/* * Copyright (C) 2008-2014 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "Common.h" #include "ObjectMgr.h" #include "ArenaTeamMgr.h" #include "World.h" #include "WorldPacket.h" #include "ArenaTeam.h" #include "BattlegroundMgr.h" #include "BattlegroundAV.h" #include "BattlegroundAB.h" #include "BattlegroundEY.h" #include "BattlegroundWS.h" #include "BattlegroundNA.h" #include "BattlegroundBE.h" #include "BattlegroundRL.h" #include "BattlegroundSA.h" #include "BattlegroundDS.h" #include "BattlegroundRV.h" #include "BattlegroundIC.h" #include "Chat.h" #include "Map.h" #include "MapInstanced.h" #include "MapManager.h" #include "Player.h" #include "GameEventMgr.h" #include "SharedDefines.h" #include "Formulas.h" #include "DisableMgr.h" #include "Opcodes.h" /*********************************************************/ /*** BATTLEGROUND MANAGER ***/ /*********************************************************/ BattlegroundMgr::BattlegroundMgr() : m_NextRatedArenaUpdate(sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER)), m_NextAutoDistributionTime(0), m_AutoDistributionTimeChecker(0), m_ArenaTesting(false), m_Testing(false) { } BattlegroundMgr::~BattlegroundMgr() { DeleteAllBattlegrounds(); } void BattlegroundMgr::DeleteAllBattlegrounds() { for (BattlegroundDataContainer::iterator itr1 = bgDataStore.begin(); itr1 != bgDataStore.end(); ++itr1) { BattlegroundData& data = itr1->second; while (!data.m_Battlegrounds.empty()) delete data.m_Battlegrounds.begin()->second; data.m_Battlegrounds.clear(); while (!data.BGFreeSlotQueue.empty()) delete data.BGFreeSlotQueue.front(); } bgDataStore.clear(); } // used to update running battlegrounds, and delete finished ones void BattlegroundMgr::Update(uint32 diff) { for (BattlegroundDataContainer::iterator itr1 = bgDataStore.begin(); itr1 != bgDataStore.end(); ++itr1) { BattlegroundContainer& bgs = itr1->second.m_Battlegrounds; BattlegroundContainer::iterator itrDelete = bgs.begin(); // first one is template and should not be deleted for (BattlegroundContainer::iterator itr = ++itrDelete; itr != bgs.end();) { itrDelete = itr++; Battleground* bg = itrDelete->second; bg->Update(diff); if (bg->ToBeDeleted()) { itrDelete->second = NULL; bgs.erase(itrDelete); BattlegroundClientIdsContainer& clients = itr1->second.m_ClientBattlegroundIds[bg->GetBracketId()]; if (!clients.empty()) clients.erase(bg->GetClientInstanceID()); delete bg; } } } // update events timer for (int qtype = BATTLEGROUND_QUEUE_NONE; qtype < MAX_BATTLEGROUND_QUEUE_TYPES; ++qtype) m_BattlegroundQueues[qtype].UpdateEvents(diff); // update scheduled queues if (!m_QueueUpdateScheduler.empty()) { std::vector scheduled; std::swap(scheduled, m_QueueUpdateScheduler); for (uint8 i = 0; i < scheduled.size(); i++) { uint32 arenaMMRating = scheduled[i] >> 32; uint8 arenaType = scheduled[i] >> 24 & 255; BattlegroundQueueTypeId bgQueueTypeId = BattlegroundQueueTypeId(scheduled[i] >> 16 & 255); BattlegroundTypeId bgTypeId = BattlegroundTypeId((scheduled[i] >> 8) & 255); BattlegroundBracketId bracket_id = BattlegroundBracketId(scheduled[i] & 255); m_BattlegroundQueues[bgQueueTypeId].BattlegroundQueueUpdate(diff, bgTypeId, bracket_id, arenaType, arenaMMRating > 0, arenaMMRating); } } // if rating difference counts, maybe force-update queues if (sWorld->getIntConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE) && sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER)) { // it's time to force update if (m_NextRatedArenaUpdate < diff) { // forced update for rated arenas (scan all, but skipped non rated) TC_LOG_TRACE("bg.arena", "BattlegroundMgr: UPDATING ARENA QUEUES"); for (int qtype = BATTLEGROUND_QUEUE_2v2; qtype <= BATTLEGROUND_QUEUE_5v5; ++qtype) for (int bracket = BG_BRACKET_ID_FIRST; bracket < MAX_BATTLEGROUND_BRACKETS; ++bracket) m_BattlegroundQueues[qtype].BattlegroundQueueUpdate(diff, BATTLEGROUND_AA, BattlegroundBracketId(bracket), BattlegroundMgr::BGArenaType(BattlegroundQueueTypeId(qtype)), true, 0); m_NextRatedArenaUpdate = sWorld->getIntConfig(CONFIG_ARENA_RATED_UPDATE_TIMER); } else m_NextRatedArenaUpdate -= diff; } if (sWorld->getBoolConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS)) { if (m_AutoDistributionTimeChecker < diff) { if (time(NULL) > m_NextAutoDistributionTime) { sArenaTeamMgr->DistributeArenaPoints(); m_NextAutoDistributionTime = m_NextAutoDistributionTime + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld->getIntConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS); sWorld->setWorldState(WS_ARENA_DISTRIBUTION_TIME, uint64(m_NextAutoDistributionTime)); } m_AutoDistributionTimeChecker = 600000; // check 10 minutes } else m_AutoDistributionTimeChecker -= diff; } } void BattlegroundMgr::BuildBattlegroundStatusPacket(WorldPacket* data, Battleground* bg, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint8 arenatype, uint32 arenaFaction) { // we can be in 2 queues in same time... if (StatusID == 0 || !bg) { data->Initialize(SMSG_BATTLEFIELD_STATUS, 4+8); *data << uint32(QueueSlot); // queue id (0...1) *data << uint64(0); return; } data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+8+1+1+4+1+4+4+4)); *data << uint32(QueueSlot); // queue id (0...1) - player can be in 2 queues in time // The following segment is read as uint64 in client but can be appended as their original type. *data << uint8(arenatype); TC_LOG_DEBUG("network", "BattlegroundMgr::BuildBattlegroundStatusPacket: arenatype = %u for bg instanceID %u, TypeID %u.", arenatype, bg->GetClientInstanceID(), bg->GetTypeID()); *data << uint8(bg->isArena() ? 0xE : 0x0); *data << uint32(bg->GetTypeID()); *data << uint16(0x1F90); // End of uint64 segment, decomposed this way for simplicity *data << uint8(bg->GetMinLevel()); *data << uint8(bg->GetMaxLevel()); *data << uint32(bg->GetClientInstanceID()); // alliance/horde for BG and skirmish/rated for Arenas // following displays the minimap-icon 0 = faction icon 1 = arenaicon *data << uint8(bg->isRated()); // 1 for rated match, 0 for bg or non rated match *data << uint32(StatusID); // status switch (StatusID) { case STATUS_WAIT_QUEUE: // status_in_queue *data << uint32(Time1); // average wait time, milliseconds *data << uint32(Time2); // time in queue, updated every minute!, milliseconds break; case STATUS_WAIT_JOIN: // status_invite *data << uint32(bg->GetMapId()); // map id *data << uint64(0); // 3.3.5, unknown *data << uint32(Time1); // time to remove from queue, milliseconds break; case STATUS_IN_PROGRESS: // status_in_progress *data << uint32(bg->GetMapId()); // map id *data << uint64(0); // 3.3.5, unknown *data << uint32(Time1); // time to bg auto leave, 0 at bg start, 120000 after bg end, milliseconds *data << uint32(Time2); // time from bg start, milliseconds *data << uint8(arenaFaction == ALLIANCE ? 1 : 0); // arenafaction (0 for horde, 1 for alliance) break; default: TC_LOG_ERROR("bg.battleground", "Unknown BG status!"); break; } } void BattlegroundMgr::BuildPvpLogDataPacket(WorldPacket* data, Battleground* bg) { uint8 type = (bg->isArena() ? 1 : 0); data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize())); *data << uint8(type); // type (battleground=0/arena=1) if (type) // arena { // it seems this must be according to BG_WINNER_A/H and _NOT_ TEAM_A/H for (int8 i = 1; i >= 0; --i) { int32 rating_change = bg->GetArenaTeamRatingChangeByIndex(i); uint32 pointsLost = rating_change < 0 ? -rating_change : 0; uint32 pointsGained = rating_change > 0 ? rating_change : 0; uint32 MatchmakerRating = bg->GetArenaMatchmakerRatingByIndex(i); *data << uint32(pointsLost); // Rating Lost *data << uint32(pointsGained); // Rating gained *data << uint32(MatchmakerRating); // Matchmaking Value TC_LOG_DEBUG("bg.battleground", "rating change: %d", rating_change); } for (int8 i = 1; i >= 0; --i) { if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(bg->GetArenaTeamIdByIndex(i))) *data << at->GetName(); else *data << uint8(0); } } if (bg->GetStatus() != STATUS_WAIT_LEAVE) *data << uint8(0); // bg not ended else { *data << uint8(1); // bg ended *data << uint8(bg->GetWinner()); // who win } size_t wpos = data->wpos(); uint32 scoreCount = 0; *data << uint32(scoreCount); // placeholder Battleground::BattlegroundScoreMap::const_iterator itr2 = bg->GetPlayerScoresBegin(); for (Battleground::BattlegroundScoreMap::const_iterator itr = itr2; itr != bg->GetPlayerScoresEnd();) { itr2 = itr++; BattlegroundScore* score = itr2->second; if (!bg->IsPlayerInBattleground(itr2->first)) { TC_LOG_ERROR("bg.battleground", "Player " UI64FMTD " has scoreboard entry for battleground %u but is not in battleground!", itr->first, bg->GetTypeID(true)); continue; } *data << uint64(itr2->first); *data << uint32(score->KillingBlows); if (type == 0) { *data << uint32(score->HonorableKills); *data << uint32(score->Deaths); *data << uint32(score->BonusHonor); } else { Player* player = ObjectAccessor::FindPlayer(itr2->first); uint32 team = bg->GetPlayerTeam(itr2->first); if (!team && player) team = player->GetBGTeam(); *data << uint8(team == ALLIANCE ? 1 : 0); // green or yellow } *data << uint32(score->DamageDone); // damage done *data << uint32(score->HealingDone); // healing done switch (bg->GetTypeID(true)) // battleground specific things { case BATTLEGROUND_RB: switch (bg->GetMapId()) { case 489: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundWGScore*)score)->FlagCaptures); // flag captures *data << uint32(((BattlegroundWGScore*)score)->FlagReturns); // flag returns break; case 566: *data << uint32(0x00000001); // count of next fields *data << uint32(((BattlegroundEYScore*)score)->FlagCaptures); // flag captures break; case 529: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundABScore*)score)->BasesAssaulted); // bases asssulted *data << uint32(((BattlegroundABScore*)score)->BasesDefended); // bases defended break; case 30: *data << uint32(0x00000005); // count of next fields *data << uint32(((BattlegroundAVScore*)score)->GraveyardsAssaulted); // GraveyardsAssaulted *data << uint32(((BattlegroundAVScore*)score)->GraveyardsDefended); // GraveyardsDefended *data << uint32(((BattlegroundAVScore*)score)->TowersAssaulted); // TowersAssaulted *data << uint32(((BattlegroundAVScore*)score)->TowersDefended); // TowersDefended *data << uint32(((BattlegroundAVScore*)score)->MinesCaptured); // MinesCaptured break; case 607: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundSAScore*)score)->demolishers_destroyed); *data << uint32(((BattlegroundSAScore*)score)->gates_destroyed); break; case 628: // IC *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundICScore*)score)->BasesAssaulted); // bases asssulted *data << uint32(((BattlegroundICScore*)score)->BasesDefended); // bases defended default: *data << uint32(0); break; } break; case BATTLEGROUND_AV: *data << uint32(0x00000005); // count of next fields *data << uint32(((BattlegroundAVScore*)score)->GraveyardsAssaulted); // GraveyardsAssaulted *data << uint32(((BattlegroundAVScore*)score)->GraveyardsDefended); // GraveyardsDefended *data << uint32(((BattlegroundAVScore*)score)->TowersAssaulted); // TowersAssaulted *data << uint32(((BattlegroundAVScore*)score)->TowersDefended); // TowersDefended *data << uint32(((BattlegroundAVScore*)score)->MinesCaptured); // MinesCaptured break; case BATTLEGROUND_WS: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundWGScore*)score)->FlagCaptures); // flag captures *data << uint32(((BattlegroundWGScore*)score)->FlagReturns); // flag returns break; case BATTLEGROUND_AB: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundABScore*)score)->BasesAssaulted); // bases assaulted *data << uint32(((BattlegroundABScore*)score)->BasesDefended); // bases defended break; case BATTLEGROUND_EY: *data << uint32(0x00000001); // count of next fields *data << uint32(((BattlegroundEYScore*)score)->FlagCaptures); // flag captures break; case BATTLEGROUND_SA: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundSAScore*)score)->demolishers_destroyed); *data << uint32(((BattlegroundSAScore*)score)->gates_destroyed); break; case BATTLEGROUND_IC: *data << uint32(0x00000002); // count of next fields *data << uint32(((BattlegroundICScore*)score)->BasesAssaulted); // bases assaulted *data << uint32(((BattlegroundICScore*)score)->BasesDefended); // bases defended break; case BATTLEGROUND_NA: case BATTLEGROUND_BE: case BATTLEGROUND_AA: case BATTLEGROUND_RL: case BATTLEGROUND_DS: case BATTLEGROUND_RV: *data << uint32(0); break; default: TC_LOG_DEBUG("network", "Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID()); *data << uint32(0); break; } // should never happen if (++scoreCount >= bg->GetMaxPlayers() && itr != bg->GetPlayerScoresEnd()) { TC_LOG_ERROR("bg.battleground", "Battleground %u scoreboard has more entries (%u) than allowed players in this bg (%u)", bg->GetTypeID(true), bg->GetPlayerScoresSize(), bg->GetMaxPlayers()); break; } } data->put(wpos, scoreCount); } void BattlegroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket* data, GroupJoinBattlegroundResult result) { data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4); *data << int32(result); if (result == ERR_BATTLEGROUND_JOIN_TIMED_OUT || result == ERR_BATTLEGROUND_JOIN_FAILED) *data << uint64(0); // player guid } void BattlegroundMgr::BuildUpdateWorldStatePacket(WorldPacket* data, uint32 field, uint32 value) { data->Initialize(SMSG_UPDATE_WORLD_STATE, 4+4); *data << uint32(field); *data << uint32(value); } void BattlegroundMgr::BuildPlaySoundPacket(WorldPacket* data, uint32 soundid) { data->Initialize(SMSG_PLAY_SOUND, 4); *data << uint32(soundid); } void BattlegroundMgr::BuildPlayerLeftBattlegroundPacket(WorldPacket* data, uint64 guid) { data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8); *data << uint64(guid); } void BattlegroundMgr::BuildPlayerJoinedBattlegroundPacket(WorldPacket* data, Player* player) { data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8); *data << uint64(player->GetGUID()); } Battleground* BattlegroundMgr::GetBattlegroundThroughClientInstance(uint32 instanceId, BattlegroundTypeId bgTypeId) { //cause at HandleBattlegroundJoinOpcode the clients sends the instanceid he gets from //SMSG_BATTLEFIELD_LIST we need to find the battleground with this clientinstance-id Battleground* bg = GetBattlegroundTemplate(bgTypeId); if (!bg) return NULL; if (bg->isArena()) return GetBattleground(instanceId, bgTypeId); BattlegroundDataContainer::const_iterator it = bgDataStore.find(bgTypeId); if (it == bgDataStore.end()) return NULL; for (BattlegroundContainer::const_iterator itr = it->second.m_Battlegrounds.begin(); itr != it->second.m_Battlegrounds.end(); ++itr) { if (itr->second->GetClientInstanceID() == instanceId) return itr->second; } return NULL; } Battleground* BattlegroundMgr::GetBattleground(uint32 instanceId, BattlegroundTypeId bgTypeId) { if (!instanceId) return NULL; BattlegroundDataContainer::const_iterator begin, end; if (bgTypeId == BATTLEGROUND_TYPE_NONE) { begin = bgDataStore.begin(); end = bgDataStore.end(); } else { end = bgDataStore.find(bgTypeId); if (end == bgDataStore.end()) return NULL; begin = end++; } for (BattlegroundDataContainer::const_iterator it = begin; it != end; ++it) { BattlegroundContainer const& bgs = it->second.m_Battlegrounds; BattlegroundContainer::const_iterator itr = bgs.find(instanceId); if (itr != bgs.end()) return itr->second; } return NULL; } Battleground* BattlegroundMgr::GetBattlegroundTemplate(BattlegroundTypeId bgTypeId) { BattlegroundDataContainer::const_iterator itr = bgDataStore.find(bgTypeId); if (itr == bgDataStore.end()) return NULL; BattlegroundContainer const& bgs = itr->second.m_Battlegrounds; //map is sorted and we can be sure that lowest instance id has only BG template return bgs.empty() ? NULL : bgs.begin()->second; } uint32 BattlegroundMgr::CreateClientVisibleInstanceId(BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id) { if (IsArenaType(bgTypeId)) return 0; //arenas don't have client-instanceids // we create here an instanceid, which is just for // displaying this to the client and without any other use.. // the client-instanceIds are unique for each battleground-type // the instance-id just needs to be as low as possible, beginning with 1 // the following works, because std::set is default ordered with "<" // the optimalization would be to use as bitmask std::vector - but that would only make code unreadable BattlegroundClientIdsContainer& clientIds = bgDataStore[bgTypeId].m_ClientBattlegroundIds[bracket_id]; uint32 lastId = 0; for (BattlegroundClientIdsContainer::const_iterator itr = clientIds.begin(); itr != clientIds.end();) { if ((++lastId) != *itr) //if there is a gap between the ids, we will break.. break; lastId = *itr; } clientIds.insert(++lastId); return lastId; } // create a new battleground that will really be used to play Battleground* BattlegroundMgr::CreateNewBattleground(BattlegroundTypeId originalBgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 arenaType, bool isRated) { BattlegroundTypeId bgTypeId = originalBgTypeId; bool isRandom = false; switch (originalBgTypeId) { case BATTLEGROUND_RB: isRandom = true; /// Intentional fallback, "All Arenas" is random too case BATTLEGROUND_AA: bgTypeId = GetRandomBG(originalBgTypeId); break; default: break; } // get the template BG Battleground* bg_template = GetBattlegroundTemplate(bgTypeId); if (!bg_template) { TC_LOG_ERROR("bg.battleground", "Battleground: CreateNewBattleground - bg template not found for %u", bgTypeId); return NULL; } Battleground* bg = NULL; // create a copy of the BG template switch (bgTypeId) { case BATTLEGROUND_AV: bg = new BattlegroundAV(*(BattlegroundAV*)bg_template); break; case BATTLEGROUND_WS: bg = new BattlegroundWS(*(BattlegroundWS*)bg_template); break; case BATTLEGROUND_AB: bg = new BattlegroundAB(*(BattlegroundAB*)bg_template); break; case BATTLEGROUND_NA: bg = new BattlegroundNA(*(BattlegroundNA*)bg_template); break; case BATTLEGROUND_BE: bg = new BattlegroundBE(*(BattlegroundBE*)bg_template); break; case BATTLEGROUND_EY: bg = new BattlegroundEY(*(BattlegroundEY*)bg_template); break; case BATTLEGROUND_RL: bg = new BattlegroundRL(*(BattlegroundRL*)bg_template); break; case BATTLEGROUND_SA: bg = new BattlegroundSA(*(BattlegroundSA*)bg_template); break; case BATTLEGROUND_DS: bg = new BattlegroundDS(*(BattlegroundDS*)bg_template); break; case BATTLEGROUND_RV: bg = new BattlegroundRV(*(BattlegroundRV*)bg_template); break; case BATTLEGROUND_IC: bg = new BattlegroundIC(*(BattlegroundIC*)bg_template); break; case BATTLEGROUND_RB: case BATTLEGROUND_AA: bg = new Battleground(*bg_template); break; default: return NULL; } bg->SetBracket(bracketEntry); bg->SetInstanceID(sMapMgr->GenerateInstanceId()); bg->SetClientInstanceID(CreateClientVisibleInstanceId(isRandom ? BATTLEGROUND_RB : bgTypeId, bracketEntry->GetBracketId())); bg->Reset(); // reset the new bg (set status to status_wait_queue from status_none) bg->SetStatus(STATUS_WAIT_JOIN); // start the joining of the bg bg->SetArenaType(arenaType); bg->SetTypeID(originalBgTypeId); bg->SetRandomTypeID(bgTypeId); bg->SetRated(isRated); bg->SetRandom(isRandom); // Set up correct min/max player counts for scoreboards if (bg->isArena()) { uint32 maxPlayersPerTeam = 0; switch (arenaType) { case ARENA_TYPE_2v2: maxPlayersPerTeam = 2; break; case ARENA_TYPE_3v3: maxPlayersPerTeam = 3; break; case ARENA_TYPE_5v5: maxPlayersPerTeam = 5; break; } bg->SetMaxPlayersPerTeam(maxPlayersPerTeam); bg->SetMaxPlayers(maxPlayersPerTeam * 2); } return bg; } // used to create the BG templates bool BattlegroundMgr::CreateBattleground(CreateBattlegroundData& data) { // Create the BG Battleground* bg = NULL; switch (data.bgTypeId) { case BATTLEGROUND_AV: bg = new BattlegroundAV; break; case BATTLEGROUND_WS: bg = new BattlegroundWS; break; case BATTLEGROUND_AB: bg = new BattlegroundAB; break; case BATTLEGROUND_NA: bg = new BattlegroundNA; break; case BATTLEGROUND_BE: bg = new BattlegroundBE; break; case BATTLEGROUND_EY: bg = new BattlegroundEY; break; case BATTLEGROUND_RL: bg = new BattlegroundRL; break; case BATTLEGROUND_SA: bg = new BattlegroundSA; break; case BATTLEGROUND_DS: bg = new BattlegroundDS; break; case BATTLEGROUND_RV: bg = new BattlegroundRV; break; case BATTLEGROUND_IC: bg = new BattlegroundIC; break; case BATTLEGROUND_AA: bg = new Battleground; break; case BATTLEGROUND_RB: bg = new Battleground; bg->SetRandom(true); break; default: return false; } bg->SetMapId(data.MapID); bg->SetTypeID(data.bgTypeId); bg->SetInstanceID(0); bg->SetArenaorBGType(data.IsArena); bg->SetMinPlayersPerTeam(data.MinPlayersPerTeam); bg->SetMaxPlayersPerTeam(data.MaxPlayersPerTeam); bg->SetMinPlayers(data.MinPlayersPerTeam * 2); bg->SetMaxPlayers(data.MaxPlayersPerTeam * 2); bg->SetName(data.BattlegroundName); bg->SetTeamStartLoc(ALLIANCE, data.Team1StartLocX, data.Team1StartLocY, data.Team1StartLocZ, data.Team1StartLocO); bg->SetTeamStartLoc(HORDE, data.Team2StartLocX, data.Team2StartLocY, data.Team2StartLocZ, data.Team2StartLocO); bg->SetStartMaxDist(data.StartMaxDist); bg->SetLevelRange(data.LevelMin, data.LevelMax); bg->SetScriptId(data.scriptId); AddBattleground(bg); return true; } void BattlegroundMgr::CreateInitialBattlegrounds() { uint32 oldMSTime = getMSTime(); // 0 1 2 3 4 5 6 7 8 9 10 11 QueryResult result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, AllianceStartLoc, AllianceStartO, HordeStartLoc, HordeStartO, StartMaxDist, Weight, ScriptName FROM battleground_template"); if (!result) { TC_LOG_ERROR("server.loading", ">> Loaded 0 battlegrounds. DB table `battleground_template` is empty."); return; } uint32 count = 0; do { Field* fields = result->Fetch(); uint32 bgTypeId = fields[0].GetUInt32(); if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId, NULL)) continue; // can be overwrite by values from DB BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if (!bl) { TC_LOG_ERROR("bg.battleground", "Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.", bgTypeId); continue; } CreateBattlegroundData data; data.bgTypeId = BattlegroundTypeId(bgTypeId); data.IsArena = (bl->type == TYPE_ARENA); data.MinPlayersPerTeam = fields[1].GetUInt16(); data.MaxPlayersPerTeam = fields[2].GetUInt16(); data.LevelMin = fields[3].GetUInt8(); data.LevelMax = fields[4].GetUInt8(); float dist = fields[9].GetFloat(); data.StartMaxDist = dist * dist; data.scriptId = sObjectMgr->GetScriptId(fields[11].GetCString()); data.BattlegroundName = bl->name[sWorld->GetDefaultDbcLocale()]; data.MapID = bl->mapid[0]; if (data.MaxPlayersPerTeam == 0 || data.MinPlayersPerTeam > data.MaxPlayersPerTeam) { TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u has bad values for MinPlayersPerTeam (%u) and MaxPlayersPerTeam(%u)", data.bgTypeId, data.MinPlayersPerTeam, data.MaxPlayersPerTeam); continue; } if (data.LevelMin == 0 || data.LevelMax == 0 || data.LevelMin > data.LevelMax) { TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u has bad values for LevelMin (%u) and LevelMax(%u)", data.bgTypeId, data.LevelMin, data.LevelMax); continue; } if (data.bgTypeId == BATTLEGROUND_AA || data.bgTypeId == BATTLEGROUND_RB) { data.Team1StartLocX = 0; data.Team1StartLocY = 0; data.Team1StartLocZ = 0; data.Team1StartLocO = fields[6].GetFloat(); data.Team2StartLocX = 0; data.Team2StartLocY = 0; data.Team2StartLocZ = 0; data.Team2StartLocO = fields[8].GetFloat(); } else { uint32 startId = fields[5].GetUInt32(); if (WorldSafeLocsEntry const* start = sWorldSafeLocsStore.LookupEntry(startId)) { data.Team1StartLocX = start->x; data.Team1StartLocY = start->y; data.Team1StartLocZ = start->z; data.Team1StartLocO = fields[6].GetFloat(); } else { TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.", data.bgTypeId, startId); continue; } startId = fields[7].GetUInt32(); if (WorldSafeLocsEntry const* start = sWorldSafeLocsStore.LookupEntry(startId)) { data.Team2StartLocX = start->x; data.Team2StartLocY = start->y; data.Team2StartLocZ = start->z; data.Team2StartLocO = fields[8].GetFloat(); } else { TC_LOG_ERROR("sql.sql", "Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", data.bgTypeId, startId); continue; } } if (!CreateBattleground(data)) continue; if (data.IsArena) { if (data.bgTypeId != BATTLEGROUND_AA) m_ArenaSelectionWeights[data.bgTypeId] = fields[10].GetUInt8(); } else if (data.bgTypeId != BATTLEGROUND_RB) m_BGSelectionWeights[data.bgTypeId] = fields[10].GetUInt8(); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u battlegrounds in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } void BattlegroundMgr::InitAutomaticArenaPointDistribution() { if (!sWorld->getBoolConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS)) return; time_t wstime = time_t(sWorld->getWorldState(WS_ARENA_DISTRIBUTION_TIME)); time_t curtime = time(NULL); TC_LOG_DEBUG("bg.battleground", "Initializing Automatic Arena Point Distribution"); if (wstime < curtime) { m_NextAutoDistributionTime = curtime; // reset will be called in the next update TC_LOG_DEBUG("bg.battleground", "Battleground: Next arena point distribution time in the past, reseting it now."); } else m_NextAutoDistributionTime = wstime; TC_LOG_DEBUG("bg.battleground", "Automatic Arena Point Distribution initialized."); } void BattlegroundMgr::BuildBattlegroundListPacket(WorldPacket* data, uint64 guid, Player* player, BattlegroundTypeId bgTypeId, uint8 fromWhere) { if (!player) return; uint32 winner_kills = player->GetRandomWinner() ? sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_HONOR_LAST) : sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_HONOR_FIRST); uint32 winner_arena = player->GetRandomWinner() ? sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_ARENA_LAST) : sWorld->getIntConfig(CONFIG_BG_REWARD_WINNER_ARENA_FIRST); uint32 loser_kills = player->GetRandomWinner() ? sWorld->getIntConfig(CONFIG_BG_REWARD_LOSER_HONOR_LAST) : sWorld->getIntConfig(CONFIG_BG_REWARD_LOSER_HONOR_FIRST); winner_kills = Trinity::Honor::hk_honor_at_level(player->getLevel(), float(winner_kills)); loser_kills = Trinity::Honor::hk_honor_at_level(player->getLevel(), float(loser_kills)); data->Initialize(SMSG_BATTLEFIELD_LIST); *data << uint64(guid); // battlemaster guid *data << uint8(fromWhere); // from where you joined *data << uint32(bgTypeId); // battleground id *data << uint8(0); // unk *data << uint8(0); // unk // Rewards *data << uint8(player->GetRandomWinner()); // 3.3.3 hasWin *data << uint32(winner_kills); // 3.3.3 winHonor *data << uint32(winner_arena); // 3.3.3 winArena *data << uint32(loser_kills); // 3.3.3 lossHonor uint8 isRandom = bgTypeId == BATTLEGROUND_RB; *data << uint8(isRandom); // 3.3.3 isRandom if (isRandom) { // Rewards (random) *data << uint8(player->GetRandomWinner()); // 3.3.3 hasWin_Random *data << uint32(winner_kills); // 3.3.3 winHonor_Random *data << uint32(winner_arena); // 3.3.3 winArena_Random *data << uint32(loser_kills); // 3.3.3 lossHonor_Random } if (bgTypeId == BATTLEGROUND_AA) // arena *data << uint32(0); // unk (count?) else // battleground { size_t count_pos = data->wpos(); *data << uint32(0); // number of bg instances BattlegroundDataContainer::iterator it = bgDataStore.find(bgTypeId); if (it != bgDataStore.end()) { // expected bracket entry if (PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(it->second.m_Battlegrounds.begin()->second->GetMapId(), player->getLevel())) { uint32 count = 0; BattlegroundBracketId bracketId = bracketEntry->GetBracketId(); BattlegroundClientIdsContainer& clientIds = it->second.m_ClientBattlegroundIds[bracketId]; for (BattlegroundClientIdsContainer::const_iterator itr = clientIds.begin(); itr != clientIds.end(); ++itr) { *data << uint32(*itr); ++count; } data->put(count_pos, count); } } } } void BattlegroundMgr::SendToBattleground(Player* player, uint32 instanceId, BattlegroundTypeId bgTypeId) { if (Battleground* bg = GetBattleground(instanceId, bgTypeId)) { float x, y, z, O; uint32 mapid = bg->GetMapId(); uint32 team = player->GetBGTeam(); if (team == 0) team = player->GetTeam(); bg->GetTeamStartLoc(team, x, y, z, O); TC_LOG_DEBUG("bg.battleground", "BattlegroundMgr::SendToBattleground: Sending %s to map %u, X %f, Y %f, Z %f, O %f (bgType %u)", player->GetName().c_str(), mapid, x, y, z, O, bgTypeId); player->TeleportTo(mapid, x, y, z, O); } else TC_LOG_ERROR("bg.battleground", "BattlegroundMgr::SendToBattleground: Instance %u (bgType %u) not found while trying to teleport player %s", instanceId, bgTypeId, player->GetName().c_str()); } void BattlegroundMgr::SendAreaSpiritHealerQueryOpcode(Player* player, Battleground* bg, uint64 guid) { WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12); uint32 time_ = 30000 - bg->GetLastResurrectTime(); // resurrect every 30 seconds if (time_ == uint32(-1)) time_ = 0; data << guid << time_; player->GetSession()->SendPacket(&data); } bool BattlegroundMgr::IsArenaType(BattlegroundTypeId bgTypeId) { return bgTypeId == BATTLEGROUND_AA || bgTypeId == BATTLEGROUND_BE || bgTypeId == BATTLEGROUND_NA || bgTypeId == BATTLEGROUND_DS || bgTypeId == BATTLEGROUND_RV || bgTypeId == BATTLEGROUND_RL; } BattlegroundQueueTypeId BattlegroundMgr::BGQueueTypeId(BattlegroundTypeId bgTypeId, uint8 arenaType) { switch (bgTypeId) { case BATTLEGROUND_AB: return BATTLEGROUND_QUEUE_AB; case BATTLEGROUND_AV: return BATTLEGROUND_QUEUE_AV; case BATTLEGROUND_EY: return BATTLEGROUND_QUEUE_EY; case BATTLEGROUND_IC: return BATTLEGROUND_QUEUE_IC; case BATTLEGROUND_RB: return BATTLEGROUND_QUEUE_RB; case BATTLEGROUND_SA: return BATTLEGROUND_QUEUE_SA; case BATTLEGROUND_WS: return BATTLEGROUND_QUEUE_WS; case BATTLEGROUND_AA: case BATTLEGROUND_BE: case BATTLEGROUND_DS: case BATTLEGROUND_NA: case BATTLEGROUND_RL: case BATTLEGROUND_RV: switch (arenaType) { case ARENA_TYPE_2v2: return BATTLEGROUND_QUEUE_2v2; case ARENA_TYPE_3v3: return BATTLEGROUND_QUEUE_3v3; case ARENA_TYPE_5v5: return BATTLEGROUND_QUEUE_5v5; default: return BATTLEGROUND_QUEUE_NONE; } default: return BATTLEGROUND_QUEUE_NONE; } } BattlegroundTypeId BattlegroundMgr::BGTemplateId(BattlegroundQueueTypeId bgQueueTypeId) { switch (bgQueueTypeId) { case BATTLEGROUND_QUEUE_WS: return BATTLEGROUND_WS; case BATTLEGROUND_QUEUE_AB: return BATTLEGROUND_AB; case BATTLEGROUND_QUEUE_AV: return BATTLEGROUND_AV; case BATTLEGROUND_QUEUE_EY: return BATTLEGROUND_EY; case BATTLEGROUND_QUEUE_SA: return BATTLEGROUND_SA; case BATTLEGROUND_QUEUE_IC: return BATTLEGROUND_IC; case BATTLEGROUND_QUEUE_RB: return BATTLEGROUND_RB; case BATTLEGROUND_QUEUE_2v2: case BATTLEGROUND_QUEUE_3v3: case BATTLEGROUND_QUEUE_5v5: return BATTLEGROUND_AA; default: return BattlegroundTypeId(0); // used for unknown template (it existed and do nothing) } } uint8 BattlegroundMgr::BGArenaType(BattlegroundQueueTypeId bgQueueTypeId) { switch (bgQueueTypeId) { case BATTLEGROUND_QUEUE_2v2: return ARENA_TYPE_2v2; case BATTLEGROUND_QUEUE_3v3: return ARENA_TYPE_3v3; case BATTLEGROUND_QUEUE_5v5: return ARENA_TYPE_5v5; default: return 0; } } void BattlegroundMgr::ToggleTesting() { m_Testing = !m_Testing; sWorld->SendWorldText(m_Testing ? LANG_DEBUG_BG_ON : LANG_DEBUG_BG_OFF); } void BattlegroundMgr::ToggleArenaTesting() { m_ArenaTesting = !m_ArenaTesting; sWorld->SendWorldText(m_ArenaTesting ? LANG_DEBUG_ARENA_ON : LANG_DEBUG_ARENA_OFF); } void BattlegroundMgr::SetHolidayWeekends(uint32 mask) { for (uint32 bgtype = 1; bgtype < MAX_BATTLEGROUND_TYPE_ID; ++bgtype) { if (Battleground* bg = GetBattlegroundTemplate(BattlegroundTypeId(bgtype))) { bg->SetHoliday(mask & (1 << bgtype)); } } } void BattlegroundMgr::ScheduleQueueUpdate(uint32 arenaMatchmakerRating, uint8 arenaType, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id) { //This method must be atomic, @todo add mutex //we will use only 1 number created of bgTypeId and bracket_id uint64 const scheduleId = ((uint64)arenaMatchmakerRating << 32) | (uint32(arenaType) << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | bracket_id; if (std::find(m_QueueUpdateScheduler.begin(), m_QueueUpdateScheduler.end(), scheduleId) == m_QueueUpdateScheduler.end()) m_QueueUpdateScheduler.push_back(scheduleId); } uint32 BattlegroundMgr::GetMaxRatingDifference() const { // this is for stupid people who can't use brain and set max rating difference to 0 uint32 diff = sWorld->getIntConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE); if (diff == 0) diff = 5000; return diff; } uint32 BattlegroundMgr::GetRatingDiscardTimer() const { return sWorld->getIntConfig(CONFIG_ARENA_RATING_DISCARD_TIMER); } uint32 BattlegroundMgr::GetPrematureFinishTime() const { return sWorld->getIntConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER); } void BattlegroundMgr::LoadBattleMastersEntry() { uint32 oldMSTime = getMSTime(); mBattleMastersMap.clear(); // need for reload case QueryResult result = WorldDatabase.Query("SELECT entry, bg_template FROM battlemaster_entry"); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 battlemaster entries. DB table `battlemaster_entry` is empty!"); return; } uint32 count = 0; do { ++count; Field* fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(entry)) { if ((cInfo->npcflag & UNIT_NPC_FLAG_BATTLEMASTER) == 0) TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) listed in `battlemaster_entry` is not a battlemaster.", entry); } else { TC_LOG_ERROR("sql.sql", "Creature (Entry: %u) listed in `battlemaster_entry` does not exist.", entry); continue; } uint32 bgTypeId = fields[1].GetUInt32(); if (!sBattlemasterListStore.LookupEntry(bgTypeId)) { TC_LOG_ERROR("sql.sql", "Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.", entry, bgTypeId); continue; } mBattleMastersMap[entry] = BattlegroundTypeId(bgTypeId); } while (result->NextRow()); CheckBattleMasters(); TC_LOG_INFO("server.loading", ">> Loaded %u battlemaster entries in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } void BattlegroundMgr::CheckBattleMasters() { CreatureTemplateContainer const* ctc = sObjectMgr->GetCreatureTemplates(); for (CreatureTemplateContainer::const_iterator itr = ctc->begin(); itr != ctc->end(); ++itr) { if ((itr->second.npcflag & UNIT_NPC_FLAG_BATTLEMASTER) && mBattleMastersMap.find(itr->second.Entry) == mBattleMastersMap.end()) { TC_LOG_ERROR("sql.sql", "CreatureTemplate (Entry: %u) has UNIT_NPC_FLAG_BATTLEMASTER but no data in `battlemaster_entry` table. Removing flag!", itr->second.Entry); const_cast(&itr->second)->npcflag &= ~UNIT_NPC_FLAG_BATTLEMASTER; } } } HolidayIds BattlegroundMgr::BGTypeToWeekendHolidayId(BattlegroundTypeId bgTypeId) { switch (bgTypeId) { case BATTLEGROUND_AV: return HOLIDAY_CALL_TO_ARMS_AV; case BATTLEGROUND_EY: return HOLIDAY_CALL_TO_ARMS_EY; case BATTLEGROUND_WS: return HOLIDAY_CALL_TO_ARMS_WS; case BATTLEGROUND_SA: return HOLIDAY_CALL_TO_ARMS_SA; case BATTLEGROUND_AB: return HOLIDAY_CALL_TO_ARMS_AB; case BATTLEGROUND_IC: return HOLIDAY_CALL_TO_ARMS_IC; default: return HOLIDAY_NONE; } } BattlegroundTypeId BattlegroundMgr::WeekendHolidayIdToBGType(HolidayIds holiday) { switch (holiday) { case HOLIDAY_CALL_TO_ARMS_AV: return BATTLEGROUND_AV; case HOLIDAY_CALL_TO_ARMS_EY: return BATTLEGROUND_EY; case HOLIDAY_CALL_TO_ARMS_WS: return BATTLEGROUND_WS; case HOLIDAY_CALL_TO_ARMS_SA: return BATTLEGROUND_SA; case HOLIDAY_CALL_TO_ARMS_AB: return BATTLEGROUND_AB; case HOLIDAY_CALL_TO_ARMS_IC: return BATTLEGROUND_IC; default: return BATTLEGROUND_TYPE_NONE; } } bool BattlegroundMgr::IsBGWeekend(BattlegroundTypeId bgTypeId) { return IsHolidayActive(BGTypeToWeekendHolidayId(bgTypeId)); } BattlegroundTypeId BattlegroundMgr::GetRandomBG(BattlegroundTypeId bgTypeId) { uint32 weight = 0; BattlegroundTypeId returnBgTypeId = BATTLEGROUND_TYPE_NONE; BattlegroundSelectionWeightMap selectionWeights; if (bgTypeId == BATTLEGROUND_AA) { for (BattlegroundSelectionWeightMap::const_iterator it = m_ArenaSelectionWeights.begin(); it != m_ArenaSelectionWeights.end(); ++it) { if (it->second) { weight += it->second; selectionWeights[it->first] = it->second; } } } else if (bgTypeId == BATTLEGROUND_RB) { for (BattlegroundSelectionWeightMap::const_iterator it = m_BGSelectionWeights.begin(); it != m_BGSelectionWeights.end(); ++it) { if (it->second) { weight += it->second; selectionWeights[it->first] = it->second; } } } if (weight) { // Select a random value uint32 selectedWeight = urand(0, weight - 1); // Select the correct bg (if we have in DB A(10), B(20), C(10), D(15) --> [0---A---9|10---B---29|30---C---39|40---D---54]) weight = 0; for (BattlegroundSelectionWeightMap::const_iterator it = selectionWeights.begin(); it != selectionWeights.end(); ++it) { weight += it->second; if (selectedWeight < weight) { returnBgTypeId = it->first; break; } } } return returnBgTypeId; } BGFreeSlotQueueContainer& BattlegroundMgr::GetBGFreeSlotQueueStore(BattlegroundTypeId bgTypeId) { return bgDataStore[bgTypeId].BGFreeSlotQueue; } void BattlegroundMgr::AddToBGFreeSlotQueue(BattlegroundTypeId bgTypeId, Battleground* bg) { bgDataStore[bgTypeId].BGFreeSlotQueue.push_front(bg); } void BattlegroundMgr::RemoveFromBGFreeSlotQueue(BattlegroundTypeId bgTypeId, uint32 instanceId) { BGFreeSlotQueueContainer& queues = bgDataStore[bgTypeId].BGFreeSlotQueue; for (BGFreeSlotQueueContainer::iterator itr = queues.begin(); itr != queues.end(); ++itr) if ((*itr)->GetInstanceID() == instanceId) { queues.erase(itr); return; } } void BattlegroundMgr::AddBattleground(Battleground* bg) { if (bg) bgDataStore[bg->GetTypeID()].m_Battlegrounds[bg->GetInstanceID()] = bg; } void BattlegroundMgr::RemoveBattleground(BattlegroundTypeId bgTypeId, uint32 instanceId) { bgDataStore[bgTypeId].m_Battlegrounds.erase(instanceId); }