg != EQUIP_ERR_OK) // convert to possible store amount
|
|
{
|
|
count -= no_space_count;
|
|
}
|
|
|
|
if (count != 0 && !dest.empty()) // can add some
|
|
{
|
|
if (Item* item = plr->StoreNewItem(dest, item_id, true, 0))
|
|
{
|
|
plr->SendNewItem(item, count, true, false);
|
|
}
|
|
}
|
|
|
|
if (no_space_count > 0)
|
|
{
|
|
SendRewardMarkByMail(plr, item_id, no_space_count);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the reward mark by mail.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
/// <param name="mark">The mark.</param>
|
|
/// <param name="count">The count.</param>
|
|
void BattleGround::SendRewardMarkByMail(Player* plr, uint32 mark, uint32 count)
|
|
{
|
|
uint32 bmEntry = GetBattlemasterEntry();
|
|
if (!bmEntry)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ItemPrototype const* markProto = ObjectMgr::GetItemPrototype(mark);
|
|
if (!markProto)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Item* markItem = Item::CreateItem(mark, count, plr))
|
|
{
|
|
// save new item before send
|
|
markItem->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
|
|
|
|
int loc_idx = plr->GetSession()->GetSessionDbLocaleIndex();
|
|
|
|
// subject: item name
|
|
std::string subject = markProto->Name1;
|
|
sObjectMgr.GetItemLocaleStrings(markProto->ItemId, loc_idx, &subject);
|
|
|
|
// text
|
|
std::string textFormat = plr->GetSession()->GetMangosString(LANG_BG_MARK_BY_MAIL);
|
|
char textBuf[300];
|
|
snprintf(textBuf, 300, textFormat.c_str(), GetName(), GetName());
|
|
|
|
MailDraft(subject, textBuf)
|
|
.AddItem(markItem)
|
|
.SendMailTo(plr, MailSender(MAIL_CREATURE, bmEntry));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rewards the quest complete.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
void BattleGround::RewardQuestComplete(Player* plr)
|
|
{
|
|
uint32 quest;
|
|
switch (GetTypeID())
|
|
{
|
|
case BATTLEGROUND_AV:
|
|
quest = SPELL_AV_QUEST_REWARD;
|
|
break;
|
|
case BATTLEGROUND_WS:
|
|
quest = SPELL_WS_QUEST_REWARD;
|
|
break;
|
|
case BATTLEGROUND_AB:
|
|
quest = SPELL_AB_QUEST_REWARD;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
RewardSpellCast(plr, quest);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocks the movement.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
void BattleGround::BlockMovement(Player* plr)
|
|
{
|
|
plr->SetClientControl(plr, 0); // movement disabled NOTE: the effect will be automatically removed by client when the player is teleported from the battleground, so no need to send with uint8(1) in RemovePlayerAtLeave()
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes the player at leave.
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
/// <param name="Transport">The transport.</param>
|
|
/// <param name="SendPacket">The send packet.</param>
|
|
void BattleGround::RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket)
|
|
{
|
|
Team team = GetPlayerTeam(guid);
|
|
bool participant = false;
|
|
// Remove from lists/maps
|
|
BattleGroundPlayerMap::iterator itr = m_Players.find(guid);
|
|
if (itr != m_Players.end())
|
|
{
|
|
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;
|
|
}
|
|
|
|
BattleGroundScoreMap::iterator itr2 = m_PlayerScores.find(guid);
|
|
if (itr2 != m_PlayerScores.end())
|
|
{
|
|
delete itr2->second; // delete player's score
|
|
m_PlayerScores.erase(itr2);
|
|
}
|
|
|
|
Player* plr = sObjectMgr.GetPlayer(guid);
|
|
|
|
if (plr)
|
|
{
|
|
// should remove spirit of redemption
|
|
if (plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
|
|
{
|
|
plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
|
|
}
|
|
|
|
plr->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
|
|
|
|
if (!plr->IsAlive()) // resurrect on exit
|
|
{
|
|
plr->ResurrectPlayer(1.0f);
|
|
plr->SpawnCorpseBones();
|
|
}
|
|
}
|
|
|
|
RemovePlayer(plr, guid); // BG subclass specific code
|
|
|
|
if (participant) // if the player was a match participant, remove auras, calc rating, update queue
|
|
{
|
|
BattleGroundTypeId bgTypeId = GetTypeID();
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID());
|
|
if (plr)
|
|
{
|
|
if (!team)
|
|
{
|
|
team = plr->GetTeam();
|
|
}
|
|
|
|
if (SendPacket)
|
|
{
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, 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);
|
|
}
|
|
|
|
// remove from raid group if player is member
|
|
if (Group* group = GetBgRaid(team))
|
|
{
|
|
if (!group->RemoveMember(guid, 0)) // group was disbanded
|
|
{
|
|
SetBgRaid(team, NULL);
|
|
delete group;
|
|
}
|
|
}
|
|
DecreaseInvitedCount(team);
|
|
// we should update battleground queue, but only if bg isn't ending
|
|
if (GetStatus() < STATUS_WAIT_LEAVE)
|
|
{
|
|
// a player has left the battleground, so there are free slots -> add to queue
|
|
AddToBGFreeSlotQueue();
|
|
sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, GetBracketId());
|
|
}
|
|
|
|
// Let others know
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, guid);
|
|
SendPacketToTeam(team, &data, plr, false);
|
|
}
|
|
|
|
if (plr)
|
|
{
|
|
// Do next only if found in battleground
|
|
plr->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // We're not in BG.
|
|
// reset destination bg team
|
|
plr->SetBGTeam(TEAM_NONE);
|
|
|
|
if (Transport)
|
|
{
|
|
plr->TeleportToBGEntryPoint();
|
|
}
|
|
|
|
DETAIL_LOG("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName());
|
|
}
|
|
|
|
// battleground object will be deleted next BattleGround::Update() call
|
|
}
|
|
|
|
/// <summary>
|
|
/// this method is called when no players remains in battleground
|
|
/// </summary>
|
|
void BattleGround::Reset()
|
|
{
|
|
SetWinner(TEAM_NONE);
|
|
SetStatus(STATUS_WAIT_QUEUE);
|
|
SetStartTime(0);
|
|
SetEndTime(0);
|
|
|
|
m_Events = 0;
|
|
|
|
// door-event2 is always 0
|
|
m_ActiveEvents[BG_EVENT_DOOR] = 0;
|
|
|
|
if (m_InvitedAlliance > 0 || m_InvitedHorde > 0)
|
|
{
|
|
sLog.outError("BattleGround system: bad counter, m_InvitedAlliance: %d, m_InvitedHorde: %d", m_InvitedAlliance, m_InvitedHorde);
|
|
}
|
|
|
|
m_InvitedAlliance = 0;
|
|
m_InvitedHorde = 0;
|
|
m_InBGFreeSlotQueue = false;
|
|
|
|
m_Players.clear();
|
|
|
|
for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr)
|
|
{
|
|
delete itr->second;
|
|
}
|
|
m_PlayerScores.clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts the battle ground.
|
|
/// </summary>
|
|
void BattleGround::StartBattleGround()
|
|
{
|
|
SetStartTime(0);
|
|
|
|
// add BG to free slot queue
|
|
AddToBGFreeSlotQueue();
|
|
|
|
// add bg to update list
|
|
// This must be done here, because we need to have already invited some players when first BG::Update() method is executed
|
|
// and it doesn't matter if we call StartBattleGround() more times, because m_BattleGrounds is a map and instance id never changes
|
|
sBattleGroundMgr.AddBattleGround(GetInstanceID(), GetTypeID(), this);
|
|
|
|
#ifdef ENABLE_ELUNA
|
|
sEluna->OnBGStart(this, GetTypeID(), GetInstanceID());
|
|
#endif /* ENABLE_ELUNA */
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the player.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
void BattleGround::AddPlayer(Player* plr)
|
|
{
|
|
// remove afk from player
|
|
if (plr->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK))
|
|
{
|
|
plr->ToggleAFK();
|
|
}
|
|
|
|
// score struct must be created in inherited class
|
|
|
|
ObjectGuid guid = plr->GetObjectGuid();
|
|
Team team = plr->GetBGTeam();
|
|
|
|
BattleGroundPlayer bp;
|
|
bp.OfflineRemoveTime = 0;
|
|
bp.PlayerTeam = team;
|
|
|
|
// Add to list/maps
|
|
m_Players[guid] = bp;
|
|
|
|
UpdatePlayersCountByTeam(team, false); // +1 player
|
|
|
|
WorldPacket data;
|
|
sBattleGroundMgr.BuildPlayerJoinedBattleGroundPacket(&data, plr);
|
|
SendPacketToTeam(team, &data, plr, false);
|
|
|
|
// setup BG group membership
|
|
PlayerAddedToBGCheckIfBGIsRunning(plr);
|
|
AddOrSetPlayerToCorrectBgGroup(plr, guid, team);
|
|
|
|
// Log
|
|
DETAIL_LOG("BATTLEGROUND: Player %s joined the battle.", plr->GetName());
|
|
}
|
|
|
|
/// <summary>
|
|
/// this method adds player to his team's bg group, or sets his correct group if player is already in bg group.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
/// <param name="plr_guid">The plr_guid.</param>
|
|
/// <param name="team">The team.</param>
|
|
void BattleGround::AddOrSetPlayerToCorrectBgGroup(Player* plr, ObjectGuid plr_guid, Team team)
|
|
{
|
|
if (Group* group = GetBgRaid(team)) // raid already exist
|
|
{
|
|
if (group->IsMember(plr_guid))
|
|
{
|
|
uint8 subgroup = group->GetMemberGroup(plr_guid);
|
|
plr->SetBattleGroundRaid(group, subgroup);
|
|
}
|
|
else
|
|
{
|
|
group->AddMember(plr_guid, plr->GetName());
|
|
if (Group* originalGroup = plr->GetOriginalGroup())
|
|
{
|
|
if (originalGroup->IsLeader(plr_guid))
|
|
{
|
|
group->ChangeLeader(plr_guid);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else // first player joined
|
|
{
|
|
group = new Group;
|
|
SetBgRaid(team, group);
|
|
group->Create(plr_guid, plr->GetName());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method should be called when player logs into running battleground
|
|
/// </summary>
|
|
/// <param name="player">The player.</param>
|
|
void BattleGround::EventPlayerLoggedIn(Player* player)
|
|
{
|
|
ObjectGuid playerGuid = player->GetObjectGuid();
|
|
|
|
// player is correct pointer
|
|
for (OfflineQueue::iterator itr = m_OfflineQueue.begin(); itr != m_OfflineQueue.end(); ++itr)
|
|
{
|
|
if (*itr == playerGuid)
|
|
{
|
|
m_OfflineQueue.erase(itr);
|
|
break;
|
|
}
|
|
}
|
|
m_Players[playerGuid].OfflineRemoveTime = 0;
|
|
PlayerAddedToBGCheckIfBGIsRunning(player);
|
|
// if battleground is starting, then add preparation aura
|
|
// we don't have to do that, because preparation aura isn't removed when player logs out
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method should be called when player logs out from running battleground
|
|
/// </summary>
|
|
/// <param name="player">The player.</param>
|
|
void BattleGround::EventPlayerLoggedOut(Player* player)
|
|
{
|
|
// player is correct pointer, it is checked in WorldSession::LogoutPlayer()
|
|
m_OfflineQueue.push_back(player->GetObjectGuid());
|
|
m_Players[player->GetObjectGuid()].OfflineRemoveTime = sWorld.GetGameTime() + MAX_OFFLINE_TIME;
|
|
if (GetStatus() == STATUS_IN_PROGRESS)
|
|
{
|
|
// drop flag and handle other cleanups
|
|
RemovePlayer(player, player->GetObjectGuid());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method should be called only once ... it adds pointer to queue.
|
|
/// </summary>
|
|
void BattleGround::AddToBGFreeSlotQueue()
|
|
{
|
|
// make sure to add only once
|
|
if (!m_InBGFreeSlotQueue)
|
|
{
|
|
sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this);
|
|
m_InBGFreeSlotQueue = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method removes this battleground from free queue - it must be called when deleting battleground - not used now.
|
|
/// </summary>
|
|
void BattleGround::RemoveFromBGFreeSlotQueue()
|
|
{
|
|
// set to be able to re-add if needed
|
|
m_InBGFreeSlotQueue = false;
|
|
BGFreeSlotQueueType& bgFreeSlot = sBattleGroundMgr.BGFreeSlotQueue[m_TypeID];
|
|
for (BGFreeSlotQueueType::iterator itr = bgFreeSlot.begin(); itr != bgFreeSlot.end(); ++itr)
|
|
{
|
|
if ((*itr)->GetInstanceID() == GetInstanceID())
|
|
{
|
|
bgFreeSlot.erase(itr);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// get the number of free slots for team.
|
|
/// </summary>
|
|
/// <param name="team">The team.</param>
|
|
/// <returns>returns the number how many players can join battleground to MaxPlayersPerTeam</returns>
|
|
uint32 BattleGround::GetFreeSlotsForTeam(Team team) const
|
|
{
|
|
// return free slot count to MaxPlayerPerTeam
|
|
if (GetStatus() == STATUS_WAIT_JOIN || GetStatus() == STATUS_IN_PROGRESS)
|
|
{
|
|
return (GetInvitedCount(team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(team) : 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether [has free slots].
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
bool BattleGround::HasFreeSlots() const
|
|
{
|
|
return GetPlayersSize() < GetMaxPlayers();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the player score.
|
|
/// </summary>
|
|
/// <param name="Source">The source.</param>
|
|
/// <param name="type">The type.</param>
|
|
/// <param name="value">The value.</param>
|
|
void BattleGround::UpdatePlayerScore(Player* Source, uint32 type, uint32 value)
|
|
{
|
|
// this procedure is called from virtual function implemented in bg subclass
|
|
BattleGroundScoreMap::const_iterator itr = m_PlayerScores.find(Source->GetObjectGuid());
|
|
|
|
if (itr == m_PlayerScores.end()) // player not found...
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case SCORE_KILLING_BLOWS: // Killing blows
|
|
itr->second->KillingBlows += value;
|
|
break;
|
|
case SCORE_DEATHS: // Deaths
|
|
itr->second->Deaths += value;
|
|
break;
|
|
case SCORE_HONORABLE_KILLS: // Honorable kills
|
|
itr->second->HonorableKills += value;
|
|
break;
|
|
case SCORE_BONUS_HONOR: // Honor bonus
|
|
// reward honor instantly
|
|
if (Source->AddHonorCP(value, HONORABLE, 0, 0))
|
|
{
|
|
itr->second->BonusHonor += value;
|
|
}
|
|
break;
|
|
default:
|
|
sLog.outError("BattleGround: Unknown player score type %u", type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// some doors aren't despawned so we can not handle their closing in gameobject::update()
|
|
/// it would be nice to correctly implement GO_ACTIVATED state and open/close doors in gameobject code
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
void BattleGround::DoorClose(ObjectGuid guid)
|
|
{
|
|
GameObject* obj = GetBgMap()->GetGameObject(guid);
|
|
if (obj)
|
|
{
|
|
// if doors are open, close it
|
|
if (obj->getLootState() == GO_ACTIVATED && obj->GetGoState() != GO_STATE_READY)
|
|
{
|
|
// change state to allow door to be closed
|
|
obj->SetLootState(GO_READY);
|
|
obj->UseDoorOrButton(RESPAWN_ONE_DAY);
|
|
}
|
|
}
|
|
else
|
|
{ sLog.outError("BattleGround: Door %s not found (can not close doors)", guid.GetString().c_str()); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Doors the open.
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
void BattleGround::DoorOpen(ObjectGuid guid)
|
|
{
|
|
GameObject* obj = GetBgMap()->GetGameObject(guid);
|
|
if (obj)
|
|
{
|
|
// change state to be sure they will be opened
|
|
obj->SetLootState(GO_READY);
|
|
obj->UseDoorOrButton(RESPAWN_ONE_DAY);
|
|
}
|
|
else
|
|
{
|
|
sLog.outError("BattleGround: Door %s not found! - doors will be closed.", guid.GetString().c_str());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when [object DB load].
|
|
/// </summary>
|
|
/// <param name="creature">The creature.</param>
|
|
void BattleGround::OnObjectDBLoad(Creature* creature)
|
|
{
|
|
const BattleGroundEventIdx eventId = sBattleGroundMgr.GetCreatureEventIndex(creature->GetGUIDLow());
|
|
if (eventId.event1 == BG_EVENT_NONE)
|
|
{
|
|
return;
|
|
}
|
|
m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].creatures.push_back(creature->GetObjectGuid());
|
|
if (!IsActiveEvent(eventId.event1, eventId.event2))
|
|
{
|
|
SpawnBGCreature(creature->GetObjectGuid(), RESPAWN_ONE_DAY);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the single creature GUID.
|
|
/// </summary>
|
|
/// <param name="event1">The event1.</param>
|
|
/// <param name="event2">The event2.</param>
|
|
/// <returns></returns>
|
|
ObjectGuid BattleGround::GetSingleCreatureGuid(uint8 event1, uint8 event2)
|
|
{
|
|
GuidVector::const_iterator itr = m_EventObjects[MAKE_PAIR32(event1, event2)].creatures.begin();
|
|
if (itr != m_EventObjects[MAKE_PAIR32(event1, event2)].creatures.end())
|
|
{
|
|
return *itr;
|
|
}
|
|
return ObjectGuid();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when [object DB load].
|
|
/// </summary>
|
|
/// <param name="obj">The obj.</param>
|
|
void BattleGround::OnObjectDBLoad(GameObject* obj)
|
|
{
|
|
const BattleGroundEventIdx eventId = sBattleGroundMgr.GetGameObjectEventIndex(obj->GetGUIDLow());
|
|
if (eventId.event1 == BG_EVENT_NONE)
|
|
{
|
|
return;
|
|
}
|
|
m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].gameobjects.push_back(obj->GetObjectGuid());
|
|
if (!IsActiveEvent(eventId.event1, eventId.event2))
|
|
{
|
|
SpawnBGObject(obj->GetObjectGuid(), RESPAWN_ONE_DAY);
|
|
}
|
|
else
|
|
{
|
|
// it's possible, that doors aren't spawned anymore (wsg)
|
|
if (GetStatus() >= STATUS_IN_PROGRESS && IsDoor(eventId.event1, eventId.event2))
|
|
{
|
|
DoorOpen(obj->GetObjectGuid());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the specified event1 is door.
|
|
/// </summary>
|
|
/// <param name="event1">The event1.</param>
|
|
/// <param name="event2">The event2.</param>
|
|
/// <returns></returns>
|
|
bool BattleGround::IsDoor(uint8 event1, uint8 event2)
|
|
{
|
|
if (event1 == BG_EVENT_DOOR)
|
|
{
|
|
if (event2 > 0)
|
|
{
|
|
sLog.outError("BattleGround too high event2 for event1:%i", event1);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Opens the door event.
|
|
/// </summary>
|
|
/// <param name="event1">The event1.</param>
|
|
/// <param name="event2">The event2.</param>
|
|
void BattleGround::OpenDoorEvent(uint8 event1, uint8 event2 /*=0*/)
|
|
{
|
|
if (!IsDoor(event1, event2))
|
|
{
|
|
sLog.outError("BattleGround:OpenDoorEvent this is no door event1:%u event2:%u", event1, event2);
|
|
return;
|
|
}
|
|
if (!IsActiveEvent(event1, event2)) // maybe already despawned (eye)
|
|
{
|
|
sLog.outError("BattleGround:OpenDoorEvent this event isn't active event1:%u event2:%u", event1, event2);
|
|
return;
|
|
}
|
|
GuidVector::const_iterator itr = m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.begin();
|
|
for (; itr != m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.end(); ++itr)
|
|
{
|
|
DoorOpen(*itr);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spawns the event.
|
|
/// </summary>
|
|
/// <param name="event1">The event1.</param>
|
|
/// <param name="event2">The event2.</param>
|
|
/// <param name="spawn">The spawn.</param>
|
|
void BattleGround::SpawnEvent(uint8 event1, uint8 event2, bool spawn)
|
|
{
|
|
// stop if we want to spawn something which was already spawned
|
|
// or despawn something which was already despawned
|
|
if (event2 == BG_EVENT_NONE || (spawn && m_ActiveEvents[event1] == event2)
|
|
|| (!spawn && m_ActiveEvents[event1] != event2))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (spawn)
|
|
{
|
|
// if event gets spawned, the current active event mus get despawned
|
|
SpawnEvent(event1, m_ActiveEvents[event1], false);
|
|
m_ActiveEvents[event1] = event2; // set this event to active
|
|
}
|
|
else
|
|
{
|
|
m_ActiveEvents[event1] = BG_EVENT_NONE; // no event active if event2 gets despawned
|
|
}
|
|
|
|
GuidVector::const_iterator itr = m_EventObjects[MAKE_PAIR32(event1, event2)].creatures.begin();
|
|
for (; itr != m_EventObjects[MAKE_PAIR32(event1, event2)].creatures.end(); ++itr)
|
|
{
|
|
SpawnBGCreature(*itr, (spawn) ? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
|
|
}
|
|
|
|
GuidVector::const_iterator itr2 = m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.begin();
|
|
for (; itr2 != m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.end(); ++itr2)
|
|
{
|
|
SpawnBGObject(*itr2, (spawn) ? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spawns the BG object.
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
/// <param name="respawntime">The respawntime.</param>
|
|
void BattleGround::SpawnBGObject(ObjectGuid guid, uint32 respawntime)
|
|
{
|
|
Map* map = GetBgMap();
|
|
|
|
GameObject* obj = map->GetGameObject(guid);
|
|
if (!obj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (respawntime == 0)
|
|
{
|
|
// 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->SetRespawnTime(0);
|
|
map->Add(obj);
|
|
}
|
|
else
|
|
{
|
|
map->Add(obj);
|
|
obj->SetRespawnTime(respawntime);
|
|
obj->SetLootState(GO_JUST_DEACTIVATED);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spawns the BG creature.
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
/// <param name="respawntime">The respawntime.</param>
|
|
void BattleGround::SpawnBGCreature(ObjectGuid guid, uint32 respawntime)
|
|
{
|
|
Map* map = GetBgMap();
|
|
|
|
Creature* obj = map->GetCreature(guid);
|
|
if (!obj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (respawntime == 0)
|
|
{
|
|
obj->Respawn();
|
|
map->Add(obj);
|
|
}
|
|
else
|
|
{
|
|
map->Add(obj);
|
|
obj->SetRespawnDelay(respawntime);
|
|
obj->SetDeathState(JUST_DIED);
|
|
obj->RemoveCorpse();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the message to all.
|
|
/// </summary>
|
|
/// <param name="entry">The entry.</param>
|
|
/// <param name="type">The type.</param>
|
|
/// <param name="source">The source.</param>
|
|
void BattleGround::SendMessageToAll(int32 entry, ChatMsg type, Player const* source)
|
|
{
|
|
MaNGOS::BattleGroundChatBuilder bg_builder(type, entry, source);
|
|
MaNGOS::LocalizedPacketDo<MaNGOS::BattleGroundChatBuilder> bg_do(bg_builder);
|
|
BroadcastWorker(bg_do);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the yell to all.
|
|
/// </summary>
|
|
/// <param name="entry">The entry.</param>
|
|
/// <param name="language">The language.</param>
|
|
/// <param name="guid">The GUID.</param>
|
|
void BattleGround::SendYellToAll(int32 entry, uint32 language, ObjectGuid guid)
|
|
{
|
|
Creature* source = GetBgMap()->GetCreature(guid);
|
|
if (!source)
|
|
{
|
|
return;
|
|
}
|
|
MaNGOS::BattleGroundYellBuilder bg_builder(Language(language), entry, source);
|
|
MaNGOS::LocalizedPacketDo<MaNGOS::BattleGroundYellBuilder> bg_do(bg_builder);
|
|
BroadcastWorker(bg_do);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ps the send message to all.
|
|
/// </summary>
|
|
/// <param name="entry">The entry.</param>
|
|
/// <param name="type">The type.</param>
|
|
/// <param name="source">The source.</param>
|
|
/// <param name="">The .</param>
|
|
void BattleGround::PSendMessageToAll(int32 entry, ChatMsg type, Player const* source, ...)
|
|
{
|
|
va_list ap;
|
|
va_start(ap, source);
|
|
|
|
MaNGOS::BattleGroundChatBuilder bg_builder(type, entry, source, &ap);
|
|
MaNGOS::LocalizedPacketDo<MaNGOS::BattleGroundChatBuilder> bg_do(bg_builder);
|
|
BroadcastWorker(bg_do);
|
|
|
|
va_end(ap);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the message2 to all.
|
|
/// </summary>
|
|
/// <param name="entry">The entry.</param>
|
|
/// <param name="type">The type.</param>
|
|
/// <param name="source">The source.</param>
|
|
/// <param name="arg1">The arg1.</param>
|
|
/// <param name="arg2">The arg2.</param>
|
|
void BattleGround::SendMessage2ToAll(int32 entry, ChatMsg type, Player const* source, int32 arg1, int32 arg2)
|
|
{
|
|
MaNGOS::BattleGround2ChatBuilder bg_builder(type, entry, source, arg1, arg2);
|
|
MaNGOS::LocalizedPacketDo<MaNGOS::BattleGround2ChatBuilder> bg_do(bg_builder);
|
|
BroadcastWorker(bg_do);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends the yell2 to all.
|
|
/// </summary>
|
|
/// <param name="entry">The entry.</param>
|
|
/// <param name="language">The language.</param>
|
|
/// <param name="guid">The GUID.</param>
|
|
/// <param name="arg1">The arg1.</param>
|
|
/// <param name="arg2">The arg2.</param>
|
|
void BattleGround::SendYell2ToAll(int32 entry, uint32 language, ObjectGuid guid, int32 arg1, int32 arg2)
|
|
{
|
|
Creature* source = GetBgMap()->GetCreature(guid);
|
|
if (!source)
|
|
{
|
|
return;
|
|
}
|
|
MaNGOS::BattleGround2YellBuilder bg_builder(language, entry, source, arg1, arg2);
|
|
MaNGOS::LocalizedPacketDo<MaNGOS::BattleGround2YellBuilder> bg_do(bg_builder);
|
|
BroadcastWorker(bg_do);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ends the now.
|
|
/// </summary>
|
|
void BattleGround::EndNow()
|
|
{
|
|
RemoveFromBGFreeSlotQueue();
|
|
SetStatus(STATUS_WAIT_LEAVE);
|
|
SetEndTime(0);
|
|
}
|
|
|
|
/*
|
|
*/
|
|
/// <summary>
|
|
/// important notice:
|
|
/// buffs aren't spawned/despawned when players captures anything
|
|
/// buffs are in their positions when battleground starts
|
|
/// </summary>
|
|
/// <param name="go_guid">The go_guid.</param>
|
|
void BattleGround::HandleTriggerBuff(ObjectGuid go_guid)
|
|
{
|
|
GameObject* obj = GetBgMap()->GetGameObject(go_guid);
|
|
if (!obj || obj->GetGoType() != GAMEOBJECT_TYPE_TRAP || !obj->isSpawned())
|
|
{
|
|
return;
|
|
}
|
|
|
|
obj->SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
|
|
return;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles the kill player.
|
|
/// </summary>
|
|
/// <param name="player">The player.</param>
|
|
/// <param name="killer">The killer.</param>
|
|
void BattleGround::HandleKillPlayer(Player* player, Player* killer)
|
|
{
|
|
// add +1 deaths
|
|
UpdatePlayerScore(player, SCORE_DEATHS, 1);
|
|
|
|
// add +1 kills to group and +1 killing_blows to killer
|
|
if (killer)
|
|
{
|
|
UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1);
|
|
UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1);
|
|
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
Player* plr = sObjectMgr.GetPlayer(itr->first);
|
|
|
|
if (!plr || plr == killer)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player))
|
|
{
|
|
UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
player->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
|
|
}
|
|
|
|
/// <summary>
|
|
/// return the player's team based on battlegroundplayer info
|
|
/// used in same faction arena matches mainly
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
/// <returns></returns>
|
|
Team BattleGround::GetPlayerTeam(ObjectGuid guid)
|
|
{
|
|
BattleGroundPlayerMap::const_iterator itr = m_Players.find(guid);
|
|
if (itr != m_Players.end())
|
|
{
|
|
return itr->second.PlayerTeam;
|
|
}
|
|
return TEAM_NONE;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether [is player in battle ground] [the specified GUID].
|
|
/// </summary>
|
|
/// <param name="guid">The GUID.</param>
|
|
/// <returns></returns>
|
|
bool BattleGround::IsPlayerInBattleGround(ObjectGuid guid)
|
|
{
|
|
BattleGroundPlayerMap::const_iterator itr = m_Players.find(guid);
|
|
if (itr != m_Players.end())
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Players the added to BG check if BG is running.
|
|
/// </summary>
|
|
/// <param name="plr">The PLR.</param>
|
|
void BattleGround::PlayerAddedToBGCheckIfBGIsRunning(Player* plr)
|
|
{
|
|
if (GetStatus() != STATUS_WAIT_LEAVE)
|
|
{
|
|
return;
|
|
}
|
|
|
|
WorldPacket data;
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID());
|
|
|
|
BlockMovement(plr);
|
|
|
|
sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
|
|
plr->GetSession()->SendPacket(&data);
|
|
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, GetEndTime(), GetStartTime());
|
|
plr->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the alive players count by team.
|
|
/// </summary>
|
|
/// <param name="team">The team.</param>
|
|
/// <returns></returns>
|
|
uint32 BattleGround::GetAlivePlayersCountByTeam(Team team) const
|
|
{
|
|
int count = 0;
|
|
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
|
|
{
|
|
if (itr->second.PlayerTeam == team)
|
|
{
|
|
Player* pl = sObjectMgr.GetPlayer(itr->first);
|
|
if (pl && pl->IsAlive())
|
|
{
|
|
++count;
|
|
}
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the bg raid.
|
|
/// </summary>
|
|
/// <param name="team">The team.</param>
|
|
/// <param name="bg_raid">The bg_raid.</param>
|
|
void BattleGround::SetBgRaid(Team team, Group* bg_raid)
|
|
{
|
|
Group*& old_raid = m_BgRaids[GetTeamIndexByTeamId(team)];
|
|
|
|
if (old_raid)
|
|
{
|
|
old_raid->SetBattlegroundGroup(NULL);
|
|
}
|
|
|
|
if (bg_raid)
|
|
{
|
|
bg_raid->SetBattlegroundGroup(this);
|
|
}
|
|
|
|
old_raid = bg_raid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the closest grave yard.
|
|
/// </summary>
|
|
/// <param name="player">The player.</param>
|
|
/// <returns></returns>
|
|
WorldSafeLocsEntry const* BattleGround::GetClosestGraveYard(Player* player)
|
|
{
|
|
return sObjectMgr.GetClosestGraveYard(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), player->GetTeam());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the winner in case of premature finish of the BG.
|
|
/// Different BG's may have different criteria for choosing the winner besides simple player accounting
|
|
/// </summary>
|
|
/// <returns>The winner team</returns>
|
|
Team BattleGround::GetPrematureWinner()
|
|
{
|
|
uint32 hPlayers = GetPlayersCountByTeam(HORDE);
|
|
uint32 aPlayers = GetPlayersCountByTeam(ALLIANCE);
|
|
|
|
if (aPlayers > hPlayers)
|
|
{
|
|
return ALLIANCE;
|
|
}
|
|
|
|
if (hPlayers > aPlayers)
|
|
{
|
|
return HORDE;
|
|
}
|
|
|
|
return TEAM_NONE;
|
|
}
|