2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20 #include "SharedDefines.h"
22 #include "BattleGroundMgr.h"
23 #include "BattleGroundAV.h"
24 #include "BattleGroundAB.h"
25 #include "BattleGroundEY.h"
26 #include "BattleGroundWS.h"
27 #include "BattleGroundNA.h"
28 #include "BattleGroundBE.h"
29 #include "BattleGroundAA.h"
30 #include "BattleGroundRL.h"
31 #include "BattleGroundSA.h"
32 #include "BattleGroundDS.h"
33 #include "BattleGroundRV.h"
34 #include "MapManager.h"
36 #include "MapInstanced.h"
37 #include "ObjectMgr.h"
38 #include "ProgressBar.h"
40 #include "ArenaTeam.h"
42 #include "WorldPacket.h"
43 #include "ProgressBar.h"
45 #include "Policies/SingletonImp.h"
47 INSTANTIATE_SINGLETON_1( BattleGroundMgr
);
49 /*********************************************************/
50 /*** BATTLEGROUND QUEUE SYSTEM ***/
51 /*********************************************************/
53 BattleGroundQueue::BattleGroundQueue()
55 //queues are empty, we don't have to call clear()
56 /* for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
58 //m_QueuedPlayers[i].Horde = 0;
59 //m_QueuedPlayers[i].Alliance = 0;
60 //m_QueuedPlayers[i].AverageTime = 0;
64 BattleGroundQueue::~BattleGroundQueue()
66 for (int i
= 0; i
< MAX_BATTLEGROUND_QUEUES
; i
++)
68 m_QueuedPlayers
[i
].clear();
69 for(QueuedGroupsList::iterator itr
= m_QueuedGroups
[i
].begin(); itr
!= m_QueuedGroups
[i
].end(); ++itr
)
73 m_QueuedGroups
[i
].clear();
77 // initialize eligible groups from the given source matching the given specifications
78 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
)
80 // clear from prev initialization
82 BattleGroundQueue::QueuedGroupsList::iterator itr
, next
;
83 // iterate through the source
84 for(itr
= source
->begin(); itr
!= source
->end(); itr
= next
)
88 if( (*itr
)->BgTypeId
== BgTypeId
&& // bg type must match
89 (*itr
)->ArenaType
== ArenaType
&& // arena type must match
90 (*itr
)->IsRated
== IsRated
&& // israted must match
91 (*itr
)->IsInvitedToBGInstanceGUID
== 0 && // leave out already invited groups
92 (*itr
)->Team
== side
&& // match side
93 (*itr
)->Players
.size() <= MaxPlayers
&& // the group must fit in the bg
94 ( !excludeTeam
|| (*itr
)->ArenaTeamId
!= excludeTeam
) && // if excludeTeam is specified, leave out those arena team ids
95 ( !IsRated
|| (*itr
)->Players
.size() == MaxPlayers
) && // if rated, then pass only if the player count is exact NEEDS TESTING! (but now this should never happen)
96 ( (*itr
)->JoinTime
<= DisregardTime
// pass if disregard time is greater than join time
97 || (*itr
)->ArenaTeamRating
== 0 // pass if no rating info
98 || ( (*itr
)->ArenaTeamRating
>= MinRating
// pass if matches the rating range
99 && (*itr
)->ArenaTeamRating
<= MaxRating
) ) )
101 // the group matches the conditions
102 // insert it in order of groupsize, and join time
103 uint32 size
= (*itr
)->Players
.size();
104 uint32 jointime
= (*itr
)->JoinTime
;
105 bool inserted
= false;
107 for(std::list
<GroupQueueInfo
*>::iterator elig_itr
= begin(); elig_itr
!= end(); ++elig_itr
)
109 // if the next one's size is smaller, then insert
110 // also insert if the next one's size is equal, but it joined the queue later
111 if( ((*elig_itr
)->Players
.size()<size
) ||
112 ((*elig_itr
)->Players
.size() == size
&& (*elig_itr
)->JoinTime
> jointime
) )
114 insert(elig_itr
,(*itr
));
119 // if not inserted -> this is the smallest group -> push_back
128 // remove group from eligible groups
129 // used when building selection pools
130 void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo
* ginfo
)
132 for(std::list
<GroupQueueInfo
*>::iterator itr
= begin(); itr
!= end(); ++itr
)
142 // selection pool initialization, used to clean up from prev selection
143 void BattleGroundQueue::SelectionPool::Init()
145 SelectedGroups
.clear();
150 // get the maximal group from the selection pool
151 // used when building the pool, and have to remove the largest
152 GroupQueueInfo
* BattleGroundQueue::SelectionPool::GetMaximalGroup()
154 if(SelectedGroups
.empty())
156 sLog
.outError("Getting max group when selection pool is empty, this should never happen.");
160 // actually select the max group if it's not set
161 if(MaxGroup
==0 && !SelectedGroups
.empty())
164 for(std::list
<GroupQueueInfo
*>::iterator itr
= SelectedGroups
.begin(); itr
!= SelectedGroups
.end(); ++itr
)
166 if(max_size
<(*itr
)->Players
.size())
169 max_size
= MaxGroup
->Players
.size();
176 // remove group info from selection pool
177 // used when building selection pools and have to remove maximal group
178 void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo
*ginfo
)
180 // uninitiate max group info if needed
181 if(MaxGroup
== ginfo
)
183 // find what to remove
184 for(std::list
<GroupQueueInfo
*>::iterator itr
= SelectedGroups
.begin(); itr
!= SelectedGroups
.end(); ++itr
)
188 SelectedGroups
.erase(itr
);
189 // decrease selected players count
190 PlayerCount
-= ginfo
->Players
.size();
196 // add group to selection
197 // used when building selection pools
198 void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo
* ginfo
)
200 SelectedGroups
.push_back(ginfo
);
201 // increase selected players count
202 PlayerCount
+=ginfo
->Players
.size();
203 if(!MaxGroup
|| ginfo
->Players
.size() > MaxGroup
->Players
.size())
205 // update max group info if needed
210 // add group to bg queue with the given leader and bg specifications
211 GroupQueueInfo
* BattleGroundQueue::AddGroup(Player
*leader
, BattleGroundTypeId BgTypeId
, uint8 ArenaType
, bool isRated
, uint32 arenaRating
, uint32 arenateamid
)
213 uint32 queue_id
= leader
->GetBattleGroundQueueIdFromLevel();
216 // cannot use the method like in addplayer, because that could modify an in-queue group's stats
217 // (e.g. leader leaving queue then joining as individual again)
218 GroupQueueInfo
* ginfo
= new GroupQueueInfo
;
219 ginfo
->BgTypeId
= BgTypeId
;
220 ginfo
->ArenaType
= ArenaType
;
221 ginfo
->ArenaTeamId
= arenateamid
;
222 ginfo
->IsRated
= isRated
;
223 ginfo
->IsInvitedToBGInstanceGUID
= 0; // maybe this should be modifiable by function arguments to enable selection of running instances?
224 ginfo
->JoinTime
= getMSTime();
225 ginfo
->Team
= leader
->GetTeam();
226 ginfo
->ArenaTeamRating
= arenaRating
;
227 ginfo
->OpponentsTeamRating
= 0; //initialize it to 0
229 ginfo
->Players
.clear();
231 m_QueuedGroups
[queue_id
].push_back(ginfo
);
233 // return ginfo, because it is needed to add players to this group info
237 void BattleGroundQueue::AddPlayer(Player
*plr
, GroupQueueInfo
*ginfo
)
239 uint32 queue_id
= plr
->GetBattleGroundQueueIdFromLevel();
241 //if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
242 PlayerQueueInfo
& info
= m_QueuedPlayers
[queue_id
][plr
->GetGUID()];
244 info
.LastInviteTime
= 0;
245 info
.LastOnlineTime
= getMSTime();
246 info
.GroupInfo
= ginfo
;
248 // add the pinfo to ginfo's list
249 ginfo
->Players
[plr
->GetGUID()] = &info
;
252 void BattleGroundQueue::RemovePlayer(const uint64
& guid
, bool decreaseInvitedCount
)
254 Player
*plr
= objmgr
.GetPlayer(guid
);
257 QueuedPlayersMap::iterator itr
;
258 GroupQueueInfo
* group
;
259 QueuedGroupsList::iterator group_itr
;
263 queue_id
= plr
->GetBattleGroundQueueIdFromLevel();
265 itr
= m_QueuedPlayers
[queue_id
].find(guid
);
266 if(itr
!= m_QueuedPlayers
[queue_id
].end())
272 // either player is offline, or he levelled up to another queue category
273 // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash");
274 for (uint32 i
= 0; i
< MAX_BATTLEGROUND_QUEUES
; i
++)
276 itr
= m_QueuedPlayers
[i
].find(guid
);
277 if(itr
!= m_QueuedPlayers
[i
].end())
286 // couldn't find the player in bg queue, return
289 sLog
.outError("Battleground: couldn't find player to remove.");
293 group
= itr
->second
.GroupInfo
;
295 for(group_itr
=m_QueuedGroups
[queue_id
].begin(); group_itr
!= m_QueuedGroups
[queue_id
].end(); ++group_itr
)
297 if(group
== (GroupQueueInfo
*)(*group_itr
))
301 // variables are set (what about leveling up when in queue????)
302 // remove player from group
303 // if only player there, remove group
305 // remove player queue info from group queue info
306 std::map
<uint64
, PlayerQueueInfo
*>::iterator pitr
= group
->Players
.find(guid
);
308 if(pitr
!= group
->Players
.end())
309 group
->Players
.erase(pitr
);
311 // check for iterator correctness
312 if (group_itr
!= m_QueuedGroups
[queue_id
].end() && itr
!= m_QueuedPlayers
[queue_id
].end())
314 // used when player left the queue, NOT used when porting to bg
315 if (decreaseInvitedCount
)
317 // if invited to bg, and should decrease invited count, then do it
318 if(group
->IsInvitedToBGInstanceGUID
)
320 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGround(group
->IsInvitedToBGInstanceGUID
);
322 bg
->DecreaseInvitedCount(group
->Team
);
323 if (bg
&& !bg
->GetPlayersSize() && !bg
->GetInvitedCount(ALLIANCE
) && !bg
->GetInvitedCount(HORDE
))
325 // no more players on battleground, set delete it
329 // update the join queue, maybe now the player's group fits in a queue!
330 // not yet implemented (should store bgTypeId in group queue info?)
332 // remove player queue info
333 m_QueuedPlayers
[queue_id
].erase(itr
);
334 // remove group queue info if needed
336 //if we left BG queue(not porting) OR if arena team left queue for rated match
337 if((decreaseInvitedCount
&& !group
->ArenaType
) || (group
->ArenaType
&& group
->IsRated
&& group
->Players
.empty()))
338 AnnounceWorld(group
, guid
, false);
340 if(group
->Players
.empty())
342 m_QueuedGroups
[queue_id
].erase(group_itr
);
346 // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too
347 // don't remove recursively if already invited to bg!
348 else if(!group
->IsInvitedToBGInstanceGUID
&& decreaseInvitedCount
&& group
->IsRated
)
350 // remove next player, this is recursive
351 // first send removal information
352 if(Player
*plr2
= objmgr
.GetPlayer(group
->Players
.begin()->first
))
354 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGroundTemplate(group
->BgTypeId
);
355 uint32 bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(group
->BgTypeId
,group
->ArenaType
);
356 uint32 queueSlot
= plr2
->GetBattleGroundQueueIndex(bgQueueTypeId
);
357 plr2
->RemoveBattleGroundQueueId(bgQueueTypeId
); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
359 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, plr2
->GetTeam(), queueSlot
, STATUS_NONE
, 0, 0);
360 plr2
->GetSession()->SendPacket(&data
);
362 // then actually delete, this may delete the group as well!
363 RemovePlayer(group
->Players
.begin()->first
,decreaseInvitedCount
);
368 void BattleGroundQueue::AnnounceWorld(GroupQueueInfo
*ginfo
, const uint64
& playerGUID
, bool isAddedToQueue
)
371 if(ginfo
->ArenaType
) //if Arena
373 if( sWorld
.getConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE
) && ginfo
->IsRated
)
375 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGroundTemplate(ginfo
->BgTypeId
);
379 char const* bgName
= bg
->GetName();
381 sWorld
.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN
, bgName
, ginfo
->ArenaType
, ginfo
->ArenaType
, ginfo
->ArenaTeamRating
);
383 sWorld
.SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_EXIT
, bgName
, ginfo
->ArenaType
, ginfo
->ArenaType
, ginfo
->ArenaTeamRating
);
388 if( sWorld
.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE
) )
390 Player
*plr
= objmgr
.GetPlayer(playerGUID
);
394 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGroundTemplate(ginfo
->BgTypeId
);
398 uint32 queue_id
= plr
->GetBattleGroundQueueIdFromLevel();
399 char const* bgName
= bg
->GetName();
401 uint32 q_min_level
= Player::GetMinLevelForBattleGroundQueueId(queue_id
);
402 uint32 q_max_level
= Player::GetMaxLevelForBattleGroundQueueId(queue_id
);
404 // replace hardcoded max level by player max level for nice output
405 if(q_max_level
> sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
406 q_max_level
= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
);
408 int8 MinPlayers
= bg
->GetMinPlayersPerTeam();
413 BattleGroundTypeId bgTypeId
= ginfo
->BgTypeId
;
414 QueuedPlayersMap::iterator itr
;
415 for(itr
= m_QueuedPlayers
[queue_id
].begin(); itr
!= m_QueuedPlayers
[queue_id
].end(); ++itr
)
417 if(itr
->second
.GroupInfo
->BgTypeId
== bgTypeId
)
419 switch(itr
->second
.GroupInfo
->Team
)
431 // Show queue status to player only (when joining queue)
432 if(sWorld
.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY
))
434 ChatHandler(plr
).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF
,
435 bgName
, q_min_level
, q_max_level
, qAlliance
, MinPlayers
, qHorde
, MinPlayers
);
440 sWorld
.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD
,
441 bgName
, q_min_level
, q_max_level
, qAlliance
, MinPlayers
, qHorde
, MinPlayers
);
447 bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo
* ginfo
, BattleGround
* bg
, uint32 side
)
449 // set side if needed
453 if(!ginfo
->IsInvitedToBGInstanceGUID
)
457 ginfo
->IsInvitedToBGInstanceGUID
= bg
->GetInstanceID();
458 uint32 bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
459 // loop through the players
460 for(std::map
<uint64
,PlayerQueueInfo
*>::iterator itr
= ginfo
->Players
.begin(); itr
!= ginfo
->Players
.end(); ++itr
)
463 itr
->second
->InviteTime
= getMSTime();
464 itr
->second
->LastInviteTime
= getMSTime();
467 Player
* plr
= objmgr
.GetPlayer(itr
->first
);
468 // if offline, skip him
473 sBattleGroundMgr
.InvitePlayer(plr
, bg
->GetInstanceID(),ginfo
->Team
);
477 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
479 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());
481 // send status packet
482 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, side
?side
:plr
->GetTeam(), queueSlot
, STATUS_WAIT_JOIN
, INVITE_ACCEPT_WAIT_TIME
, 0);
483 plr
->GetSession()->SendPacket(&data
);
491 // this function is responsible for the selection of queued groups when trying to create new battlegrounds
492 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
)
497 case NORMAL_ALLIANCE
:
498 case ONESIDE_ALLIANCE_TEAM1
:
499 case ONESIDE_ALLIANCE_TEAM2
:
503 case ONESIDE_HORDE_TEAM1
:
504 case ONESIDE_HORDE_TEAM2
:
508 //unknown mode, return false
509 sLog
.outDebug("Battleground: unknown selection pool build mode, returning...");
513 // inititate the groups eligible to create the bg
514 m_EligibleGroups
.Init(&(m_QueuedGroups
[queue_id
]), bgTypeId
, side
, MaxPlayers
, ArenaType
, isRated
, MinRating
, MaxRating
, DisregardTime
, excludeTeam
);
515 // init the selected groups (clear)
516 m_SelectionPools
[mode
].Init();
517 while(!(m_EligibleGroups
.empty()))
519 sLog
.outDebug("m_EligibleGroups is not empty, continue building selection pool");
520 // in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players
521 for(EligibleGroups::iterator itr
= m_EligibleGroups
.begin(); itr
!=m_EligibleGroups
.end(); ++itr
)
523 // get the maximal not yet checked group
524 GroupQueueInfo
* MaxGroup
= (*itr
);
525 // if it fits in the maxplayer size, add it
526 if( (m_SelectionPools
[mode
].GetPlayerCount() + MaxGroup
->Players
.size()) <= MaxPlayers
)
528 m_SelectionPools
[mode
].AddGroup(MaxGroup
);
531 if(m_SelectionPools
[mode
].GetPlayerCount()>=MinPlayers
)
533 // the selection pool is set, return
534 sLog
.outDebug("pool build succeeded, return true");
537 // if the selection pool's not set, then remove the group with the highest player count, and try again with the rest.
538 GroupQueueInfo
* MaxGroup
= m_SelectionPools
[mode
].GetMaximalGroup();
539 m_EligibleGroups
.RemoveGroup(MaxGroup
);
540 m_SelectionPools
[mode
].RemoveGroup(MaxGroup
);
542 // failed to build a selection pool matching the given values
546 // used to remove the Enter Battle window if the battle has already, but someone still has it
547 // (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event
548 void BattleGroundQueue::BGEndedRemoveInvites(BattleGround
*bg
)
550 uint32 queue_id
= bg
->GetQueueType();
551 uint32 bgInstanceId
= bg
->GetInstanceID();
552 uint32 bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
553 QueuedGroupsList::iterator itr
, next
;
554 for(itr
= m_QueuedGroups
[queue_id
].begin(); itr
!= m_QueuedGroups
[queue_id
].end(); itr
= next
)
556 // must do this way, because the groupinfo will be deleted when all playerinfos are removed
557 GroupQueueInfo
* ginfo
= (*itr
);
560 // if group was invited to this bg instance, then remove all references
561 if(ginfo
->IsInvitedToBGInstanceGUID
== bgInstanceId
)
563 // after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop
564 uint32 to_remove
= ginfo
->Players
.size();
565 uint32 team
= ginfo
->Team
;
566 for(int i
= 0; i
< to_remove
; ++i
)
568 // always remove the first one in the group
569 std::map
<uint64
, PlayerQueueInfo
* >::iterator itr2
= ginfo
->Players
.begin();
570 if(itr2
== ginfo
->Players
.end())
572 sLog
.outError("Empty Players in ginfo, this should never happen!");
577 Player
* plr
= objmgr
.GetPlayer(itr2
->first
);
580 sLog
.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen.");
585 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
586 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
588 plr
->RemoveBattleGroundQueueId(bgQueueTypeId
);
589 // remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
590 RemovePlayer(itr2
->first
, true);
591 // this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
592 // but updateing the queue can't hurt
593 Update(bg
->GetTypeID(), bg
->GetQueueType());
594 // send info to client
596 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, team
, queueSlot
, STATUS_NONE
, 0, 0);
597 plr
->GetSession()->SendPacket(&data
);
605 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
606 it must be called after fully adding the members of a group to ensure group joining
607 should be called after removeplayer functions in some cases
609 void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId
, uint32 queue_id
, uint8 arenatype
, bool isRated
, uint32 arenaRating
)
611 if (queue_id
>= MAX_BATTLEGROUND_QUEUES
)
613 //this is error, that caused crashes (not in , but now it shouldn't)
614 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");
618 //if no players in queue ... do nothing
619 if (m_QueuedGroups
[queue_id
].empty())
622 uint32 bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(bgTypeId
, arenatype
);
624 //battleground with free slot for player should be always the last in this queue
625 BGFreeSlotQueueType::iterator itr
, next
;
626 for (itr
= sBattleGroundMgr
.BGFreeSlotQueue
[bgTypeId
].begin(); itr
!= sBattleGroundMgr
.BGFreeSlotQueue
[bgTypeId
].end(); itr
= next
)
630 // battleground is running, so if:
631 // DO NOT allow queue manager to invite new player to running arena
632 if ((*itr
)->isBattleGround() && (*itr
)->GetTypeID() == bgTypeId
&& (*itr
)->GetQueueType() == queue_id
&& (*itr
)->GetStatus() > STATUS_WAIT_QUEUE
&& (*itr
)->GetStatus() < STATUS_WAIT_LEAVE
)
634 //we must check both teams
635 BattleGround
* bg
= *itr
; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
636 // and iterator is invalid
638 for(QueuedGroupsList::iterator itr
= m_QueuedGroups
[queue_id
].begin(); itr
!= m_QueuedGroups
[queue_id
].end(); ++itr
)
640 // did the group join for this bg type?
641 if((*itr
)->BgTypeId
!= bgTypeId
)
643 // if so, check if fits in
644 if(bg
->GetFreeSlotsForTeam((*itr
)->Team
) >= (*itr
)->Players
.size())
646 // if group fits in, invite it
647 InviteGroupToBG((*itr
),bg
,(*itr
)->Team
);
651 if (!bg
->HasFreeSlots())
653 //remove BG from BGFreeSlotQueue
654 bg
->RemoveFromBGFreeSlotQueue();
659 // finished iterating through the bgs with free slots, maybe we need to create a new bg
661 BattleGround
* bg_template
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
664 sLog
.outError("Battleground: Update: bg template not found for %u", bgTypeId
);
668 // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
669 uint32 MinPlayersPerTeam
= bg_template
->GetMinPlayersPerTeam();
670 uint32 MaxPlayersPerTeam
= bg_template
->GetMaxPlayersPerTeam();
671 if(bg_template
->isArena())
673 if(sBattleGroundMgr
.isArenaTesting())
675 MaxPlayersPerTeam
= 1;
676 MinPlayersPerTeam
= 1;
683 MaxPlayersPerTeam
= 2;
684 MinPlayersPerTeam
= 2;
687 MaxPlayersPerTeam
= 3;
688 MinPlayersPerTeam
= 3;
691 MaxPlayersPerTeam
= 5;
692 MinPlayersPerTeam
= 5;
700 if(sBattleGroundMgr
.isTesting())
702 MinPlayersPerTeam
= 1;
706 // found out the minimum and maximum ratings the newly added team should battle against
707 // arenaRating is the rating of the latest joined team
708 uint32 arenaMinRating
= (arenaRating
<= sBattleGroundMgr
.GetMaxRatingDifference()) ? 0 : arenaRating
- sBattleGroundMgr
.GetMaxRatingDifference();
709 // if no rating is specified, set maxrating to 0
710 uint32 arenaMaxRating
= (arenaRating
== 0)? 0 : arenaRating
+ sBattleGroundMgr
.GetMaxRatingDifference();
711 uint32 discardTime
= 0;
712 // if max rating difference is set and the time past since server startup is greater than the rating discard time
713 // (after what time the ratings aren't taken into account when making teams) then
714 // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
715 // else leave the discard time on 0, this way all ratings will be discarded
716 if(sBattleGroundMgr
.GetMaxRatingDifference() && getMSTime() >= sBattleGroundMgr
.GetRatingDiscardTimer())
717 discardTime
= getMSTime() - sBattleGroundMgr
.GetRatingDiscardTimer();
719 // try to build the selection pools
720 bool bAllyOK
= BuildSelectionPool(bgTypeId
, queue_id
, MinPlayersPerTeam
, MaxPlayersPerTeam
, NORMAL_ALLIANCE
, arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
722 sLog
.outDebug("Battleground: ally pool succesfully build");
724 sLog
.outDebug("Battleground: ally pool wasn't created");
725 bool bHordeOK
= BuildSelectionPool(bgTypeId
, queue_id
, MinPlayersPerTeam
, MaxPlayersPerTeam
, NORMAL_HORDE
, arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
727 sLog
.outDebug("Battleground: horde pool succesfully built");
729 sLog
.outDebug("Battleground: horde pool wasn't created");
731 // if selection pools are ready, create the new bg
732 if ((bAllyOK
&& bHordeOK
) || ( sBattleGroundMgr
.isTesting() && (bAllyOK
|| bHordeOK
)))
734 BattleGround
* bg2
= 0;
735 // special handling for arenas
736 if(bg_template
->isArena())
738 // Find a random arena, that can be created
739 BattleGroundTypeId arenas
[] = {BATTLEGROUND_NA
, BATTLEGROUND_BE
, BATTLEGROUND_RL
};
740 uint32 arena_num
= urand(0,2);
741 if( !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[arena_num
%3])) &&
742 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+1)%3])) &&
743 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+2)%3])) )
745 sLog
.outError("Battleground: couldn't create any arena instance!");
749 // set the MaxPlayersPerTeam values based on arenatype
750 // setting the min player values isn't needed, since we won't be using that value later on.
751 if(sBattleGroundMgr
.isArenaTesting())
753 bg2
->SetMaxPlayersPerTeam(1);
754 bg2
->SetMaxPlayers(2);
761 bg2
->SetMaxPlayersPerTeam(2);
762 bg2
->SetMaxPlayers(4);
765 bg2
->SetMaxPlayersPerTeam(3);
766 bg2
->SetMaxPlayers(6);
769 bg2
->SetMaxPlayersPerTeam(5);
770 bg2
->SetMaxPlayers(10);
779 // create new battleground
780 bg2
= sBattleGroundMgr
.CreateNewBattleGround(bgTypeId
);
781 if( sWorld
.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE
) )
783 char const* bgName
= bg2
->GetName();
784 uint32 q_min_level
= Player::GetMinLevelForBattleGroundQueueId(queue_id
);
785 uint32 q_max_level
= Player::GetMaxLevelForBattleGroundQueueId(queue_id
);
786 if(q_max_level
> sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
787 q_max_level
= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
);
788 sWorld
.SendWorldText(LANG_BG_STARTED_ANNOUNCE_WORLD
, bgName
, q_min_level
, q_max_level
);
794 sLog
.outError("Battleground: couldn't create bg %u",bgTypeId
);
798 // start the joining of the bg
799 bg2
->SetStatus(STATUS_WAIT_JOIN
);
800 bg2
->SetQueueType(queue_id
);
801 // initialize arena / rating info
802 bg2
->SetArenaType(arenatype
);
804 bg2
->SetRated(isRated
);
806 std::list
<GroupQueueInfo
* >::iterator itr
;
808 // invite groups from horde selection pool
809 for(itr
= m_SelectionPools
[NORMAL_HORDE
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[NORMAL_HORDE
].SelectedGroups
.end(); ++itr
)
811 InviteGroupToBG((*itr
),bg2
,HORDE
);
814 // invite groups from ally selection pools
815 for(itr
= m_SelectionPools
[NORMAL_ALLIANCE
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[NORMAL_ALLIANCE
].SelectedGroups
.end(); ++itr
)
817 InviteGroupToBG((*itr
),bg2
,ALLIANCE
);
822 std::list
<GroupQueueInfo
* >::iterator itr_alliance
= m_SelectionPools
[NORMAL_ALLIANCE
].SelectedGroups
.begin();
823 std::list
<GroupQueueInfo
* >::iterator itr_horde
= m_SelectionPools
[NORMAL_HORDE
].SelectedGroups
.begin();
824 (*itr_alliance
)->OpponentsTeamRating
= (*itr_horde
)->ArenaTeamRating
;
825 sLog
.outDebug("setting oposite teamrating for team %u to %u", (*itr_alliance
)->ArenaTeamId
, (*itr_alliance
)->OpponentsTeamRating
);
826 (*itr_horde
)->OpponentsTeamRating
= (*itr_alliance
)->ArenaTeamRating
;
827 sLog
.outDebug("setting oposite teamrating for team %u to %u", (*itr_horde
)->ArenaTeamId
, (*itr_horde
)->OpponentsTeamRating
);
830 // start the battleground
831 bg2
->StartBattleGround();
834 // there weren't enough players for a "normal" match
835 // if arena, enable horde versus horde or alliance versus alliance teams here
837 else if(bg_template
->isArena())
839 bool bOneSideHordeTeam1
= false, bOneSideHordeTeam2
= false;
840 bool bOneSideAllyTeam1
= false, bOneSideAllyTeam2
= false;
841 bOneSideHordeTeam1
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_HORDE_TEAM1
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
842 if(bOneSideHordeTeam1
)
844 // one team has been selected, find out if other can be selected too
845 std::list
<GroupQueueInfo
* >::iterator itr
;
846 // temporarily change the team side to enable building the next pool excluding the already selected groups
847 for(itr
= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.end(); ++itr
)
848 (*itr
)->Team
=ALLIANCE
;
850 bOneSideHordeTeam2
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_HORDE_TEAM2
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
, (*(m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.begin()))->ArenaTeamId
);
852 // change back the team to horde
853 for(itr
= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_HORDE_TEAM1
].SelectedGroups
.end(); ++itr
)
856 if(!bOneSideHordeTeam2
)
857 bOneSideHordeTeam1
= false;
859 if(!bOneSideHordeTeam1
)
861 // check for one sided ally
862 bOneSideAllyTeam1
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_ALLIANCE_TEAM1
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
);
863 if(bOneSideAllyTeam1
)
865 // one team has been selected, find out if other can be selected too
866 std::list
<GroupQueueInfo
* >::iterator itr
;
867 // temporarily change the team side to enable building the next pool excluding the already selected groups
868 for(itr
= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.end(); ++itr
)
871 bOneSideAllyTeam2
= BuildSelectionPool(bgTypeId
, queue_id
,MaxPlayersPerTeam
,MaxPlayersPerTeam
,ONESIDE_ALLIANCE_TEAM2
,arenatype
, isRated
, arenaMinRating
, arenaMaxRating
, discardTime
,(*(m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.begin()))->ArenaTeamId
);
873 // change back the team to ally
874 for(itr
= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[ONESIDE_ALLIANCE_TEAM1
].SelectedGroups
.end(); ++itr
)
875 (*itr
)->Team
=ALLIANCE
;
878 if(!bOneSideAllyTeam2
)
879 bOneSideAllyTeam1
= false;
881 // 1-sided BuildSelectionPool() will work, because the MinPlayersPerTeam == MaxPlayersPerTeam in every arena!!!!
882 if( (bOneSideHordeTeam1
&& bOneSideHordeTeam2
) ||
883 (bOneSideAllyTeam1
&& bOneSideAllyTeam2
) )
885 // which side has enough players?
887 SelectionPoolBuildMode mode1
, mode2
;
888 // find out what pools are we using
889 if(bOneSideAllyTeam1
&& bOneSideAllyTeam2
)
892 mode1
= ONESIDE_ALLIANCE_TEAM1
;
893 mode2
= ONESIDE_ALLIANCE_TEAM2
;
898 mode1
= ONESIDE_HORDE_TEAM1
;
899 mode2
= ONESIDE_HORDE_TEAM2
;
902 // create random arena
903 BattleGroundTypeId arenas
[] = {BATTLEGROUND_NA
, BATTLEGROUND_BE
, BATTLEGROUND_RL
};
904 uint32 arena_num
= urand(0,2);
905 BattleGround
* bg2
= NULL
;
906 if( !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[arena_num
%3])) &&
907 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+1)%3])) &&
908 !(bg2
= sBattleGroundMgr
.CreateNewBattleGround(arenas
[(arena_num
+2)%3])) )
910 sLog
.outError("Could not create arena.");
914 sLog
.outDebug("Battleground: One-faction arena created.");
916 if(sBattleGroundMgr
.isArenaTesting())
918 bg2
->SetMaxPlayersPerTeam(1);
919 bg2
->SetMaxPlayers(2);
926 bg2
->SetMaxPlayersPerTeam(2);
927 bg2
->SetMaxPlayers(4);
930 bg2
->SetMaxPlayersPerTeam(3);
931 bg2
->SetMaxPlayers(6);
934 bg2
->SetMaxPlayersPerTeam(5);
935 bg2
->SetMaxPlayers(10);
942 bg2
->SetRated(isRated
);
944 // assigned team of the other group
949 other_side
= ALLIANCE
;
951 // start the joining of the bg
952 bg2
->SetStatus(STATUS_WAIT_JOIN
);
953 bg2
->SetQueueType(queue_id
);
954 // initialize arena / rating info
955 bg2
->SetArenaType(arenatype
);
957 std::list
<GroupQueueInfo
* >::iterator itr
;
959 // invite players from the first group as horde players (actually green team)
960 for(itr
= m_SelectionPools
[mode1
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[mode1
].SelectedGroups
.end(); ++itr
)
962 InviteGroupToBG((*itr
),bg2
,HORDE
);
965 // invite players from the second group as ally players (actually gold team)
966 for(itr
= m_SelectionPools
[mode2
].SelectedGroups
.begin(); itr
!= m_SelectionPools
[mode2
].SelectedGroups
.end(); ++itr
)
968 InviteGroupToBG((*itr
),bg2
,ALLIANCE
);
973 std::list
<GroupQueueInfo
* >::iterator itr_alliance
= m_SelectionPools
[mode1
].SelectedGroups
.begin();
974 std::list
<GroupQueueInfo
* >::iterator itr_horde
= m_SelectionPools
[mode2
].SelectedGroups
.begin();
975 (*itr_alliance
)->OpponentsTeamRating
= (*itr_horde
)->ArenaTeamRating
;
976 (*itr_horde
)->OpponentsTeamRating
= (*itr_alliance
)->ArenaTeamRating
;
979 bg2
->StartBattleGround();
984 /*********************************************************/
985 /*** BATTLEGROUND QUEUE EVENTS ***/
986 /*********************************************************/
988 bool BGQueueInviteEvent::Execute(uint64
/*e_time*/, uint32
/*p_time*/)
990 Player
* plr
= objmgr
.GetPlayer( m_PlayerGuid
);
992 // player logged off (we should do nothing, he is correctly removed from queue in another procedure)
996 // Player can be in another BG queue and must be removed in normal way in any case
997 // // player is already in battleground ... do nothing (battleground queue status is deleted when player is teleported to BG)
998 // if (plr->GetBattleGroundId() > 0)
1001 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGround(m_BgInstanceGUID
);
1005 uint32 bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
1006 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
1007 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
1009 // 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
1010 BattleGroundQueue::QueuedPlayersMap
const& qpMap
= sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].m_QueuedPlayers
[plr
->GetBattleGroundQueueIdFromLevel()];
1011 BattleGroundQueue::QueuedPlayersMap::const_iterator qItr
= qpMap
.find(m_PlayerGuid
);
1012 if (qItr
!= qpMap
.end() && qItr
->second
.GroupInfo
->IsInvitedToBGInstanceGUID
== m_BgInstanceGUID
)
1015 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, qItr
->second
.GroupInfo
->Team
, queueSlot
, STATUS_WAIT_JOIN
, INVITE_ACCEPT_WAIT_TIME
/2, 0);
1016 plr
->GetSession()->SendPacket(&data
);
1019 return true; //event will be deleted
1022 void BGQueueInviteEvent::Abort(uint64
/*e_time*/)
1024 //this should not be called
1025 sLog
.outError("Battleground invite event ABORTED!");
1028 bool BGQueueRemoveEvent::Execute(uint64
/*e_time*/, uint32
/*p_time*/)
1030 Player
* plr
= objmgr
.GetPlayer( m_PlayerGuid
);
1032 // player logged off (we should do nothing, he is correctly removed from queue in another procedure)
1035 BattleGround
* bg
= sBattleGroundMgr
.GetBattleGround(m_BgInstanceGUID
);
1039 sLog
.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr
->GetGUIDLow(),m_BgInstanceGUID
);
1041 uint32 bgQueueTypeId
= BattleGroundMgr::BGQueueTypeId(bg
->GetTypeID(), bg
->GetArenaType());
1042 uint32 queueSlot
= plr
->GetBattleGroundQueueIndex(bgQueueTypeId
);
1043 if (queueSlot
< PLAYER_MAX_BATTLEGROUND_QUEUES
) // player is in queue
1045 // 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
1046 BattleGroundQueue::QueuedPlayersMap::iterator qMapItr
= sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].m_QueuedPlayers
[plr
->GetBattleGroundQueueIdFromLevel()].find(m_PlayerGuid
);
1047 if (qMapItr
!= sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].m_QueuedPlayers
[plr
->GetBattleGroundQueueIdFromLevel()].end() && qMapItr
->second
.GroupInfo
&& qMapItr
->second
.GroupInfo
->IsInvitedToBGInstanceGUID
== m_BgInstanceGUID
)
1049 if (qMapItr
->second
.GroupInfo
->IsRated
)
1051 ArenaTeam
* at
= objmgr
.GetArenaTeamById(qMapItr
->second
.GroupInfo
->ArenaTeamId
);
1054 sLog
.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(plr
->GetGUID()), qMapItr
->second
.GroupInfo
->OpponentsTeamRating
);
1055 at
->MemberLost(plr
, qMapItr
->second
.GroupInfo
->OpponentsTeamRating
);
1059 plr
->RemoveBattleGroundQueueId(bgQueueTypeId
);
1060 sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].RemovePlayer(m_PlayerGuid
, true);
1061 sBattleGroundMgr
.m_BattleGroundQueues
[bgQueueTypeId
].Update(bg
->GetTypeID(),bg
->GetQueueType());
1063 sBattleGroundMgr
.BuildBattleGroundStatusPacket(&data
, bg
, m_PlayersTeam
, queueSlot
, STATUS_NONE
, 0, 0);
1064 plr
->GetSession()->SendPacket(&data
);
1068 sLog
.outDebug("Battleground: Player was already removed from queue");
1070 //event will be deleted
1074 void BGQueueRemoveEvent::Abort(uint64
/*e_time*/)
1076 //this should not be called
1077 sLog
.outError("Battleground remove event ABORTED!");
1080 /*********************************************************/
1081 /*** BATTLEGROUND MANAGER ***/
1082 /*********************************************************/
1084 BattleGroundMgr::BattleGroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTesting(false)
1086 m_BattleGrounds
.clear();
1087 m_NextRatingDiscardUpdate
= sWorld
.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER
);
1091 BattleGroundMgr::~BattleGroundMgr()
1093 BattleGroundSet::iterator itr
, next
;
1094 for(itr
= m_BattleGrounds
.begin(); itr
!= m_BattleGrounds
.end(); itr
= next
)
1098 BattleGround
* bg
= itr
->second
;
1099 m_BattleGrounds
.erase(itr
);
1102 m_BattleGrounds
.clear();
1105 // used to update running battlegrounds, and delete finished ones
1106 void BattleGroundMgr::Update(uint32 diff
)
1108 BattleGroundSet::iterator itr
, next
;
1109 for(itr
= m_BattleGrounds
.begin(); itr
!= m_BattleGrounds
.end(); itr
= next
)
1113 itr
->second
->Update(diff
);
1114 // use the SetDeleteThis variable
1115 // direct deletion caused crashes
1116 if(itr
->second
->m_SetDeleteThis
)
1118 BattleGround
* bg
= itr
->second
;
1119 m_BattleGrounds
.erase(itr
);
1123 // if rating difference counts, maybe force-update queues
1124 if(sWorld
.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE
))
1126 // it's time to force update
1127 if(m_NextRatingDiscardUpdate
< diff
)
1129 // forced update for level 70 rated arenas
1130 m_BattleGroundQueues
[BATTLEGROUND_QUEUE_2v2
].Update(BATTLEGROUND_AA
,6,ARENA_TYPE_2v2
,true,0);
1131 m_BattleGroundQueues
[BATTLEGROUND_QUEUE_3v3
].Update(BATTLEGROUND_AA
,6,ARENA_TYPE_3v3
,true,0);
1132 m_BattleGroundQueues
[BATTLEGROUND_QUEUE_5v5
].Update(BATTLEGROUND_AA
,6,ARENA_TYPE_5v5
,true,0);
1133 m_NextRatingDiscardUpdate
= sWorld
.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER
);
1136 m_NextRatingDiscardUpdate
-= diff
;
1138 if(sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS
))
1140 if(m_AutoDistributionTimeChecker
< diff
)
1142 if(sWorld
.GetGameTime() > m_NextAutoDistributionTime
)
1144 DistributeArenaPoints();
1145 m_NextAutoDistributionTime
= sWorld
.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY
* sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS
);
1146 CharacterDatabase
.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD
"'", m_NextAutoDistributionTime
);
1148 m_AutoDistributionTimeChecker
= 600000; // check 10 minutes
1151 m_AutoDistributionTimeChecker
-= diff
;
1155 void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket
*data
, BattleGround
*bg
, uint32 team
, uint8 QueueSlot
, uint8 StatusID
, uint32 Time1
, uint32 Time2
, uint32 arenatype
, uint8 israted
)
1157 // we can be in 3 queues in same time...
1160 data
->Initialize(SMSG_BATTLEFIELD_STATUS
, 4*3);
1161 *data
<< uint32(QueueSlot
); // queue id (0...2)
1166 data
->Initialize(SMSG_BATTLEFIELD_STATUS
, (4+1+1+4+2+4+1+4+4+4));
1167 *data
<< uint32(QueueSlot
); // queue id (0...2) - player can be in 3 queues in time
1169 *data
<< uint64( uint64(arenatype
? arenatype
: bg
->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg
->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
1170 *data
<< uint32(0); // unknown
1171 // alliance/horde for BG and skirmish/rated for Arenas
1172 *data
<< uint8(bg
->isArena() ? ( israted
? israted
: bg
->isRated() ) : bg
->GetTeamIndexByTeamId(team
));
1173 /* *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!!!!
1174 switch(bg->GetTypeID()) // value depends on bg id
1176 case BATTLEGROUND_AV:
1179 case BATTLEGROUND_WS:
1182 case BATTLEGROUND_AB:
1185 case BATTLEGROUND_NA:
1188 case BATTLEGROUND_BE:
1191 case BATTLEGROUND_AA:
1194 case BATTLEGROUND_EY:
1197 case BATTLEGROUND_RL:
1200 case BATTLEGROUND_SA:
1203 case BATTLEGROUND_DS:
1206 case BATTLEGROUND_RV:
1214 if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE))
1215 *data << uint32(BATTLEGROUND_AA); // all arenas I don't think so.
1217 *data << uint32(bg->GetTypeID()); // BG id from DBC
1219 *data << uint16(0x1F90); // unk value 8080
1220 *data << uint32(bg->GetInstanceID()); // instance id
1222 if(bg->isBattleGround())
1223 *data << uint8(bg->GetTeamIndexByTeamId(team)); // team
1225 *data << uint8(israted?israted:bg->isRated()); // is rated battle
1227 *data
<< uint32(StatusID
); // status
1230 case STATUS_WAIT_QUEUE
: // status_in_queue
1231 *data
<< uint32(Time1
); // average wait time, milliseconds
1232 *data
<< uint32(Time2
); // time in queue, updated every minute?
1234 case STATUS_WAIT_JOIN
: // status_invite
1235 *data
<< uint32(bg
->GetMapId()); // map id
1236 *data
<< uint32(Time1
); // time to remove from queue, milliseconds
1238 case STATUS_IN_PROGRESS
: // status_in_progress
1239 *data
<< uint32(bg
->GetMapId()); // map id
1240 *data
<< uint32(Time1
); // 0 at bg start, 120000 after bg end, time to bg auto leave, milliseconds
1241 *data
<< uint32(Time2
); // time from bg start, milliseconds
1242 *data
<< uint8(0x1); // unk sometimes 0x0!
1245 sLog
.outError("Unknown BG status!");
1250 void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket
*data
, BattleGround
*bg
)
1252 uint8 type
= (bg
->isArena() ? 1 : 0);
1253 // last check on 3.0.3
1254 data
->Initialize(MSG_PVP_LOG_DATA
, (1+1+4+40*bg
->GetPlayerScoresSize()));
1255 *data
<< uint8(type
); // type (battleground=0/arena=1)
1259 // it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H
1260 for(int i
= 1; i
>= 0; --i
)
1262 *data
<< uint32(bg
->m_ArenaTeamRatingChanges
[i
]);
1263 *data
<< uint32(3999); // huge thanks for TOM_RUS for this!
1264 *data
<< uint32(0); // unknown - new in 3.0.3
1265 sLog
.outDebug("rating change: %d", bg
->m_ArenaTeamRatingChanges
[i
]);
1267 for(int i
= 1; i
>= 0; --i
)
1269 uint32 at_id
= bg
->m_ArenaTeamIds
[i
];
1270 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
1272 *data
<< at
->GetName();
1278 if(bg
->GetStatus() != STATUS_WAIT_LEAVE
)
1280 *data
<< uint8(0); // bg not ended
1284 *data
<< uint8(1); // bg ended
1285 *data
<< uint8(bg
->GetWinner()); // who win
1288 *data
<< (int32
)(bg
->GetPlayerScoresSize());
1290 for(std::map
<uint64
, BattleGroundScore
*>::const_iterator itr
= bg
->GetPlayerScoresBegin(); itr
!= bg
->GetPlayerScoresEnd(); ++itr
)
1292 *data
<< (uint64
)itr
->first
;
1293 *data
<< (int32
)itr
->second
->KillingBlows
;
1296 *data
<< (int32
)itr
->second
->HonorableKills
;
1297 *data
<< (int32
)itr
->second
->Deaths
;
1298 *data
<< (int32
)(itr
->second
->BonusHonor
);
1302 Player
*plr
= objmgr
.GetPlayer(itr
->first
);
1303 uint32 team
= bg
->GetPlayerTeam(itr
->first
);
1305 team
= plr
->GetTeam();
1306 if( ( bg
->GetWinner()==0 && team
== ALLIANCE
) || ( bg
->GetWinner()==1 && team
==HORDE
) )
1311 *data
<< (int32
)itr
->second
->DamageDone
; // damage done
1312 *data
<< (int32
)itr
->second
->HealingDone
; // healing done
1313 switch(bg
->GetTypeID()) // battleground specific things
1315 case BATTLEGROUND_AV
:
1316 *data
<< (uint32
)0x00000005; // count of next fields
1317 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->GraveyardsAssaulted
; // GraveyardsAssaulted
1318 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->GraveyardsDefended
; // GraveyardsDefended
1319 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->TowersAssaulted
; // TowersAssaulted
1320 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->TowersDefended
; // TowersDefended
1321 *data
<< (uint32
)((BattleGroundAVScore
*)itr
->second
)->MinesCaptured
; // MinesCaptured
1323 case BATTLEGROUND_WS
:
1324 *data
<< (uint32
)0x00000002; // count of next fields
1325 *data
<< (uint32
)((BattleGroundWGScore
*)itr
->second
)->FlagCaptures
; // flag captures
1326 *data
<< (uint32
)((BattleGroundWGScore
*)itr
->second
)->FlagReturns
; // flag returns
1328 case BATTLEGROUND_AB
:
1329 *data
<< (uint32
)0x00000002; // count of next fields
1330 *data
<< (uint32
)((BattleGroundABScore
*)itr
->second
)->BasesAssaulted
; // bases asssulted
1331 *data
<< (uint32
)((BattleGroundABScore
*)itr
->second
)->BasesDefended
; // bases defended
1333 case BATTLEGROUND_EY
:
1334 *data
<< (uint32
)0x00000001; // count of next fields
1335 *data
<< (uint32
)((BattleGroundEYScore
*)itr
->second
)->FlagCaptures
; // flag captures
1337 case BATTLEGROUND_NA
:
1338 case BATTLEGROUND_BE
:
1339 case BATTLEGROUND_AA
:
1340 case BATTLEGROUND_RL
:
1341 case BATTLEGROUND_SA
: // wotlk
1342 case BATTLEGROUND_DS
: // wotlk
1343 case BATTLEGROUND_RV
: // wotlk
1344 *data
<< (int32
)0; // 0
1347 sLog
.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg
->GetTypeID());
1354 void BattleGroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket
*data
, BattleGroundTypeId bgTypeId
)
1357 0 - Your group has joined a battleground queue, but you are not eligible
1358 1 - Your group has joined the queue for AV
1359 2 - Your group has joined the queue for WS
1360 3 - Your group has joined the queue for AB
1361 4 - Your group has joined the queue for NA
1362 5 - Your group has joined the queue for BE Arena
1363 6 - Your group has joined the queue for All Arenas
1364 7 - Your group has joined the queue for EotS*/
1365 data
->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND
, 4);
1366 *data
<< uint32(bgTypeId
);
1369 void BattleGroundMgr::BuildUpdateWorldStatePacket(WorldPacket
*data
, uint32 field
, uint32 value
)
1371 data
->Initialize(SMSG_UPDATE_WORLD_STATE
, 4+4);
1372 *data
<< uint32(field
);
1373 *data
<< uint32(value
);
1376 void BattleGroundMgr::BuildPlaySoundPacket(WorldPacket
*data
, uint32 soundid
)
1378 data
->Initialize(SMSG_PLAY_SOUND
, 4);
1379 *data
<< uint32(soundid
);
1382 void BattleGroundMgr::BuildPlayerLeftBattleGroundPacket(WorldPacket
*data
, Player
*plr
)
1384 data
->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT
, 8);
1385 *data
<< uint64(plr
->GetGUID());
1388 void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket
*data
, Player
*plr
)
1390 data
->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED
, 8);
1391 *data
<< uint64(plr
->GetGUID());
1394 void BattleGroundMgr::InvitePlayer(Player
* plr
, uint32 bgInstanceGUID
, uint32 team
)
1396 // set invited player counters:
1397 BattleGround
* bg
= GetBattleGround(bgInstanceGUID
);
1400 bg
->IncreaseInvitedCount(team
);
1402 plr
->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg
->GetTypeID(),bg
->GetArenaType()), bgInstanceGUID
);
1404 // set the arena teams for rated matches
1405 if(bg
->isArena() && bg
->isRated())
1407 switch(bg
->GetArenaType())
1409 case ARENA_TYPE_2v2
:
1410 bg
->SetArenaTeamIdForTeam(team
, plr
->GetArenaTeamId(0));
1412 case ARENA_TYPE_3v3
:
1413 bg
->SetArenaTeamIdForTeam(team
, plr
->GetArenaTeamId(1));
1415 case ARENA_TYPE_5v5
:
1416 bg
->SetArenaTeamIdForTeam(team
, plr
->GetArenaTeamId(2));
1423 // create invite events:
1424 //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
1425 BGQueueInviteEvent
* inviteEvent
= new BGQueueInviteEvent(plr
->GetGUID(), bgInstanceGUID
);
1426 plr
->m_Events
.AddEvent(inviteEvent
, plr
->m_Events
.CalculateTime(INVITE_ACCEPT_WAIT_TIME
/2));
1427 BGQueueRemoveEvent
* removeEvent
= new BGQueueRemoveEvent(plr
->GetGUID(), bgInstanceGUID
, team
);
1428 plr
->m_Events
.AddEvent(removeEvent
, plr
->m_Events
.CalculateTime(INVITE_ACCEPT_WAIT_TIME
));
1431 BattleGround
* BattleGroundMgr::GetBattleGroundTemplate(BattleGroundTypeId bgTypeId
)
1433 return BGFreeSlotQueue
[bgTypeId
].empty() ? NULL
: BGFreeSlotQueue
[bgTypeId
].back();
1436 // create a new battleground that will really be used to play
1437 BattleGround
* BattleGroundMgr::CreateNewBattleGround(BattleGroundTypeId bgTypeId
)
1439 // get the template BG
1440 BattleGround
*bg_template
= GetBattleGroundTemplate(bgTypeId
);
1443 sLog
.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId
);
1447 BattleGround
*bg
= NULL
;
1449 // create a copy of the BG template
1452 case BATTLEGROUND_AV
:
1453 bg
= new BattleGroundAV(*(BattleGroundAV
*)bg_template
);
1455 case BATTLEGROUND_WS
:
1456 bg
= new BattleGroundWS(*(BattleGroundWS
*)bg_template
);
1458 case BATTLEGROUND_AB
:
1459 bg
= new BattleGroundAB(*(BattleGroundAB
*)bg_template
);
1461 case BATTLEGROUND_NA
:
1462 bg
= new BattleGroundNA(*(BattleGroundNA
*)bg_template
);
1464 case BATTLEGROUND_BE
:
1465 bg
= new BattleGroundBE(*(BattleGroundBE
*)bg_template
);
1467 case BATTLEGROUND_AA
:
1468 bg
= new BattleGroundAA(*(BattleGroundAA
*)bg_template
);
1470 case BATTLEGROUND_EY
:
1471 bg
= new BattleGroundEY(*(BattleGroundEY
*)bg_template
);
1473 case BATTLEGROUND_RL
:
1474 bg
= new BattleGroundRL(*(BattleGroundRL
*)bg_template
);
1476 case BATTLEGROUND_SA
:
1477 bg
= new BattleGroundSA(*(BattleGroundSA
*)bg_template
);
1479 case BATTLEGROUND_DS
:
1480 bg
= new BattleGroundDS(*(BattleGroundDS
*)bg_template
);
1482 case BATTLEGROUND_RV
:
1483 bg
= new BattleGroundRV(*(BattleGroundRV
*)bg_template
);
1486 //bg = new BattleGround;
1488 break; // placeholder for non implemented BG
1491 // generate a new instance id
1492 bg
->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
1494 // reset the new bg (set status to status_wait_queue from status_none)
1497 /* will be setup in BG::Update() when the first player is ported in
1498 if(!(bg->SetupBattleGround()))
1500 sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId);
1506 // add BG to free slot queue
1507 bg
->AddToBGFreeSlotQueue();
1509 // add bg to update list
1510 AddBattleGround(bg
->GetInstanceID(), bg
);
1515 // used to create the BG templates
1516 uint32
BattleGroundMgr::CreateBattleGround(BattleGroundTypeId bgTypeId
, 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
)
1519 BattleGround
*bg
= NULL
;
1523 case BATTLEGROUND_AV
: bg
= new BattleGroundAV
; break;
1524 case BATTLEGROUND_WS
: bg
= new BattleGroundWS
; break;
1525 case BATTLEGROUND_AB
: bg
= new BattleGroundAB
; break;
1526 case BATTLEGROUND_NA
: bg
= new BattleGroundNA
; break;
1527 case BATTLEGROUND_BE
: bg
= new BattleGroundBE
; break;
1528 case BATTLEGROUND_AA
: bg
= new BattleGroundAA
; break;
1529 case BATTLEGROUND_EY
: bg
= new BattleGroundEY
; break;
1530 case BATTLEGROUND_RL
: bg
= new BattleGroundRL
; break;
1531 case BATTLEGROUND_SA
: bg
= new BattleGroundSA
; break;
1532 case BATTLEGROUND_DS
: bg
= new BattleGroundDS
; break;
1533 case BATTLEGROUND_RV
: bg
= new BattleGroundRV
; break;
1534 default:bg
= new BattleGround
; break; // placeholder for non implemented BG
1537 bg
->SetMapId(MapID
);
1541 BattlemasterListEntry
const *bl
= sBattlemasterListStore
.LookupEntry(bgTypeId
);
1542 //in previous method is checked if exists entry in sBattlemasterListStore, so no check needed
1545 bg
->SetArenaorBGType(bl
->type
== TYPE_ARENA
);
1548 bg
->SetTypeID(bgTypeId
);
1549 bg
->SetInstanceID(0); // template bg, instance id is 0
1550 bg
->SetMinPlayersPerTeam(MinPlayersPerTeam
);
1551 bg
->SetMaxPlayersPerTeam(MaxPlayersPerTeam
);
1552 bg
->SetMinPlayers(MinPlayersPerTeam
*2);
1553 bg
->SetMaxPlayers(MaxPlayersPerTeam
*2);
1554 bg
->SetName(BattleGroundName
);
1555 bg
->SetTeamStartLoc(ALLIANCE
, Team1StartLocX
, Team1StartLocY
, Team1StartLocZ
, Team1StartLocO
);
1556 bg
->SetTeamStartLoc(HORDE
, Team2StartLocX
, Team2StartLocY
, Team2StartLocZ
, Team2StartLocO
);
1557 bg
->SetLevelRange(LevelMin
, LevelMax
);
1559 //add BattleGround instance to FreeSlotQueue (.back() will return the template!)
1560 bg
->AddToBGFreeSlotQueue();
1562 // do NOT add to update list, since this is a template battleground!
1564 // return some not-null value, bgTypeId is good enough for me
1568 void BattleGroundMgr::CreateInitialBattleGrounds()
1572 uint32 MaxPlayersPerTeam
, MinPlayersPerTeam
, MinLvl
, MaxLvl
, start1
, start2
;
1573 BattlemasterListEntry
const *bl
;
1574 WorldSafeLocsEntry
const *start
;
1578 // 0 1 2 3 4 5 6 7 8
1579 QueryResult
*result
= WorldDatabase
.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO FROM battleground_template");
1588 sLog
.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
1592 barGoLink
bar(result
->GetRowCount());
1596 Field
*fields
= result
->Fetch();
1599 uint32 bgTypeID_
= fields
[0].GetUInt32();
1601 // can be overwrite by values from DB
1602 bl
= sBattlemasterListStore
.LookupEntry(bgTypeID_
);
1605 sLog
.outError("Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.",bgTypeID_
);
1609 BattleGroundTypeId bgTypeID
= BattleGroundTypeId(bgTypeID_
);
1611 MaxPlayersPerTeam
= bl
->maxplayersperteam
;
1612 MinPlayersPerTeam
= bl
->maxplayersperteam
/2;
1613 MinLvl
= bl
->minlvl
;
1614 MaxLvl
= bl
->maxlvl
;
1616 if(fields
[1].GetUInt32())
1617 MinPlayersPerTeam
= fields
[1].GetUInt32();
1619 if(fields
[2].GetUInt32())
1620 MaxPlayersPerTeam
= fields
[2].GetUInt32();
1622 if(fields
[3].GetUInt32())
1623 MinLvl
= fields
[3].GetUInt32();
1625 if(fields
[4].GetUInt32())
1626 MaxLvl
= fields
[4].GetUInt32();
1628 start1
= fields
[5].GetUInt32();
1630 start
= sWorldSafeLocsStore
.LookupEntry(start1
);
1633 AStartLoc
[0] = start
->x
;
1634 AStartLoc
[1] = start
->y
;
1635 AStartLoc
[2] = start
->z
;
1636 AStartLoc
[3] = fields
[6].GetFloat();
1638 else if(bgTypeID
== BATTLEGROUND_AA
)
1643 AStartLoc
[3] = fields
[6].GetFloat();
1647 sLog
.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.",bgTypeID
,start1
);
1651 start2
= fields
[7].GetUInt32();
1653 start
= sWorldSafeLocsStore
.LookupEntry(start2
);
1656 HStartLoc
[0] = start
->x
;
1657 HStartLoc
[1] = start
->y
;
1658 HStartLoc
[2] = start
->z
;
1659 HStartLoc
[3] = fields
[8].GetFloat();
1661 else if(bgTypeID
== BATTLEGROUND_AA
)
1666 HStartLoc
[3] = fields
[8].GetFloat();
1670 sLog
.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.",bgTypeID
,start2
);
1674 //sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
1675 if(!CreateBattleGround(bgTypeID
, 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]))
1679 } while (result
->NextRow());
1684 sLog
.outString( ">> Loaded %u battlegrounds", count
);
1687 void BattleGroundMgr::InitAutomaticArenaPointDistribution()
1689 if(sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS
))
1691 sLog
.outDebug("Initializing Automatic Arena Point Distribution");
1692 QueryResult
* result
= CharacterDatabase
.Query("SELECT NextArenaPointDistributionTime FROM saved_variables");
1695 sLog
.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now.");
1696 m_NextAutoDistributionTime
= sWorld
.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY
* sWorld
.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS
);
1697 CharacterDatabase
.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ('"I64FMTD
"')", m_NextAutoDistributionTime
);
1701 m_NextAutoDistributionTime
= (*result
)[0].GetUInt64();
1704 sLog
.outDebug("Automatic Arena Point Distribution initialized.");
1708 void BattleGroundMgr::DistributeArenaPoints()
1710 // used to distribute arena points based on last week's stats
1711 sWorld
.SendWorldText(LANG_DIST_ARENA_POINTS_START
);
1713 sWorld
.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_START
);
1715 //temporary structure for storing maximum points to add values for all players
1716 std::map
<uint32
, uint32
> PlayerPoints
;
1718 //at first update all points for all team members
1719 for(ObjectMgr::ArenaTeamMap::iterator team_itr
= objmgr
.GetArenaTeamMapBegin(); team_itr
!= objmgr
.GetArenaTeamMapEnd(); ++team_itr
)
1721 if(ArenaTeam
* at
= team_itr
->second
)
1723 at
->UpdateArenaPointsHelper(PlayerPoints
);
1727 //cycle that gives points to all players
1728 for (std::map
<uint32
, uint32
>::iterator plr_itr
= PlayerPoints
.begin(); plr_itr
!= PlayerPoints
.end(); ++plr_itr
)
1730 //update to database
1731 CharacterDatabase
.PExecute("UPDATE characters SET arena_pending_points = '%u' WHERE `guid` = '%u'", plr_itr
->second
, plr_itr
->first
);
1732 //add points if player is online
1733 Player
* pl
= objmgr
.GetPlayer(plr_itr
->first
);
1735 pl
->ModifyArenaPoints(plr_itr
->second
);
1738 PlayerPoints
.clear();
1740 sWorld
.SendWorldText(LANG_DIST_ARENA_POINTS_ONLINE_END
);
1742 sWorld
.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_START
);
1743 for(ObjectMgr::ArenaTeamMap::iterator titr
= objmgr
.GetArenaTeamMapBegin(); titr
!= objmgr
.GetArenaTeamMapEnd(); ++titr
)
1745 if(ArenaTeam
* at
= titr
->second
)
1747 at
->FinishWeek(); // set played this week etc values to 0 in memory, too
1748 at
->SaveToDB(); // save changes
1749 at
->NotifyStatsChanged(); // notify the players of the changes
1753 sWorld
.SendWorldText(LANG_DIST_ARENA_POINTS_TEAM_END
);
1755 sWorld
.SendWorldText(LANG_DIST_ARENA_POINTS_END
);
1758 void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket
*data
, const uint64
& guid
, Player
* plr
, BattleGroundTypeId bgTypeId
)
1760 uint32 PlayerLevel
= 10;
1763 PlayerLevel
= plr
->getLevel();
1765 data
->Initialize(SMSG_BATTLEFIELD_LIST
);
1766 *data
<< uint64(guid
); // battlemaster guid
1767 *data
<< uint32(bgTypeId
); // battleground id
1768 if(bgTypeId
== BATTLEGROUND_AA
) // arena
1770 *data
<< uint8(5); // unk
1771 *data
<< uint32(0); // unk
1773 else // battleground
1775 *data
<< uint8(0x00); // unk
1777 size_t count_pos
= data
->wpos();
1779 *data
<< uint32(0x00); // number of bg instances
1781 for(std::map
<uint32
, BattleGround
*>::iterator itr
= m_BattleGrounds
.begin(); itr
!= m_BattleGrounds
.end(); ++itr
)
1783 if(itr
->second
->GetTypeID() == bgTypeId
&& (PlayerLevel
>= itr
->second
->GetMinLevel()) && (PlayerLevel
<= itr
->second
->GetMaxLevel()))
1785 *data
<< uint32(itr
->second
->GetInstanceID());
1789 data
->put
<uint32
>( count_pos
, count
);
1793 void BattleGroundMgr::SendToBattleGround(Player
*pl
, uint32 instanceId
)
1795 BattleGround
*bg
= GetBattleGround(instanceId
);
1798 uint32 mapid
= bg
->GetMapId();
1800 uint32 team
= pl
->GetBGTeam();
1802 team
= pl
->GetTeam();
1803 bg
->GetTeamStartLoc(team
, x
, y
, z
, O
);
1805 sLog
.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl
->GetName(), mapid
, x
, y
, z
, O
);
1806 pl
->TeleportTo(mapid
, x
, y
, z
, O
);
1810 sLog
.outError("player %u trying to port to non-existent bg instance %u",pl
->GetGUIDLow(), instanceId
);
1814 void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player
*pl
, BattleGround
*bg
, const uint64
& guid
)
1816 WorldPacket
data(SMSG_AREA_SPIRIT_HEALER_TIME
, 12);
1817 uint32 time_
= 30000 - bg
->GetLastResurrectTime(); // resurrect every 30 seconds
1818 if(time_
== uint32(-1))
1820 data
<< guid
<< time_
;
1821 pl
->GetSession()->SendPacket(&data
);
1824 bool BattleGroundMgr::IsArenaType(BattleGroundTypeId bgTypeId
)
1826 return ( bgTypeId
== BATTLEGROUND_AA
||
1827 bgTypeId
== BATTLEGROUND_BE
||
1828 bgTypeId
== BATTLEGROUND_NA
||
1829 bgTypeId
== BATTLEGROUND_RL
);
1832 uint32
BattleGroundMgr::BGQueueTypeId(BattleGroundTypeId bgTypeId
, uint8 arenaType
)
1836 case BATTLEGROUND_WS
:
1837 return BATTLEGROUND_QUEUE_WS
;
1838 case BATTLEGROUND_AB
:
1839 return BATTLEGROUND_QUEUE_AB
;
1840 case BATTLEGROUND_AV
:
1841 return BATTLEGROUND_QUEUE_AV
;
1842 case BATTLEGROUND_EY
:
1843 return BATTLEGROUND_QUEUE_EY
;
1844 case BATTLEGROUND_SA
:
1845 return BATTLEGROUND_QUEUE_SA
;
1846 case BATTLEGROUND_AA
:
1847 case BATTLEGROUND_NA
:
1848 case BATTLEGROUND_RL
:
1849 case BATTLEGROUND_BE
:
1850 case BATTLEGROUND_DS
:
1851 case BATTLEGROUND_RV
:
1854 case ARENA_TYPE_2v2
:
1855 return BATTLEGROUND_QUEUE_2v2
;
1856 case ARENA_TYPE_3v3
:
1857 return BATTLEGROUND_QUEUE_3v3
;
1858 case ARENA_TYPE_5v5
:
1859 return BATTLEGROUND_QUEUE_5v5
;
1868 BattleGroundTypeId
BattleGroundMgr::BGTemplateId(uint32 bgQueueTypeId
)
1870 switch(bgQueueTypeId
)
1872 case BATTLEGROUND_QUEUE_WS
:
1873 return BATTLEGROUND_WS
;
1874 case BATTLEGROUND_QUEUE_AB
:
1875 return BATTLEGROUND_AB
;
1876 case BATTLEGROUND_QUEUE_AV
:
1877 return BATTLEGROUND_AV
;
1878 case BATTLEGROUND_QUEUE_EY
:
1879 return BATTLEGROUND_EY
;
1880 case BATTLEGROUND_QUEUE_SA
:
1881 return BATTLEGROUND_SA
;
1882 case BATTLEGROUND_QUEUE_2v2
:
1883 case BATTLEGROUND_QUEUE_3v3
:
1884 case BATTLEGROUND_QUEUE_5v5
:
1885 return BATTLEGROUND_AA
;
1887 return BattleGroundTypeId(0); // used for unknown template (it existed and do nothing)
1891 uint8
BattleGroundMgr::BGArenaType(uint32 bgQueueTypeId
)
1893 switch(bgQueueTypeId
)
1895 case BATTLEGROUND_QUEUE_2v2
:
1896 return ARENA_TYPE_2v2
;
1897 case BATTLEGROUND_QUEUE_3v3
:
1898 return ARENA_TYPE_3v3
;
1899 case BATTLEGROUND_QUEUE_5v5
:
1900 return ARENA_TYPE_5v5
;
1906 void BattleGroundMgr::ToggleTesting()
1908 m_Testing
= !m_Testing
;
1910 sWorld
.SendWorldText(LANG_DEBUG_BG_ON
);
1912 sWorld
.SendWorldText(LANG_DEBUG_BG_OFF
);
1915 void BattleGroundMgr::ToggleArenaTesting()
1917 m_ArenaTesting
= !m_ArenaTesting
;
1919 sWorld
.SendWorldText(LANG_DEBUG_ARENA_ON
);
1921 sWorld
.SendWorldText(LANG_DEBUG_ARENA_OFF
);
1924 uint32
BattleGroundMgr::GetMaxRatingDifference() const
1926 return sWorld
.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE
);
1929 uint32
BattleGroundMgr::GetRatingDiscardTimer() const
1931 return sWorld
.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER
);
1934 uint32
BattleGroundMgr::GetPrematureFinishTime() const
1936 return sWorld
.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER
);
1939 void BattleGroundMgr::LoadBattleMastersEntry()
1941 mBattleMastersMap
.clear(); // need for reload case
1943 QueryResult
*result
= WorldDatabase
.Query( "SELECT entry,bg_template FROM battlemaster_entry" );
1953 sLog
.outString( ">> Loaded 0 battlemaster entries - table is empty!" );
1957 barGoLink
bar( result
->GetRowCount() );
1964 Field
*fields
= result
->Fetch();
1966 uint32 entry
= fields
[0].GetUInt32();
1967 uint32 bgTypeId
= fields
[1].GetUInt32();
1968 if (!sBattlemasterListStore
.LookupEntry(bgTypeId
))
1970 sLog
.outErrorDb("Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.",entry
,bgTypeId
);
1974 mBattleMastersMap
[entry
] = BattleGroundTypeId(bgTypeId
);
1976 } while( result
->NextRow() );
1981 sLog
.outString( ">> Loaded %u battlemaster entries", count
);