/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 Trinity
*
* 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
*/
#include "Player.h"
#include "ObjectMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "ArenaTeam.h"
#include "BattleGround.h"
#include "BattleGroundMgr.h"
#include "Creature.h"
#include "Formulas.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "Language.h"
#include "MapManager.h"
#include "Object.h"
#include "SpellAuras.h"
#include "Util.h"
namespace MaNGOS
{
class BattleGroundChatBuilder
{
public:
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 = objmgr.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);
do_helper(data,&str[0]);
}
else
do_helper(data,text);
}
private:
void do_helper(WorldPacket& data, char const* text)
{
uint64 target_guid = i_source ? i_source ->GetGUID() : 0;
data << uint8(i_msgtype);
data << uint32(LANG_UNIVERSAL);
data << uint64(target_guid); // there 0 for BG messages
data << uint32(0); // can be chat msg group or something
data << uint64(target_guid);
data << uint32(strlen(text)+1);
data << text;
data << uint8(i_source ? i_source->chatTag() : uint8(0));
}
ChatMsg i_msgtype;
int32 i_textId;
Player const* i_source;
va_list* i_args;
};
class BattleGround2ChatBuilder
{
public:
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 = objmgr.GetMangosString(i_textId,loc_idx);
char const* arg1str = i_arg1 ? objmgr.GetMangosString(i_arg1,loc_idx) : "";
char const* arg2str = i_arg2 ? objmgr.GetMangosString(i_arg2,loc_idx) : "";
char str [2048];
snprintf(str,2048,text, arg1str, arg2str );
uint64 target_guid = i_source ? i_source ->GetGUID() : 0;
data << uint8(i_msgtype);
data << uint32(LANG_UNIVERSAL);
data << uint64(target_guid); // there 0 for BG messages
data << uint32(0); // can be chat msg group or something
data << uint64(target_guid);
data << uint32(strlen(str)+1);
data << str;
data << uint8(i_source ? i_source->chatTag() : uint8(0));
}
private:
ChatMsg i_msgtype;
int32 i_textId;
Player const* i_source;
int32 i_arg1;
int32 i_arg2;
};
} // namespace MaNGOS
template
void BattleGround::BroadcastWorker(Do& _do)
{
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
if (Player *plr = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER)))
_do(plr);
}
BattleGround::BattleGround()
{
m_TypeID = BattleGroundTypeId(0);
m_InstanceID = 0;
m_Status = STATUS_NONE;
m_ClientInstanceID = 0;
m_EndTime = 0;
m_LastResurrectTime = 0;
m_QueueId = QUEUE_ID_MAX_LEVEL_19;
m_InvitedAlliance = 0;
m_InvitedHorde = 0;
m_ArenaType = 0;
m_IsArena = false;
m_Winner = 2;
m_StartTime = 0;
m_Events = 0;
m_IsRated = false;
m_BuffChange = false;
m_Name = "";
m_LevelMin = 0;
m_LevelMax = 0;
m_InBGFreeSlotQueue = false;
m_SetDeleteThis = false;
m_MaxPlayersPerTeam = 0;
m_MaxPlayers = 0;
m_MinPlayersPerTeam = 0;
m_MinPlayers = 0;
m_MapId = 0;
m_Map = NULL;
m_TeamStartLocX[BG_TEAM_ALLIANCE] = 0;
m_TeamStartLocX[BG_TEAM_HORDE] = 0;
m_TeamStartLocY[BG_TEAM_ALLIANCE] = 0;
m_TeamStartLocY[BG_TEAM_HORDE] = 0;
m_TeamStartLocZ[BG_TEAM_ALLIANCE] = 0;
m_TeamStartLocZ[BG_TEAM_HORDE] = 0;
m_TeamStartLocO[BG_TEAM_ALLIANCE] = 0;
m_TeamStartLocO[BG_TEAM_HORDE] = 0;
m_ArenaTeamIds[BG_TEAM_ALLIANCE] = 0;
m_ArenaTeamIds[BG_TEAM_HORDE] = 0;
m_ArenaTeamRatingChanges[BG_TEAM_ALLIANCE] = 0;
m_ArenaTeamRatingChanges[BG_TEAM_HORDE] = 0;
m_BgRaids[BG_TEAM_ALLIANCE] = NULL;
m_BgRaids[BG_TEAM_HORDE] = NULL;
m_PlayersCount[BG_TEAM_ALLIANCE] = 0;
m_PlayersCount[BG_TEAM_HORDE] = 0;
m_TeamScores[BG_TEAM_ALLIANCE] = 0;
m_TeamScores[BG_TEAM_HORDE] = 0;
m_PrematureCountDown = false;
m_PrematureCountDown = 0;
m_HonorMode = BG_NORMAL;
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] = LANG_BG_WS_START_TWO_MINUTES;
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;
}
BattleGround::~BattleGround()
{
// remove objects and creatures
// (this is done automatically in mapmanager update, when the instance is reset after the reset time)
int size = m_BgCreatures.size();
for (int i = 0; i < size; ++i)
DelCreature(i);
size = m_BgObjects.size();
for (int i = 0; i < size; ++i)
DelObject(i);
if (GetInstanceID()) // not spam by useless queries in case BG templates
{
// delete creature and go respawn times
WorldDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'",GetInstanceID());
WorldDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'",GetInstanceID());
// delete instance from db
CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'",GetInstanceID());
// remove from battlegrounds
}
sBattleGroundMgr.RemoveBattleGround(GetInstanceID(), GetTypeID());
// unload map
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;
}
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 cannot be updated, because it would be deleted
if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
m_SetDeleteThis = true;
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 RESSURECTION SYSTEM ***/
/*********************************************************/
//this should be handled by spell system
m_LastResurrectTime += diff;
if (m_LastResurrectTime >= RESURRECTION_INTERVAL)
{
if (GetReviveQueueSize())
{
for (std::map >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr)
{
Creature *sh = NULL;
for (std::vector::const_iterator itr2 = (itr->second).begin(); itr2 != (itr->second).end(); ++itr2)
{
Player *plr = objmgr.GetPlayer(*itr2);
if (!plr)
continue;
if (!sh && plr->IsInWorld())
{
sh = plr->GetMap()->GetCreature(itr->first);
// only for visual effect
if (sh)
// Spirit Heal, effect 117
sh->CastSpell(sh, SPELL_SPIRIT_HEAL, true);
}
// Resurrection visual
plr->CastSpell(plr, SPELL_RESURRECTION_VISUAL, true);
m_ResurrectQueue.push_back(*itr2);
}
(itr->second).clear();
}
m_ReviveQueue.clear();
m_LastResurrectTime = 0;
}
else
// queue is clear and time passed, just update last resurrection time
m_LastResurrectTime = 0;
}
else if (m_LastResurrectTime > 500) // Resurrect players only half a second later, to see spirit heal effect on NPC
{
for (std::vector::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(*itr);
if (!plr)
continue;
plr->ResurrectPlayer(1.0f);
plr->CastSpell(plr, 6962, true);
plr->CastSpell(plr, SPELL_SPIRIT_HEAL_MANA, true);
ObjectAccessor::Instance().ConvertCorpseForPlayer(*itr);
}
m_ResurrectQueue.clear();
}
/*********************************************************/
/*** BATTLEGROUND BALLANCE SYSTEM ***/
/*********************************************************/
// if less then minimum players are in on one side, then start premature finish timer
if (GetStatus() == STATUS_IN_PROGRESS && !isArena() && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam()))
{
if (!m_PrematureCountDown)
{
m_PrematureCountDown = true;
m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime();
}
else if (m_PrematureCountDownTimer < diff)
{
// time's up!
uint32 winner = 0;
if (GetPlayersCountByTeam(ALLIANCE) >= GetMinPlayersPerTeam())
winner = ALLIANCE;
else if (GetPlayersCountByTeam(HORDE) >= GetMinPlayersPerTeam())
winner = HORDE;
EndBattleGround(winner);
m_PrematureCountDown = false;
}
else
{
uint32 newtime = m_PrematureCountDownTimer - diff;
// announce every minute
if (newtime > (MINUTE * IN_MILISECONDS))
{
if (newtime / (MINUTE * IN_MILISECONDS) != m_PrematureCountDownTimer / (MINUTE * IN_MILISECONDS))
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / (MINUTE * IN_MILISECONDS)));
}
else
{
//announce every 15 seconds
if (newtime / (15 * IN_MILISECONDS) != m_PrematureCountDownTimer / (15 * IN_MILISECONDS))
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING_SECS, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / IN_MILISECONDS));
}
m_PrematureCountDownTimer = newtime;
}
}
else if (m_PrematureCountDown)
m_PrematureCountDown = false;
/*********************************************************/
/*** BATTLEGROUND STARTING SYSTEM ***/
/*********************************************************/
if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
{
ModifyStartDelayTime(diff);
if (!(m_Events & BG_STARTING_EVENT_1))
{
m_Events |= BG_STARTING_EVENT_1;
// setup here, only when at least one player has ported to the map
if (!SetupBattleGround())
{
EndNow();
return;
}
StartingEventCloseDoors();
SetStartDelayTime(m_StartDelayTimes[BG_STARTING_EVENT_FIRST]);
//first start warning - 2 or 1 minute
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]);
//remove preparation
if (isArena())
{
//TODO : add arena sound PlaySoundToAll(SOUND_ARENA_START);
for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if (Player *plr = objmgr.GetPlayer(itr->first))
{
plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
// remove auras with duration lower than 30s
Unit::AuraMap & aurMap = plr->GetAuras();
for (Unit::AuraMap::iterator iter = aurMap.begin(); iter != aurMap.end();)
{
if (!iter->second->IsPermanent()
&& iter->second->GetAuraDuration()<=30*IN_MILISECONDS
&& iter->second->IsPositive()
&& (!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
&& (!iter->second->IsAuraType(SPELL_AURA_MOD_INVISIBILITY)))
plr->RemoveAura(iter);
else
++iter;
}
}
CheckArenaWinConditions();
}
else
{
PlaySoundToAll(SOUND_BG_START);
for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if (Player* plr = objmgr.GetPlayer(itr->first))
plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
//Announce BG starting
if (sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE))
{
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;
}
void BattleGround::SetTeamStartLoc(uint32 TeamID, float X, float Y, float Z, float O)
{
BattleGroundTeamId idx = GetTeamIndexByTeamId(TeamID);
m_TeamStartLocX[idx] = X;
m_TeamStartLocY[idx] = Y;
m_TeamStartLocZ[idx] = Z;
m_TeamStartLocO[idx] = O;
}
void BattleGround::SendPacketToAll(WorldPacket *packet)
{
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
if (plr)
plr->GetSession()->SendPacket(packet);
else
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
}
}
void BattleGround::SendPacketToTeam(uint32 TeamID, WorldPacket *packet, Player *sender, bool self)
{
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
if (!plr)
{
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
continue;
}
if (!self && sender == plr)
continue;
uint32 team = itr->second.Team;
if(!team) team = plr->GetTeam();
if (team == TeamID)
plr->GetSession()->SendPacket(packet);
}
}
void BattleGround::PlaySoundToAll(uint32 SoundID)
{
WorldPacket data;
sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID);
SendPacketToAll(&data);
}
void BattleGround::PlaySoundToTeam(uint32 SoundID, uint32 TeamID)
{
WorldPacket data;
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
if (!plr)
{
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
continue;
}
uint32 team = itr->second.Team;
if(!team) team = plr->GetTeam();
if (team == TeamID)
{
sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID);
plr->GetSession()->SendPacket(&data);
}
}
}
void BattleGround::CastSpellOnTeam(uint32 SpellID, uint32 TeamID)
{
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
if (!plr)
{
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
continue;
}
uint32 team = itr->second.Team;
if(!team) team = plr->GetTeam();
if (team == TeamID)
plr->CastSpell(plr, SpellID, true);
}
}
void BattleGround::YellToAll(Creature* creature, const char* text, uint32 language)
{
for (std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
Player *plr = objmgr.GetPlayer(itr->first);
if(!plr)
{
sLog.outError("BattleGround: Player " UI64FMTD " not found!", itr->first);
continue;
}
creature->BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,creature->GetName(),itr->first);
plr->GetSession()->SendPacket(&data);
}
}
void BattleGround::RewardHonorToTeam(uint32 Honor, uint32 TeamID)
{
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
if (!plr)
{
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
continue;
}
uint32 team = itr->second.Team;
if(!team) team = plr->GetTeam();
if (team == TeamID)
UpdatePlayerScore(plr, SCORE_BONUS_HONOR, Honor);
}
}
void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation, uint32 TeamID)
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id);
if (!factionEntry)
return;
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
if (!plr)
{
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
continue;
}
uint32 team = itr->second.Team;
if(!team) team = plr->GetTeam();
if (team == TeamID)
plr->GetReputationMgr().ModifyReputation(factionEntry, Reputation);
}
}
void BattleGround::UpdateWorldState(uint32 Field, uint32 Value)
{
WorldPacket data;
sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, Field, Value);
SendPacketToAll(&data);
}
void BattleGround::UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player *Source)
{
WorldPacket data;
sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, Field, Value);
Source->GetSession()->SendPacket(&data);
}
void BattleGround::EndBattleGround(uint32 winner)
{
this->RemoveFromBGFreeSlotQueue();
ArenaTeam * winner_arena_team = NULL;
ArenaTeam * loser_arena_team = NULL;
uint32 loser_rating = 0;
uint32 winner_rating = 0;
WorldPacket data;
int32 winmsg_id = 0;
if (winner == ALLIANCE)
{
winmsg_id = isBattleGround() ? LANG_BG_A_WINS : LANG_ARENA_GOLD_WINS;
PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound
SetWinner(WINNER_ALLIANCE);
}
else if (winner == HORDE)
{
winmsg_id = isBattleGround() ? LANG_BG_H_WINS : LANG_ARENA_GREEN_WINS;
PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound
SetWinner(WINNER_HORDE);
}
else
{
SetWinner(3);
}
SetStatus(STATUS_WAIT_LEAVE);
//we must set it this way, because end time is sent in packet!
m_EndTime = TIME_TO_AUTOREMOVE;
// arena rating calculation
if (isArena() && isRated())
{
winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(winner));
loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(winner)));
if (winner_arena_team && loser_arena_team && winner_arena_team != loser_arena_team)
{
loser_rating = loser_arena_team->GetStats().rating;
winner_rating = winner_arena_team->GetStats().rating;
int32 winner_change = winner_arena_team->WonAgainst(loser_rating);
int32 loser_change = loser_arena_team->LostAgainst(winner_rating);
sLog.outDebug("--- Winner rating: %u, Loser rating: %u, Winner change: %u, Losser change: %u ---", winner_rating, loser_rating, winner_change, loser_change);
SetArenaTeamRatingChangeForTeam(winner, winner_change);
SetArenaTeamRatingChangeForTeam(GetOtherTeam(winner), loser_change);
sLog.outArena("Arena match Type: %u for Team1Id: %u - Team2Id: %u ended. WinnerTeamId: %u. RatingChange: %i.", m_ArenaType, m_ArenaTeamIds[BG_TEAM_ALLIANCE], m_ArenaTeamIds[BG_TEAM_HORDE], winner_arena_team->GetId(), winner_change);
}
else
{
SetArenaTeamRatingChangeForTeam(ALLIANCE, 0);
SetArenaTeamRatingChangeForTeam(HORDE, 0);
}
}
for (BattleGroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(itr->first);
uint32 team = itr->second.Team;
if (!plr)
{
//if rated arena match - make member lost!
if (isArena() && isRated() && winner_arena_team && loser_arena_team && winner_arena_team != loser_arena_team)
{
if (team == winner)
winner_arena_team->OfflineMemberLost(itr->first, loser_rating);
else
loser_arena_team->OfflineMemberLost(itr->first, winner_rating);
}
sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first));
continue;
}
// should remove spirit of redemption
if(plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
plr->RemoveAurasByType(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->getHostilRefManager().deleteReferences();
}
//this line is obsolete - team is set ALWAYS
//if(!team) team = plr->GetTeam();
// per player calculation
if (isArena() && isRated() && winner_arena_team && loser_arena_team && winner_arena_team != loser_arena_team)
{
if (team == winner)
{
// update achievement BEFORE personal rating update
ArenaTeamMember* member = winner_arena_team->GetMember(plr->GetGUID());
if (member)
plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA, member->personal_rating);
winner_arena_team->MemberWon(plr,loser_rating);
}
else
{
loser_arena_team->MemberLost(plr,winner_rating);
// Arena lost => reset the win_rated_arena having the "no_loose" condition
plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA, ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE);
}
}
if (team == winner)
{
RewardMark(plr,ITEM_WINNER_COUNT);
RewardQuestComplete(plr);
plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_BG, 1);
}
else if(winner)
RewardMark(plr,ITEM_LOSER_COUNT);
plr->SetHealth(plr->GetMaxHealth());
plr->SetPower(POWER_MANA, plr->GetMaxPower(POWER_MANA));
plr->CombatStopWithPets(true);
BlockMovement(plr);
sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
plr->GetSession()->SendPacket(&data);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime(), GetArenaType());
plr->GetSession()->SendPacket(&data);
plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND, 1);
}
if (isArena() && isRated() && winner_arena_team && loser_arena_team && winner_arena_team != loser_arena_team)
{
// update arena points only after increasing the player's match count!
//obsolete: winner_arena_team->UpdateArenaPointsHelper();
//obsolete: loser_arena_team->UpdateArenaPointsHelper();
// save the stat changes
winner_arena_team->SaveToDB();
loser_arena_team->SaveToDB();
// send updated arena team stats to players
// this way all arena team members will get notified, not only the ones who participated in this match
winner_arena_team->NotifyStatsChanged();
loser_arena_team->NotifyStatsChanged();
}
if (winmsg_id)
SendMessageToAll(winmsg_id, CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
uint32 BattleGround::GetBonusHonorFromKill(uint32 kills) const
{
//variable kills means how many honorable kills you scored (so we need kills * honor_for_one_kill)
return MaNGOS::Honor::hk_honor_at_level(GetMaxLevel(), kills);
}
uint32 BattleGround::GetBattlemasterEntry() const
{
switch(GetTypeID())
{
case BATTLEGROUND_AV: return 15972;
case BATTLEGROUND_WS: return 14623;
case BATTLEGROUND_AB: return 14879;
case BATTLEGROUND_EY: return 22516;
case BATTLEGROUND_NA: return 20200;
default: return 0;
}
}
void BattleGround::RewardMark(Player *plr,uint32 count)
{
BattleGroundMarks mark;
switch(GetTypeID())
{
case BATTLEGROUND_AV:
mark = ITEM_AV_MARK_OF_HONOR;
break;
case BATTLEGROUND_WS:
mark = ITEM_WS_MARK_OF_HONOR;
break;
case BATTLEGROUND_AB:
mark = ITEM_AB_MARK_OF_HONOR;
break;
case BATTLEGROUND_EY:
mark = ITEM_EY_MARK_OF_HONOR;
break;
default:
return;
}
//if (IsSpell)
// RewardSpellCast(plr,mark);
//else
RewardItem(plr,mark,count);
}
void BattleGround::RewardSpellCast(Player *plr, uint32 spell_id)
{
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if (plr->HasAura(SPELL_AURA_PLAYER_INACTIVE))
return;
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);
}
void BattleGround::RewardItem(Player *plr, uint32 item_id, uint32 count)
{
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if (plr->HasAura(SPELL_AURA_PLAYER_INACTIVE))
return;
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);
}
void BattleGround::SendRewardMarkByMail(Player *plr,uint32 mark, uint32 count)
{
uint32 bmEntry = GetBattlemasterEntry();
if (!bmEntry)
return;
ItemPrototype const* markProto = objmgr.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
// item
MailItemsInfo mi;
mi.AddItem(markItem->GetGUIDLow(), markItem->GetEntry(), markItem);
// subject: item name
std::string subject = markProto->Name1;
int loc_idx = plr->GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0 )
if (ItemLocale const *il = objmgr.GetItemLocale(markProto->ItemId))
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
subject = il->Name[loc_idx];
// text
std::string textFormat = plr->GetSession()->GetTrinityString(LANG_BG_MARK_BY_MAIL);
char textBuf[300];
snprintf(textBuf,300,textFormat.c_str(),GetName(),GetName());
uint32 itemTextId = objmgr.CreateItemText( textBuf );
WorldSession::SendMailTo(plr, MAIL_CREATURE, MAIL_STATIONERY_NORMAL, bmEntry, plr->GetGUIDLow(), subject, itemTextId , &mi, 0, 0, MAIL_CHECK_MASK_NONE);
}
}
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;
case BATTLEGROUND_EY:
quest = SPELL_EY_QUEST_REWARD;
break;
default:
return;
}
RewardSpellCast(plr, quest);
}
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()
}
void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket)
{
uint32 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);
}
RemovePlayerFromResurrectQueue(guid);
Player *plr = objmgr.GetPlayer(guid);
// should remove spirit of redemption
if(plr && plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
plr->RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
if(plr && !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(), GetArenaType());
if (plr)
{
plr->ClearAfkReports();
if(!team) team = plr->GetTeam();
// if arena, remove the specific arena auras
if (isArena())
{
plr->RemoveArenaAuras(true); // removes debuffs / dots etc., we don't want the player to die after porting out
bgTypeId=BATTLEGROUND_AA; // set the bg type to all arenas (it will be used for queue refreshing)
// unsummon current and summon old pet if there was one and there isn't a current pet
plr->RemovePet(NULL, PET_SAVE_NOT_IN_SLOT);
plr->ResummonPetTemporaryUnSummonedIfAny();
if (isRated() && GetStatus() == STATUS_IN_PROGRESS)
{
//left a rated match while the encounter was in progress, consider as loser
ArenaTeam * winner_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(team)));
ArenaTeam * loser_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(team));
if (winner_arena_team && loser_arena_team && winner_arena_team != loser_arena_team)
loser_arena_team->MemberLost(plr,winner_arena_team->GetRating());
}
}
if (SendPacket)
{
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_NONE, 0, 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);
}
else
// removing offline participant
{
if (isRated() && GetStatus() == STATUS_IN_PROGRESS)
{
//left a rated match while the encounter was in progress, consider as loser
ArenaTeam * others_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(team)));
ArenaTeam * players_arena_team = objmgr.GetArenaTeamById(GetArenaTeamIdForTeam(team));
if (others_arena_team && players_arena_team)
players_arena_team->OfflineMemberLost(guid, others_arena_team->GetRating());
}
}
// 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 (isBattleGround() && GetStatus() < STATUS_WAIT_LEAVE)
{
// a player has left the battleground, so there are free slots -> add to queue
AddToBGFreeSlotQueue();
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueId());
}
// 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(0);
if (Transport)
plr->TeleportToBGEntryPoint();
sLog.outDetail("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName());
}
//battleground object will be deleted next BattleGround::Update() call
}
// this method is called when no players remains in battleground
void BattleGround::Reset()
{
SetQueueId(QUEUE_ID_MAX_LEVEL_19);
SetWinner(WINNER_NONE);
SetStatus(STATUS_WAIT_QUEUE);
SetStartTime(0);
SetEndTime(0);
SetLastResurrectTime(0);
SetArenaType(0);
SetRated(false);
m_Events = 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();
ResetBGSubclass();
}
void BattleGround::StartBattleGround()
{
SetStartTime(0);
SetLastResurrectTime(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);
if(m_IsRated)
sLog.outArena("Arena match type: %u for Team1Id: %u - Team2Id: %u started.", m_ArenaType, m_ArenaTeamIds[BG_TEAM_ALLIANCE], m_ArenaTeamIds[BG_TEAM_HORDE]);
}
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
uint64 guid = plr->GetGUID();
uint32 team = plr->GetBGTeam();
BattleGroundPlayer bp;
bp.OfflineRemoveTime = 0;
bp.Team = 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);
// add arena specific auras
if (isArena())
{
plr->RemoveArenaSpellCooldowns();
plr->RemoveArenaAuras();
plr->RemoveArenaEnchantments(TEMP_ENCHANTMENT_SLOT);
if(team == ALLIANCE) // gold
{
if (plr->GetTeam() == HORDE)
plr->CastSpell(plr, SPELL_HORDE_GOLD_FLAG,true);
else
plr->CastSpell(plr, SPELL_ALLIANCE_GOLD_FLAG,true);
}
else // green
{
if (plr->GetTeam() == HORDE)
plr->CastSpell(plr, SPELL_HORDE_GREEN_FLAG,true);
else
plr->CastSpell(plr, SPELL_ALLIANCE_GREEN_FLAG,true);
}
plr->DestroyConjuredItems(true);
plr->UnsummonPetTemporaryIfAny();
if(GetStatus() == STATUS_WAIT_JOIN) // not started yet
{
plr->CastSpell(plr, SPELL_ARENA_PREPARATION, true);
plr->SetHealth(plr->GetMaxHealth());
plr->SetPower(POWER_MANA, plr->GetMaxPower(POWER_MANA));
}
}
else
{
if(GetStatus() == STATUS_WAIT_JOIN) // not started yet
plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells.
}
plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, ACHIEVEMENT_CRITERIA_CONDITION_MAP, GetMapId());
plr->GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, ACHIEVEMENT_CRITERIA_CONDITION_MAP, GetMapId());
// setup BG group membership
PlayerAddedToBGCheckIfBGIsRunning(plr);
AddOrSetPlayerToCorrectBgGroup(plr, guid, team);
// Log
sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName());
}
/* this method adds player to his team's bg group, or sets his correct group if player is already in bg group */
void BattleGround::AddOrSetPlayerToCorrectBgGroup(Player *plr, uint64 plr_guid, uint32 team)
{
Group* group = GetBgRaid(team);
if(!group) // first player joined
{
group = new Group;
SetBgRaid(team, group);
group->Create(plr_guid, plr->GetName());
}
else // 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);
}
}
}
// This method should be called when player logs into running battleground
void BattleGround::EventPlayerLoggedIn(Player* player, uint64 plr_guid)
{
// player is correct pointer
for (std::deque::iterator itr = m_OfflineQueue.begin(); itr != m_OfflineQueue.end(); ++itr)
{
if (*itr == plr_guid)
{
m_OfflineQueue.erase(itr);
break;
}
}
m_Players[plr_guid].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
}
// This method should be called when player logs out from running battleground
void BattleGround::EventPlayerLoggedOut(Player* player)
{
// player is correct pointer, it is checked in WorldSession::LogoutPlayer()
m_OfflineQueue.push_back(player->GetGUID());
m_Players[player->GetGUID()].OfflineRemoveTime = sWorld.GetGameTime() + MAX_OFFLINE_TIME;
if (GetStatus() == STATUS_IN_PROGRESS)
{
if (isBattleGround())
EventPlayerDroppedFlag(player);
else
{
//1 player is logging out, if it is the last, then end arena!
if (GetAlivePlayersCountByTeam(player->GetTeam()) <= 1 && GetPlayersCountByTeam(GetOtherTeam(player->GetTeam())))
EndBattleGround(GetOtherTeam(player->GetTeam()));
}
return;
}
player->LeaveBattleground();
}
/* This method should be called only once ... it adds pointer to queue */
void BattleGround::AddToBGFreeSlotQueue()
{
// make sure to add only once
if (!m_InBGFreeSlotQueue && isBattleGround())
{
sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this);
m_InBGFreeSlotQueue = true;
}
}
/* This method removes this battleground from free queue - it must be called when deleting battleground - not used now*/
void BattleGround::RemoveFromBGFreeSlotQueue()
{
// set to be able to re-add if needed
m_InBGFreeSlotQueue = false;
// uncomment this code when battlegrounds will work like instances
for (BGFreeSlotQueueType::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].end(); ++itr)
{
if ((*itr)->GetInstanceID() == m_InstanceID)
{
sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].erase(itr);
return;
}
}
}
// get the number of free slots for team
// returns the number how many players can join battleground to MaxPlayersPerTeam
uint32 BattleGround::GetFreeSlotsForTeam(uint32 Team) const
{
//if BG is starting ... invite anyone
if (GetStatus() == STATUS_WAIT_JOIN)
return (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0;
//if BG is already started .. do not allow to join too much players of one faction
uint32 otherTeam;
uint32 otherIn;
if (Team == ALLIANCE)
{
otherTeam = GetInvitedCount(HORDE);
otherIn = GetPlayersCountByTeam(HORDE);
}
else
{
otherTeam = GetInvitedCount(ALLIANCE);
otherIn = GetPlayersCountByTeam(ALLIANCE);
}
if (GetStatus() == STATUS_IN_PROGRESS)
{
// difference based on ppl invited (not necessarily entered battle)
// default: allow 0
uint32 diff = 0;
// allow join one person if the sides are equal (to fill up bg to minplayersperteam)
if (otherTeam == GetInvitedCount(Team))
diff = 1;
// allow join more ppl if the other side has more players
else if(otherTeam > GetInvitedCount(Team))
diff = otherTeam - GetInvitedCount(Team);
// difference based on max players per team (don't allow inviting more)
uint32 diff2 = (GetInvitedCount(Team) < GetMaxPlayersPerTeam()) ? GetMaxPlayersPerTeam() - GetInvitedCount(Team) : 0;
// difference based on players who already entered
// default: allow 0
uint32 diff3 = 0;
// allow join one person if the sides are equal (to fill up bg minplayersperteam)
if (otherIn == GetPlayersCountByTeam(Team))
diff3 = 1;
// allow join more ppl if the other side has more players
else if (otherIn > GetPlayersCountByTeam(Team))
diff3 = otherIn - GetPlayersCountByTeam(Team);
// or other side has less than minPlayersPerTeam
else if (GetInvitedCount(Team) <= GetMinPlayersPerTeam())
diff3 = GetMinPlayersPerTeam() - GetInvitedCount(Team) + 1;
// return the minimum of the 3 differences
// min of diff and diff 2
diff = diff < diff2 ? diff : diff2;
// min of diff, diff2 and diff3
return diff < diff3 ? diff : diff3 ;
}
return 0;
}
bool BattleGround::HasFreeSlots() const
{
return GetPlayersSize() < GetMaxPlayers();
}
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->GetGUID());
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
// do not add honor in arenas
if (isBattleGround())
{
// reward honor instantly
if (Source->RewardHonor(NULL, 1, value))
itr->second->BonusHonor += value;
}
break;
//used only in EY, but in MSG_PVP_LOG_DATA opcode
case SCORE_DAMAGE_DONE: // Damage Done
itr->second->DamageDone += value;
break;
case SCORE_HEALING_DONE: // Healing Done
itr->second->HealingDone += value;
break;
default:
sLog.outError("BattleGround: Unknown player score type %u", type);
break;
}
}
void BattleGround::AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid)
{
m_ReviveQueue[npc_guid].push_back(player_guid);
Player *plr = objmgr.GetPlayer(player_guid);
if (!plr)
return;
plr->CastSpell(plr, SPELL_WAITING_FOR_RESURRECT, true);
}
void BattleGround::RemovePlayerFromResurrectQueue(uint64 player_guid)
{
for (std::map >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr)
{
for (std::vector::iterator itr2 =(itr->second).begin(); itr2 != (itr->second).end(); ++itr2)
{
if (*itr2 == player_guid)
{
(itr->second).erase(itr2);
Player *plr = objmgr.GetPlayer(player_guid);
if (!plr)
return;
plr->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT);
return;
}
}
}
}
bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
{
Map *map = GetBgMap();
if (!map)
return false;
// must be created this way, adding to godatamap would add it to the base map of the instance
// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
// so we must create it specific for this instance
GameObject * go = new GameObject;
if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, GetBgMap(),
PHASEMASK_NORMAL, x,y,z,o,rotation0,rotation1,rotation2,rotation3,100,GO_STATE_READY))
{
sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry);
sLog.outError("Cannot create gameobject template %u! BattleGround not created!", entry);
delete go;
return false;
}
/*
uint32 guid = go->GetGUIDLow();
// without this, UseButtonOrDoor caused the crash, since it tried to get go info from godata
// iirc that was changed, so adding to go data map is no longer required if that was the only function using godata from GameObject without checking if it existed
GameObjectData& data = objmgr.NewGOData(guid);
data.id = entry;
data.mapid = GetMapId();
data.posX = x;
data.posY = y;
data.posZ = z;
data.orientation = o;
data.rotation0 = rotation0;
data.rotation1 = rotation1;
data.rotation2 = rotation2;
data.rotation3 = rotation3;
data.spawntimesecs = respawnTime;
data.spawnMask = 1;
data.animprogress = 100;
data.go_state = 1;
*/
// add to world, so it can be later looked up from HashMapHolder
map->Add(go);
m_BgObjects[type] = go->GetGUID();
return true;
}
//some doors aren't despawned so we cannot handle their closing in gameobject::update()
//it would be nice to correctly implement GO_ACTIVATED state and open/close doors in gameobject code
void BattleGround::DoorClose(uint32 type)
{
GameObject *obj = GetBgMap()->GetGameObject(m_BgObjects[type]);
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 object not found (cannot close doors)");
}
}
void BattleGround::DoorOpen(uint32 type)
{
GameObject *obj = GetBgMap()->GetGameObject(m_BgObjects[type]);
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 object not found! - doors will be closed.");
}
}
GameObject* BattleGround::GetBGObject(uint32 type)
{
GameObject *obj = GetBgMap()->GetGameObject(m_BgObjects[type]);
if(!obj)
sLog.outError("couldn't get gameobject %i",type);
return obj;
}
Creature* BattleGround::GetBGCreature(uint32 type)
{
Creature *creature = GetBgMap()->GetCreature(m_BgCreatures[type]);
if(!creature)
sLog.outError("couldn't get creature %i",type);
return creature;
}
void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime)
{
Map * map = GetBgMap();
if (!map)
return;
if (respawntime == 0)
{
GameObject *obj = map->GetGameObject(m_BgObjects[type]);
if (obj)
{
//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
{
GameObject *obj = map->GetGameObject(m_BgObjects[type]);
if (obj)
{
map->Add(obj);
obj->SetRespawnTime(respawntime);
obj->SetLootState(GO_JUST_DEACTIVATED);
}
}
}
Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime)
{
Map * map = GetBgMap();
if (!map)
return NULL;
Creature* pCreature = new Creature;
if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, 0, teamval, x, y, z, o))
{
sLog.outError("Can't create creature entry: %u",entry);
delete pCreature;
return NULL;
}
pCreature->SetHomePosition(x, y, z, o);
//pCreature->SetDungeonDifficulty(0);
map->Add(pCreature);
m_BgCreatures[type] = pCreature->GetGUID();
return pCreature;
}
/*
void BattleGround::SpawnBGCreature(uint32 type, uint32 respawntime)
{
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceId());
if (!map)
return false;
if (respawntime == 0)
{
Creature *obj = HashMapHolder::Find(m_BgCreatures[type]);
if (obj)
{
//obj->Respawn(); // bugged
obj->SetRespawnTime(0);
objmgr.SaveCreatureRespawnTime(obj->GetGUIDLow(), GetInstanceID(), 0);
map->Add(obj);
}
}
else
{
Creature *obj = HashMapHolder::Find(m_BgCreatures[type]);
if (obj)
{
obj->setDeathState(DEAD);
obj->SetRespawnTime(respawntime);
map->Add(obj);
}
}
}
*/
bool BattleGround::DelCreature(uint32 type)
{
if (!m_BgCreatures[type])
return true;
Creature *cr = GetBgMap()->GetCreature(m_BgCreatures[type]);
if (!cr)
{
sLog.outError("Can't find creature guid: %u",GUID_LOPART(m_BgCreatures[type]));
return false;
}
cr->AddObjectToRemoveList();
m_BgCreatures[type] = 0;
return true;
}
bool BattleGround::DelObject(uint32 type)
{
if (!m_BgObjects[type])
return true;
GameObject *obj = GetBgMap()->GetGameObject(m_BgObjects[type]);
if (!obj)
{
sLog.outError("Can't find gobject guid: %u",GUID_LOPART(m_BgObjects[type]));
return false;
}
obj->SetRespawnTime(0); // not save respawn time
obj->Delete();
m_BgObjects[type] = 0;
return true;
}
bool BattleGround::AddSpiritGuide(uint32 type, float x, float y, float z, float o, uint32 team)
{
uint32 entry = 0;
if (team == ALLIANCE)
entry = BG_CREATURE_ENTRY_A_SPIRITGUIDE;
else
entry = BG_CREATURE_ENTRY_H_SPIRITGUIDE;
Creature* pCreature = AddCreature(entry,type,team,x,y,z,o);
if (!pCreature)
{
sLog.outError("Can't create Spirit guide. BattleGround not created!");
EndNow();
return false;
}
pCreature->setDeathState(DEAD);
pCreature->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, pCreature->GetGUID());
// aura
//TODO: Fix display here
//pCreature->SetVisibleAura(0, SPELL_SPIRIT_HEAL_CHANNEL);
// casting visual effect
pCreature->SetUInt32Value(UNIT_CHANNEL_SPELL, SPELL_SPIRIT_HEAL_CHANNEL);
// correct cast speed
pCreature->SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
//pCreature->CastSpell(pCreature, SPELL_SPIRIT_HEAL_CHANNEL, true);
return true;
}
void BattleGround::SendMessageToAll(int32 entry, ChatMsg type, Player const* source)
{
MaNGOS::BattleGroundChatBuilder bg_builder(type, entry, source);
MaNGOS::LocalizedPacketDo bg_do(bg_builder);
BroadcastWorker(bg_do);
}
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 bg_do(bg_builder);
BroadcastWorker(bg_do);
va_end(ap);
}
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 bg_do(bg_builder);
BroadcastWorker(bg_do);
}
void BattleGround::EndNow()
{
RemoveFromBGFreeSlotQueue();
SetStatus(STATUS_WAIT_LEAVE);
SetEndTime(0);
}
//to be removed
const char *BattleGround::GetTrinityString(int32 entry)
{
// FIXME: now we have different DBC locales and need localized message for each target client
return objmgr.GetTrinityStringForDBCLocale(entry);
}
/*
important notice:
buffs aren't spawned/despawned when players captures anything
buffs are in their positions when battleground starts
*/
void BattleGround::HandleTriggerBuff(uint64 const& go_guid)
{
GameObject *obj = GetBgMap()->GetGameObject(go_guid);
if (!obj || obj->GetGoType() != GAMEOBJECT_TYPE_TRAP || !obj->isSpawned())
return;
//change buff type, when buff is used:
int32 index = m_BgObjects.size() - 1;
while (index >= 0 && m_BgObjects[index] != go_guid)
index--;
if (index < 0)
{
sLog.outError("BattleGround (Type: %u) has buff gameobject (Guid: %u Entry: %u Type:%u) but it hasn't that object in its internal data",GetTypeID(),GUID_LOPART(go_guid),obj->GetEntry(),obj->GetGoType());
return;
}
//randomly select new buff
uint8 buff = urand(0, 2);
uint32 entry = obj->GetEntry();
if (m_BuffChange && entry != Buff_Entries[buff])
{
//despawn current buff
SpawnBGObject(index, RESPAWN_ONE_DAY);
//set index for new one
for (uint8 currBuffTypeIndex = 0; currBuffTypeIndex < 3; ++currBuffTypeIndex)
if (entry == Buff_Entries[currBuffTypeIndex])
{
index -= currBuffTypeIndex;
index += buff;
}
}
SpawnBGObject(index, BUFF_RESPAWN_TIME);
}
void BattleGround::HandleKillPlayer( Player *player, Player *killer )
{
//keep in mind that for arena this will have to be changed a bit
// 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 = objmgr.GetPlayer(itr->first);
if (!plr || plr == killer)
continue;
if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player))
UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1);
}
}
// to be able to remove insignia -- ONLY IN BattleGrounds
if (!isArena())
player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE );
}
// return the player's team based on battlegroundplayer info
// used in same faction arena matches mainly
uint32 BattleGround::GetPlayerTeam(uint64 guid)
{
BattleGroundPlayerMap::const_iterator itr = m_Players.find(guid);
if (itr!=m_Players.end())
return itr->second.Team;
return 0;
}
uint32 BattleGround::GetOtherTeam(uint32 teamId)
{
return (teamId) ? ((teamId == ALLIANCE) ? HORDE : ALLIANCE) : 0;
}
bool BattleGround::IsPlayerInBattleGround(uint64 guid)
{
BattleGroundPlayerMap::const_iterator itr = m_Players.find(guid);
if (itr != m_Players.end())
return true;
return false;
}
void BattleGround::PlayerAddedToBGCheckIfBGIsRunning(Player* plr)
{
if (GetStatus() != STATUS_WAIT_LEAVE)
return;
WorldPacket data;
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID(), GetArenaType());
BlockMovement(plr);
sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
plr->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, GetEndTime(), GetStartTime(), GetArenaType());
plr->GetSession()->SendPacket(&data);
}
uint32 BattleGround::GetAlivePlayersCountByTeam(uint32 Team) const
{
int count = 0;
for (BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
if (itr->second.Team == Team)
{
Player * pl = objmgr.GetPlayer(itr->first);
if (pl && pl->isAlive() && !pl->HasByteFlag(UNIT_FIELD_BYTES_2, 3, FORM_SPIRITOFREDEMPTION))
++count;
}
}
return count;
}
void BattleGround::SetHoliday(bool is_holiday)
{
if(is_holiday)
m_HonorMode = BG_HOLIDAY;
else
m_HonorMode = BG_NORMAL;
}
int32 BattleGround::GetObjectType(uint64 guid)
{
for (uint32 i = 0; i < m_BgObjects.size(); ++i)
if(m_BgObjects[i] == guid)
return i;
sLog.outError("BattleGround: cheating? a player used a gameobject which isnt supposed to be a usable object!");
return -1;
}
void BattleGround::HandleKillUnit(Creature *creature, Player *killer)
{
}
void BattleGround::CheckArenaWinConditions()
{
if (!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
EndBattleGround(HORDE);
else if (GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE))
EndBattleGround(ALLIANCE);
}
void BattleGround::UpdateArenaWorldState()
{
UpdateWorldState(0xe10, GetAlivePlayersCountByTeam(HORDE));
UpdateWorldState(0xe11, GetAlivePlayersCountByTeam(ALLIANCE));
}
void BattleGround::SetBgRaid( uint32 TeamID, Group *bg_raid )
{
Group* &old_raid = TeamID == ALLIANCE ? m_BgRaids[BG_TEAM_ALLIANCE] : m_BgRaids[BG_TEAM_HORDE];
if(old_raid) old_raid->SetBattlegroundGroup(NULL);
if(bg_raid) bg_raid->SetBattlegroundGroup(this);
old_raid = bg_raid;
}
WorldSafeLocsEntry const* BattleGround::GetClosestGraveYard( Player* player )
{
return objmgr.GetClosestGraveYard( player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), player->GetTeam() );
}
bool BattleGround::IsTeamScoreInRange(uint32 team, uint32 minScore, uint32 maxScore) const
{
BattleGroundTeamId team_idx = GetTeamIndexByTeamId(team);
uint32 score = (m_TeamScores[team_idx] < 0) ? 0 : uint32(m_TeamScores[team_idx]);
return score >= minScore && score <= maxScore;
}