1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
|
/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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 "Common.h"
#include "SharedDefines.h"
#include "Player.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 "MapManager.h"
#include "Map.h"
#include "MapInstanced.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "Chat.h"
#include "ArenaTeam.h"
#include "World.h"
#include "WorldPacket.h"
#include "ProgressBar.h"
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1( BattleGroundMgr );
/*********************************************************/
/*** BATTLEGROUND QUEUE SYSTEM ***/
/*********************************************************/
BattleGroundQueue::BattleGroundQueue()
{
//queues are empty, we don't have to call clear()
}
BattleGroundQueue::~BattleGroundQueue()
{
for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
{
m_QueuedPlayers[i].clear();
for(QueuedGroupsList::iterator itr = m_QueuedGroups[i].begin(); itr!= m_QueuedGroups[i].end(); ++itr)
{
delete (*itr);
}
m_QueuedGroups[i].clear();
}
}
// initialize eligible groups from the given source matching the given specifications
void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList *source, BattleGroundTypeId BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType, bool IsRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
{
// clear from prev initialization
clear();
BattleGroundQueue::QueuedGroupsList::iterator itr, next;
// iterate through the source
for(itr = source->begin(); itr!= source->end(); itr = next)
{
next = itr;
++next;
if( (*itr)->BgTypeId == BgTypeId && // bg type must match
(*itr)->ArenaType == ArenaType && // arena type must match
(*itr)->IsRated == IsRated && // israted must match
(*itr)->IsInvitedToBGInstanceGUID == 0 && // leave out already invited groups
(*itr)->Team == side && // match side
(*itr)->Players.size() <= MaxPlayers && // the group must fit in the bg
( !excludeTeam || (*itr)->ArenaTeamId != excludeTeam ) && // if excludeTeam is specified, leave out those arena team ids
( !IsRated || (*itr)->Players.size() == MaxPlayers ) && // if rated, then pass only if the player count is exact NEEDS TESTING! (but now this should never happen)
( !DisregardTime || (*itr)->JoinTime <= DisregardTime // pass if disregard time is greater than join time
|| (*itr)->ArenaTeamRating == 0 // pass if no rating info
|| ( (*itr)->ArenaTeamRating >= MinRating // pass if matches the rating range
&& (*itr)->ArenaTeamRating <= MaxRating ) ) )
{
// the group matches the conditions
// the source is ordered by join time in decreasing order
// so here we push_front for increasing order
push_front((*itr));
}
}
}
// selection pool initialization, used to clean up from prev selection
void BattleGroundQueue::SelectionPool::Init(EligibleGroups * curr)
{
m_CurrEligGroups = curr;
SelectedGroups.clear();
PlayerCount = 0;
}
// remove group info from selection pool
void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo *ginfo)
{
// find what to remove
for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
{
if((*itr)==ginfo)
{
SelectedGroups.erase(itr);
// decrease selected players count
PlayerCount -= ginfo->Players.size();
return;
}
}
}
// add group to selection
// used when building selection pools
void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo * ginfo)
{
SelectedGroups.push_back(ginfo);
// increase selected players count
PlayerCount+=ginfo->Players.size();
}
// add group to bg queue with the given leader and bg specifications
GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, BattleGroundTypeId BgTypeId, uint8 ArenaType, bool isRated, uint32 arenaRating, uint32 arenateamid)
{
uint32 queue_id = leader->GetBattleGroundQueueIdFromLevel(BgTypeId);
// create new ginfo
// cannot use the method like in addplayer, because that could modify an in-queue group's stats
// (e.g. leader leaving queue then joining as individual again)
GroupQueueInfo* ginfo = new GroupQueueInfo;
ginfo->BgTypeId = BgTypeId;
ginfo->ArenaType = ArenaType;
ginfo->ArenaTeamId = arenateamid;
ginfo->IsRated = isRated;
ginfo->IsInvitedToBGInstanceGUID = 0; // maybe this should be modifiable by function arguments to enable selection of running instances?
ginfo->JoinTime = getMSTime();
ginfo->Team = leader->GetTeam();
ginfo->ArenaTeamRating = arenaRating;
ginfo->OpponentsTeamRating = 0; //initialize it to 0
ginfo->Players.clear();
m_QueuedGroups[queue_id].push_back(ginfo);
// return ginfo, because it is needed to add players to this group info
return ginfo;
}
void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
{
uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(ginfo->BgTypeId);
//if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
PlayerQueueInfo& info = m_QueuedPlayers[queue_id][plr->GetGUID()];
info.InviteTime = 0;
info.LastInviteTime = 0;
info.LastOnlineTime = getMSTime();
info.GroupInfo = ginfo;
// add the pinfo to ginfo's list
ginfo->Players[plr->GetGUID()] = &info;
}
void BattleGroundQueue::RemovePlayer(const uint64& guid, bool decreaseInvitedCount)
{
Player *plr = objmgr.GetPlayer(guid);
int32 queue_id = 0; // signed for proper for-loop finish
QueuedPlayersMap::iterator itr;
// mostly people with the highest levels are in battlegrounds, thats why
// we count from MAX_BATTLEGROUND_QUEUES to 0
for (queue_id = MAX_BATTLEGROUND_QUEUES-1; queue_id >= 0; queue_id--)
{
itr = m_QueuedPlayers[queue_id].find(guid);
if(itr != m_QueuedPlayers[queue_id].end())
break;
}
// couldn't find the player in bg queue, return
if(itr == m_QueuedPlayers[queue_id].end())
{
sLog.outError("Battleground: couldn't find player to remove.");
return;
}
GroupQueueInfo* group = itr->second.GroupInfo;
QueuedGroupsList::iterator group_itr = m_QueuedGroups[queue_id].begin();
for(; group_itr != m_QueuedGroups[queue_id].end(); ++group_itr)
{
if(group == *group_itr)
break;
}
// variables are set (what about leveling up when in queue????
// iterate through all queue_ids this isn't bad for us)
// remove player from group
// if only player there, remove group
// remove player queue info from group queue info
std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid);
if(pitr != group->Players.end())
group->Players.erase(pitr);
// check for iterator correctness
if (group_itr != m_QueuedGroups[queue_id].end() && itr != m_QueuedPlayers[queue_id].end())
{
// used when player left the queue, NOT used when porting to bg
if (decreaseInvitedCount)
{
// if invited to bg, and should decrease invited count, then do it
if(group->IsInvitedToBGInstanceGUID)
{
BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID);
if (bg)
bg->DecreaseInvitedCount(group->Team);
if (bg && !bg->GetPlayersSize() && !bg->GetInvitedCount(ALLIANCE) && !bg->GetInvitedCount(HORDE))
{
// no more players on battleground, set delete it
bg->SetDeleteThis();
}
}
// update the join queue, maybe now the player's group fits in a queue!
// not yet implemented (should store bgTypeId in group queue info?)
}
// remove player queue info
m_QueuedPlayers[queue_id].erase(itr);
// remove group queue info if needed
//if we left BG queue(not porting) OR if arena team left queue for rated match
if((decreaseInvitedCount && !group->ArenaType) || (group->ArenaType && group->IsRated && group->Players.empty()))
AnnounceWorld(group, guid, false);
if(group->Players.empty())
{
m_QueuedGroups[queue_id].erase(group_itr);
delete group;
}
// NEEDS TESTING!
// group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too
// don't remove recursively if already invited to bg!
else if(!group->IsInvitedToBGInstanceGUID && decreaseInvitedCount && group->IsRated)
{
// remove next player, this is recursive
// first send removal information
if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first))
{
BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(group->BgTypeId,group->ArenaType);
uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId);
plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr2->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
plr2->GetSession()->SendPacket(&data);
}
// then actually delete, this may delete the group as well!
RemovePlayer(group->Players.begin()->first,decreaseInvitedCount);
}
}
}
void BattleGroundQueue::AnnounceWorld(GroupQueueInfo *ginfo, const uint64& playerGUID, bool isAddedToQueue)
{
if(ginfo->ArenaType) //if Arena
{
if( sWorld.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE) && ginfo->IsRated)
{
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
if(!bg)
return;
char const* bgName = bg->GetName();
if(isAddedToQueue)
sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
else
sWorld.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT, bgName, ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating);
}
}
else //if BG
{
if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
{
Player *plr = objmgr.GetPlayer(playerGUID);
if(!plr)
return;
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(ginfo->BgTypeId);
if(!bg)
return;
uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel(bg->GetTypeID());
char const* bgName = bg->GetName();
uint32 q_min_level = Player::GetMinLevelForBattleGroundQueueId(queue_id, ginfo->BgTypeId);
uint32 q_max_level = Player::GetMaxLevelForBattleGroundQueueId(queue_id, ginfo->BgTypeId);
// replace hardcoded max level by player max level for nice output
if(q_max_level > sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
q_max_level = sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL);
int8 MinPlayers = bg->GetMinPlayersPerTeam();
uint8 qHorde = 0;
uint8 qAlliance = 0;
BattleGroundTypeId bgTypeId = ginfo->BgTypeId;
QueuedPlayersMap::iterator itr;
for(itr = m_QueuedPlayers[queue_id].begin(); itr!= m_QueuedPlayers[queue_id].end(); ++itr)
{
if(itr->second.GroupInfo->BgTypeId == bgTypeId)
{
switch(itr->second.GroupInfo->Team)
{
case HORDE:
qHorde++; break;
case ALLIANCE:
qAlliance++; break;
default:
break;
}
}
}
// Show queue status to player only (when joining queue)
if(sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
{
ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF,
bgName, q_min_level, q_max_level, qAlliance, MinPlayers, qHorde, MinPlayers);
}
// System message
else
{
sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD,
bgName, q_min_level, q_max_level, qAlliance, MinPlayers, qHorde, MinPlayers);
}
}
}
}
bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side)
{
// set side if needed
if(side)
ginfo->Team = side;
if(!ginfo->IsInvitedToBGInstanceGUID)
{
// not yet invited
// set invitation
ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID();
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
// loop through the players
for(std::map<uint64,PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
{
// set status
itr->second->InviteTime = getMSTime();
itr->second->LastInviteTime = getMSTime();
// get the player
Player* plr = objmgr.GetPlayer(itr->first);
// if offline, skip him
if(!plr)
continue;
// invite the player
sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID(),ginfo->Team);
WorldPacket data;
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
sLog.outDebug("Battleground: invited plr %s (%u) to BG instance %u queueindex %u bgtype %u, I can't help it if they don't press the enter battle button.",plr->GetName(),plr->GetGUIDLow(),bg->GetInstanceID(),queueSlot,bg->GetTypeID());
// send status packet
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, side?side:plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
plr->GetSession()->SendPacket(&data);
}
return true;
}
return false;
}
// used to recursively select groups from eligible groups
bool BattleGroundQueue::SelectionPool::Build(uint32 MinPlayers, uint32 MaxPlayers, EligibleGroups::iterator startitr)
{
// start from the specified start iterator
for(EligibleGroups::iterator itr1 = startitr; itr1 != m_CurrEligGroups->end(); ++itr1)
{
// if it fits in, select it
if(GetPlayerCount() + (*itr1)->Players.size() <= MaxPlayers)
{
EligibleGroups::iterator next = itr1;
++next;
AddGroup((*itr1));
if(GetPlayerCount() >= MinPlayers)
{
// enough players are selected
return true;
}
// try building from the rest of the elig. groups
// if that succeeds, return true
if(Build(MinPlayers,MaxPlayers,next))
return true;
// the rest didn't succeed, so this group cannot be included
RemoveGroup((*itr1));
}
}
// build didn't succeed
return false;
}
// this function is responsible for the selection of queued groups when trying to create new battlegrounds
bool BattleGroundQueue::BuildSelectionPool(BattleGroundTypeId bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType, bool isRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
{
uint32 side;
switch(mode)
{
case NORMAL_ALLIANCE:
case ONESIDE_ALLIANCE_TEAM1:
case ONESIDE_ALLIANCE_TEAM2:
side = ALLIANCE;
break;
case NORMAL_HORDE:
case ONESIDE_HORDE_TEAM1:
case ONESIDE_HORDE_TEAM2:
side = HORDE;
break;
default:
//unknown mode, return false
sLog.outDebug("Battleground: unknown selection pool build mode, returning...");
return false;
}
// initiate the groups eligible to create the bg
m_EligibleGroups.Init(&(m_QueuedGroups[queue_id]), bgTypeId, side, MaxPlayers, ArenaType, isRated, MinRating, MaxRating, DisregardTime, excludeTeam);
// init the selected groups (clear)
// and set m_CurrEligGroups pointer
// we set it this way to only have one EligibleGroups object to save some memory
m_SelectionPools[mode].Init(&m_EligibleGroups);
// build succeeded
if(m_SelectionPools[mode].Build(MinPlayers,MaxPlayers,m_EligibleGroups.begin()))
{
// the selection pool is set, return
sLog.outDebug("Battleground-debug: pool build succeeded, return true");
sLog.outDebug("Battleground-debug: Player size for mode %u is %u", mode, m_SelectionPools[mode].GetPlayerCount());
for(std::list<GroupQueueInfo* >::iterator itr = m_SelectionPools[mode].SelectedGroups.begin(); itr != m_SelectionPools[mode].SelectedGroups.end(); ++itr)
{
sLog.outDebug("Battleground-debug: queued group in selection with %u players",(*itr)->Players.size());
for(std::map<uint64, PlayerQueueInfo * >::iterator itr2 = (*itr)->Players.begin(); itr2 != (*itr)->Players.end(); ++itr2)
sLog.outDebug("Battleground-debug: player in above group GUID %u", (uint32)(itr2->first));
}
return true;
}
// failed to build a selection pool matching the given values
return false;
}
// used to remove the Enter Battle window if the battle has already, but someone still has it
// (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event
void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
{
uint32 queue_id = bg->GetQueueId();
uint32 bgInstanceId = bg->GetInstanceID();
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
QueuedGroupsList::iterator itr, next;
for(itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); itr = next)
{
// must do this way, because the groupinfo will be deleted when all playerinfos are removed
GroupQueueInfo * ginfo = (*itr);
next = itr;
++next;
// if group was invited to this bg instance, then remove all references
if(ginfo->IsInvitedToBGInstanceGUID == bgInstanceId)
{
// after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop
uint32 to_remove = ginfo->Players.size();
uint32 team = ginfo->Team;
for(int i = 0; i < to_remove; ++i)
{
// always remove the first one in the group
std::map<uint64, PlayerQueueInfo * >::iterator itr2 = ginfo->Players.begin();
if(itr2 == ginfo->Players.end())
{
sLog.outError("Empty Players in ginfo, this should never happen!");
return;
}
// get the player
Player * plr = objmgr.GetPlayer(itr2->first);
if(!plr)
{
sLog.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen.");
continue;
}
// get the queueslot
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
{
plr->RemoveBattleGroundQueueId(bgQueueTypeId);
// remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
RemovePlayer(itr2->first, true);
// this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
// but updateing the queue can't hurt
Update(bg->GetTypeID(), bg->GetQueueId());
// send info to client
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, team, queueSlot, STATUS_NONE, 0, 0);
plr->GetSession()->SendPacket(&data);
}
}
}
}
}
/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
it must be called after fully adding the members of a group to ensure group joining
should be called after removeplayer functions in some cases
*/
void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, uint32 queue_id, uint8 arenatype, bool isRated, uint32 arenaRating)
{
if (queue_id >= MAX_BATTLEGROUND_QUEUES)
{
//this is error, that caused crashes (not in , but now it shouldn't)
sLog.outError("BattleGroundQueue::Update() called for non existing queue type - this can cause crash, pls report problem, if this is the last line of error log before crash");
return;
}
//if no players in queue ... do nothing
if (m_QueuedGroups[queue_id].empty())
return;
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
//battleground with free slot for player should be always the last in this queue
BGFreeSlotQueueType::iterator itr, next;
for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
{
next = itr;
++next;
// battleground is running, so if:
// DO NOT allow queue manager to invite new player to running arena
if ((*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueId() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE)
{
//we must check both teams
BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
// and iterator is invalid
for(QueuedGroupsList::iterator itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); ++itr)
{
// did the group join for this bg type?
if((*itr)->BgTypeId != bgTypeId)
continue;
// if so, check if fits in
if(bg->GetFreeSlotsForTeam((*itr)->Team) >= (*itr)->Players.size())
{
// if group fits in, invite it
InviteGroupToBG((*itr),bg,(*itr)->Team);
}
}
if (!bg->HasFreeSlots())
{
//remove BG from BGFreeSlotQueue
bg->RemoveFromBGFreeSlotQueue();
}
}
}
// finished iterating through the bgs with free slots, maybe we need to create a new bg
BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg_template)
{
sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
return;
}
// get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
if(bg_template->isArena())
{
if(sBattleGroundMgr.isArenaTesting())
{
MaxPlayersPerTeam = 1;
MinPlayersPerTeam = 1;
}
else
{
switch(arenatype)
{
case ARENA_TYPE_2v2:
MaxPlayersPerTeam = 2;
MinPlayersPerTeam = 2;
break;
case ARENA_TYPE_3v3:
MaxPlayersPerTeam = 3;
MinPlayersPerTeam = 3;
break;
case ARENA_TYPE_5v5:
MaxPlayersPerTeam = 5;
MinPlayersPerTeam = 5;
break;
}
}
}
// BG case
else
{
if(sBattleGroundMgr.isTesting())
{
MinPlayersPerTeam = 1;
}
}
// found out the minimum and maximum ratings the newly added team should battle against
// arenaRating is the rating of the latest joined team
uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference();
// if no rating is specified, set maxrating to 0
uint32 arenaMaxRating = (arenaRating == 0)? 0 : arenaRating + sBattleGroundMgr.GetMaxRatingDifference();
uint32 discardTime = 0;
// if max rating difference is set and the time past since server startup is greater than the rating discard time
// (after what time the ratings aren't taken into account when making teams) then
// the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
// else leave the discard time on 0, this way all ratings will be discarded
if(sBattleGroundMgr.GetMaxRatingDifference() && getMSTime() >= sBattleGroundMgr.GetRatingDiscardTimer())
discardTime = getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer();
// try to build the selection pools
bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
if(bAllyOK)
sLog.outDebug("Battleground: ally pool successfully built");
else
sLog.outDebug("Battleground: ally pool wasn't created");
bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
if(bHordeOK)
sLog.outDebug("Battleground: horde pool successfully built");
else
sLog.outDebug("Battleground: horde pool wasn't created");
// if selection pools are ready, create the new bg
if ((bAllyOK && bHordeOK) || ( sBattleGroundMgr.isTesting() && (bAllyOK || bHordeOK)))
{
BattleGround * bg2 = 0;
// special handling for arenas
if(bg_template->isArena())
{
// Find a random arena, that can be created
BattleGroundTypeId arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
uint32 arena_num = urand(0,2);
if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) &&
!(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) &&
!(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) )
{
sLog.outError("Battleground: couldn't create any arena instance!");
return;
}
// set the MaxPlayersPerTeam values based on arenatype
// setting the min player values isn't needed, since we won't be using that value later on.
if(sBattleGroundMgr.isArenaTesting())
{
bg2->SetMaxPlayersPerTeam(1);
bg2->SetMaxPlayers(2);
}
else
{
switch(arenatype)
{
case ARENA_TYPE_2v2:
bg2->SetMaxPlayersPerTeam(2);
bg2->SetMaxPlayers(4);
break;
case ARENA_TYPE_3v3:
bg2->SetMaxPlayersPerTeam(3);
bg2->SetMaxPlayers(6);
break;
case ARENA_TYPE_5v5:
bg2->SetMaxPlayersPerTeam(5);
bg2->SetMaxPlayers(10);
break;
default:
break;
}
}
}
else
{
// create new battleground
bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId);
if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
{
char const* bgName = bg2->GetName();
uint32 q_min_level = Player::GetMinLevelForBattleGroundQueueId(queue_id, bgTypeId);
uint32 q_max_level = Player::GetMaxLevelForBattleGroundQueueId(queue_id, bgTypeId);
if(q_max_level > sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
q_max_level = sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL);
sWorld.SendWorldText(LANG_BG_STARTED_ANNOUNCE_WORLD, bgName, q_min_level, q_max_level);
}
}
if(!bg2)
{
sLog.outError("Battleground: couldn't create bg %u",bgTypeId);
return;
}
// start the joining of the bg
bg2->SetStatus(STATUS_WAIT_JOIN);
bg2->SetQueueId(queue_id);
// initialize arena / rating info
bg2->SetArenaType(arenatype);
// set rating
bg2->SetRated(isRated);
std::list<GroupQueueInfo* >::iterator itr;
// invite groups from horde selection pool
for(itr = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_HORDE].SelectedGroups.end(); ++itr)
{
InviteGroupToBG((*itr),bg2,HORDE);
}
// invite groups from ally selection pools
for(itr = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.end(); ++itr)
{
InviteGroupToBG((*itr),bg2,ALLIANCE);
}
if (isRated)
{
std::list<GroupQueueInfo* >::iterator itr_alliance = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin();
std::list<GroupQueueInfo* >::iterator itr_horde = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin();
(*itr_alliance)->OpponentsTeamRating = (*itr_horde)->ArenaTeamRating;
sLog.outDebug("setting opposite team rating for team %u to %u", (*itr_alliance)->ArenaTeamId, (*itr_alliance)->OpponentsTeamRating);
(*itr_horde)->OpponentsTeamRating = (*itr_alliance)->ArenaTeamRating;
sLog.outDebug("setting opposite team rating for team %u to %u", (*itr_horde)->ArenaTeamId, (*itr_horde)->OpponentsTeamRating);
}
// start the battleground
bg2->StartBattleGround();
}
// there weren't enough players for a "normal" match
// if arena, enable horde versus horde or alliance versus alliance teams here
else if(bg_template->isArena())
{
bool bOneSideHordeTeam1 = false, bOneSideHordeTeam2 = false;
bool bOneSideAllyTeam1 = false, bOneSideAllyTeam2 = false;
bOneSideHordeTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
if(bOneSideHordeTeam1)
{
// one team has been selected, find out if other can be selected too
std::list<GroupQueueInfo* >::iterator itr;
// temporarily change the team side to enable building the next pool excluding the already selected groups
for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr)
(*itr)->Team=ALLIANCE;
bOneSideHordeTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime, (*(m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin()))->ArenaTeamId);
// change back the team to horde
for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr)
(*itr)->Team=HORDE;
if(!bOneSideHordeTeam2)
bOneSideHordeTeam1 = false;
}
if(!bOneSideHordeTeam1)
{
// check for one sided ally
bOneSideAllyTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
if(bOneSideAllyTeam1)
{
// one team has been selected, find out if other can be selected too
std::list<GroupQueueInfo* >::iterator itr;
// temporarily change the team side to enable building the next pool excluding the already selected groups
for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr)
(*itr)->Team=HORDE;
bOneSideAllyTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime,(*(m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin()))->ArenaTeamId);
// change back the team to ally
for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr)
(*itr)->Team=ALLIANCE;
}
if(!bOneSideAllyTeam2)
bOneSideAllyTeam1 = false;
}
// 1-sided BuildSelectionPool() will work, because the MinPlayersPerTeam == MaxPlayersPerTeam in every arena!!!!
if( (bOneSideHordeTeam1 && bOneSideHordeTeam2) ||
(bOneSideAllyTeam1 && bOneSideAllyTeam2) )
{
// which side has enough players?
uint32 side = 0;
SelectionPoolBuildMode mode1, mode2;
// find out what pools are we using
if(bOneSideAllyTeam1 && bOneSideAllyTeam2)
{
side = ALLIANCE;
mode1 = ONESIDE_ALLIANCE_TEAM1;
mode2 = ONESIDE_ALLIANCE_TEAM2;
}
else
{
side = HORDE;
mode1 = ONESIDE_HORDE_TEAM1;
mode2 = ONESIDE_HORDE_TEAM2;
}
// create random arena
BattleGroundTypeId arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
uint32 arena_num = urand(0,2);
BattleGround* bg2 = NULL;
if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) &&
!(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) &&
!(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) )
{
sLog.outError("Could not create arena.");
return;
}
sLog.outDebug("Battleground: One-faction arena created.");
// init stats
if(sBattleGroundMgr.isArenaTesting())
{
bg2->SetMaxPlayersPerTeam(1);
bg2->SetMaxPlayers(2);
}
else
{
switch(arenatype)
{
case ARENA_TYPE_2v2:
bg2->SetMaxPlayersPerTeam(2);
bg2->SetMaxPlayers(4);
break;
case ARENA_TYPE_3v3:
bg2->SetMaxPlayersPerTeam(3);
bg2->SetMaxPlayers(6);
break;
case ARENA_TYPE_5v5:
bg2->SetMaxPlayersPerTeam(5);
bg2->SetMaxPlayers(10);
break;
default:
break;
}
}
bg2->SetRated(isRated);
// assigned team of the other group
uint32 other_side;
if(side == ALLIANCE)
other_side = HORDE;
else
other_side = ALLIANCE;
// start the joining of the bg
bg2->SetStatus(STATUS_WAIT_JOIN);
bg2->SetQueueId(queue_id);
// initialize arena / rating info
bg2->SetArenaType(arenatype);
std::list<GroupQueueInfo* >::iterator itr;
// invite players from the first group as horde players (actually green team)
for(itr = m_SelectionPools[mode1].SelectedGroups.begin(); itr != m_SelectionPools[mode1].SelectedGroups.end(); ++itr)
{
InviteGroupToBG((*itr),bg2,HORDE);
}
// invite players from the second group as ally players (actually gold team)
for(itr = m_SelectionPools[mode2].SelectedGroups.begin(); itr != m_SelectionPools[mode2].SelectedGroups.end(); ++itr)
{
InviteGroupToBG((*itr),bg2,ALLIANCE);
}
if (isRated)
{
std::list<GroupQueueInfo* >::iterator itr_alliance = m_SelectionPools[mode1].SelectedGroups.begin();
std::list<GroupQueueInfo* >::iterator itr_horde = m_SelectionPools[mode2].SelectedGroups.begin();
(*itr_alliance)->OpponentsTeamRating = (*itr_horde)->ArenaTeamRating;
(*itr_horde)->OpponentsTeamRating = (*itr_alliance)->ArenaTeamRating;
}
bg2->StartBattleGround();
}
}
}
/*********************************************************/
/*** BATTLEGROUND QUEUE EVENTS ***/
/*********************************************************/
bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
if (!plr)
return true;
// Player can be in another BG queue and must be removed in normal way in any case
// // player is already in battleground ... do nothing (battleground queue status is deleted when player is teleported to BG)
// if (plr->GetBattleGroundId() > 0)
// return true;
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID);
if (!bg)
return true;
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
{
// check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel(bgTypeId)];
BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
if (qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
{
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, qItr->second.GroupInfo->Team, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME/2, 0);
plr->GetSession()->SendPacket(&data);
}
}
return true; //event will be deleted
}
void BGQueueInviteEvent::Abort(uint64 /*e_time*/)
{
//this should not be called
sLog.outError("Battleground invite event ABORTED!");
}
bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
Player* plr = objmgr.GetPlayer( m_PlayerGuid );
if (!plr)
// player logged off (we should do nothing, he is correctly removed from queue in another procedure)
return true;
BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID);
if (!bg)
return true;
sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID);
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
{
// check if player is invited to this bg ... this check must be here, because when player leaves queue and joins another, it would cause a problems
uint32 queue_id=plr->GetBattleGroundQueueIdFromLevel(bg->GetTypeID());
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id];
BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = qpMap.find(m_PlayerGuid);
if (qMapItr != qpMap.end() && qMapItr->second.GroupInfo && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
{
if (qMapItr->second.GroupInfo->IsRated)
{
ArenaTeam * at = objmgr.GetArenaTeamById(qMapItr->second.GroupInfo->ArenaTeamId);
if (at)
{
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(plr->GetGUID()), qMapItr->second.GroupInfo->OpponentsTeamRating);
at->MemberLost(plr, qMapItr->second.GroupInfo->OpponentsTeamRating);
at->SaveToDB();
}
}
plr->RemoveBattleGroundQueueId(bgQueueTypeId);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bg->GetTypeID(),bg->GetQueueId());
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, m_PlayersTeam, queueSlot, STATUS_NONE, 0, 0);
plr->GetSession()->SendPacket(&data);
}
}
else
sLog.outDebug("Battleground: Player was already removed from queue");
//event will be deleted
return true;
}
void BGQueueRemoveEvent::Abort(uint64 /*e_time*/)
{
//this should not be called
sLog.outError("Battleground remove event ABORTED!");
}
/*********************************************************/
/*** BATTLEGROUND MANAGER ***/
/*********************************************************/
BattleGroundMgr::BattleGroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
{
m_BattleGrounds.clear();
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
m_Testing=false;
}
BattleGroundMgr::~BattleGroundMgr()
{
DeleteAlllBattleGrounds();
}
void BattleGroundMgr::DeleteAlllBattleGrounds()
{
for(BattleGroundSet::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end();)
{
BattleGround * bg = itr->second;
m_BattleGrounds.erase(itr++);
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(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next)
{
next = itr;
++next;
itr->second->Update(diff);
// use the SetDeleteThis variable
// direct deletion caused crashes
if(itr->second->m_SetDeleteThis)
{
BattleGround * bg = itr->second;
m_BattleGrounds.erase(itr);
delete bg;
}
}
// if rating difference counts, maybe force-update queues
if(sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE))
{
// it's time to force update
if(m_NextRatingDiscardUpdate < diff)
{
// forced update for level 70 rated arenas
m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA,6,ARENA_TYPE_2v2,true,0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA,6,ARENA_TYPE_3v3,true,0);
m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA,6,ARENA_TYPE_5v5,true,0);
m_NextRatingDiscardUpdate = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
}
else
m_NextRatingDiscardUpdate -= diff;
}
if(sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
{
if(m_AutoDistributionTimeChecker < diff)
{
if(time(NULL) > m_NextAutoDistributionTime)
{
DistributeArenaPoints();
m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD"'", m_NextAutoDistributionTime);
}
m_AutoDistributionTimeChecker = 600000; // check 10 minutes
}
else
m_AutoDistributionTimeChecker -= diff;
}
}
void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype, uint8 israted)
{
// we can be in 3 queues in same time...
if(StatusID == 0)
{
data->Initialize(SMSG_BATTLEFIELD_STATUS, 4*3);
*data << uint32(QueueSlot); // queue id (0...2)
*data << uint64(0);
return;
}
data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+1+1+4+2+4+1+4+4+4));
*data << uint32(QueueSlot); // queue id (0...2) - player can be in 3 queues in time
// uint64 in client
*data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
*data << uint32(0); // unknown
// alliance/horde for BG and skirmish/rated for Arenas
*data << uint8(bg->isArena() ? ( israted ? israted : bg->isRated() ) : bg->GetTeamIndexByTeamId(team));
/* *data << uint8(arenatype ? arenatype : bg->GetArenaType()); // team type (0=BG, 2=2x2, 3=3x3, 5=5x5), for arenas // NOT PROPER VALUE IF ARENA ISN'T RUNNING YET!!!!
switch(bg->GetTypeID()) // value depends on bg id
{
case BATTLEGROUND_AV:
*data << uint8(1);
break;
case BATTLEGROUND_WS:
*data << uint8(2);
break;
case BATTLEGROUND_AB:
*data << uint8(3);
break;
case BATTLEGROUND_NA:
*data << uint8(4);
break;
case BATTLEGROUND_BE:
*data << uint8(5);
break;
case BATTLEGROUND_AA:
*data << uint8(6);
break;
case BATTLEGROUND_EY:
*data << uint8(7);
break;
case BATTLEGROUND_RL:
*data << uint8(8);
break;
case BATTLEGROUND_SA:
*data << uint8(9);
break;
case BATTLEGROUND_DS:
*data << uint8(10);
break;
case BATTLEGROUND_RV:
*data << uint8(11);
break;
default: // unknown
*data << uint8(0);
break;
}
if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE))
*data << uint32(BATTLEGROUND_AA); // all arenas I don't think so.
else
*data << uint32(bg->GetTypeID()); // BG id from DBC
*data << uint16(0x1F90); // unk value 8080
*data << uint32(bg->GetInstanceID()); // instance id
if(bg->isBattleGround())
*data << uint8(bg->GetTeamIndexByTeamId(team)); // team
else
*data << uint8(israted?israted:bg->isRated()); // is rated battle
*/
*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?
break;
case STATUS_WAIT_JOIN: // status_invite
*data << uint32(bg->GetMapId()); // map id
*data << uint32(Time1); // time to remove from queue, milliseconds
break;
case STATUS_IN_PROGRESS: // status_in_progress
*data << uint32(bg->GetMapId()); // map id
*data << uint32(Time1); // 0 at bg start, 120000 after bg end, time to bg auto leave, milliseconds
*data << uint32(Time2); // time from bg start, milliseconds
*data << uint8(0x1); // unk sometimes 0x0!
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(int i = 1; i >= 0; --i)
{
*data << uint32(bg->m_ArenaTeamRatingChanges[i]);
*data << uint32(3999); // huge thanks for TOM_RUS for this!
sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]);
}
for(int i = 1; i >= 0; --i)
{
uint32 at_id = bg->m_ArenaTeamIds[i];
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if(at)
*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
}
*data << (int32)(bg->GetPlayerScoresSize());
for(std::map<uint64, BattleGroundScore*>::const_iterator itr = bg->GetPlayerScoresBegin(); itr != bg->GetPlayerScoresEnd(); ++itr)
{
*data << (uint64)itr->first;
*data << (int32)itr->second->KillingBlows;
if(type == 0)
{
*data << (int32)itr->second->HonorableKills;
*data << (int32)itr->second->Deaths;
*data << (int32)(itr->second->BonusHonor);
}
else
{
Player *plr = objmgr.GetPlayer(itr->first);
uint32 team = bg->GetPlayerTeam(itr->first);
if(!team && plr)
team = plr->GetTeam();
if( ( bg->GetWinner()==0 && team == ALLIANCE ) || ( bg->GetWinner()==1 && team==HORDE ) )
*data << uint8(1);
else
*data << uint8(0);
}
*data << (int32)itr->second->DamageDone; // damage done
*data << (int32)itr->second->HealingDone; // healing done
switch(bg->GetTypeID()) // battleground specific things
{
case BATTLEGROUND_AV:
*data << (uint32)0x00000005; // count of next fields
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted; // GraveyardsAssaulted
*data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsDefended; // GraveyardsDefended
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersAssaulted; // TowersAssaulted
*data << (uint32)((BattleGroundAVScore*)itr->second)->TowersDefended; // TowersDefended
*data << (uint32)((BattleGroundAVScore*)itr->second)->MinesCaptured; // MinesCaptured
break;
case BATTLEGROUND_WS:
*data << (uint32)0x00000002; // count of next fields
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagCaptures; // flag captures
*data << (uint32)((BattleGroundWGScore*)itr->second)->FlagReturns; // flag returns
break;
case BATTLEGROUND_AB:
*data << (uint32)0x00000002; // count of next fields
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesAssaulted; // bases asssulted
*data << (uint32)((BattleGroundABScore*)itr->second)->BasesDefended; // bases defended
break;
case BATTLEGROUND_EY:
*data << (uint32)0x00000001; // count of next fields
*data << (uint32)((BattleGroundEYScore*)itr->second)->FlagCaptures; // flag captures
break;
case BATTLEGROUND_NA:
case BATTLEGROUND_BE:
case BATTLEGROUND_AA:
case BATTLEGROUND_RL:
case BATTLEGROUND_SA: // wotlk
case BATTLEGROUND_DS: // wotlk
case BATTLEGROUND_RV: // wotlk
*data << (int32)0; // 0
break;
default:
sLog.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID());
*data << (int32)0;
break;
}
}
}
void BattleGroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket *data, BattleGroundTypeId bgTypeId)
{
/*bgTypeId is:
0 - Your group has joined a battleground queue, but you are not eligible
1 - Your group has joined the queue for AV
2 - Your group has joined the queue for WS
3 - Your group has joined the queue for AB
4 - Your group has joined the queue for NA
5 - Your group has joined the queue for BE Arena
6 - Your group has joined the queue for All Arenas
7 - Your group has joined the queue for EotS*/
data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
*data << uint32(bgTypeId);
}
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, Player *plr)
{
data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8);
*data << uint64(plr->GetGUID());
}
void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Player *plr)
{
data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
*data << uint64(plr->GetGUID());
}
void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team)
{
// set invited player counters:
BattleGround* bg = GetBattleGround(bgInstanceGUID);
if(!bg)
return;
bg->IncreaseInvitedCount(team);
plr->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg->GetTypeID(),bg->GetArenaType()), bgInstanceGUID);
// set the arena teams for rated matches
if(bg->isArena() && bg->isRated())
{
switch(bg->GetArenaType())
{
case ARENA_TYPE_2v2:
bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(0));
break;
case ARENA_TYPE_3v3:
bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(1));
break;
case ARENA_TYPE_5v5:
bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(2));
break;
default:
break;
}
}
// create invite events:
//add events to player's counters ---- this is not good way - there should be something like global event processor, where we should add those events
BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), bgInstanceGUID);
plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME/2));
BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, team);
plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
}
BattleGround * BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTypeId)
{
return BGFreeSlotQueue[bgTypeId].empty() ? NULL : BGFreeSlotQueue[bgTypeId].back();
}
// create a new battleground that will really be used to play
BattleGround * BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId)
{
// get the template BG
BattleGround *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;
default:
//error, but it is handled few lines above
return 0;
}
// generate a new instance id
bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
// reset the new bg (set status to status_wait_queue from status_none)
bg->Reset();
/* will be setup in BG::Update() when the first player is ported in
if(!(bg->SetupBattleGround()))
{
sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId);
delete bg;
return 0;
}
*/
// add BG to free slot queue
bg->AddToBGFreeSlotQueue();
// add bg to update list
AddBattleGround(bg->GetInstanceID(), bg);
return bg;
}
// used to create the BG templates
uint32 BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId, bool IsArena, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
{
// Create the BG
BattleGround *bg = NULL;
switch(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;
default:bg = new BattleGround; break; // placeholder for non implemented BG
}
bg->SetMapId(MapID);
bg->Reset();
bg->SetTypeID(bgTypeId);
bg->SetInstanceID(0);
bg->SetArenaorBGType(IsArena);
bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
bg->SetMinPlayers(MinPlayersPerTeam * 2);
bg->SetMaxPlayers(MaxPlayersPerTeam * 2);
bg->SetName(BattleGroundName);
bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO);
bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
bg->SetLevelRange(LevelMin, LevelMax);
//add BattleGround instance to FreeSlotQueue (.back() will return the template!)
bg->AddToBGFreeSlotQueue();
// do NOT add to update list, since this is a template battleground!
// return some not-null value, bgTypeId is good enough for me
return bgTypeId;
}
void BattleGroundMgr::CreateInitialBattleGrounds()
{
float AStartLoc[4];
float HStartLoc[4];
uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
BattlemasterListEntry const *bl;
WorldSafeLocsEntry const *start;
bool IsArena;
uint32 count = 0;
// 0 1 2 3 4 5 6 7 8
QueryResult *result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO FROM battleground_template");
if(!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
return;
}
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.step();
uint32 bgTypeID_ = fields[0].GetUInt32();
// 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;
}
BattleGroundTypeId bgTypeID = BattleGroundTypeId(bgTypeID_);
IsArena = (bl->type == TYPE_ARENA);
MinPlayersPerTeam = fields[1].GetUInt32();
MaxPlayersPerTeam = fields[2].GetUInt32();
MinLvl = fields[3].GetUInt32();
MaxLvl = fields[4].GetUInt32();
//check values from DB
if( MaxPlayersPerTeam == 0 || MinPlayersPerTeam == 0 || MinPlayersPerTeam > MaxPlayersPerTeam )
{
MaxPlayersPerTeam = bl->maxplayersperteam;
MinPlayersPerTeam = bl->maxplayersperteam / 2;
}
if( MinLvl == 0 || MaxLvl == 0 || MinLvl > MaxLvl )
{
MinLvl = bl->minlvl;
MaxLvl = bl->maxlvl;
}
start1 = fields[5].GetUInt32();
start = sWorldSafeLocsStore.LookupEntry(start1);
if(start)
{
AStartLoc[0] = start->x;
AStartLoc[1] = start->y;
AStartLoc[2] = start->z;
AStartLoc[3] = fields[6].GetFloat();
}
else if(bgTypeID == BATTLEGROUND_AA)
{
AStartLoc[0] = 0;
AStartLoc[1] = 0;
AStartLoc[2] = 0;
AStartLoc[3] = 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.", bgTypeID, start1);
continue;
}
start2 = fields[7].GetUInt32();
start = sWorldSafeLocsStore.LookupEntry(start2);
if(start)
{
HStartLoc[0] = start->x;
HStartLoc[1] = start->y;
HStartLoc[2] = start->z;
HStartLoc[3] = fields[8].GetFloat();
}
else if(bgTypeID == BATTLEGROUND_AA)
{
HStartLoc[0] = 0;
HStartLoc[1] = 0;
HStartLoc[2] = 0;
HStartLoc[3] = 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.", bgTypeID, start2);
continue;
}
//sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
if(!CreateBattleGround(bgTypeID, IsArena, MinPlayersPerTeam, MaxPlayersPerTeam, MinLvl, MaxLvl, bl->name[sWorld.GetDefaultDbcLocale()], bl->mapid[0], AStartLoc[0], AStartLoc[1], AStartLoc[2], AStartLoc[3], HStartLoc[0], HStartLoc[1], HStartLoc[2], HStartLoc[3]))
continue;
++count;
} while (result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u battlegrounds", count );
}
void BattleGroundMgr::InitAutomaticArenaPointDistribution()
{
if(sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
{
sLog.outDebug("Initializing Automatic Arena Point Distribution");
QueryResult * result = CharacterDatabase.Query("SELECT NextArenaPointDistributionTime FROM saved_variables");
if(!result)
{
sLog.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now.");
m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
CharacterDatabase.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ('"I64FMTD"')", m_NextAutoDistributionTime);
}
else
{
m_NextAutoDistributionTime = (*result)[0].GetUInt64();
delete result;
}
sLog.outDebug("Automatic Arena Point Distribution initialized.");
}
}
void BattleGroundMgr::DistributeArenaPoints()
{
// used to distribute arena points based on last week's stats
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_START);
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_START);
//temporary structure for storing maximum points to add values for all players
std::map<uint32, uint32> PlayerPoints;
//at first update all points for all team members
for(ObjectMgr::ArenaTeamMap::iterator team_itr = objmgr.GetArenaTeamMapBegin(); team_itr != objmgr.GetArenaTeamMapEnd(); ++team_itr)
{
if(ArenaTeam * at = team_itr->second)
{
at->UpdateArenaPointsHelper(PlayerPoints);
}
}
//cycle that gives points to all players
for (std::map<uint32, uint32>::iterator plr_itr = PlayerPoints.begin(); plr_itr != PlayerPoints.end(); ++plr_itr)
{
//update to database
CharacterDatabase.PExecute("UPDATE characters SET arena_pending_points = '%u' WHERE `guid` = '%u'", plr_itr->second, plr_itr->first);
//add points if player is online
Player* pl = objmgr.GetPlayer(plr_itr->first);
if (pl)
pl->ModifyArenaPoints(plr_itr->second);
}
PlayerPoints.clear();
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_END);
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_START);
for(ObjectMgr::ArenaTeamMap::iterator titr = objmgr.GetArenaTeamMapBegin(); titr != objmgr.GetArenaTeamMapEnd(); ++titr)
{
if(ArenaTeam * at = titr->second)
{
at->FinishWeek(); // set played this week etc values to 0 in memory, too
at->SaveToDB(); // save changes
at->NotifyStatsChanged(); // notify the players of the changes
}
}
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_END);
sWorld.SendWorldText(LANG_DIST_ARENA_POINTS_END);
}
void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, const uint64& guid, Player* plr, BattleGroundTypeId bgTypeId)
{
uint32 PlayerLevel = 10;
if(plr)
PlayerLevel = plr->getLevel();
data->Initialize(SMSG_BATTLEFIELD_LIST);
*data << uint64(guid); // battlemaster guid
*data << uint32(bgTypeId); // battleground id
if(bgTypeId == BATTLEGROUND_AA) // arena
{
*data << uint8(5); // unk
*data << uint32(0); // unk
}
else // battleground
{
*data << uint8(0x00); // unk
size_t count_pos = data->wpos();
uint32 count = 0;
*data << uint32(0x00); // number of bg instances
for(std::map<uint32, BattleGround*>::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); ++itr)
{
if(itr->second->GetTypeID() == bgTypeId && (PlayerLevel >= itr->second->GetMinLevel()) && (PlayerLevel <= itr->second->GetMaxLevel()))
{
*data << uint32(itr->second->GetInstanceID());
++count;
}
}
data->put<uint32>( count_pos , count);
}
}
void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 instanceId)
{
BattleGround *bg = GetBattleGround(instanceId);
if(bg)
{
uint32 mapid = bg->GetMapId();
float x, y, z, O;
uint32 team = pl->GetBGTeam();
if(team==0)
team = pl->GetTeam();
bg->GetTeamStartLoc(team, x, y, z, O);
sLog.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl->GetName(), mapid, x, y, z, O);
pl->TeleportTo(mapid, x, y, z, O);
}
else
{
sLog.outError("player %u trying to port to non-existent bg instance %u",pl->GetGUIDLow(), instanceId);
}
}
void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, const 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_;
pl->GetSession()->SendPacket(&data);
}
bool BattleGroundMgr::IsArenaType(BattleGroundTypeId bgTypeId)
{
return ( bgTypeId == BATTLEGROUND_AA ||
bgTypeId == BATTLEGROUND_BE ||
bgTypeId == BATTLEGROUND_NA ||
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_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_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));
}
}
}
uint32 BattleGroundMgr::GetMaxRatingDifference() const
{
return sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE);
}
uint32 BattleGroundMgr::GetRatingDiscardTimer() const
{
return sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
}
uint32 BattleGroundMgr::GetPrematureFinishTime() const
{
return sWorld.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER);
}
void BattleGroundMgr::LoadBattleMastersEntry()
{
mBattleMastersMap.clear(); // need for reload case
QueryResult *result = WorldDatabase.Query( "SELECT entry,bg_template FROM battlemaster_entry" );
uint32 count = 0;
if( !result )
{
barGoLink bar( 1 );
bar.step();
sLog.outString();
sLog.outString( ">> Loaded 0 battlemaster entries - table is empty!" );
return;
}
barGoLink bar( result->GetRowCount() );
do
{
++count;
bar.step();
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() );
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u battlemaster entries", count );
}
|