*Battleground fix. Author: Triply

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-12 14:50:59 -06:00
parent c63085b225
commit 2ecad77a76
5 changed files with 144 additions and 139 deletions

View File

@@ -62,7 +62,7 @@ void BattleGroundAB::Update(uint32 diff)
if( GetStatus() == STATUS_IN_PROGRESS )
{
int team_points[2] = { 0, 0 };
int team_points[BG_TEAMS_COUNT] = { 0, 0 };
for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
{
@@ -102,24 +102,24 @@ void BattleGroundAB::Update(uint32 diff)
{
// FIXME: team and node names not localized
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_AB_ALLY,_GetNodeNameId(node));
PlaySoundToAll(SOUND_NODE_CAPTURED_ALLIANCE);
PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_ALLIANCE);
}
else
{
// FIXME: team and node names not localized
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_AB_HORDE,_GetNodeNameId(node));
PlaySoundToAll(SOUND_NODE_CAPTURED_HORDE);
PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_HORDE);
}
}
}
for (int team = 0; team < 2; ++team)
for (int team = 0; team < BG_TEAMS_COUNT; ++team)
if( m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED )
++team_points[team];
}
// Accumulate points
for (int team = 0; team < 2; ++team)
for (int team = 0; team < BG_TEAMS_COUNT; ++team)
{
int points = team_points[team];
if( !points )
@@ -141,18 +141,18 @@ void BattleGroundAB::Update(uint32 diff)
RewardHonorToTeam(GetBonusHonorFromKill(1), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
m_HonorScoreTics[team] -= m_HonorTics;
}
if( !m_IsInformedNearVictory && m_TeamScores[team] > 1800 )
if( !m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE )
{
if( team == BG_TEAM_ALLIANCE )
SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
else
SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
PlaySoundToAll(SOUND_NEAR_VICTORY);
PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
m_IsInformedNearVictory = true;
}
if( m_TeamScores[team] > 2000 )
m_TeamScores[team] = 2000;
if( m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE )
m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
if( team == BG_TEAM_ALLIANCE )
UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
if( team == BG_TEAM_HORDE )
@@ -161,9 +161,9 @@ void BattleGroundAB::Update(uint32 diff)
}
// Test win condition
if( m_TeamScores[BG_TEAM_ALLIANCE] >= 2000 )
if( m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE )
EndBattleGround(ALLIANCE);
if( m_TeamScores[BG_TEAM_HORDE] >= 2000 )
if( m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE )
EndBattleGround(HORDE);
}
}
@@ -327,7 +327,7 @@ void BattleGroundAB::FillInitialWorldStates(WorldPacket& data)
// Team scores
data << uint32(BG_AB_OP_RESOURCES_MAX) << uint32(BG_AB_MAX_TEAM_SCORE);
data << uint32(BG_AB_OP_RESOURCES_WARNING) << uint32(BG_AB_WARNING_SCORE);
data << uint32(BG_AB_OP_RESOURCES_WARNING) << uint32(BG_AB_WARNING_NEAR_VICTORY_SCORE);
data << uint32(BG_AB_OP_RESOURCES_ALLY) << uint32(m_TeamScores[BG_TEAM_ALLIANCE]);
data << uint32(BG_AB_OP_RESOURCES_HORDE) << uint32(m_TeamScores[BG_TEAM_HORDE]);
@@ -454,7 +454,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
else
SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node), LANG_BG_AB_HORDE);
sound = SOUND_NODE_CLAIMED;
sound = BG_AB_SOUND_NODE_CLAIMED;
}
// If node is contested
else if( (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED) )
@@ -498,7 +498,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
else
SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
}
sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
sound = (teamIndex == 0) ? BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE : BG_AB_SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied, change to enemy-contested
else
@@ -520,7 +520,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
else
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
sound = (teamIndex == 0) ? SOUND_NODE_ASSAULTED_ALLIANCE : SOUND_NODE_ASSAULTED_HORDE;
sound = (teamIndex == 0) ? BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE : BG_AB_SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied again, send "X has taken the Y" msg.

View File

@@ -77,17 +77,17 @@ enum BG_AB_NodeObjectId
enum BG_AB_ObjectType
{
// for all 5 node points 8*5=40 objects
BG_AB_OBJECT_BANNER_NEUTRAL = 0,
BG_AB_OBJECT_BANNER_CONT_A = 1,
BG_AB_OBJECT_BANNER_CONT_H = 2,
BG_AB_OBJECT_BANNER_ALLY = 3,
BG_AB_OBJECT_BANNER_HORDE = 4,
BG_AB_OBJECT_AURA_ALLY = 5,
BG_AB_OBJECT_AURA_HORDE = 6,
BG_AB_OBJECT_AURA_CONTESTED = 7,
BG_AB_OBJECT_BANNER_NEUTRAL = 0,
BG_AB_OBJECT_BANNER_CONT_A = 1,
BG_AB_OBJECT_BANNER_CONT_H = 2,
BG_AB_OBJECT_BANNER_ALLY = 3,
BG_AB_OBJECT_BANNER_HORDE = 4,
BG_AB_OBJECT_AURA_ALLY = 5,
BG_AB_OBJECT_AURA_HORDE = 6,
BG_AB_OBJECT_AURA_CONTESTED = 7,
//gates
BG_AB_OBJECT_GATE_A = 40,
BG_AB_OBJECT_GATE_H = 41,
BG_AB_OBJECT_GATE_A = 40,
BG_AB_OBJECT_GATE_H = 41,
//buffs
BG_AB_OBJECT_SPEEDBUFF_STABLES = 42,
BG_AB_OBJECT_REGENBUFF_STABLES = 43,
@@ -130,8 +130,8 @@ enum BG_AB_Timers
enum BG_AB_Score
{
BG_AB_MAX_TEAM_SCORE = 2000,
BG_AB_WARNING_SCORE = 1800
BG_AB_WARNING_NEAR_VICTORY_SCORE = 1800,
BG_AB_MAX_TEAM_SCORE = 2000
};
/* do NOT change the order, else wrong behaviour */
@@ -164,18 +164,18 @@ enum BG_AB_NodeStatus
enum BG_AB_Sounds
{
SOUND_NODE_CLAIMED = 8192,
SOUND_NODE_CAPTURED_ALLIANCE = 8173,
SOUND_NODE_CAPTURED_HORDE = 8213,
SOUND_NODE_ASSAULTED_ALLIANCE = 8174,
SOUND_NODE_ASSAULTED_HORDE = 8212,
SOUND_NEAR_VICTORY = 8456
BG_AB_SOUND_NODE_CLAIMED = 8192,
BG_AB_SOUND_NODE_CAPTURED_ALLIANCE = 8173,
BG_AB_SOUND_NODE_CAPTURED_HORDE = 8213,
BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE = 8174,
BG_AB_SOUND_NODE_ASSAULTED_HORDE = 8212,
BG_AB_SOUND_NEAR_VICTORY = 8456
};
#define BG_AB_NotABBGWeekendHonorTicks 330
#define BG_AB_ABBGWeekendHonorTicks 200
#define BG_AB_NotABBGWeekendHonorTicks 330
#define BG_AB_ABBGWeekendHonorTicks 200
#define BG_AB_NotABBGWeekendReputationTicks 200
#define BG_AB_ABBGWeekendReputationTicks 150
#define BG_AB_ABBGWeekendReputationTicks 150
// x, y, z, o
const float BG_AB_NodePositions[BG_AB_DYNAMIC_NODES_COUNT][4] = {
@@ -285,10 +285,10 @@ class BattleGroundAB : public BattleGround
uint8 m_prevNodes[BG_AB_DYNAMIC_NODES_COUNT];
BG_AB_BannerTimer m_BannerTimers[BG_AB_DYNAMIC_NODES_COUNT];
int32 m_NodeTimers[BG_AB_DYNAMIC_NODES_COUNT];
uint32 m_TeamScores[2];
uint32 m_lastTick[2];
uint32 m_HonorScoreTics[2];
uint32 m_ReputationScoreTics[2];
uint32 m_TeamScores[BG_TEAMS_COUNT];
uint32 m_lastTick[BG_TEAMS_COUNT];
uint32 m_HonorScoreTics[BG_TEAMS_COUNT];
uint32 m_ReputationScoreTics[BG_TEAMS_COUNT];
bool m_IsInformedNearVictory;
uint32 m_HonorTics;
uint32 m_ReputationTics;

View File

@@ -267,9 +267,20 @@ void BattleGroundEY::UpdatePointStatuses()
void BattleGroundEY::UpdateTeamScore(uint32 Team)
{
uint32 score = GetTeamScore(Team);
if(score >= EY_MAX_TEAM_SCORE)
//TODO there should be some sound played when one team is near victory!! - and define variables
/*if( !m_IsInformedNearVictory && score >= BG_EY_WARNING_NEAR_VICTORY_SCORE )
{
score = EY_MAX_TEAM_SCORE;
if( Team == ALLIANCE )
SendMessageToAll(LANG_BG_EY_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
else
SendMessageToAll(LANG_BG_EY_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
PlaySoundToAll(BG_EY_SOUND_NEAR_VICTORY);
m_IsInformedNearVictory = true;
}*/
if( score >= BG_EY_MAX_TEAM_SCORE )
{
score = BG_EY_MAX_TEAM_SCORE;
EndBattleGround(Team);
}
@@ -518,7 +529,7 @@ void BattleGroundEY::Reset()
m_PointAddingTimer = 0;
m_TowerCapCheckTimer = 0;
bool isBGWeekend = false; //TODO FIXME - call sBattleGroundMgr.IsBGWeekend(m_TypeID); - you must also implement that call!
uint32 m_HonorTics = (isBGWeekend) ? BG_EY_EYWeekendHonorTicks : BG_EY_NotEYWeekendHonorTicks;
m_HonorTics = (isBGWeekend) ? BG_EY_EYWeekendHonorTicks : BG_EY_NotEYWeekendHonorTicks;
for(uint8 i = 0; i < EY_POINTS_MAX; ++i)
{

View File

@@ -25,9 +25,8 @@
class BattleGround;
#define EY_MAX_TEAM_SCORE 2000
#define BG_EY_FLAG_RESPAWN_TIME (10*IN_MILISECONDS) //10 seconds
#define BG_EY_FPOINTS_TICK_TIME (2*IN_MILISECONDS) //2 seconds
#define BG_EY_FLAG_RESPAWN_TIME (10*IN_MILISECONDS) //10 seconds
#define BG_EY_FPOINTS_TICK_TIME (2*IN_MILISECONDS) //2 seconds
enum BG_EY_WorldStates
{
@@ -73,11 +72,11 @@ enum BG_EY_ProgressBarConsts
enum BG_EY_Sounds
{
//strange ids, but sure about them
BG_EY_SOUND_FLAG_PICKED_UP_ALLIANCE = 8212,
BG_EY_SOUND_FLAG_CAPTURED_HORDE = 8213,
BG_EY_SOUND_FLAG_PICKED_UP_HORDE = 8174,
BG_EY_SOUND_FLAG_CAPTURED_ALLIANCE = 8173,
BG_EY_SOUND_FLAG_RESET = 8192
BG_EY_SOUND_FLAG_PICKED_UP_ALLIANCE = 8212,
BG_EY_SOUND_FLAG_CAPTURED_HORDE = 8213,
BG_EY_SOUND_FLAG_PICKED_UP_HORDE = 8174,
BG_EY_SOUND_FLAG_CAPTURED_ALLIANCE = 8173,
BG_EY_SOUND_FLAG_RESET = 8192
};
enum BG_EY_Spells
@@ -88,18 +87,18 @@ enum BG_EY_Spells
enum EYBattleGroundObjectEntry
{
BG_OBJECT_A_DOOR_EY_ENTRY = 184719, //Alliance door
BG_OBJECT_H_DOOR_EY_ENTRY = 184720, //Horde door
BG_OBJECT_FLAG1_EY_ENTRY = 184493, //Netherstorm flag (generic)
BG_OBJECT_FLAG2_EY_ENTRY = 184141, //Netherstorm flag (flagstand)
BG_OBJECT_FLAG3_EY_ENTRY = 184142, //Netherstorm flag (flagdrop)
BG_OBJECT_A_BANNER_EY_ENTRY = 184381, //Visual Banner (Alliance)
BG_OBJECT_H_BANNER_EY_ENTRY = 184380, //Visual Banner (Horde)
BG_OBJECT_N_BANNER_EY_ENTRY = 184382, //Visual Banner (Neutral)
BG_OBJECT_BE_TOWER_CAP_EY_ENTRY = 184080, //BE Tower Cap Pt
BG_OBJECT_FR_TOWER_CAP_EY_ENTRY = 184081, //Fel Reaver Cap Pt
BG_OBJECT_HU_TOWER_CAP_EY_ENTRY = 184082, //Human Tower Cap Pt
BG_OBJECT_DR_TOWER_CAP_EY_ENTRY = 184083 //Draenei Tower Cap Pt
BG_OBJECT_A_DOOR_EY_ENTRY = 184719, //Alliance door
BG_OBJECT_H_DOOR_EY_ENTRY = 184720, //Horde door
BG_OBJECT_FLAG1_EY_ENTRY = 184493, //Netherstorm flag (generic)
BG_OBJECT_FLAG2_EY_ENTRY = 184141, //Netherstorm flag (flagstand)
BG_OBJECT_FLAG3_EY_ENTRY = 184142, //Netherstorm flag (flagdrop)
BG_OBJECT_A_BANNER_EY_ENTRY = 184381, //Visual Banner (Alliance)
BG_OBJECT_H_BANNER_EY_ENTRY = 184380, //Visual Banner (Horde)
BG_OBJECT_N_BANNER_EY_ENTRY = 184382, //Visual Banner (Neutral)
BG_OBJECT_BE_TOWER_CAP_EY_ENTRY = 184080, //BE Tower Cap Pt
BG_OBJECT_FR_TOWER_CAP_EY_ENTRY = 184081, //Fel Reaver Cap Pt
BG_OBJECT_HU_TOWER_CAP_EY_ENTRY = 184082, //Human Tower Cap Pt
BG_OBJECT_DR_TOWER_CAP_EY_ENTRY = 184083 //Draenei Tower Cap Pt
};
enum EYBattleGroundPointsTrigger
@@ -131,7 +130,7 @@ enum EYBattleGroundPoints
DRAENEI_RUINS = 2,
MAGE_TOWER = 3,
EY_PLAYERS_OUT_OF_POINTS = 4,
EY_PLAYERS_OUT_OF_POINTS = 4,
EY_POINTS_MAX = 4
};
@@ -212,8 +211,14 @@ enum EYBattleGroundObjectTypes
BG_EY_OBJECT_MAX = 59
};
#define BG_EY_NotEYWeekendHonorTicks 330
#define BG_EY_EYWeekendHonorTicks 200
#define BG_EY_NotEYWeekendHonorTicks 330
#define BG_EY_EYWeekendHonorTicks 200
enum BG_EY_Score
{
BG_EY_WARNING_NEAR_VICTORY_SCORE = 1800,
BG_EY_MAX_TEAM_SCORE = 2000
};
enum BG_EY_FlagState
{

View File

@@ -129,7 +129,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
if( !_player->CanJoinToBattleground() )
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
data << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data);
return;
}
@@ -301,25 +301,25 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
if(!sBattlemasterListStore.LookupEntry(bgTypeId_))
if( !sBattlemasterListStore.LookupEntry(bgTypeId_) )
{
sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId_);
sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_);
// update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example)
if(_player->InBattleGroundQueue())
if( _player->InBattleGroundQueue() )
{
// update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if(!bgQueueTypeId)
if( !bgQueueTypeId )
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
// if the player is not in queue, continue or no group information - this should never happen
if(itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
if( itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo )
continue;
BattleGround * bg = NULL;
@@ -328,7 +328,7 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0;
if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
if( !itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID )
{
// not invited to bg, get template
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
@@ -341,12 +341,8 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
status = STATUS_WAIT_JOIN;
}
// if bg not found, then continue
if(!bg)
continue;
// don't invite if already in the instance
if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
// if bg not found, then continue, don't invite if already in the instance
if( !bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) )
continue;
// re - invite player with proper data
@@ -358,22 +354,20 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
return;
}
//get GroupQueueInfo from BattleGroundQueue
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
// get the bg what we were invited to
bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if(itrPlayerStatus == qpMap.end())
if( itrPlayerStatus == qpMap.end() )
{
sLog.outError("Battleground: itrplayerstatus not found.");
return;
}
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is _required_
if(!instanceId && action == 1)
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is required
if( !instanceId && action == 1 )
{
sLog.outError("Battleground: instance not found.");
return;
@@ -382,56 +376,52 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);
// bg template might and must be used in case of leaving queue, when instance is not created yet
if(!bg && action == 0)
if( !bg && action == 0 )
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
if( !bg )
{
sLog.outError("Battleground: bg not found for type id %u.",bgTypeId);
sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId);
return;
}
bgTypeId = bg->GetTypeID();
if(_player->InBattleGroundQueue())
if( _player->InBattleGroundQueue() )
{
uint32 queueSlot = 0;
uint32 team = 0;
uint32 arenatype = 0;
uint32 israted = 0;
uint32 rating = 0;
uint32 opponentsRating = 0;
// get the team info from the queue
//we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function!
uint32 team = itrPlayerStatus->second.GroupInfo->Team;
uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType;
uint32 isRated = itrPlayerStatus->second.GroupInfo->IsRated;
uint32 rating = itrPlayerStatus->second.GroupInfo->ArenaTeamRating;
uint32 opponentsRating = itrPlayerStatus->second.GroupInfo->OpponentsTeamRating;
BattleGroundQueue::QueuedPlayersMap& qpMap2 = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
BattleGroundQueue::QueuedPlayersMap::iterator pitr = qpMap2.find(_player->GetGUID());
if (pitr !=qpMap2.end() && pitr->second.GroupInfo)
//some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
if( action == 1 && arenaType == 0)
{
team = pitr->second.GroupInfo->Team;
arenatype = pitr->second.GroupInfo->ArenaType;
israted = pitr->second.GroupInfo->IsRated;
rating = pitr->second.GroupInfo->ArenaTeamRating;
opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating;
}
else
{
sLog.outError("Battleground: Invalid player queue info!");
return;
}
//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if( arenatype == 0 && !_player->CanJoinToBattleground() )
{
sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
action = 0;
//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
if( !_player->CanJoinToBattleground() )
{
//send bg command result to show nice message
WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data2 << uint32(0xFFFFFFFE);
_player->GetSession()->SendPacket(&data2);
action = 0;
sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
}
//if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
if( _player->getLevel() > bg->GetMaxLevel() )
{
sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
action = 0;
}
}
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
WorldPacket data;
switch(action)
switch( action )
{
case 1: // port to battleground
if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
return; // cheating?
case 1: // port to battleground
if( !_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId) )
return; // cheating?
// resurrect the player
if(!_player->isAlive())
if( !_player->isAlive() )
{
_player->ResurrectPlayer(1.0f);
_player->SpawnCorpseBones();
@@ -442,14 +432,15 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
_player->GetMotionMaster()->MovementExpired();
_player->m_taxi.ClearTaxiDestinations();
}
//TODO FIX ME this call must be removed!
_player->RemoveFromGroup();
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
_player->GetSession()->SendPacket(&data);
// remove battleground queue status from BGmgr
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
// this is still needed here if battleground "jumping" shouldn't add deserter debuff
// also this required to prevent stuck at old battleground after SetBattleGroundId set to new
// also this is required to prevent stuck at old battleground after SetBattleGroundId set to new
if( BattleGround *currentBg = _player->GetBattleGround() )
currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
@@ -461,30 +452,28 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId);
// add only in HandleMoveWorldPortAck()
// bg->AddPlayer(_player,team);
sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId);
sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId);
break;
case 0: // leave queue
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
/*
if player leaves rated arena match before match start, it is counted as he played but he lost
*/
if (israted)
// if player leaves rated arena match before match start, it is counted as he played but he lost
if( isRated )
{
ArenaTeam * at = objmgr.GetArenaTeamById(team);
if (at)
if( at )
{
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating);
at->MemberLost(_player, opponentsRating);
at->SaveToDB();
}
}
_player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0);
_player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, arenaType);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
// player left queue, we should update it, maybe now his group fits in
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(bgTypeId),arenatype,israted,rating);
// player left queue, we should update it - do not update Arena Queue
if( !arenaType )
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenaType, isRated, rating);
SendPacket(&data);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId);
break;
default:
sLog.outError("Battleground port: unknown action %u", action);