[6922] Whitespace and newline fixes
[getmangos.git] / src / game / BattleGroundMgr.cpp
blob9d3a5ea5c6c3ca0973efcb01f3d94e16af9d0a12
1 /*
2 * Copyright (C) 2005-2008 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
19 #include "Common.h"
20 #include "Player.h"
21 #include "BattleGroundMgr.h"
22 #include "BattleGroundAV.h"
23 #include "BattleGroundAB.h"
24 #include "BattleGroundEY.h"
25 #include "BattleGroundWS.h"
26 #include "BattleGroundNA.h"
27 #include "BattleGroundBE.h"
28 #include "BattleGroundAA.h"
29 #include "BattleGroundRL.h"
30 #include "SharedDefines.h"
31 #include "Policies/SingletonImp.h"
32 #include "MapManager.h"
33 #include "Map.h"
34 #include "MapInstanced.h"
35 #include "ObjectMgr.h"
36 #include "ProgressBar.h"
37 #include "World.h"
38 #include "Chat.h"
39 #include "ArenaTeam.h"
41 INSTANTIATE_SINGLETON_1( BattleGroundMgr );
43 /*********************************************************/
44 /*** BATTLEGROUND QUEUE SYSTEM ***/
45 /*********************************************************/
47 BattleGroundQueue::BattleGroundQueue()
49 //queues are empty, we don't have to call clear()
50 /* for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
52 //m_QueuedPlayers[i].Horde = 0;
53 //m_QueuedPlayers[i].Alliance = 0;
54 //m_QueuedPlayers[i].AverageTime = 0;
55 }*/
58 BattleGroundQueue::~BattleGroundQueue()
60 for (int i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
62 m_QueuedPlayers[i].clear();
63 for(QueuedGroupsList::iterator itr = m_QueuedGroups[i].begin(); itr!= m_QueuedGroups[i].end(); ++itr)
65 delete (*itr);
67 m_QueuedGroups[i].clear();
71 // initialize eligible groups from the given source matching the given specifications
72 void BattleGroundQueue::EligibleGroups::Init(BattleGroundQueue::QueuedGroupsList *source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType, bool IsRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
74 // clear from prev initialization
75 clear();
76 BattleGroundQueue::QueuedGroupsList::iterator itr, next;
77 // iterate through the source
78 for(itr = source->begin(); itr!= source->end(); itr = next)
80 next = itr;
81 ++next;
82 if( (*itr)->BgTypeId == BgTypeId && // bg type must match
83 (*itr)->ArenaType == ArenaType && // arena type must match
84 (*itr)->IsRated == IsRated && // israted must match
85 (*itr)->IsInvitedToBGInstanceGUID == 0 && // leave out already invited groups
86 (*itr)->Team == side && // match side
87 (*itr)->Players.size() <= MaxPlayers && // the group must fit in the bg
88 ( !excludeTeam || (*itr)->ArenaTeamId != excludeTeam ) && // if excludeTeam is specified, leave out those arena team ids
89 ( !IsRated || (*itr)->Players.size() == MaxPlayers ) && // if rated, then pass only if the player count is exact NEEDS TESTING! (but now this should never happen)
90 ( (*itr)->JoinTime <= DisregardTime // pass if disregard time is greater than join time
91 || (*itr)->ArenaTeamRating == 0 // pass if no rating info
92 || ( (*itr)->ArenaTeamRating >= MinRating // pass if matches the rating range
93 && (*itr)->ArenaTeamRating <= MaxRating ) ) )
95 // the group matches the conditions
96 // insert it in order of groupsize, and join time
97 uint32 size = (*itr)->Players.size();
98 uint32 jointime = (*itr)->JoinTime;
99 bool inserted = false;
101 for(std::list<GroupQueueInfo *>::iterator elig_itr = begin(); elig_itr != end(); ++elig_itr)
103 // if the next one's size is smaller, then insert
104 // also insert if the next one's size is equal, but it joined the queue later
105 if( ((*elig_itr)->Players.size()<size) ||
106 ((*elig_itr)->Players.size() == size && (*elig_itr)->JoinTime > jointime) )
108 insert(elig_itr,(*itr));
109 inserted = true;
110 break;
113 // if not inserted -> this is the smallest group -> push_back
114 if(!inserted)
116 push_back((*itr));
122 // remove group from eligible groups
123 // used when building selection pools
124 void BattleGroundQueue::EligibleGroups::RemoveGroup(GroupQueueInfo * ginfo)
126 for(std::list<GroupQueueInfo *>::iterator itr = begin(); itr != end(); ++itr)
128 if((*itr)==ginfo)
130 erase(itr);
131 return;
136 // selection pool initialization, used to clean up from prev selection
137 void BattleGroundQueue::SelectionPool::Init()
139 SelectedGroups.clear();
140 MaxGroup = 0;
141 PlayerCount = 0;
144 // get the maximal group from the selection pool
145 // used when building the pool, and have to remove the largest
146 GroupQueueInfo * BattleGroundQueue::SelectionPool::GetMaximalGroup()
148 if(SelectedGroups.empty())
150 sLog.outError("Getting max group when selection pool is empty, this should never happen.");
151 MaxGroup = NULL;
152 return 0;
154 // actually select the max group if it's not set
155 if(MaxGroup==0 && !SelectedGroups.empty())
157 uint32 max_size = 0;
158 for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
160 if(max_size<(*itr)->Players.size())
162 MaxGroup =(*itr);
163 max_size = MaxGroup->Players.size();
167 return MaxGroup;
170 // remove group info from selection pool
171 // used when building selection pools and have to remove maximal group
172 void BattleGroundQueue::SelectionPool::RemoveGroup(GroupQueueInfo *ginfo)
174 // uninitiate max group info if needed
175 if(MaxGroup == ginfo)
176 MaxGroup = 0;
177 // find what to remove
178 for(std::list<GroupQueueInfo *>::iterator itr = SelectedGroups.begin(); itr != SelectedGroups.end(); ++itr)
180 if((*itr)==ginfo)
182 SelectedGroups.erase(itr);
183 // decrease selected players count
184 PlayerCount -= ginfo->Players.size();
185 return;
190 // add group to selection
191 // used when building selection pools
192 void BattleGroundQueue::SelectionPool::AddGroup(GroupQueueInfo * ginfo)
194 SelectedGroups.push_back(ginfo);
195 // increase selected players count
196 PlayerCount+=ginfo->Players.size();
197 if(!MaxGroup || ginfo->Players.size() > MaxGroup->Players.size())
199 // update max group info if needed
200 MaxGroup = ginfo;
204 // add group to bg queue with the given leader and bg specifications
205 GroupQueueInfo * BattleGroundQueue::AddGroup(Player *leader, uint32 BgTypeId, uint8 ArenaType, bool isRated, uint32 arenaRating, uint32 arenateamid)
207 uint32 queue_id = leader->GetBattleGroundQueueIdFromLevel();
209 // create new ginfo
210 // cannot use the method like in addplayer, because that could modify an in-queue group's stats
211 // (e.g. leader leaving queue then joining as individual again)
212 GroupQueueInfo* ginfo = new GroupQueueInfo;
213 ginfo->BgTypeId = BgTypeId;
214 ginfo->ArenaType = ArenaType;
215 ginfo->ArenaTeamId = arenateamid;
216 ginfo->IsRated = isRated;
217 ginfo->IsInvitedToBGInstanceGUID = 0; // maybe this should be modifiable by function arguments to enable selection of running instances?
218 ginfo->JoinTime = getMSTime();
219 ginfo->Team = leader->GetTeam();
220 ginfo->ArenaTeamRating = arenaRating;
221 ginfo->OpponentsTeamRating = 0; //initialize it to 0
223 ginfo->Players.clear();
225 m_QueuedGroups[queue_id].push_back(ginfo);
227 // return ginfo, because it is needed to add players to this group info
228 return ginfo;
231 void BattleGroundQueue::AddPlayer(Player *plr, GroupQueueInfo *ginfo)
233 uint32 queue_id = plr->GetBattleGroundQueueIdFromLevel();
235 //if player isn't in queue, he is added, if already is, then values are overwritten, no memory leak
236 PlayerQueueInfo& info = m_QueuedPlayers[queue_id][plr->GetGUID()];
237 info.InviteTime = 0;
238 info.LastInviteTime = 0;
239 info.LastOnlineTime = getMSTime();
240 info.GroupInfo = ginfo;
242 // add the pinfo to ginfo's list
243 ginfo->Players[plr->GetGUID()] = &info;
245 if( sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE) )
247 BattleGround* bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
248 char const* bgName = bg->GetName();
250 uint32 q_min_level = Player::GetMinLevelForBattleGroundQueueId(queue_id);
251 uint32 q_max_level = Player::GetMaxLevelForBattleGroundQueueId(queue_id);
253 // replace hardcoded max level by player max level for nice output
254 if(q_max_level > sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
255 q_max_level = sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL);
257 int8 MinPlayers = bg->GetMinPlayersPerTeam();
259 uint8 qHorde = m_QueuedPlayers[queue_id].Horde;
260 uint8 qAlliance = m_QueuedPlayers[queue_id].Alliance;
262 // Show queue status to player only (when joining queue)
263 if(sWorld.getConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY))
265 ChatHandler(plr).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF,
266 bgName, q_min_level, q_max_level, qAlliance, (MinPlayers > qAlliance) ? (MinPlayers - qAlliance) : 0, qHorde, (MinPlayers > qHorde) ? (MinPlayers - qHorde) : 0);
268 // System message
269 else
271 sWorld.SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD,
272 bgName, q_min_level, q_max_level, qAlliance, (MinPlayers > qAlliance) ? (MinPlayers - qAlliance) : 0, qHorde, (MinPlayers > qHorde) ? (MinPlayers - qHorde) : 0);
278 void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
280 Player *plr = objmgr.GetPlayer(guid);
282 uint32 queue_id = 0;
283 QueuedPlayersMap::iterator itr;
284 GroupQueueInfo * group;
285 QueuedGroupsList::iterator group_itr;
286 bool IsSet = false;
287 if(plr)
289 queue_id = plr->GetBattleGroundQueueIdFromLevel();
291 itr = m_QueuedPlayers[queue_id].find(guid);
292 if(itr != m_QueuedPlayers[queue_id].end())
293 IsSet = true;
296 if(!IsSet)
298 // either player is offline, or he levelled up to another queue category
299 // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash");
300 for (uint32 i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
302 itr = m_QueuedPlayers[i].find(guid);
303 if(itr != m_QueuedPlayers[i].end())
305 queue_id = i;
306 IsSet = true;
307 break;
312 // couldn't find the player in bg queue, return
313 if(!IsSet)
315 sLog.outError("Battleground: couldn't find player to remove.");
316 return;
319 group = itr->second.GroupInfo;
321 for(group_itr=m_QueuedGroups[queue_id].begin(); group_itr != m_QueuedGroups[queue_id].end(); ++group_itr)
323 if(group == (GroupQueueInfo*)(*group_itr))
324 break;
327 // variables are set (what about leveling up when in queue????)
328 // remove player from group
329 // if only player there, remove group
331 // remove player queue info from group queue info
332 std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid);
334 if(pitr != group->Players.end())
335 group->Players.erase(pitr);
337 // check for iterator correctness
338 if (group_itr != m_QueuedGroups[queue_id].end() && itr != m_QueuedPlayers[queue_id].end())
340 // used when player left the queue, NOT used when porting to bg
341 if (decreaseInvitedCount)
343 // if invited to bg, and should decrease invited count, then do it
344 if(group->IsInvitedToBGInstanceGUID)
346 BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID);
347 if (bg)
348 bg->DecreaseInvitedCount(group->Team);
349 if (bg && !bg->GetPlayersSize() && !bg->GetInvitedCount(ALLIANCE) && !bg->GetInvitedCount(HORDE))
351 // no more players on battleground, set delete it
352 bg->SetDeleteThis();
355 // update the join queue, maybe now the player's group fits in a queue!
356 // not yet implemented (should store bgTypeId in group queue info?)
358 // remove player queue info
359 m_QueuedPlayers[queue_id].erase(itr);
360 // remove group queue info if needed
361 if(group->Players.empty())
363 m_QueuedGroups[queue_id].erase(group_itr);
364 delete group;
366 // NEEDS TESTING!
367 // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too
368 // don't remove recursively if already invited to bg!
369 else if(!group->IsInvitedToBGInstanceGUID && decreaseInvitedCount && group->IsRated)
371 // remove next player, this is recursive
372 // first send removal information
373 if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first))
375 BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId);
376 uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(group->BgTypeId,group->ArenaType);
377 uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId);
378 plr2->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
379 WorldPacket data;
380 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, plr2->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
381 plr2->GetSession()->SendPacket(&data);
383 // then actually delete, this may delete the group as well!
384 RemovePlayer(group->Players.begin()->first,decreaseInvitedCount);
389 bool BattleGroundQueue::InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side)
391 // set side if needed
392 if(side)
393 ginfo->Team = side;
395 if(!ginfo->IsInvitedToBGInstanceGUID)
397 // not yet invited
398 // set invitation
399 ginfo->IsInvitedToBGInstanceGUID = bg->GetInstanceID();
400 uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
401 // loop through the players
402 for(std::map<uint64,PlayerQueueInfo*>::iterator itr = ginfo->Players.begin(); itr != ginfo->Players.end(); ++itr)
404 // set status
405 itr->second->InviteTime = getMSTime();
406 itr->second->LastInviteTime = getMSTime();
408 // get the player
409 Player* plr = objmgr.GetPlayer(itr->first);
410 // if offline, skip him
411 if(!plr)
412 continue;
414 // invite the player
415 sBattleGroundMgr.InvitePlayer(plr, bg->GetInstanceID(),ginfo->Team);
417 WorldPacket data;
419 uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
421 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());
423 // send status packet
424 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, side?side:plr->GetTeam(), queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME, 0);
425 plr->GetSession()->SendPacket(&data);
427 return true;
430 return false;
433 // this function is responsible for the selection of queued groups when trying to create new battlegrounds
434 bool BattleGroundQueue::BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType, bool isRated, uint32 MinRating, uint32 MaxRating, uint32 DisregardTime, uint32 excludeTeam)
436 uint32 side;
437 switch(mode)
439 case NORMAL_ALLIANCE:
440 case ONESIDE_ALLIANCE_TEAM1:
441 case ONESIDE_ALLIANCE_TEAM2:
442 side = ALLIANCE;
443 break;
444 case NORMAL_HORDE:
445 case ONESIDE_HORDE_TEAM1:
446 case ONESIDE_HORDE_TEAM2:
447 side = HORDE;
448 break;
449 default:
450 //unknown mode, return false
451 sLog.outDebug("Battleground: unknown selection pool build mode, returning...");
452 return false;
453 break;
456 // inititate the groups eligible to create the bg
457 m_EligibleGroups.Init(&(m_QueuedGroups[queue_id]), bgTypeId, side, MaxPlayers, ArenaType, isRated, MinRating, MaxRating, DisregardTime, excludeTeam);
458 // init the selected groups (clear)
459 m_SelectionPools[mode].Init();
460 while(!(m_EligibleGroups.empty()))
462 sLog.outDebug("m_EligibleGroups is not empty, continue building selection pool");
463 // in decreasing group size, add groups to join if they fit in the MaxPlayersPerTeam players
464 for(EligibleGroups::iterator itr= m_EligibleGroups.begin(); itr!=m_EligibleGroups.end(); ++itr)
466 // get the maximal not yet checked group
467 GroupQueueInfo * MaxGroup = (*itr);
468 // if it fits in the maxplayer size, add it
469 if( (m_SelectionPools[mode].GetPlayerCount() + MaxGroup->Players.size()) <= MaxPlayers )
471 m_SelectionPools[mode].AddGroup(MaxGroup);
474 if(m_SelectionPools[mode].GetPlayerCount()>=MinPlayers)
476 // the selection pool is set, return
477 sLog.outDebug("pool build succeeded, return true");
478 return true;
480 // if the selection pool's not set, then remove the group with the highest player count, and try again with the rest.
481 GroupQueueInfo * MaxGroup = m_SelectionPools[mode].GetMaximalGroup();
482 m_EligibleGroups.RemoveGroup(MaxGroup);
483 m_SelectionPools[mode].RemoveGroup(MaxGroup);
485 // failed to build a selection pool matching the given values
486 return false;
489 // used to remove the Enter Battle window if the battle has already, but someone still has it
490 // (this can happen in arenas mainly, since the preparation is shorter than the timer for the bgqueueremove event
491 void BattleGroundQueue::BGEndedRemoveInvites(BattleGround *bg)
493 uint32 queue_id = bg->GetQueueType();
494 uint32 bgInstanceId = bg->GetInstanceID();
495 uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
496 QueuedGroupsList::iterator itr, next;
497 for(itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); itr = next)
499 // must do this way, because the groupinfo will be deleted when all playerinfos are removed
500 GroupQueueInfo * ginfo = (*itr);
501 next = itr;
502 ++next;
503 // if group was invited to this bg instance, then remove all references
504 if(ginfo->IsInvitedToBGInstanceGUID == bgInstanceId)
506 // after removing this much playerinfos, the ginfo will be deleted, so we'll use a for loop
507 uint32 to_remove = ginfo->Players.size();
508 uint32 team = ginfo->Team;
509 for(int i = 0; i < to_remove; ++i)
511 // always remove the first one in the group
512 std::map<uint64, PlayerQueueInfo * >::iterator itr2 = ginfo->Players.begin();
513 if(itr2 == ginfo->Players.end())
515 sLog.outError("Empty Players in ginfo, this should never happen!");
516 return;
519 // get the player
520 Player * plr = objmgr.GetPlayer(itr2->first);
521 if(!plr)
523 sLog.outError("Player offline when trying to remove from GroupQueueInfo, this should never happen.");
524 continue;
527 // get the queueslot
528 uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
529 if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
531 plr->RemoveBattleGroundQueueId(bgQueueTypeId);
532 // remove player from queue, this might delete the ginfo as well! don't use that pointer after this!
533 RemovePlayer(itr2->first, true);
534 // this is probably unneeded, since this player was already invited -> does not fit when initing eligible groups
535 // but updateing the queue can't hurt
536 Update(bgQueueTypeId, bg->GetQueueType());
537 // send info to client
538 WorldPacket data;
539 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, team, queueSlot, STATUS_NONE, 0, 0);
540 plr->GetSession()->SendPacket(&data);
548 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
549 it must be called after fully adding the members of a group to ensure group joining
550 should be called after removeplayer functions in some cases
552 void BattleGroundQueue::Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype, bool isRated, uint32 arenaRating)
554 if (queue_id >= MAX_BATTLEGROUND_QUEUES)
556 //this is error, that caused crashes (not in , but now it shouldn't)
557 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");
558 return;
561 //if no players in queue ... do nothing
562 if (m_QueuedGroups[queue_id].empty())
563 return;
565 uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype);
567 //battleground with free slot for player should be always the last in this queue
568 BGFreeSlotQueueType::iterator itr, next;
569 for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
571 next = itr;
572 ++next;
573 // battleground is running, so if:
574 // DO NOT allow queue manager to invite new player to running arena
575 if ((*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetQueueType() == queue_id && (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE)
577 //we must check both teams
578 BattleGround* bg = *itr; //we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
579 // and iterator is invalid
581 for(QueuedGroupsList::iterator itr = m_QueuedGroups[queue_id].begin(); itr != m_QueuedGroups[queue_id].end(); ++itr)
583 // did the group join for this bg type?
584 if((*itr)->BgTypeId != bgTypeId)
585 continue;
586 // if so, check if fits in
587 if(bg->GetFreeSlotsForTeam((*itr)->Team) >= (*itr)->Players.size())
589 // if group fits in, invite it
590 InviteGroupToBG((*itr),bg,(*itr)->Team);
594 if (!bg->HasFreeSlots())
596 //remove BG from BGFreeSlotQueue
597 bg->RemoveFromBGFreeSlotQueue();
602 // finished iterating through the bgs with free slots, maybe we need to create a new bg
604 BattleGround * bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
605 if(!bg_template)
607 sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
608 return;
611 // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
612 uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
613 uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
614 if(bg_template->isArena())
616 if(sBattleGroundMgr.isArenaTesting())
618 MaxPlayersPerTeam = 1;
619 MinPlayersPerTeam = 1;
621 else
623 switch(arenatype)
625 case ARENA_TYPE_2v2:
626 MaxPlayersPerTeam = 2;
627 MinPlayersPerTeam = 2;
628 break;
629 case ARENA_TYPE_3v3:
630 MaxPlayersPerTeam = 3;
631 MinPlayersPerTeam = 3;
632 break;
633 case ARENA_TYPE_5v5:
634 MaxPlayersPerTeam = 5;
635 MinPlayersPerTeam = 5;
636 break;
641 // found out the minimum and maximum ratings the newly added team should battle against
642 // arenaRating is the rating of the latest joined team
643 uint32 arenaMinRating = (arenaRating <= sBattleGroundMgr.GetMaxRatingDifference()) ? 0 : arenaRating - sBattleGroundMgr.GetMaxRatingDifference();
644 // if no rating is specified, set maxrating to 0
645 uint32 arenaMaxRating = (arenaRating == 0)? 0 : arenaRating + sBattleGroundMgr.GetMaxRatingDifference();
646 uint32 discardTime = 0;
647 // if max rating difference is set and the time past since server startup is greater than the rating discard time
648 // (after what time the ratings aren't taken into account when making teams) then
649 // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account
650 // else leave the discard time on 0, this way all ratings will be discarded
651 if(sBattleGroundMgr.GetMaxRatingDifference() && getMSTime() >= sBattleGroundMgr.GetRatingDiscardTimer())
652 discardTime = getMSTime() - sBattleGroundMgr.GetRatingDiscardTimer();
654 // try to build the selection pools
655 bool bAllyOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_ALLIANCE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
656 if(bAllyOK)
657 sLog.outDebug("Battleground: ally pool succesfully build");
658 else
659 sLog.outDebug("Battleground: ally pool wasn't created");
660 bool bHordeOK = BuildSelectionPool(bgTypeId, queue_id, MinPlayersPerTeam, MaxPlayersPerTeam, NORMAL_HORDE, arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
661 if(bHordeOK)
662 sLog.outDebug("Battleground: horde pool succesfully built");
663 else
664 sLog.outDebug("Battleground: horde pool wasn't created");
666 // if selection pools are ready, create the new bg
667 if (bAllyOK && bHordeOK)
669 BattleGround * bg2 = 0;
670 // special handling for arenas
671 if(bg_template->isArena())
673 // Find a random arena, that can be created
674 uint8 arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
675 uint32 arena_num = urand(0,2);
676 if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) &&
677 !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) &&
678 !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) )
680 sLog.outError("Battleground: couldn't create any arena instance!");
681 return;
684 // set the MaxPlayersPerTeam values based on arenatype
685 // setting the min player values isn't needed, since we won't be using that value later on.
686 if(sBattleGroundMgr.isArenaTesting())
688 bg2->SetMaxPlayersPerTeam(1);
689 bg2->SetMaxPlayers(2);
691 else
693 switch(arenatype)
695 case ARENA_TYPE_2v2:
696 bg2->SetMaxPlayersPerTeam(2);
697 bg2->SetMaxPlayers(4);
698 break;
699 case ARENA_TYPE_3v3:
700 bg2->SetMaxPlayersPerTeam(3);
701 bg2->SetMaxPlayers(6);
702 break;
703 case ARENA_TYPE_5v5:
704 bg2->SetMaxPlayersPerTeam(5);
705 bg2->SetMaxPlayers(10);
706 break;
707 default:
708 break;
712 else
714 // create new battleground
715 bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId);
718 if(!bg2)
720 sLog.outError("Battleground: couldn't create bg %u",bgTypeId);
721 return;
724 // start the joining of the bg
725 bg2->SetStatus(STATUS_WAIT_JOIN);
726 bg2->SetQueueType(queue_id);
727 // initialize arena / rating info
728 bg2->SetArenaType(arenatype);
729 // set rating
730 bg2->SetRated(isRated);
732 std::list<GroupQueueInfo* >::iterator itr;
734 // invite groups from horde selection pool
735 for(itr = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_HORDE].SelectedGroups.end(); ++itr)
737 InviteGroupToBG((*itr),bg2,HORDE);
740 // invite groups from ally selection pools
741 for(itr = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin(); itr != m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.end(); ++itr)
743 InviteGroupToBG((*itr),bg2,ALLIANCE);
746 if (isRated)
748 std::list<GroupQueueInfo* >::iterator itr_alliance = m_SelectionPools[NORMAL_ALLIANCE].SelectedGroups.begin();
749 std::list<GroupQueueInfo* >::iterator itr_horde = m_SelectionPools[NORMAL_HORDE].SelectedGroups.begin();
750 (*itr_alliance)->OpponentsTeamRating = (*itr_horde)->ArenaTeamRating;
751 sLog.outDebug("setting oposite teamrating for team %u to %u", (*itr_alliance)->ArenaTeamId, (*itr_alliance)->OpponentsTeamRating);
752 (*itr_horde)->OpponentsTeamRating = (*itr_alliance)->ArenaTeamRating;
753 sLog.outDebug("setting oposite teamrating for team %u to %u", (*itr_horde)->ArenaTeamId, (*itr_horde)->OpponentsTeamRating);
756 // start the battleground
757 bg2->StartBattleGround();
760 // there weren't enough players for a "normal" match
761 // if arena, enable horde versus horde or alliance versus alliance teams here
763 else if(bg_template->isArena())
765 bool bOneSideHordeTeam1 = false, bOneSideHordeTeam2 = false;
766 bool bOneSideAllyTeam1 = false, bOneSideAllyTeam2 = false;
767 bOneSideHordeTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
768 if(bOneSideHordeTeam1)
770 // one team has been selected, find out if other can be selected too
771 std::list<GroupQueueInfo* >::iterator itr;
772 // temporarily change the team side to enable building the next pool excluding the already selected groups
773 for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr)
774 (*itr)->Team=ALLIANCE;
776 bOneSideHordeTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_HORDE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime, (*(m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin()))->ArenaTeamId);
778 // change back the team to horde
779 for(itr = m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_HORDE_TEAM1].SelectedGroups.end(); ++itr)
780 (*itr)->Team=HORDE;
782 if(!bOneSideHordeTeam2)
783 bOneSideHordeTeam1 = false;
785 if(!bOneSideHordeTeam1)
787 // check for one sided ally
788 bOneSideAllyTeam1 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM1,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime);
789 if(bOneSideAllyTeam1)
791 // one team has been selected, find out if other can be selected too
792 std::list<GroupQueueInfo* >::iterator itr;
793 // temporarily change the team side to enable building the next pool excluding the already selected groups
794 for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr)
795 (*itr)->Team=HORDE;
797 bOneSideAllyTeam2 = BuildSelectionPool(bgTypeId, queue_id,MaxPlayersPerTeam,MaxPlayersPerTeam,ONESIDE_ALLIANCE_TEAM2,arenatype, isRated, arenaMinRating, arenaMaxRating, discardTime,(*(m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin()))->ArenaTeamId);
799 // change back the team to ally
800 for(itr = m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.begin(); itr != m_SelectionPools[ONESIDE_ALLIANCE_TEAM1].SelectedGroups.end(); ++itr)
801 (*itr)->Team=ALLIANCE;
804 if(!bOneSideAllyTeam2)
805 bOneSideAllyTeam1 = false;
807 // 1-sided BuildSelectionPool() will work, because the MinPlayersPerTeam == MaxPlayersPerTeam in every arena!!!!
808 if( (bOneSideHordeTeam1 && bOneSideHordeTeam2) ||
809 (bOneSideAllyTeam1 && bOneSideAllyTeam2) )
811 // which side has enough players?
812 uint32 side = 0;
813 SelectionPoolBuildMode mode1, mode2;
814 // find out what pools are we using
815 if(bOneSideAllyTeam1 && bOneSideAllyTeam2)
817 side = ALLIANCE;
818 mode1 = ONESIDE_ALLIANCE_TEAM1;
819 mode2 = ONESIDE_ALLIANCE_TEAM2;
821 else
823 side = HORDE;
824 mode1 = ONESIDE_HORDE_TEAM1;
825 mode2 = ONESIDE_HORDE_TEAM2;
828 // create random arena
829 uint8 arenas[] = {BATTLEGROUND_NA, BATTLEGROUND_BE, BATTLEGROUND_RL};
830 uint32 arena_num = urand(0,2);
831 BattleGround* bg2 = NULL;
832 if( !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[arena_num%3])) &&
833 !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+1)%3])) &&
834 !(bg2 = sBattleGroundMgr.CreateNewBattleGround(arenas[(arena_num+2)%3])) )
836 sLog.outError("Could not create arena.");
837 return;
840 sLog.outDebug("Battleground: One-faction arena created.");
841 // init stats
842 if(sBattleGroundMgr.isArenaTesting())
844 bg2->SetMaxPlayersPerTeam(1);
845 bg2->SetMaxPlayers(2);
847 else
849 switch(arenatype)
851 case ARENA_TYPE_2v2:
852 bg2->SetMaxPlayersPerTeam(2);
853 bg2->SetMaxPlayers(4);
854 break;
855 case ARENA_TYPE_3v3:
856 bg2->SetMaxPlayersPerTeam(3);
857 bg2->SetMaxPlayers(6);
858 break;
859 case ARENA_TYPE_5v5:
860 bg2->SetMaxPlayersPerTeam(5);
861 bg2->SetMaxPlayers(10);
862 break;
863 default:
864 break;
868 bg2->SetRated(isRated);
870 // assigned team of the other group
871 uint32 other_side;
872 if(side == ALLIANCE)
873 other_side = HORDE;
874 else
875 other_side = ALLIANCE;
877 // start the joining of the bg
878 bg2->SetStatus(STATUS_WAIT_JOIN);
879 bg2->SetQueueType(queue_id);
880 // initialize arena / rating info
881 bg2->SetArenaType(arenatype);
883 std::list<GroupQueueInfo* >::iterator itr;
885 // invite players from the first group as horde players (actually green team)
886 for(itr = m_SelectionPools[mode1].SelectedGroups.begin(); itr != m_SelectionPools[mode1].SelectedGroups.end(); ++itr)
888 InviteGroupToBG((*itr),bg2,HORDE);
891 // invite players from the second group as ally players (actually gold team)
892 for(itr = m_SelectionPools[mode2].SelectedGroups.begin(); itr != m_SelectionPools[mode2].SelectedGroups.end(); ++itr)
894 InviteGroupToBG((*itr),bg2,ALLIANCE);
897 if (isRated)
899 std::list<GroupQueueInfo* >::iterator itr_alliance = m_SelectionPools[mode1].SelectedGroups.begin();
900 std::list<GroupQueueInfo* >::iterator itr_horde = m_SelectionPools[mode2].SelectedGroups.begin();
901 (*itr_alliance)->OpponentsTeamRating = (*itr_horde)->ArenaTeamRating;
902 (*itr_horde)->OpponentsTeamRating = (*itr_alliance)->ArenaTeamRating;
905 bg2->StartBattleGround();
910 /*********************************************************/
911 /*** BATTLEGROUND QUEUE EVENTS ***/
912 /*********************************************************/
914 bool BGQueueInviteEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
916 Player* plr = objmgr.GetPlayer( m_PlayerGuid );
918 // player logged off (we should do nothing, he is correctly removed from queue in another procedure)
919 if (!plr)
920 return true;
922 // Player can be in another BG queue and must be removed in normal way in any case
923 // // player is already in battleground ... do nothing (battleground queue status is deleted when player is teleported to BG)
924 // if (plr->GetBattleGroundId() > 0)
925 // return true;
927 BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID);
928 if (!bg)
929 return true;
931 uint32 queueSlot = plr->GetBattleGroundQueueIndex(bg->GetTypeID());
932 if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
934 uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
935 uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
936 if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
938 // 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
939 BattleGroundQueue::QueuedPlayersMap const& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()];
940 BattleGroundQueue::QueuedPlayersMap::const_iterator qItr = qpMap.find(m_PlayerGuid);
941 if (qItr != qpMap.end() && qItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
943 WorldPacket data;
944 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, qItr->second.GroupInfo->Team, queueSlot, STATUS_WAIT_JOIN, INVITE_ACCEPT_WAIT_TIME/2, 0);
945 plr->GetSession()->SendPacket(&data);
949 return true; //event will be deleted
952 void BGQueueInviteEvent::Abort(uint64 /*e_time*/)
954 //this should not be called
955 sLog.outError("Battleground invite event ABORTED!");
958 bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
960 Player* plr = objmgr.GetPlayer( m_PlayerGuid );
961 if (!plr)
962 // player logged off (we should do nothing, he is correctly removed from queue in another procedure)
963 return true;
965 BattleGround* bg = sBattleGroundMgr.GetBattleGround(m_BgInstanceGUID);
966 if (!bg)
967 return true;
969 sLog.outDebug("Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.",plr->GetGUIDLow(),m_BgInstanceGUID);
971 uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
972 uint32 queueSlot = plr->GetBattleGroundQueueIndex(bgQueueTypeId);
973 if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue
975 // 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
976 BattleGroundQueue::QueuedPlayersMap::iterator qMapItr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].find(m_PlayerGuid);
977 if (qMapItr != sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[plr->GetBattleGroundQueueIdFromLevel()].end() && qMapItr->second.GroupInfo && qMapItr->second.GroupInfo->IsInvitedToBGInstanceGUID == m_BgInstanceGUID)
979 if (qMapItr->second.GroupInfo->IsRated)
981 ArenaTeam * at = objmgr.GetArenaTeamById(qMapItr->second.GroupInfo->ArenaTeamId);
982 if (at)
984 sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u", GUID_LOPART(plr->GetGUID()), qMapItr->second.GroupInfo->OpponentsTeamRating);
985 at->MemberLost(plr, qMapItr->second.GroupInfo->OpponentsTeamRating);
986 at->SaveToDB();
989 plr->RemoveBattleGroundQueueId(bgQueueTypeId);
990 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(m_PlayerGuid, true);
991 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgQueueTypeId, bg->GetQueueType());
992 WorldPacket data;
993 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, m_PlayersTeam, queueSlot, STATUS_NONE, 0, 0);
994 plr->GetSession()->SendPacket(&data);
997 else
998 sLog.outDebug("Battleground: Player was already removed from queue");
1000 //event will be deleted
1001 return true;
1004 void BGQueueRemoveEvent::Abort(uint64 /*e_time*/)
1006 //this should not be called
1007 sLog.outError("Battleground remove event ABORTED!");
1010 /*********************************************************/
1011 /*** BATTLEGROUND MANAGER ***/
1012 /*********************************************************/
1014 BattleGroundMgr::BattleGroundMgr()
1016 m_BattleGrounds.clear();
1017 m_AutoDistributePoints = (bool)sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS);
1018 m_MaxRatingDifference = sWorld.getConfig(CONFIG_ARENA_MAX_RATING_DIFFERENCE);
1019 m_RatingDiscardTimer = sWorld.getConfig(CONFIG_ARENA_RATING_DISCARD_TIMER);
1020 m_PrematureFinishTimer = sWorld.getConfig(CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER);
1021 m_NextRatingDiscardUpdate = m_RatingDiscardTimer;
1022 m_AutoDistributionTimeChecker = 0;
1023 m_ArenaTesting = false;
1026 BattleGroundMgr::~BattleGroundMgr()
1028 BattleGroundSet::iterator itr, next;
1029 for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next)
1031 next = itr;
1032 ++next;
1033 BattleGround * bg = itr->second;
1034 m_BattleGrounds.erase(itr);
1035 delete bg;
1037 m_BattleGrounds.clear();
1040 // used to update running battlegrounds, and delete finished ones
1041 void BattleGroundMgr::Update(time_t diff)
1043 BattleGroundSet::iterator itr, next;
1044 for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next)
1046 next = itr;
1047 ++next;
1048 itr->second->Update(diff);
1049 // use the SetDeleteThis variable
1050 // direct deletion caused crashes
1051 if(itr->second->m_SetDeleteThis)
1053 BattleGround * bg = itr->second;
1054 m_BattleGrounds.erase(itr);
1055 delete bg;
1058 // if rating difference counts, maybe force-update queues
1059 if(m_MaxRatingDifference)
1061 // it's time to force update
1062 if(m_NextRatingDiscardUpdate < diff)
1064 // forced update for level 70 rated arenas
1065 m_BattleGroundQueues[BATTLEGROUND_QUEUE_2v2].Update(BATTLEGROUND_AA,6,ARENA_TYPE_2v2,true,0);
1066 m_BattleGroundQueues[BATTLEGROUND_QUEUE_3v3].Update(BATTLEGROUND_AA,6,ARENA_TYPE_3v3,true,0);
1067 m_BattleGroundQueues[BATTLEGROUND_QUEUE_5v5].Update(BATTLEGROUND_AA,6,ARENA_TYPE_5v5,true,0);
1068 m_NextRatingDiscardUpdate = m_RatingDiscardTimer;
1070 else
1071 m_NextRatingDiscardUpdate -= diff;
1073 if(m_AutoDistributePoints)
1075 if(m_AutoDistributionTimeChecker < diff)
1077 if(sWorld.GetGameTime() > m_NextAutoDistributionTime)
1079 DistributeArenaPoints();
1080 m_NextAutoDistributionTime = sWorld.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
1081 CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"I64FMTD"'", m_NextAutoDistributionTime);
1083 m_AutoDistributionTimeChecker = 600000; // check 10 minutes
1085 else
1086 m_AutoDistributionTimeChecker -= diff;
1090 void BattleGroundMgr::BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype, uint8 israted)
1092 // we can be in 3 queues in same time...
1093 if(StatusID == 0)
1095 data->Initialize(SMSG_BATTLEFIELD_STATUS, 4*3);
1096 *data << uint32(QueueSlot); // queue id (0...2)
1097 *data << uint64(0);
1098 return;
1101 data->Initialize(SMSG_BATTLEFIELD_STATUS, (4+1+1+4+2+4+1+4+4+4));
1102 *data << uint32(QueueSlot); // queue id (0...2) - player can be in 3 queues in time
1103 // uint64 in client
1104 *data << uint64( uint64(arenatype ? arenatype : bg->GetArenaType()) | (uint64(0x0D) << 8) | (uint64(bg->GetTypeID()) << 16) | (uint64(0x1F90) << 48) );
1105 *data << uint32(0); // unknown
1106 // alliance/horde for BG and skirmish/rated for Arenas
1107 *data << uint8(bg->isArena() ? ( israted ? israted : bg->isRated() ) : bg->GetTeamIndexByTeamId(team));
1108 /* *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!!!!
1109 switch(bg->GetTypeID()) // value depends on bg id
1111 case BATTLEGROUND_AV:
1112 *data << uint8(1);
1113 break;
1114 case BATTLEGROUND_WS:
1115 *data << uint8(2);
1116 break;
1117 case BATTLEGROUND_AB:
1118 *data << uint8(3);
1119 break;
1120 case BATTLEGROUND_NA:
1121 *data << uint8(4);
1122 break;
1123 case BATTLEGROUND_BE:
1124 *data << uint8(5);
1125 break;
1126 case BATTLEGROUND_AA:
1127 *data << uint8(6);
1128 break;
1129 case BATTLEGROUND_EY:
1130 *data << uint8(7);
1131 break;
1132 case BATTLEGROUND_RL:
1133 *data << uint8(8);
1134 break;
1135 default: // unknown
1136 *data << uint8(0);
1137 break;
1140 if(bg->isArena() && (StatusID == STATUS_WAIT_QUEUE))
1141 *data << uint32(BATTLEGROUND_AA); // all arenas I don't think so.
1142 else
1143 *data << uint32(bg->GetTypeID()); // BG id from DBC
1145 *data << uint16(0x1F90); // unk value 8080
1146 *data << uint32(bg->GetInstanceID()); // instance id
1148 if(bg->isBattleGround())
1149 *data << uint8(bg->GetTeamIndexByTeamId(team)); // team
1150 else
1151 *data << uint8(israted?israted:bg->isRated()); // is rated battle
1153 *data << uint32(StatusID); // status
1154 switch(StatusID)
1156 case STATUS_WAIT_QUEUE: // status_in_queue
1157 *data << uint32(Time1); // average wait time, milliseconds
1158 *data << uint32(Time2); // time in queue, updated every minute?
1159 break;
1160 case STATUS_WAIT_JOIN: // status_invite
1161 *data << uint32(bg->GetMapId()); // map id
1162 *data << uint32(Time1); // time to remove from queue, milliseconds
1163 break;
1164 case STATUS_IN_PROGRESS: // status_in_progress
1165 *data << uint32(bg->GetMapId()); // map id
1166 *data << uint32(Time1); // 0 at bg start, 120000 after bg end, time to bg auto leave, milliseconds
1167 *data << uint32(Time2); // time from bg start, milliseconds
1168 *data << uint8(0x1); // unk sometimes 0x0!
1169 break;
1170 default:
1171 sLog.outError("Unknown BG status!");
1172 break;
1176 void BattleGroundMgr::BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg)
1178 uint8 type = (bg->isArena() ? 1 : 0);
1179 // last check on 2.4.1
1180 data->Initialize(MSG_PVP_LOG_DATA, (1+1+4+40*bg->GetPlayerScoresSize()));
1181 *data << uint8(type); // seems to be type (battleground=0/arena=1)
1183 if(type) // arena
1185 // it seems this must be according to BG_WINNER_A/H and _NOT_ BG_TEAM_A/H
1186 for(int i = 1; i >= 0; --i)
1188 *data << uint32(3000-bg->m_ArenaTeamRatingChanges[i]); // rating change: showed value - 3000
1189 *data << uint32(3999); // huge thanks for TOM_RUS for this!
1190 sLog.outDebug("rating change: %d", bg->m_ArenaTeamRatingChanges[i]);
1192 for(int i = 1; i >= 0; --i)
1194 uint32 at_id = bg->m_ArenaTeamIds[i];
1195 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
1196 if(at)
1197 *data << at->GetName();
1198 else//*/
1199 *data << (uint8)0;
1203 if(bg->GetWinner() == 2)
1205 *data << uint8(0); // bg in progress
1207 else
1209 *data << uint8(1); // bg ended
1210 *data << uint8(bg->GetWinner()); // who win
1213 *data << (int32)(bg->GetPlayerScoresSize());
1215 for(std::map<uint64, BattleGroundScore*>::const_iterator itr = bg->GetPlayerScoresBegin(); itr != bg->GetPlayerScoresEnd(); ++itr)
1217 *data << (uint64)itr->first;
1218 *data << (int32)itr->second->KillingBlows;
1219 Player *plr = objmgr.GetPlayer(itr->first);
1220 uint32 team = bg->GetPlayerTeam(itr->first);
1221 if(!team && plr) team = plr->GetTeam();
1222 if(type == 0)
1224 *data << (int32)itr->second->HonorableKills;
1225 *data << (int32)itr->second->Deaths;
1226 *data << (int32)(itr->second->BonusHonor);
1228 else
1230 // that part probably wrong
1231 if(plr)
1233 if(team == HORDE)
1234 *data << uint8(0);
1235 else if(team == ALLIANCE)
1237 *data << uint8(1);
1239 else
1240 *data << uint8(0);
1242 else
1243 *data << uint8(0);
1245 *data << (int32)itr->second->DamageDone; // damage done
1246 *data << (int32)itr->second->HealingDone; // healing done
1247 switch(bg->GetTypeID()) // battleground specific things
1249 case BATTLEGROUND_AV:
1250 *data << (uint32)0x00000005; // count of next fields
1251 *data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted; // GraveyardsAssaulted
1252 *data << (uint32)((BattleGroundAVScore*)itr->second)->GraveyardsDefended; // GraveyardsDefended
1253 *data << (uint32)((BattleGroundAVScore*)itr->second)->TowersAssaulted; // TowersAssaulted
1254 *data << (uint32)((BattleGroundAVScore*)itr->second)->TowersDefended; // TowersDefended
1255 *data << (uint32)((BattleGroundAVScore*)itr->second)->MinesCaptured; // MinesCaptured
1256 break;
1257 case BATTLEGROUND_WS:
1258 *data << (uint32)0x00000002; // count of next fields
1259 *data << (uint32)((BattleGroundWGScore*)itr->second)->FlagCaptures; // flag captures
1260 *data << (uint32)((BattleGroundWGScore*)itr->second)->FlagReturns; // flag returns
1261 break;
1262 case BATTLEGROUND_AB:
1263 *data << (uint32)0x00000002; // count of next fields
1264 *data << (uint32)((BattleGroundABScore*)itr->second)->BasesAssaulted; // bases asssulted
1265 *data << (uint32)((BattleGroundABScore*)itr->second)->BasesDefended; // bases defended
1266 break;
1267 case BATTLEGROUND_EY:
1268 *data << (uint32)0x00000001; // count of next fields
1269 *data << (uint32)((BattleGroundEYScore*)itr->second)->FlagCaptures; // flag captures
1270 break;
1271 case BATTLEGROUND_NA:
1272 case BATTLEGROUND_BE:
1273 case BATTLEGROUND_AA:
1274 case BATTLEGROUND_RL:
1275 *data << (int32)0; // 0
1276 break;
1277 default:
1278 sLog.outDebug("Unhandled MSG_PVP_LOG_DATA for BG id %u", bg->GetTypeID());
1279 *data << (int32)0;
1280 break;
1285 void BattleGroundMgr::BuildGroupJoinedBattlegroundPacket(WorldPacket *data, uint32 bgTypeId)
1287 /*bgTypeId is:
1288 0 - Your group has joined a battleground queue, but you are not eligible
1289 1 - Your group has joined the queue for AV
1290 2 - Your group has joined the queue for WS
1291 3 - Your group has joined the queue for AB
1292 4 - Your group has joined the queue for NA
1293 5 - Your group has joined the queue for BE Arena
1294 6 - Your group has joined the queue for All Arenas
1295 7 - Your group has joined the queue for EotS*/
1296 data->Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
1297 *data << uint32(bgTypeId);
1300 void BattleGroundMgr::BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value)
1302 data->Initialize(SMSG_UPDATE_WORLD_STATE, 4+4);
1303 *data << uint32(field);
1304 *data << uint32(value);
1307 void BattleGroundMgr::BuildPlaySoundPacket(WorldPacket *data, uint32 soundid)
1309 data->Initialize(SMSG_PLAY_SOUND, 4);
1310 *data << uint32(soundid);
1313 void BattleGroundMgr::BuildPlayerLeftBattleGroundPacket(WorldPacket *data, Player *plr)
1315 data->Initialize(SMSG_BATTLEGROUND_PLAYER_LEFT, 8);
1316 *data << uint64(plr->GetGUID());
1319 void BattleGroundMgr::BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Player *plr)
1321 data->Initialize(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
1322 *data << uint64(plr->GetGUID());
1325 void BattleGroundMgr::InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team)
1327 // set invited player counters:
1328 BattleGround* bg = GetBattleGround(bgInstanceGUID);
1329 if(!bg)
1330 return;
1331 bg->IncreaseInvitedCount(team);
1333 plr->SetInviteForBattleGroundQueueType(BGQueueTypeId(bg->GetTypeID(),bg->GetArenaType()), bgInstanceGUID);
1335 // set the arena teams for rated matches
1336 if(bg->isArena() && bg->isRated())
1338 switch(bg->GetArenaType())
1340 case ARENA_TYPE_2v2:
1341 bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(0));
1342 break;
1343 case ARENA_TYPE_3v3:
1344 bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(1));
1345 break;
1346 case ARENA_TYPE_5v5:
1347 bg->SetArenaTeamIdForTeam(team, plr->GetArenaTeamId(2));
1348 break;
1349 default:
1350 break;
1354 // create invite events:
1355 //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
1356 BGQueueInviteEvent* inviteEvent = new BGQueueInviteEvent(plr->GetGUID(), bgInstanceGUID);
1357 plr->m_Events.AddEvent(inviteEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME/2));
1358 BGQueueRemoveEvent* removeEvent = new BGQueueRemoveEvent(plr->GetGUID(), bgInstanceGUID, team);
1359 plr->m_Events.AddEvent(removeEvent, plr->m_Events.CalculateTime(INVITE_ACCEPT_WAIT_TIME));
1362 BattleGround * BattleGroundMgr::GetBattleGroundTemplate(uint32 bgTypeId)
1364 return BGFreeSlotQueue[bgTypeId].empty() ? NULL : BGFreeSlotQueue[bgTypeId].back();
1367 // create a new battleground that will really be used to play
1368 BattleGround * BattleGroundMgr::CreateNewBattleGround(uint32 bgTypeId)
1370 BattleGround *bg = NULL;
1372 // get the template BG
1373 BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId);
1375 if(!bg_template)
1377 sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
1378 return 0;
1381 // create a copy of the BG template
1382 switch(bgTypeId)
1384 case BATTLEGROUND_AV:
1385 bg = new BattleGroundAV(*(BattleGroundAV*)bg_template);
1386 break;
1387 case BATTLEGROUND_WS:
1388 bg = new BattleGroundWS(*(BattleGroundWS*)bg_template);
1389 break;
1390 case BATTLEGROUND_AB:
1391 bg = new BattleGroundAB(*(BattleGroundAB*)bg_template);
1392 break;
1393 case BATTLEGROUND_NA:
1394 bg = new BattleGroundNA(*(BattleGroundNA*)bg_template);
1395 break;
1396 case BATTLEGROUND_BE:
1397 bg = new BattleGroundBE(*(BattleGroundBE*)bg_template);
1398 break;
1399 case BATTLEGROUND_AA:
1400 bg = new BattleGroundAA(*(BattleGroundAA*)bg_template);
1401 break;
1402 case BATTLEGROUND_EY:
1403 bg = new BattleGroundEY(*(BattleGroundEY*)bg_template);
1404 break;
1405 case BATTLEGROUND_RL:
1406 bg = new BattleGroundRL(*(BattleGroundRL*)bg_template);
1407 break;
1408 default:
1409 //bg = new BattleGround;
1410 return 0;
1411 break; // placeholder for non implemented BG
1414 // generate a new instance id
1415 bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id
1417 // reset the new bg (set status to status_wait_queue from status_none)
1418 bg->Reset();
1420 /* will be setup in BG::Update() when the first player is ported in
1421 if(!(bg->SetupBattleGround()))
1423 sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId);
1424 delete bg;
1425 return 0;
1429 // add BG to free slot queue
1430 bg->AddToBGFreeSlotQueue();
1432 // add bg to update list
1433 AddBattleGround(bg->GetInstanceID(), bg);
1435 return bg;
1438 // used to create the BG templates
1439 uint32 BattleGroundMgr::CreateBattleGround(uint32 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)
1441 // Create the BG
1442 BattleGround *bg = NULL;
1444 switch(bgTypeId)
1446 case BATTLEGROUND_AV: bg = new BattleGroundAV; break;
1447 case BATTLEGROUND_WS: bg = new BattleGroundWS; break;
1448 case BATTLEGROUND_AB: bg = new BattleGroundAB; break;
1449 case BATTLEGROUND_NA: bg = new BattleGroundNA; break;
1450 case BATTLEGROUND_BE: bg = new BattleGroundBE; break;
1451 case BATTLEGROUND_AA: bg = new BattleGroundAA; break;
1452 case BATTLEGROUND_EY: bg = new BattleGroundEY; break;
1453 case BATTLEGROUND_RL: bg = new BattleGroundRL; break;
1454 default:bg = new BattleGround; break; // placeholder for non implemented BG
1457 bg->SetMapId(MapID);
1459 bg->Reset();
1461 BattlemasterListEntry const *bl = sBattlemasterListStore.LookupEntry(bgTypeId);
1462 //in previous method is checked if exists entry in sBattlemasterListStore, so no check needed
1463 if (bl)
1465 bg->SetArenaorBGType(bl->type == TYPE_ARENA);
1468 bg->SetTypeID(bgTypeId);
1469 bg->SetInstanceID(0); // template bg, instance id is 0
1470 bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
1471 bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
1472 bg->SetMinPlayers(MinPlayersPerTeam*2);
1473 bg->SetMaxPlayers(MaxPlayersPerTeam*2);
1474 bg->SetName(BattleGroundName);
1475 bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO);
1476 bg->SetTeamStartLoc(HORDE, Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
1477 bg->SetLevelRange(LevelMin, LevelMax);
1479 //add BattleGround instance to FreeSlotQueue (.back() will return the template!)
1480 bg->AddToBGFreeSlotQueue();
1482 // do NOT add to update list, since this is a template battleground!
1484 // return some not-null value, bgTypeId is good enough for me
1485 return bgTypeId;
1488 void BattleGroundMgr::CreateInitialBattleGrounds()
1490 float AStartLoc[4];
1491 float HStartLoc[4];
1492 uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
1493 BattlemasterListEntry const *bl;
1494 WorldSafeLocsEntry const *start;
1496 uint32 count = 0;
1498 // 0 1 2 3 4 5 6 7 8
1499 QueryResult *result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO FROM battleground_template");
1501 if(!result)
1503 barGoLink bar(1);
1505 bar.step();
1507 sLog.outString();
1508 sLog.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
1509 return;
1512 barGoLink bar(result->GetRowCount());
1516 Field *fields = result->Fetch();
1517 bar.step();
1519 uint32 bgTypeID = fields[0].GetUInt32();
1521 // can be overwrited by values from DB
1522 bl = sBattlemasterListStore.LookupEntry(bgTypeID);
1523 if(!bl)
1525 sLog.outError("Battleground ID %u not found in BattlemasterList.dbc. Battleground not created.",bgTypeID);
1526 continue;
1529 MaxPlayersPerTeam = bl->maxplayersperteam;
1530 MinPlayersPerTeam = bl->maxplayersperteam/2;
1531 MinLvl = bl->minlvl;
1532 MaxLvl = bl->maxlvl;
1534 if(fields[1].GetUInt32())
1535 MinPlayersPerTeam = fields[1].GetUInt32();
1537 if(fields[2].GetUInt32())
1538 MaxPlayersPerTeam = fields[2].GetUInt32();
1540 if(fields[3].GetUInt32())
1541 MinLvl = fields[3].GetUInt32();
1543 if(fields[4].GetUInt32())
1544 MaxLvl = fields[4].GetUInt32();
1546 start1 = fields[5].GetUInt32();
1548 start = sWorldSafeLocsStore.LookupEntry(start1);
1549 if(start)
1551 AStartLoc[0] = start->x;
1552 AStartLoc[1] = start->y;
1553 AStartLoc[2] = start->z;
1554 AStartLoc[3] = fields[6].GetFloat();
1556 else if(bgTypeID == BATTLEGROUND_AA)
1558 AStartLoc[0] = 0;
1559 AStartLoc[1] = 0;
1560 AStartLoc[2] = 0;
1561 AStartLoc[3] = fields[6].GetFloat();
1563 else
1565 sLog.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `AllianceStartLoc`. BG not created.",bgTypeID,start1);
1566 continue;
1569 start2 = fields[7].GetUInt32();
1571 start = sWorldSafeLocsStore.LookupEntry(start2);
1572 if(start)
1574 HStartLoc[0] = start->x;
1575 HStartLoc[1] = start->y;
1576 HStartLoc[2] = start->z;
1577 HStartLoc[3] = fields[8].GetFloat();
1579 else if(bgTypeID == BATTLEGROUND_AA)
1581 HStartLoc[0] = 0;
1582 HStartLoc[1] = 0;
1583 HStartLoc[2] = 0;
1584 HStartLoc[3] = fields[8].GetFloat();
1586 else
1588 sLog.outErrorDb("Table `battleground_template` for id %u have non-existed WorldSafeLocs.dbc id %u in field `HordeStartLoc`. BG not created.",bgTypeID,start2);
1589 continue;
1592 //sLog.outDetail("Creating battleground %s, %u-%u", bl->name[sWorld.GetDBClang()], MinLvl, MaxLvl);
1593 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]))
1594 continue;
1596 ++count;
1597 } while (result->NextRow());
1599 delete result;
1601 sLog.outString();
1602 sLog.outString( ">> Loaded %u battlegrounds", count );
1605 void BattleGroundMgr::InitAutomaticArenaPointDistribution()
1607 if(m_AutoDistributePoints)
1609 sLog.outDebug("Initializing Automatic Arena Point Distribution");
1610 QueryResult * result = CharacterDatabase.Query("SELECT NextArenaPointDistributionTime FROM saved_variables");
1611 if(!result)
1613 sLog.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now.");
1614 m_NextAutoDistributionTime = sWorld.GetGameTime() + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
1615 CharacterDatabase.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ('"I64FMTD"')", m_NextAutoDistributionTime);
1617 else
1619 m_NextAutoDistributionTime = (*result)[0].GetUInt64();
1620 delete result;
1622 sLog.outDebug("Automatic Arena Point Distribution initialized.");
1626 void BattleGroundMgr::DistributeArenaPoints()
1628 // used to distribute arena points based on last week's stats
1629 sWorld.SendGlobalText("Flushing Arena points based on team ratings, this may take a few minutes. Please stand by...", NULL);
1631 sWorld.SendGlobalText("Distributing arena points to players...", NULL);
1633 //temporary structure for storing maximum points to add values for all players
1634 std::map<uint32, uint32> PlayerPoints;
1636 //at first update all points for all team members
1637 for(ObjectMgr::ArenaTeamMap::iterator team_itr = objmgr.GetArenaTeamMapBegin(); team_itr != objmgr.GetArenaTeamMapEnd(); ++team_itr)
1639 if(ArenaTeam * at = team_itr->second)
1641 at->UpdateArenaPointsHelper(PlayerPoints);
1645 //cycle that gives points to all players
1646 for (std::map<uint32, uint32>::iterator plr_itr = PlayerPoints.begin(); plr_itr != PlayerPoints.end(); ++plr_itr)
1648 //update to database
1649 CharacterDatabase.PExecute("UPDATE characters SET arena_pending_points = '%u' WHERE `guid` = '%u'", plr_itr->second, plr_itr->first);
1650 //add points if player is online
1651 Player* pl = objmgr.GetPlayer(plr_itr->first);
1652 if (pl)
1653 pl->ModifyArenaPoints(plr_itr->second);
1656 PlayerPoints.clear();
1658 sWorld.SendGlobalText("Finished setting arena points for online players.", NULL);
1660 sWorld.SendGlobalText("Modifying played count, arena points etc. for loaded arena teams, sending updated stats to online players...", NULL);
1661 for(ObjectMgr::ArenaTeamMap::iterator titr = objmgr.GetArenaTeamMapBegin(); titr != objmgr.GetArenaTeamMapEnd(); ++titr)
1663 if(ArenaTeam * at = titr->second)
1665 at->FinishWeek(); // set played this week etc values to 0 in memory, too
1666 at->SaveToDB(); // save changes
1667 at->NotifyStatsChanged(); // notify the players of the changes
1671 sWorld.SendGlobalText("Modification done.", NULL);
1673 sWorld.SendGlobalText("Done flushing Arena points.", NULL);
1676 void BattleGroundMgr::BuildBattleGroundListPacket(WorldPacket *data, uint64 guid, Player* plr, uint32 bgTypeId)
1678 uint32 PlayerLevel = 10;
1680 if(plr)
1681 PlayerLevel = plr->getLevel();
1683 data->Initialize(SMSG_BATTLEFIELD_LIST);
1684 *data << uint64(guid); // battlemaster guid
1685 *data << uint32(bgTypeId); // battleground id
1686 if(bgTypeId == BATTLEGROUND_AA) // arena
1688 *data << uint8(5); // unk
1689 *data << uint32(0); // unk
1691 else // battleground
1693 *data << uint8(0x00); // unk
1695 size_t count_pos = data->wpos();
1696 uint32 count = 0;
1697 *data << uint32(0x00); // number of bg instances
1699 for(std::map<uint32, BattleGround*>::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); ++itr)
1701 if(itr->second->GetTypeID() == bgTypeId && (PlayerLevel >= itr->second->GetMinLevel()) && (PlayerLevel <= itr->second->GetMaxLevel()))
1703 *data << uint32(itr->second->GetInstanceID());
1704 ++count;
1707 data->put<uint32>( count_pos , count);
1711 void BattleGroundMgr::SendToBattleGround(Player *pl, uint32 instanceId)
1713 BattleGround *bg = GetBattleGround(instanceId);
1714 if(bg)
1716 uint32 mapid = bg->GetMapId();
1717 float x, y, z, O;
1718 uint32 team = pl->GetBGTeam();
1719 if(team==0)
1720 team = pl->GetTeam();
1721 bg->GetTeamStartLoc(team, x, y, z, O);
1723 sLog.outDetail("BATTLEGROUND: Sending %s to map %u, X %f, Y %f, Z %f, O %f", pl->GetName(), mapid, x, y, z, O);
1724 pl->TeleportTo(mapid, x, y, z, O);
1726 else
1728 sLog.outError("player %u trying to port to non-existent bg instance %u",pl->GetGUIDLow(), instanceId);
1732 void BattleGroundMgr::SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, uint64 guid)
1734 WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12);
1735 uint32 time_ = 30000 - bg->GetLastResurrectTime(); // resurrect every 30 seconds
1736 if(time_ == uint32(-1))
1737 time_ = 0;
1738 data << guid << time_;
1739 pl->GetSession()->SendPacket(&data);
1742 void BattleGroundMgr::RemoveBattleGround(uint32 instanceID)
1744 BattleGroundSet::iterator itr = m_BattleGrounds.find(instanceID);
1745 if(itr!=m_BattleGrounds.end())
1746 m_BattleGrounds.erase(itr);
1749 bool BattleGroundMgr::IsArenaType(uint32 bgTypeId) const
1751 return ( bgTypeId == BATTLEGROUND_AA ||
1752 bgTypeId == BATTLEGROUND_BE ||
1753 bgTypeId == BATTLEGROUND_NA ||
1754 bgTypeId == BATTLEGROUND_RL );
1757 bool BattleGroundMgr::IsBattleGroundType(uint32 bgTypeId) const
1759 return !IsArenaType(bgTypeId);
1762 uint32 BattleGroundMgr::BGQueueTypeId(uint32 bgTypeId, uint8 arenaType) const
1764 switch(bgTypeId)
1766 case BATTLEGROUND_WS:
1767 return BATTLEGROUND_QUEUE_WS;
1768 case BATTLEGROUND_AB:
1769 return BATTLEGROUND_QUEUE_AB;
1770 case BATTLEGROUND_AV:
1771 return BATTLEGROUND_QUEUE_AV;
1772 case BATTLEGROUND_EY:
1773 return BATTLEGROUND_QUEUE_EY;
1774 case BATTLEGROUND_AA:
1775 case BATTLEGROUND_NA:
1776 case BATTLEGROUND_RL:
1777 case BATTLEGROUND_BE:
1778 switch(arenaType)
1780 case ARENA_TYPE_2v2:
1781 return BATTLEGROUND_QUEUE_2v2;
1782 case ARENA_TYPE_3v3:
1783 return BATTLEGROUND_QUEUE_3v3;
1784 case ARENA_TYPE_5v5:
1785 return BATTLEGROUND_QUEUE_5v5;
1786 default:
1787 return 0;
1789 default:
1790 return 0;
1794 uint32 BattleGroundMgr::BGTemplateId(uint32 bgQueueTypeId) const
1796 switch(bgQueueTypeId)
1798 case BATTLEGROUND_QUEUE_WS:
1799 return BATTLEGROUND_WS;
1800 case BATTLEGROUND_QUEUE_AB:
1801 return BATTLEGROUND_AB;
1802 case BATTLEGROUND_QUEUE_AV:
1803 return BATTLEGROUND_AV;
1804 case BATTLEGROUND_QUEUE_EY:
1805 return BATTLEGROUND_EY;
1806 case BATTLEGROUND_QUEUE_2v2:
1807 case BATTLEGROUND_QUEUE_3v3:
1808 case BATTLEGROUND_QUEUE_5v5:
1809 return BATTLEGROUND_AA;
1810 default:
1811 return 0;
1815 uint8 BattleGroundMgr::BGArenaType(uint32 bgQueueTypeId) const
1817 switch(bgQueueTypeId)
1819 case BATTLEGROUND_QUEUE_2v2:
1820 return ARENA_TYPE_2v2;
1821 case BATTLEGROUND_QUEUE_3v3:
1822 return ARENA_TYPE_3v3;
1823 case BATTLEGROUND_QUEUE_5v5:
1824 return ARENA_TYPE_5v5;
1825 default:
1826 return 0;
1830 void BattleGroundMgr::ToggleArenaTesting()
1832 m_ArenaTesting = !m_ArenaTesting;
1833 if(m_ArenaTesting)
1834 sWorld.SendGlobalText("Arenas are set to 1v1 for debugging. So, don't join as group.", NULL);
1835 else
1836 sWorld.SendGlobalText("Arenas are set to normal playercount.", NULL);