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-rw-r--r--src/game/BattleGroundMgr.cpp158
-rw-r--r--src/game/BattleGroundMgr.h7
-rw-r--r--src/game/Spell.cpp6
-rw-r--r--src/game/SpellEffects.cpp2
4 files changed, 64 insertions, 109 deletions
diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp
index 91a73bb2ae6..c0975f799e7 100644
--- a/src/game/BattleGroundMgr.cpp
+++ b/src/game/BattleGroundMgr.cpp
@@ -97,87 +97,24 @@ void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList
&& (*itr)->ArenaTeamRating <= MaxRating ) ) )
{
// the group matches the conditions
- // insert it in order of groupsize, and join time
- uint32 size = (*itr)->Players.size();
- uint32 jointime = (*itr)->JoinTime;
- bool inserted = false;
-
- for(std::list<GroupQueueInfo *>::iterator elig_itr = begin(); elig_itr != end(); ++elig_itr)
- {
- // if the next one's size is smaller, then insert
- // also insert if the next one's size is equal, but it joined the queue later
- if( ((*elig_itr)->Players.size()<size) ||
- ((*elig_itr)->Players.size() == size && (*elig_itr)->JoinTime > jointime) )
- {
- insert(elig_itr,(*itr));
- inserted = true;
- break;
- }
- }
- // if not inserted -> this is the smallest group -> push_back
- if(!inserted)
- {
- push_back((*itr));
- }
- }
- }
-}
-
-// remove group from eligible groups
-// used when building selection pools
-void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo * ginfo)
-{
- for(std::list<GroupQueueInfo *>::iterator itr = begin(); itr != end(); ++itr)
- {
- if((*itr)==ginfo)
- {
- erase(itr);
- return;
+ // the source is ordered by join time in decreasing order
+ // so here we push_front for increasing order
+ push_front((*itr));
}
}
}
// selection pool initialization, used to clean up from prev selection
-void BattleGroundQueue::SelectionPool::Init()
+void BattleGroundQueue::SelectionPool::Init(EligibleGroups * curr)
{
+ m_CurrEligGroups = curr;
SelectedGroups.clear();
- MaxGroup = 0;
PlayerCount = 0;
}
-// get the maximal group from the selection pool
-// used when building the pool, and have to remove the largest
-GroupQueueInfo * BattleGroundQueue::SelectionPool::GetMaximalGroup()
-{
- if(SelectedGroups.empty())
- {
- sLog.outError("Getting max group when selection pool is empty, this should never happen.");
- MaxGroup = NULL;
- return 0;
- }
- // actually select the max group if it's not set
- if(MaxGroup==0 && !SelectedGroups.empty())
- {
- uint32 max_size = 0;
- for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
- {
- if(max_size<(*itr)->Players.size())
- {
- MaxGroup =(*itr);
- max_size = MaxGroup->Players.size();
- }
- }
- }
- return MaxGroup;
-}
-
// remove group info from selection pool
-// used when building selection pools and have to remove maximal group
void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo *ginfo)
{
- // uninitiate max group info if needed
- if(MaxGroup == ginfo)
- MaxGroup = 0;
// find what to remove
for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
{
@@ -198,11 +135,6 @@ void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo * ginfo)
SelectedGroups.push_back(ginfo);
// increase selected players count
PlayerCount+=ginfo->Players.size();
- if(!MaxGroup || ginfo->Players.size() > MaxGroup->Players.size())
- {
- // update max group info if needed
- MaxGroup = ginfo;
- }
}
// add group to bg queue with the given leader and bg specifications
@@ -486,6 +418,35 @@ bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * b
return false;
}
+// used to recursively select groups from eligible groups
+bool BattleGroundQueue::SelectionPool::Build(uint32 MinPlayers, uint32 MaxPlayers, EligibleGroups::iterator startitr)
+{
+ // start from the specified start iterator
+ for(EligibleGroups::iterator itr1 = startitr; itr1 != m_CurrEligGroups->end(); ++itr1)
+ {
+ // if it fits in, select it
+ if(GetPlayerCount() + (*itr1)->Players.size() <= MaxPlayers)
+ {
+ EligibleGroups::iterator next = itr1;
+ ++next;
+ AddGroup((*itr1));
+ if(GetPlayerCount() >= MinPlayers)
+ {
+ // enough players are selected
+ return true;
+ }
+ // try building from the rest of the elig. groups
+ // if that succeeds, return true
+ if(Build(MinPlayers,MaxPlayers,next))
+ return true;
+ // the rest didn't succeed, so this group cannot be included
+ RemoveGroup((*itr1));
+ }
+ }
+ // build didn't succeed
+ return false;
+}
+
// this function is responsible for the selection of queued groups when trying to create new battlegrounds
bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType, bool isRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
{
@@ -509,34 +470,25 @@ bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uin
break;
}
- // inititate the groups eligible to create the bg
+ // initiate the groups eligible to create the bg
m_EligibleGroups.Init(&(m_QueuedGroups[queue_id]), bgTypeId, side, MaxPlayers, ArenaType, isRated, MinRating, MaxRating, DisregardTime, excludeTeam);
// init the selected groups (clear)
- m_SelectionPools[mode].Init();
- while(!(m_EligibleGroups.empty()))
+ // and set m_CurrEligGroups pointer
+ // we set it this way to only have one EligibleGroups object to save some memory
+ m_SelectionPools[mode].Init(&m_EligibleGroups);
+ // build succeeded
+ if(m_SelectionPools[mode].Build(MinPlayers,MaxPlayers,m_EligibleGroups.begin()))
{
- sLog.outDebug("m_EligibleGroups is not empty, continue building selection pool");
- // in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players
- for(EligibleGroups::iterator itr= m_EligibleGroups.begin(); itr!=m_EligibleGroups.end(); ++itr)
+ // the selection pool is set, return
+ sLog.outDebug("Battleground-debug: pool build succeeded, return true");
+ sLog.outDebug("Battleground-debug: Player size for mode %u is %u", mode, m_SelectionPools[mode].GetPlayerCount());
+ for(std::list<GroupQueueInfo* >::iterator itr = m_SelectionPools[mode].SelectedGroups.begin(); itr != m_SelectionPools[mode].SelectedGroups.end(); ++itr)
{
- // get the maximal not yet checked group
- GroupQueueInfo * MaxGroup = (*itr);
- // if it fits in the maxplayer size, add it
- if( (m_SelectionPools[mode].GetPlayerCount() + MaxGroup->Players.size()) <= MaxPlayers )
- {
- m_SelectionPools[mode].AddGroup(MaxGroup);
- }
+ sLog.outDebug("Battleground-debug: queued group in selection with %u players",(*itr)->Players.size());
+ for(std::map<uint64, PlayerQueueInfo * >::iterator itr2 = (*itr)->Players.begin(); itr2 != (*itr)->Players.end(); ++itr2)
+ sLog.outDebug("Battleground-debug: player in above group GUID %u", (uint32)(itr2->first));
}
- if(m_SelectionPools[mode].GetPlayerCount()>=MinPlayers)
- {
- // the selection pool is set, return
- sLog.outDebug("pool build succeeded, return true");
- return true;
- }
- // if the selection pool's not set, then remove the group with the highest player count, and try again with the rest.
- GroupQueueInfo * MaxGroup = m_SelectionPools[mode].GetMaximalGroup();
- m_EligibleGroups.RemoveGroup(MaxGroup);
- m_SelectionPools[mode].RemoveGroup(MaxGroup);
+ return true;
}
// failed to build a selection pool matching the given values
return false;
@@ -588,7 +540,7 @@ void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
// remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
RemovePlayer(itr2->first, true);
// this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
- // but updateing the queue can't hurt
+ // but updating the queue can't hurt
Update(bgQueueTypeId, bg->GetQueueType());
// send info to client
WorldPacket data;
@@ -710,12 +662,12 @@ void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype
// try to build the selection pools
bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
if(bAllyOK)
- sLog.outDebug("Battleground: ally pool succesfully build");
+ sLog.outDebug("Battleground: ally pool successfully built");
else
sLog.outDebug("Battleground: ally pool wasn't created");
bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
if(bHordeOK)
- sLog.outDebug("Battleground: horde pool succesfully built");
+ sLog.outDebug("Battleground: horde pool successfully built");
else
sLog.outDebug("Battleground: horde pool wasn't created");
@@ -813,9 +765,9 @@ void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype
std::list<GroupQueueInfo* >::iterator itr_alliance = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin();
std::list<GroupQueueInfo* >::iterator itr_horde = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin();
(*itr_alliance)->OpponentsTeamRating = (*itr_horde)->ArenaTeamRating;
- sLog.outDebug("setting oposite teamrating for team %u to %u", (*itr_alliance)->ArenaTeamId, (*itr_alliance)->OpponentsTeamRating);
+ sLog.outDebug("setting opposite team rating for team %u to %u", (*itr_alliance)->ArenaTeamId, (*itr_alliance)->OpponentsTeamRating);
(*itr_horde)->OpponentsTeamRating = (*itr_alliance)->ArenaTeamRating;
- sLog.outDebug("setting oposite teamrating for team %u to %u", (*itr_horde)->ArenaTeamId, (*itr_horde)->OpponentsTeamRating);
+ sLog.outDebug("setting opposite team rating for team %u to %u", (*itr_horde)->ArenaTeamId, (*itr_horde)->OpponentsTeamRating);
}
// start the battleground
@@ -1133,10 +1085,10 @@ void BattleGroundMgr::Update(uint32 diff)
{
if(m_AutoDistributionTimeChecker < diff)
{
- if(time(NULL)/*sWorld.GetGameTime()*/ > m_NextAutoDistributionTime)
+ if(time(NULL) > m_NextAutoDistributionTime)
{
DistributeArenaPoints();
- m_NextAutoDistributionTime = time(NULL)/*sWorld.GetGameTime()*/ + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
+ m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD"'", m_NextAutoDistributionTime);
}
m_AutoDistributionTimeChecker = 600000; // check 10 minutes
diff --git a/src/game/BattleGroundMgr.h b/src/game/BattleGroundMgr.h
index bab20ae7b5d..3e833f1c7bb 100644
--- a/src/game/BattleGroundMgr.h
+++ b/src/game/BattleGroundMgr.h
@@ -90,7 +90,6 @@ class BattleGroundQueue
{
public:
void Init(QueuedGroupsList * source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType = 0, bool IsRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0);
- void RemoveGroup(GroupQueueInfo * ginfo);
};
EligibleGroups m_EligibleGroups;
@@ -99,16 +98,16 @@ class BattleGroundQueue
class SelectionPool
{
public:
- void Init();
+ void Init(EligibleGroups * curr);
void AddGroup(GroupQueueInfo * group);
- GroupQueueInfo * GetMaximalGroup();
void RemoveGroup(GroupQueueInfo * group);
uint32 GetPlayerCount() const {return PlayerCount;}
+ bool Build(uint32 MinPlayers, uint32 MaxPlayers, EligibleGroups::iterator startitr);
public:
std::list<GroupQueueInfo *> SelectedGroups;
private:
uint32 PlayerCount;
- GroupQueueInfo * MaxGroup;
+ EligibleGroups * m_CurrEligGroups;
};
enum SelectionPoolBuildMode
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 786a1de94cd..874ae8faf8c 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -1051,6 +1051,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
unit->IsImmunedToSpell(m_spellInfo)))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);
+ m_damage = 0;
return;
}
@@ -1073,6 +1074,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
+ m_damage = 0;
return;
}
@@ -1082,6 +1084,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
if(m_spellInfo->speed > 0.0f && unit==m_targets.getUnitTarget() && !unit->isVisibleForOrDetect(m_caster,false))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
+ m_damage = 0;
return;
}
@@ -1096,6 +1099,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
if(m_spellInfo->speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !IsPositiveSpell(m_spellInfo->Id))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
+ m_damage = 0;
return;
}
@@ -1930,7 +1934,7 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
break;
}
- if(unMaxTargets)
+ if(unMaxTargets && TagUnitMap.size() > 1)
{
if(m_targets.getUnitTarget())
{
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 6f3c83d50d2..2ef4a3827c4 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -1322,7 +1322,7 @@ void Spell::EffectDummy(uint32 i)
int32 bp = damage+int32(rage * m_spellInfo->DmgMultiplier[i] +
m_caster->GetTotalAttackPowerValue(BASE_ATTACK)*0.2f);
m_caster->SetPower(POWER_RAGE,0);
- return;
+ break;
}
// Slam
if(m_spellInfo->SpellFamilyFlags[0] & 0x200000)