mangos/src/game/BattleGround/BattleGround.cpp
2020-01-10 12:00:37 +00:00

2025 lines
63 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Object.h"
#include "Player.h"
#include "BattleGround.h"
#include "BattleGroundMgr.h"
#include "Creature.h"
#include "MapManager.h"
#include "Language.h"
#include "SpellAuras.h"
#include "World.h"
#include "Group.h"
#include "ObjectGuid.h"
#include "ObjectMgr.h"
#include "Mail.h"
#include "WorldPacket.h"
#include "Formulas.h"
#include "GridNotifiersImpl.h"
#include "Chat.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#endif /* ENABLE_ELUNA */
namespace MaNGOS
{
class BattleGroundChatBuilder
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="BattleGroundChatBuilder"/> class.
/// </summary>
/// <param name="msgtype">The msgtype.</param>
/// <param name="textId">The text id.</param>
/// <param name="source">The source.</param>
/// <param name="args">The args.</param>
BattleGroundChatBuilder(ChatMsg msgtype, int32 textId, Player const* source, va_list* args = NULL)
: i_msgtype(msgtype), i_textId(textId), i_source(source), i_args(args) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
ObjectGuid sourceGuid = i_source ? i_source ->GetObjectGuid() : ObjectGuid();
std::string sourceName = i_source ? i_source ->GetName() : "";
if (i_args)
{
// we need copy va_list before use or original va_list will corrupted
va_list ap;
va_copy(ap, *i_args);
char str [2048];
vsnprintf(str, 2048, text, ap);
va_end(ap);
ChatHandler::BuildChatPacket(data, i_msgtype, &str[0], LANG_UNIVERSAL, CHAT_TAG_NONE, sourceGuid, sourceName.c_str());
}
else
{
ChatHandler::BuildChatPacket(data, i_msgtype, text, LANG_UNIVERSAL, CHAT_TAG_NONE, sourceGuid, sourceName.c_str(), sourceGuid, sourceName.c_str());
}
}
private:
ChatMsg i_msgtype;
int32 i_textId;
Player const* i_source;
va_list* i_args;
};
class BattleGroundYellBuilder
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="BattleGroundYellBuilder"/> class.
/// </summary>
/// <param name="language">The language.</param>
/// <param name="textId">The text id.</param>
/// <param name="source">The source.</param>
/// <param name="args">The args.</param>
BattleGroundYellBuilder(Language language, int32 textId, Creature const* source, va_list* args = NULL)
: i_language(language), i_textId(textId), i_source(source), i_args(args) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
if (i_args)
{
// we need copy va_list before use or original va_list will corrupted
va_list ap;
va_copy(ap, *i_args);
char str [2048];
vsnprintf(str, 2048, text, ap);
va_end(ap);
ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, &str[0], i_language, CHAT_TAG_NONE, i_source->GetObjectGuid(), i_source->GetName());
}
else
{
ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, text, i_language, CHAT_TAG_NONE, i_source->GetObjectGuid(), i_source->GetName());
}
}
private:
Language i_language;
int32 i_textId;
Creature const* i_source;
va_list* i_args;
};
class BattleGround2ChatBuilder
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="BattleGround2ChatBuilder"/> class.
/// </summary>
/// <param name="msgtype">The msgtype.</param>
/// <param name="textId">The text id.</param>
/// <param name="source">The source.</param>
/// <param name="arg1">The arg1.</param>
/// <param name="arg2">The arg2.</param>
BattleGround2ChatBuilder(ChatMsg msgtype, int32 textId, Player const* source, int32 arg1, int32 arg2)
: i_msgtype(msgtype), i_textId(textId), i_source(source), i_arg1(arg1), i_arg2(arg2) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
char const* arg1str = i_arg1 ? sObjectMgr.GetMangosString(i_arg1, loc_idx) : "";
char const* arg2str = i_arg2 ? sObjectMgr.GetMangosString(i_arg2, loc_idx) : "";
char str [2048];
snprintf(str, 2048, text, arg1str, arg2str);
ObjectGuid guid;
if (i_source)
{
guid = i_source->GetObjectGuid();
}
ChatHandler::BuildChatPacket(data, i_msgtype, str, LANG_UNIVERSAL, CHAT_TAG_NONE, guid);
}
private:
ChatMsg i_msgtype;
int32 i_textId;
Player const* i_source;
int32 i_arg1;
int32 i_arg2;
};
class BattleGround2YellBuilder
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="BattleGround2YellBuilder"/> class.
/// </summary>
/// <param name="language">The language.</param>
/// <param name="textId">The text id.</param>
/// <param name="source">The source.</param>
/// <param name="arg1">The arg1.</param>
/// <param name="arg2">The arg2.</param>
BattleGround2YellBuilder(uint32 language, int32 textId, Creature const* source, int32 arg1, int32 arg2)
: i_language(language), i_textId(textId), i_source(source), i_arg1(arg1), i_arg2(arg2) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx);
char const* arg1str = i_arg1 ? sObjectMgr.GetMangosString(i_arg1, loc_idx) : "";
char const* arg2str = i_arg2 ? sObjectMgr.GetMangosString(i_arg2, loc_idx) : "";
char str [2048];
snprintf(str, 2048, text, arg1str, arg2str);
ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, str, LANG_UNIVERSAL, CHAT_TAG_NONE, i_source ? i_source ->GetObjectGuid() : ObjectGuid(), i_source ? i_source ->GetName() : "");
}
private:
uint32 i_language;
int32 i_textId;
Creature const* i_source;
int32 i_arg1;
int32 i_arg2;
};
} // namespace MaNGOS
template<class Do>
void BattleGround::BroadcastWorker(Do& _do)
{
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
if (Player* plr = sObjectAccessor.FindPlayer(itr->first))
{
_do(plr);
}
}
BattleGround::BattleGround()
{
m_TypeID = BattleGroundTypeId(0);
m_Status = STATUS_NONE;
m_ClientInstanceID = 0;
m_EndTime = 0;
m_BracketId = BG_BRACKET_ID_TEMPLATE;
m_InvitedAlliance = 0;
m_InvitedHorde = 0;
m_Winner = TEAM_NONE;
m_StartTime = 0;
m_Events = 0;
m_Name = "";
m_LevelMin = 0;
m_LevelMax = 0;
m_InBGFreeSlotQueue = false;
m_MaxPlayersPerTeam = 0;
m_MaxPlayers = 0;
m_MinPlayersPerTeam = 0;
m_MinPlayers = 0;
m_MapId = 0;
m_Map = NULL;
m_validStartPositionTimer = 0;
m_TeamStartLocX[TEAM_INDEX_ALLIANCE] = 0;
m_TeamStartLocX[TEAM_INDEX_HORDE] = 0;
m_TeamStartLocY[TEAM_INDEX_ALLIANCE] = 0;
m_TeamStartLocY[TEAM_INDEX_HORDE] = 0;
m_TeamStartLocZ[TEAM_INDEX_ALLIANCE] = 0;
m_TeamStartLocZ[TEAM_INDEX_HORDE] = 0;
m_TeamStartLocO[TEAM_INDEX_ALLIANCE] = 0;
m_TeamStartLocO[TEAM_INDEX_HORDE] = 0;
m_BgRaids[TEAM_INDEX_ALLIANCE] = NULL;
m_BgRaids[TEAM_INDEX_HORDE] = NULL;
m_PlayersCount[TEAM_INDEX_ALLIANCE] = 0;
m_PlayersCount[TEAM_INDEX_HORDE] = 0;
m_TeamScores[TEAM_INDEX_ALLIANCE] = 0;
m_TeamScores[TEAM_INDEX_HORDE] = 0;
m_PrematureCountDown = false;
m_PrematureCountDownTimer = 0;
m_StartDelayTimes[BG_STARTING_EVENT_FIRST] = BG_START_DELAY_2M;
m_StartDelayTimes[BG_STARTING_EVENT_SECOND] = BG_START_DELAY_1M;
m_StartDelayTimes[BG_STARTING_EVENT_THIRD] = BG_START_DELAY_30S;
m_StartDelayTimes[BG_STARTING_EVENT_FOURTH] = BG_START_DELAY_NONE;
// we must set to some default existing values
m_StartMessageIds[BG_STARTING_EVENT_FIRST] = 0;
m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_WS_START_ONE_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_WS_START_HALF_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_WS_HAS_BEGUN;
}
/// <summary>
/// Finalizes an instance of the <see cref="BattleGround"/> class.
/// </summary>
BattleGround::~BattleGround()
{
#ifdef ENABLE_ELUNA
// sEluna->OnBGDestroy(this, GetTypeID(), GetInstanceID());
#endif /* ENABLE_ELUNA */
// remove objects and creatures
// (this is done automatically in mapmanager update, when the instance is reset after the reset time)
sBattleGroundMgr.RemoveBattleGround(GetInstanceID(), GetTypeID());
// skip template bgs as they were never added to visible bg list
BattleGroundBracketId bracketId = GetBracketId();
if (bracketId != BG_BRACKET_ID_TEMPLATE)
{
sBattleGroundMgr.DeleteClientVisibleInstanceId(GetTypeID(), bracketId, GetClientInstanceID());
}
// unload map
// map can be null at bg destruction
if (m_Map)
{
m_Map->SetUnload();
}
// remove from bg free slot queue
this->RemoveFromBGFreeSlotQueue();
for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr)
{
delete itr->second;
}
}
/// <summary>
/// Updates the specified diff.
/// </summary>
/// <param name="diff">The diff.</param>
void BattleGround::Update(uint32 diff)
{
if (!GetPlayersSize())
{
// BG is empty
// if there are no players invited, delete BG
// this will delete arena or bg object, where any player entered
// [[ but if you use battleground object again (more battles possible to be played on 1 instance)
// then this condition should be removed and code:
// if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
// this->AddToFreeBGObjectsQueue(); // not yet implemented
// should be used instead of current
// ]]
// BattleGround Template instance can not be updated, because it would be deleted
if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
{
delete this;
}
return;
}
// remove offline players from bg after 5 minutes
if (!m_OfflineQueue.empty())
{
BattleGroundPlayerMap::iterator itr = m_Players.find(*(m_OfflineQueue.begin()));
if (itr != m_Players.end())
{
if (itr->second.OfflineRemoveTime <= sWorld.GetGameTime())
{
RemovePlayerAtLeave(itr->first, true, true);// remove player from BG
m_OfflineQueue.pop_front(); // remove from offline queue
// do not use itr for anything, because it is erased in RemovePlayerAtLeave()
}
}
}
/*********************************************************/
/*** BATTLEGROUND BALLANCE SYSTEM ***/
/*********************************************************/
// if less then minimum players are in on one side, then start premature finish timer
if (GetStatus() == STATUS_IN_PROGRESS && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam()))
{
if (!m_PrematureCountDown)
{
m_PrematureCountDown = true;
m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime();
}
else if (m_PrematureCountDownTimer < diff)
{
EndBattleGround(GetPrematureWinner());
m_PrematureCountDown = false;
}
else if (!sBattleGroundMgr.isTesting())
{
uint32 newtime = m_PrematureCountDownTimer - diff;
// announce every minute
if (newtime > (MINUTE * IN_MILLISECONDS))
{
if (newtime / (MINUTE * IN_MILLISECONDS) != m_PrematureCountDownTimer / (MINUTE * IN_MILLISECONDS))
{
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / (MINUTE * IN_MILLISECONDS)));
}
}
else
{
// announce every 15 seconds
if (newtime / (15 * IN_MILLISECONDS) != m_PrematureCountDownTimer / (15 * IN_MILLISECONDS))
{
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING_SECS, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / IN_MILLISECONDS));
}
}
m_PrematureCountDownTimer = newtime;
}
}
else if (m_PrematureCountDown)
{
m_PrematureCountDown = false;
}
/*********************************************************/
/*** BATTLEGROUND STARTING SYSTEM ***/
/*********************************************************/
if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
{
float maxDist = GetStartMaxDist();
if (maxDist > 0.0f)
{
if (m_validStartPositionTimer < diff)
{
for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
{
if (Player* player = sObjectMgr.GetPlayer(itr->first))
{
float x, y, z, o;
GetTeamStartLoc(player->GetTeam(), x, y, z, o);
if (!player->IsWithinDist3d(x, y, z, maxDist))
{
player->TeleportTo(GetMapId(), x, y, z, o);
}
}
}
m_validStartPositionTimer = CHECK_PLAYER_POSITION_INVERVAL;
}
else
m_validStartPositionTimer -= diff;
}
ModifyStartDelayTime(diff);
if (!(m_Events & BG_STARTING_EVENT_1))
{
m_Events |= BG_STARTING_EVENT_1;
StartingEventCloseDoors();
SetStartDelayTime(m_StartDelayTimes[BG_STARTING_EVENT_FIRST]);
// first start warning - 2 or 1 minute, only if defined
if (m_StartMessageIds[BG_STARTING_EVENT_FIRST])
{
SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_FIRST], CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
}
// After 1 minute or 30 seconds, warning is signalled
else if (GetStartDelayTime() <= m_StartDelayTimes[BG_STARTING_EVENT_SECOND] && !(m_Events & BG_STARTING_EVENT_2))
{
m_Events |= BG_STARTING_EVENT_2;
SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_SECOND], CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
// After 30 or 15 seconds, warning is signalled
else if (GetStartDelayTime() <= m_StartDelayTimes[BG_STARTING_EVENT_THIRD] && !(m_Events & BG_STARTING_EVENT_3))
{
m_Events |= BG_STARTING_EVENT_3;
SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_THIRD], CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
// delay expired (atfer 2 or 1 minute)
else if (GetStartDelayTime() <= 0 && !(m_Events & BG_STARTING_EVENT_4))
{
m_Events |= BG_STARTING_EVENT_4;
StartingEventOpenDoors();
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;
}