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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "BattlefieldMgr.h"
#include "DatabaseEnv.h"
#include "ObjectMgr.h"
#include "Log.h"
#include "Player.h"
#include "ScriptMgr.h"
BattlefieldMgr::BattlefieldMgr()
{
_updateTimer = 0;
}
BattlefieldMgr::~BattlefieldMgr()
{
for (BattlefieldSet::iterator itr = _battlefieldSet.begin(); itr != _battlefieldSet.end(); ++itr)
delete *itr;
_battlefieldMap.clear();
}
BattlefieldMgr* BattlefieldMgr::instance()
{
static BattlefieldMgr instance;
return &instance;
}
void BattlefieldMgr::InitBattlefield()
{
uint32 oldMSTime = getMSTime();
uint32 count = 0;
if (QueryResult result = WorldDatabase.Query("SELECT TypeId, ScriptName FROM battlefield_template"))
{
do
{
Field* fields = result->Fetch();
uint32 typeId = fields[0].GetUInt8();
if (typeId >= BATTLEFIELD_MAX)
{
TC_LOG_ERROR("sql.sql", "BattlefieldMgr::InitBattlefield: Invalid TypeId value %u in battlefield_template, skipped.", typeId);
continue;
}
uint32 scriptId = sObjectMgr->GetScriptId(fields[1].GetString());
Battlefield* bf = sScriptMgr->CreateBattlefield(scriptId);
if (!bf)
continue;
if (!bf->SetupBattlefield())
{
TC_LOG_INFO("bg.battlefield", "Setting up battlefield with TypeId %u failed.", typeId);
delete bf;
}
else
{
_battlefieldSet.push_back(bf);
TC_LOG_INFO("bg.battlefield", "Setting up battlefield with TypeId %u succeeded.", typeId);
}
++count;
} while (result->NextRow());
}
TC_LOG_INFO("server.loading", ">> Loaded %u battlefields in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
void BattlefieldMgr::AddZone(uint32 zoneId, Battlefield* bf)
{
_battlefieldMap[zoneId] = bf;
}
void BattlefieldMgr::HandlePlayerEnterZone(Player* player, uint32 zoneId)
{
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr == _battlefieldMap.end())
return;
Battlefield* bf = itr->second;
if (!bf->IsEnabled() || bf->HasPlayer(player))
return;
bf->HandlePlayerEnterZone(player, zoneId);
TC_LOG_DEBUG("bg.battlefield", "Player %s entered battlefield id %u", player->GetGUID().ToString().c_str(), bf->GetTypeId());
}
void BattlefieldMgr::HandlePlayerLeaveZone(Player* player, uint32 zoneId)
{
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr == _battlefieldMap.end())
return;
// teleport: remove once in removefromworld, once in updatezone
if (!itr->second->HasPlayer(player))
return;
itr->second->HandlePlayerLeaveZone(player, zoneId);
TC_LOG_DEBUG("bg.battlefield", "Player %s left battlefield id %u", player->GetGUID().ToString().c_str(), itr->second->GetTypeId());
}
Battlefield* BattlefieldMgr::GetBattlefieldToZoneId(uint32 zoneId)
{
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr == _battlefieldMap.end())
{
// no handle for this zone, return
return nullptr;
}
if (!itr->second->IsEnabled())
return nullptr;
return itr->second;
}
Battlefield* BattlefieldMgr::GetBattlefieldByBattleId(uint32 battleId)
{
for (BattlefieldSet::iterator itr = _battlefieldSet.begin(); itr != _battlefieldSet.end(); ++itr)
{
if ((*itr)->GetBattleId() == battleId)
return *itr;
}
return nullptr;
}
ZoneScript* BattlefieldMgr::GetZoneScript(uint32 zoneId)
{
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr != _battlefieldMap.end())
return itr->second;
return nullptr;
}
void BattlefieldMgr::Update(uint32 diff)
{
_updateTimer += diff;
if (_updateTimer > BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL)
{
for (BattlefieldSet::iterator itr = _battlefieldSet.begin(); itr != _battlefieldSet.end(); ++itr)
if ((*itr)->IsEnabled())
(*itr)->Update(_updateTimer);
_updateTimer = 0;
}
}
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