/*
* Copyright (C) 2008-2011 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 "BattlegroundAA.h"
#include "BattlegroundRL.h"
#include "BattlegroundSA.h"
#include "BattlegroundDS.h"
#include "BattlegroundRV.h"
#include "BattlegroundIC.h"
#include "BattlegroundRB.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"
/*********************************************************/
/*** BATTLEGROUND MANAGER ***/
/*********************************************************/
BattlegroundMgr::BattlegroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
{
for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; i++)
m_Battlegrounds[i].clear();
m_NextRatingDiscardUpdate = sWorld->getIntConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
m_Testing=false;
}
BattlegroundMgr::~BattlegroundMgr()
{
DeleteAllBattlegrounds();
}
void BattlegroundMgr::DeleteAllBattlegrounds()
{
for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; ++i)
{
for (BattlegroundSet::iterator itr = m_Battlegrounds[i].begin(); itr != m_Battlegrounds[i].end();)
{
Battleground* bg = itr->second;
m_Battlegrounds[i].erase(itr++);
if (!m_ClientBattlegroundIds[i][bg->GetBracketId()].empty())
m_ClientBattlegroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID());
delete bg;
}
}
// destroy template battlegrounds that listed only in queues (other already terminated)
for (uint32 bgTypeId = 0; bgTypeId < MAX_BATTLEGROUND_TYPE_ID; ++bgTypeId)
{
// ~Battleground call unregistring BG from queue
while (!BGFreeSlotQueue[bgTypeId].empty())
delete BGFreeSlotQueue[bgTypeId].front();
}
}
// used to update running battlegrounds, and delete finished ones
void BattlegroundMgr::Update(uint32 diff)
{
BattlegroundSet::iterator itr, next;
for (uint32 i = BATTLEGROUND_TYPE_NONE; i < MAX_BATTLEGROUND_TYPE_ID; ++i)
{
itr = m_Battlegrounds[i].begin();
// skip updating battleground template
if (itr != m_Battlegrounds[i].end())
++itr;
for (; itr != m_Battlegrounds[i].end(); itr = next)
{
next = itr;
++next;
itr->second->Update(diff);
// use the SetDeleteThis variable
// direct deletion caused crashes
if (itr->second->ToBeDeleted())
{
Battleground* bg = itr->second;
m_Battlegrounds[i].erase(itr);
if (!m_ClientBattlegroundIds[i][bg->GetBracketId()].empty())
m_ClientBattlegroundIds[i][bg->GetBracketId()].erase(bg->GetClientInstanceID());
delete bg;
}
}
}
// update scheduled queues
if (!m_QueueUpdateScheduler.empty())
{
std::vector scheduled;
{
//copy vector and clear the other
scheduled = std::vector(m_QueueUpdateScheduler);
m_QueueUpdateScheduler.clear();
//release lock
}
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_RATING_DISCARD_TIMER))
{
// it's time to force update
if (m_NextRatingDiscardUpdate < diff)
{
// forced update for rated arenas (scan all, but skipped non rated)
sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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_NextRatingDiscardUpdate = sWorld->getIntConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
}
else
m_NextRatingDiscardUpdate -= 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, uint8 uiFrame)
{
// 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);
sLog->outDebug(LOG_FILTER_NETWORKIO, "BattlegroundMgr::BuildBattlegroundStatusPacket: arenatype = %u for bg instanceID %u, TypeID %u.", arenatype, bg->GetClientInstanceID(), bg->GetTypeID());
*data << uint8(bg->isArena() ? 0xC : 0x2);
*data << uint32(bg->GetTypeID());
*data << uint16(0x1F90);
// End of uint64 segment, decomposed this way for simplicity
*data << uint8(0); // 3.3.0, some level, only saw 80...
*data << uint8(0); // 3.3.0, some level, only saw 80...
*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(uiFrame);
break;
default:
sLog->outError("Unknown BG status!");
break;
}
}
void BattlegroundMgr::BuildPvpLogDataPacket(WorldPacket* data, Battleground* bg)
{
uint8 type = (bg->isArena() ? 1 : 0);
// last check on 3.0.3
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_ BG_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
sLog->outDebug(LOG_FILTER_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++;
if (!bg->IsPlayerInBattleground(itr2->first))
{
sLog->outError("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(itr2->second->KillingBlows);
if (type == 0)
{
*data << uint32(itr2->second->HonorableKills);
*data << uint32(itr2->second->Deaths);
*data << uint32(itr2->second->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(itr2->second->DamageDone); // damage done
*data << uint32(itr2->second->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*)itr2->second)->FlagCaptures); // flag captures
*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagReturns); // flag returns
break;
case 566:
*data << uint32(0x00000001); // count of next fields
*data << uint32(((BattlegroundEYScore*)itr2->second)->FlagCaptures); // flag captures
break;
case 529:
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundABScore*)itr2->second)->BasesAssaulted); // bases asssulted
*data << uint32(((BattlegroundABScore*)itr2->second)->BasesDefended); // bases defended
break;
case 30:
*data << uint32(0x00000005); // count of next fields
*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsAssaulted); // GraveyardsAssaulted
*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsDefended); // GraveyardsDefended
*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersAssaulted); // TowersAssaulted
*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersDefended); // TowersDefended
*data << uint32(((BattlegroundAVScore*)itr2->second)->MinesCaptured); // MinesCaptured
break;
case 607:
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundSAScore*)itr2->second)->demolishers_destroyed);
*data << uint32(((BattlegroundSAScore*)itr2->second)->gates_destroyed);
break;
case 628: // IC
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundICScore*)itr2->second)->BasesAssaulted); // bases asssulted
*data << uint32(((BattlegroundICScore*)itr2->second)->BasesDefended); // bases defended
default:
*data << uint32(0);
break;
}
case BATTLEGROUND_AV:
*data << uint32(0x00000005); // count of next fields
*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsAssaulted); // GraveyardsAssaulted
*data << uint32(((BattlegroundAVScore*)itr2->second)->GraveyardsDefended); // GraveyardsDefended
*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersAssaulted); // TowersAssaulted
*data << uint32(((BattlegroundAVScore*)itr2->second)->TowersDefended); // TowersDefended
*data << uint32(((BattlegroundAVScore*)itr2->second)->MinesCaptured); // MinesCaptured
break;
case BATTLEGROUND_WS:
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagCaptures); // flag captures
*data << uint32(((BattlegroundWGScore*)itr2->second)->FlagReturns); // flag returns
break;
case BATTLEGROUND_AB:
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundABScore*)itr2->second)->BasesAssaulted); // bases asssulted
*data << uint32(((BattlegroundABScore*)itr2->second)->BasesDefended); // bases defended
break;
case BATTLEGROUND_EY:
*data << uint32(0x00000001); // count of next fields
*data << uint32(((BattlegroundEYScore*)itr2->second)->FlagCaptures); // flag captures
break;
case BATTLEGROUND_SA:
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundSAScore*)itr2->second)->demolishers_destroyed);
*data << uint32(((BattlegroundSAScore*)itr2->second)->gates_destroyed);
break;
case BATTLEGROUND_IC: // wotlk
*data << uint32(0x00000002); // count of next fields
*data << uint32(((BattlegroundICScore*)itr2->second)->BasesAssaulted); // bases asssulted
*data << uint32(((BattlegroundICScore*)itr2->second)->BasesDefended); // bases defended
break;
case BATTLEGROUND_NA:
case BATTLEGROUND_BE:
case BATTLEGROUND_AA:
case BATTLEGROUND_RL:
case BATTLEGROUND_DS: // wotlk
case BATTLEGROUND_RV: // wotlk
*data << uint32(0);
break;
default:
sLog->outDebug(LOG_FILTER_NETWORKIO, "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())
{
sLog->outError("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);
for (BattlegroundSet::iterator itr = m_Battlegrounds[bgTypeId].begin(); itr != m_Battlegrounds[bgTypeId].end(); ++itr)
{
if (itr->second->GetClientInstanceID() == instanceId)
return itr->second;
}
return NULL;
}
Battleground* BattlegroundMgr::GetBattleground(uint32 InstanceID, BattlegroundTypeId bgTypeId)
{
if (!InstanceID)
return NULL;
//search if needed
BattlegroundSet::iterator itr;
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
for (uint32 i = BATTLEGROUND_AV; i < MAX_BATTLEGROUND_TYPE_ID; i++)
{
itr = m_Battlegrounds[i].find(InstanceID);
if (itr != m_Battlegrounds[i].end())
return itr->second;
}
return NULL;
}
itr = m_Battlegrounds[bgTypeId].find(InstanceID);
return ((itr != m_Battlegrounds[bgTypeId].end()) ? itr->second : NULL);
}
Battleground* BattlegroundMgr::GetBattlegroundTemplate(BattlegroundTypeId bgTypeId)
{
//map is sorted and we can be sure that lowest instance id has only BG template
return m_Battlegrounds[bgTypeId].empty() ? NULL : m_Battlegrounds[bgTypeId].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
uint32 lastId = 0;
for (std::set::iterator itr = m_ClientBattlegroundIds[bgTypeId][bracket_id].begin(); itr != m_ClientBattlegroundIds[bgTypeId][bracket_id].end();)
{
if ((++lastId) != *itr) //if there is a gap between the ids, we will break..
break;
lastId = *itr;
}
m_ClientBattlegroundIds[bgTypeId][bracket_id].insert(lastId + 1);
return lastId + 1;
}
// create a new battleground that will really be used to play
Battleground* BattlegroundMgr::CreateNewBattleground(BattlegroundTypeId bgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 arenaType, bool isRated)
{
// get the template BG
Battleground* bg_template = GetBattlegroundTemplate(bgTypeId);
BattlegroundSelectionWeightMap* selectionWeights = NULL;
if (!bg_template)
{
sLog->outError("Battleground: CreateNewBattleground - bg template not found for %u", bgTypeId);
return NULL;
}
bool isRandom = false;
if (bg_template->isArena())
selectionWeights = &m_ArenaSelectionWeights;
else if (bgTypeId == BATTLEGROUND_RB)
{
selectionWeights = &m_BGSelectionWeights;
isRandom = true;
}
if (selectionWeights)
{
if (selectionWeights->empty())
return NULL;
uint32 Weight = 0;
uint32 selectedWeight = 0;
bgTypeId = BATTLEGROUND_TYPE_NONE;
// Get sum of all weights
for (BattlegroundSelectionWeightMap::const_iterator it = selectionWeights->begin(); it != selectionWeights->end(); ++it)
Weight += it->second;
if (!Weight)
return NULL;
// Select a random value
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)
{
bgTypeId = it->first;
break;
}
}
bg_template = GetBattlegroundTemplate(bgTypeId);
if (!bg_template)
{
sLog->outError("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_AA:
bg = new BattlegroundAA(*(BattlegroundAA*)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:
bg = new BattlegroundRB(*(BattlegroundRB*)bg_template);
break;
default:
//error, but it is handled few lines above
return 0;
}
// set battelground difficulty before initialization
bg->SetBracket(bracketEntry);
// generate a new instance id
bg->SetInstanceID(sMapMgr->GenerateInstanceId()); // set instance id
bg->SetClientInstanceID(CreateClientVisibleInstanceId(isRandom ? BATTLEGROUND_RB : bgTypeId, bracketEntry->GetBracketId()));
// reset the new bg (set status to status_wait_queue from status_none)
bg->Reset();
// start the joining of the bg
bg->SetStatus(STATUS_WAIT_JOIN);
bg->SetArenaType(arenaType);
bg->SetRated(isRated);
bg->SetRandom(isRandom);
bg->SetTypeID(isRandom ? BATTLEGROUND_RB : bgTypeId);
bg->SetRandomTypeID(bgTypeId);
return bg;
}
// used to create the BG templates
uint32 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_AA: bg = new BattlegroundAA; 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_RB: bg = new BattlegroundRB; break;
default:
bg = new Battleground;
break;
}
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->SetLevelRange(data.LevelMin, data.LevelMax);
bg->SetScriptId(data.scriptId);
// add bg to update list
AddBattleground(bg->GetInstanceID(), bg->GetTypeID(), bg);
// return some not-null value, bgTypeId is good enough for me
return data.bgTypeId;
}
void BattlegroundMgr::CreateInitialBattlegrounds()
{
uint32 oldMSTime = getMSTime();
uint8 selectionWeight;
BattlemasterListEntry const* bl;
// 0 1 2 3 4 5 6 7 8 9 10
QueryResult result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, AllianceStartLoc, AllianceStartO, HordeStartLoc, HordeStartO, Weight, ScriptName FROM battleground_template");
if (!result)
{
sLog->outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
sLog->outString();
return;
}
uint32 count = 0, startId;
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
bl = sBattlemasterListStore.LookupEntry(bgTypeID_);
if (!bl)
{
sLog->outError("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].GetUInt32();
data.MaxPlayersPerTeam = fields[2].GetUInt32();
data.LevelMin = fields[3].GetUInt32();
data.LevelMax = fields[4].GetUInt32();
//check values from DB
if (data.MaxPlayersPerTeam == 0 || data.MinPlayersPerTeam == 0 || data.MinPlayersPerTeam > data.MaxPlayersPerTeam)
{
data.MinPlayersPerTeam = 0; // by default now expected strong full bg requirement
data.MaxPlayersPerTeam = 40;
}
if (data.LevelMin == 0 || data.LevelMax == 0 || data.LevelMin > data.LevelMax)
{
//TO-DO: FIX ME
data.LevelMin = 0;//bl->minlvl;
data.LevelMax = 80;//bl->maxlvl;
}
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 if (data.bgTypeId == BATTLEGROUND_AA || data.bgTypeId == BATTLEGROUND_RB)
{
data.Team1StartLocX = 0;
data.Team1StartLocY = 0;
data.Team1StartLocZ = 0;
data.Team1StartLocO = fields[6].GetFloat();
}
else
{
sLog->outErrorDb("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 if (data.bgTypeId == BATTLEGROUND_AA || data.bgTypeId == BATTLEGROUND_RB)
{
data.Team2StartLocX = 0;
data.Team2StartLocY = 0;
data.Team2StartLocZ = 0;
data.Team2StartLocO = fields[8].GetFloat();
}
else
{
sLog->outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.", data.bgTypeId, startId);
continue;
}
selectionWeight = fields[9].GetUInt8();
data.scriptId = sObjectMgr->GetScriptId(fields[10].GetCString());
//data.BattlegroundName = bl->name[sWorld->GetDefaultDbcLocale()];
data.MapID = bl->mapid[0];
if (!CreateBattleground(data))
continue;
if (data.IsArena)
{
if (data.bgTypeId != BATTLEGROUND_AA)
m_ArenaSelectionWeights[data.bgTypeId] = selectionWeight;
}
else if (data.bgTypeId != BATTLEGROUND_RB)
m_BGSelectionWeights[data.bgTypeId] = selectionWeight;
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u battlegrounds in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
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);
sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Initializing Automatic Arena Point Distribution");
if (wstime < curtime)
{
m_NextAutoDistributionTime = curtime; // reset will be called in the next update
sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: Next arena point distribution time in the past, reseting it now.");
}
else
m_NextAutoDistributionTime = wstime;
sLog->outDebug(LOG_FILTER_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() ? BG_REWARD_WINNER_HONOR_LAST : BG_REWARD_WINNER_HONOR_FIRST;
uint32 winner_arena = player->GetRandomWinner() ? BG_REWARD_WINNER_ARENA_LAST : BG_REWARD_WINNER_ARENA_FIRST;
uint32 loser_kills = player->GetRandomWinner() ? BG_REWARD_LOSER_HONOR_LAST : 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
if (Battleground* bgTemplate = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId))
{
// expected bracket entry
if (PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgTemplate->GetMapId(), player->getLevel()))
{
uint32 count = 0;
BattlegroundBracketId bracketId = bracketEntry->GetBracketId();
for (std::set::iterator itr = m_ClientBattlegroundIds[bgTypeId][bracketId].begin(); itr != m_ClientBattlegroundIds[bgTypeId][bracketId].end();++itr)
{
*data << uint32(*itr);
++count;
}
data->put(count_pos, count);
}
}
}
}
void BattlegroundMgr::SendToBattleground(Player* player, uint32 instanceId, BattlegroundTypeId bgTypeId)
{
Battleground* bg = GetBattleground(instanceId, bgTypeId);
if (bg)
{
uint32 mapid = bg->GetMapId();
float x, y, z, O;
uint32 team = player->GetBGTeam();
if (team == 0)
team = player->GetTeam();
bg->GetTeamStartLoc(team, x, y, z, O);
sLog->outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", player->GetName(), mapid, x, y, z, O);
player->TeleportTo(mapid, x, y, z, O);
}
else
{
sLog->outError("player %u is trying to port to non-existent bg instance %u", player->GetGUIDLow(), instanceId);
}
}
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_WS:
return BATTLEGROUND_QUEUE_WS;
case BATTLEGROUND_AB:
return BATTLEGROUND_QUEUE_AB;
case BATTLEGROUND_AV:
return BATTLEGROUND_QUEUE_AV;
case BATTLEGROUND_EY:
return BATTLEGROUND_QUEUE_EY;
case BATTLEGROUND_SA:
return BATTLEGROUND_QUEUE_SA;
case BATTLEGROUND_IC:
return BATTLEGROUND_QUEUE_IC;
case BATTLEGROUND_RB:
return BATTLEGROUND_QUEUE_RB;
case BATTLEGROUND_AA:
case BATTLEGROUND_NA:
case BATTLEGROUND_RL:
case BATTLEGROUND_BE:
case BATTLEGROUND_DS:
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;
if (m_Testing)
sWorld->SendWorldText(LANG_DEBUG_BG_ON);
else
sWorld->SendWorldText(LANG_DEBUG_BG_OFF);
}
void BattlegroundMgr::ToggleArenaTesting()
{
m_ArenaTesting = !m_ArenaTesting;
if (m_ArenaTesting)
sWorld->SendWorldText(LANG_DEBUG_ARENA_ON);
else
sWorld->SendWorldText(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 schedule_id = ((uint64)arenaMatchmakerRating << 32) | (arenaType << 24) | (bgQueueTypeId << 16) | (bgTypeId << 8) | bracket_id;
bool found = false;
for (uint8 i = 0; i < m_QueueUpdateScheduler.size(); i++)
{
if (m_QueueUpdateScheduler[i] == schedule_id)
{
found = true;
break;
}
}
if (!found)
m_QueueUpdateScheduler.push_back(schedule_id);
}
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)
{
sLog->outString(">> Loaded 0 battlemaster entries. DB table `battlemaster_entry` is empty!");
sLog->outString();
return;
}
uint32 count = 0;
do
{
++count;
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 bgTypeId = fields[1].GetUInt32();
if (!sBattlemasterListStore.LookupEntry(bgTypeId))
{
sLog->outErrorDb("Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.", entry, bgTypeId);
continue;
}
mBattleMastersMap[entry] = BattlegroundTypeId(bgTypeId);
}
while (result->NextRow());
sLog->outString(">> Loaded %u battlemaster entries in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
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));
}