/* * Copyright (C) 2005-2008 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Object.h" #include "Player.h" #include "BattleGround.h" #include "Creature.h" #include "MapManager.h" #include "Language.h" #include "Chat.h" #include "SpellAuras.h" #include "World.h" #include "Util.h" BattleGround::BattleGround() { m_TypeID = 0; m_InstanceID = 0; m_Status = 0; m_EndTime = 0; m_LastResurrectTime = 0; m_Queue_type = MAX_BATTLEGROUND_QUEUES; m_InvitedAlliance = 0; m_InvitedHorde = 0; m_ArenaType = 0; m_IsArena = false; m_Winner = 2; m_StartTime = 0; m_Events = 0; m_IsRated = false; m_BuffChange = false; m_Name = ""; m_LevelMin = 0; m_LevelMax = 0; m_MaxPlayersPerTeam = 0; m_MaxPlayers = 0; m_MinPlayersPerTeam = 0; m_MinPlayers = 0; m_MapId = 0; m_TeamStartLocX[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocX[BG_TEAM_HORDE] = 0; m_TeamStartLocY[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocY[BG_TEAM_HORDE] = 0; m_TeamStartLocZ[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocZ[BG_TEAM_HORDE] = 0; m_TeamStartLocO[BG_TEAM_ALLIANCE] = 0; m_TeamStartLocO[BG_TEAM_HORDE] = 0; m_BgRaids[BG_TEAM_ALLIANCE] = NULL; m_BgRaids[BG_TEAM_HORDE] = NULL; m_PlayersCount[BG_TEAM_ALLIANCE] = 0; m_PlayersCount[BG_TEAM_HORDE] = 0; } BattleGround::~BattleGround() { } void BattleGround::Update(time_t diff) { if(!GetPlayersSize() && !GetRemovedPlayersSize() && !GetReviveQueueSize()) //BG is empty return; WorldPacket data; if(GetRemovedPlayersSize()) { for(std::map::iterator itr = m_RemovedPlayers.begin(); itr != m_RemovedPlayers.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); switch(itr->second) { //following code is handled by event: /*case 0: sBattleGroundMgr.m_BattleGroundQueues[GetTypeID()].RemovePlayer(itr->first); //RemovePlayerFromQueue(itr->first); if(plr) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_NONE, 0, 0); plr->GetSession()->SendPacket(&data); } break;*/ case 1: // currently in bg and was removed from bg if(plr) RemovePlayerAtLeave(itr->first, true, true); else RemovePlayerAtLeave(itr->first, false, false); break; case 2: // revive queue RemovePlayerFromResurrectQueue(itr->first); break; default: sLog.outError("BattleGround: Unknown remove player case!"); } } m_RemovedPlayers.clear(); } // this code isn't efficient and its idea isn't implemented yet /* offline players are removed from battleground in worldsession::LogoutPlayer() // remove offline players from bg after ~5 minutes if(GetPlayersSize()) { for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); itr->second.LastOnlineTime += diff; if(plr) itr->second.LastOnlineTime = 0; // update last online time else if(itr->second.LastOnlineTime >= MAX_OFFLINE_TIME) // 5 minutes m_RemovedPlayers[itr->first] = 1; // add to remove list (BG) } }*/ m_LastResurrectTime += diff; if (m_LastResurrectTime >= RESURRECTION_INTERVAL) { if(GetReviveQueueSize()) { for(std::map >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr) { Creature *sh = NULL; for(std::vector::iterator itr2 = (itr->second).begin(); itr2 != (itr->second).end(); ++itr2) { Player *plr = objmgr.GetPlayer(*itr2); if(!plr) continue; if (!sh) { sh = ObjectAccessor::GetCreature(*plr, itr->first); // only for visual effect if (sh) sh->CastSpell(sh, SPELL_SPIRIT_HEAL, true); // Spirit Heal, effect 117 } plr->CastSpell(plr, SPELL_RESURRECTION_VISUAL, true); // Resurrection visual m_ResurrectQueue.push_back(*itr2); } (itr->second).clear(); } m_ReviveQueue.clear(); m_LastResurrectTime = 0; } else // queue is clear and time passed, just update last resurrection time m_LastResurrectTime = 0; } else if (m_LastResurrectTime > 500) // Resurrect players only half a second later, to see spirit heal effect on NPC { for(std::vector::iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr) { Player *plr = objmgr.GetPlayer(*itr); if(!plr) continue; plr->ResurrectPlayer(1.0f); plr->CastSpell(plr, SPELL_SPIRIT_HEAL_MANA, true); ObjectAccessor::Instance().ConvertCorpseForPlayer(*itr); } m_ResurrectQueue.clear(); } if(GetStatus() == STATUS_WAIT_LEAVE) { // remove all players from battleground after 2 minutes m_EndTime += diff; if(m_EndTime >= TIME_TO_AUTOREMOVE) // 2 minutes { for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { m_RemovedPlayers[itr->first] = 1; // add to remove list (BG) } // do not change any battleground's private variables } } } void BattleGround::SetTeamStartLoc(uint32 TeamID, float X, float Y, float Z, float O) { uint8 idx = GetTeamIndexByTeamId(TeamID); m_TeamStartLocX[idx] = X; m_TeamStartLocY[idx] = Y; m_TeamStartLocZ[idx] = Z; m_TeamStartLocO[idx] = O; } void BattleGround::SendPacketToAll(WorldPacket *packet) { for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(plr) plr->GetSession()->SendPacket(packet); else sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); } } void BattleGround::SendPacketToTeam(uint32 TeamID, WorldPacket *packet, Player *sender, bool self) { for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(!self && sender == plr) continue; if(plr->GetTeam() == TeamID) plr->GetSession()->SendPacket(packet); } } void BattleGround::PlaySoundToAll(uint32 SoundID) { WorldPacket data; sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID); SendPacketToAll(&data); } void BattleGround::PlaySoundToTeam(uint32 SoundID, uint32 TeamID) { WorldPacket data; for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(plr->GetTeam() == TeamID) { sBattleGroundMgr.BuildPlaySoundPacket(&data, SoundID); plr->GetSession()->SendPacket(&data); } } } void BattleGround::CastSpellOnTeam(uint32 SpellID, uint32 TeamID) { for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(plr->GetTeam() == TeamID) plr->CastSpell(plr, SpellID, true); } } void BattleGround::RewardHonorToTeam(uint32 Honor, uint32 TeamID) { for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(plr->GetTeam() == TeamID) UpdatePlayerScore(plr, SCORE_BONUS_HONOR, Honor); } } void BattleGround::RewardReputationToTeam(uint32 faction_id, uint32 Reputation, uint32 TeamID) { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction_id); if(!factionEntry) return; for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(plr->GetTeam() == TeamID) plr->ModifyFactionReputation(factionEntry, Reputation); } } void BattleGround::UpdateWorldState(uint32 Field, uint32 Value) { WorldPacket data; sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, Field, Value); SendPacketToAll(&data); } void BattleGround::UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player *Source) { WorldPacket data; sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, Field, Value); Source->GetSession()->SendPacket(&data); } void BattleGround::EndBattleGround(uint32 winner) { WorldPacket data; Player *Source = NULL; const char *winmsg = ""; if(winner == ALLIANCE) { winmsg = GetMangosString(LANG_BG_A_WINS); PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound SetWinner(WINNER_ALLIANCE); } else { winmsg = GetMangosString(LANG_BG_H_WINS); PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound SetWinner(WINNER_HORDE); } SetStatus(STATUS_WAIT_LEAVE); m_EndTime = 0; for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(!plr->isAlive()) { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } if(plr->GetTeam() == winner) { if(!Source) Source = plr; RewardMark(plr,ITEM_WINNER_COUNT); UpdatePlayerScore(plr, SCORE_BONUS_HONOR, 20); RewardQuest(plr); } else { RewardMark(plr,ITEM_LOSER_COUNT); } plr->CombatStopWithPets(true); BlockMovement(plr); sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); plr->GetSession()->SendPacket(&data); } if(Source) { ChatHandler(Source).FillMessageData(&data, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, Source->GetGUID(), winmsg); SendPacketToAll(&data); } } uint32 BattleGround::GetBattlemasterEntry() const { switch(GetTypeID()) { case BATTLEGROUND_AV: return 15972; case BATTLEGROUND_WS: return 14623; case BATTLEGROUND_AB: return 14879; case BATTLEGROUND_EY: return 22516; case BATTLEGROUND_NA: return 20200; default: return 0; } } void BattleGround::RewardMark(Player *plr,uint32 count) { // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens if(plr->GetDummyAura(SPELL_AURA_PLAYER_INACTIVE)) return; BattleGroundMarks mark; bool IsSpell; switch(GetTypeID()) { case BATTLEGROUND_AV: IsSpell = true; if(count == ITEM_WINNER_COUNT) mark = SPELL_AV_MARK_WINNER; else mark = SPELL_AV_MARK_LOSER; break; case BATTLEGROUND_WS: IsSpell = true; if(count == ITEM_WINNER_COUNT) mark = SPELL_WS_MARK_WINNER; else mark = SPELL_WS_MARK_LOSER; break; case BATTLEGROUND_AB: IsSpell = true; if(count == ITEM_WINNER_COUNT) mark = SPELL_AB_MARK_WINNER; else mark = SPELL_AB_MARK_LOSER; break; case BATTLEGROUND_EY: IsSpell = false; mark = ITEM_EY_MARK_OF_HONOR; break; default: return; } if(IsSpell) plr->CastSpell(plr, mark, true); else if ( objmgr.GetItemPrototype( mark ) ) { ItemPosCountVec dest; uint32 no_space_count = 0; uint8 msg = plr->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, mark, count, &no_space_count ); if( msg != EQUIP_ERR_OK ) // convert to possible store amount count -= no_space_count; if( count != 0 && !dest.empty()) // can add some if(Item* item = plr->StoreNewItem( dest, mark, true, 0)) plr->SendNewItem(item,count,false,true); if(no_space_count > 0) SendRewardMarkByMail(plr,mark,no_space_count); } } void BattleGround::SendRewardMarkByMail(Player *plr,uint32 mark, uint32 count) { uint32 bmEntry = GetBattlemasterEntry(); if(!bmEntry) return; ItemPrototype const* markProto = objmgr.GetItemPrototype(mark); if(!markProto) return; if(Item* markItem = Item::CreateItem(mark,count,plr)) { // save new item before send markItem->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted // item MailItemsInfo mi; mi.AddItem(markItem->GetGUIDLow(), markItem->GetEntry(), markItem); // subject: item name std::string subject = markProto->Name1; int loc_idx = plr->GetSession()->GetSessionDbLocaleIndex(); if ( loc_idx >= 0 ) if(ItemLocale const *il = objmgr.GetItemLocale(markProto->ItemId)) if (il->Name.size() > loc_idx && !il->Name[loc_idx].empty()) subject = il->Name[loc_idx]; // text std::string textFormat = plr->GetSession()->GetMangosString(LANG_BG_MARK_BY_MAIL); char textBuf[300]; snprintf(textBuf,300,textFormat.c_str(),GetName(),GetName()); uint32 itemTextId = objmgr.CreateItemText( textBuf ); WorldSession::SendMailTo(plr, MAIL_CREATURE, MAIL_STATIONERY_NORMAL, bmEntry, plr->GetGUIDLow(), subject, itemTextId , &mi, 0, 0, MAIL_CHECK_MASK_NONE); } } void BattleGround::RewardQuest(Player *plr) { // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens if(plr->GetDummyAura(SPELL_AURA_PLAYER_INACTIVE)) return; uint32 quest; switch(GetTypeID()) { case BATTLEGROUND_AV: quest = SPELL_AV_QUEST_REWARD; break; case BATTLEGROUND_WS: quest = SPELL_WS_QUEST_REWARD; break; case BATTLEGROUND_AB: quest = SPELL_AB_QUEST_REWARD; break; case BATTLEGROUND_EY: quest = SPELL_EY_QUEST_REWARD; break; default: return; } plr->CastSpell(plr, quest, true); } void BattleGround::BlockMovement(Player *plr) { plr->SetClientControl(plr, 0); // movement disabled NOTE: the effect will be automatically removed by client when the player is teleported from the battleground, so no need to send with uint8(1) in RemovePlayerAtLeave() } void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket) { // Remove from lists/maps std::map::iterator itr = m_Players.find(guid); if(itr != m_Players.end()) { UpdatePlayersCountByTeam(itr->second.Team, true); // -1 player m_Players.erase(itr); } std::map::iterator itr2 = m_PlayerScores.find(guid); if(itr2 != m_PlayerScores.end()) { delete itr2->second; // delete player's score m_PlayerScores.erase(itr2); } RemovePlayerFromResurrectQueue(guid); Player *plr = objmgr.GetPlayer(guid); if(plr && !plr->isAlive()) // resurrect on exit { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } RemovePlayer(plr, guid); // BG subclass specific code if(plr) { plr->ClearAfkReports(); if(isArena()) { if(!sWorld.IsFFAPvPRealm()) plr->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); } WorldPacket data; if(SendPacket) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_NONE, 0, 0); plr->GetSession()->SendPacket(&data); } // this call is important, because player, when joins to battleground, this method is not called, so it must be called when leaving bg plr->RemoveBattleGroundQueueId(m_TypeID); DecreaseInvitedCount(plr->GetTeam()); //we should update battleground queue, but only if bg isn't ending if (GetQueueType() < MAX_BATTLEGROUND_QUEUES) sBattleGroundMgr.m_BattleGroundQueues[GetTypeID()].Update(GetTypeID(), GetQueueType()); if(!plr->GetBattleGroundId()) return; Group * group = plr->GetGroup(); // remove from raid group if exist if(group && group == GetBgRaid(plr->GetTeam())) { if(!group->RemoveMember(guid, 0)) // group was disbanded { SetBgRaid(plr->GetTeam(), NULL); delete group; } } // Do next only if found in battleground plr->SetBattleGroundId(0); // We're not in BG. // Let others know sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr); SendPacketToTeam(plr->GetTeam(), &data, plr, false); if(Transport) { plr->TeleportTo(plr->GetBattleGroundEntryPointMap(), plr->GetBattleGroundEntryPointX(), plr->GetBattleGroundEntryPointY(), plr->GetBattleGroundEntryPointZ(), plr->GetBattleGroundEntryPointO()); //sLog.outDetail("BATTLEGROUND: Sending %s to %f,%f,%f,%f", pl->GetName(), x,y,z,O); } // Log sLog.outDetail("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName()); } /// there will be code which will add battleground to BGFreeSlotQueue , when battleground instance will exist // we always should check if BG is in that queue before adding.. if(!GetPlayersSize()) { Reset(); } } // this method is called when no players remains in battleground void BattleGround::Reset() { SetQueueType(MAX_BATTLEGROUND_QUEUES); SetWinner(WINNER_NONE); SetStatus(STATUS_WAIT_QUEUE); SetStartTime(0); SetEndTime(0); SetLastResurrectTime(0); m_Events = 0; if (m_InvitedAlliance > 0 || m_InvitedHorde > 0) sLog.outError("BattleGround system ERROR: bad counter, m_InvitedAlliance: %d, m_InvitedHorde: %d", m_InvitedAlliance, m_InvitedHorde); m_InvitedAlliance = 0; m_InvitedHorde = 0; m_Players.clear(); m_PlayerScores.clear(); // reset BGSubclass this->ResetBGSubclass(); } void BattleGround::StartBattleGround() { ///this method should spawn spirit guides and so on SetStartTime(0); SetLastResurrectTime(0); } void BattleGround::AddPlayer(Player *plr) { // score struct must be created in inherited class uint64 guid = plr->GetGUID(); uint32 team = plr->GetBGTeam(); BattleGroundPlayer bp; bp.LastOnlineTime = 0; bp.Team = team; // Add to list/maps m_Players[guid] = bp; UpdatePlayersCountByTeam(team, false); // +1 player WorldPacket data; sBattleGroundMgr.BuildPlayerJoinedBattleGroundPacket(&data, plr); SendPacketToTeam(team, &data, plr, false); if(isArena()) { plr->RemoveArenaSpellCooldowns(); //plr->RemoveArenaAuras(); plr->RemoveAllEnchantments(TEMP_ENCHANTMENT_SLOT); if(team == ALLIANCE && plr->GetTeam() == ALLIANCE) plr->CastSpell(plr,SPELL_ALLIANCE_GOLD_FLAG,true); else if(team == HORDE && plr->GetTeam() == ALLIANCE) plr->CastSpell(plr,SPELL_ALLIANCE_GREEN_FLAG,true); else if(team == ALLIANCE && plr->GetTeam() == HORDE) plr->CastSpell(plr,SPELL_HORDE_GOLD_FLAG,true); else plr->CastSpell(plr,SPELL_HORDE_GREEN_FLAG,true); plr->DestroyConjuredItems(true); if(GetStatus() == STATUS_WAIT_JOIN) // not started yet { plr->CastSpell(plr, SPELL_ARENA_PREPARATION, true); plr->SetHealth(plr->GetMaxHealth()); plr->SetPower(POWER_MANA, plr->GetMaxPower(POWER_MANA)); } } else { if(GetStatus() == STATUS_WAIT_JOIN) // not started yet plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells. } if(isArena()) plr->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); // Log sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName()); } /* This method should be called only once ... it adds pointer to queue */ void BattleGround::AddToBGFreeSlotQueue() { sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].push_front(this); } /* This method removes this battleground from free queue - it must be called when deleting battleground - not used now*/ void BattleGround::RemoveFromBGFreeSlotQueue() { /* uncomment this code when battlegrounds will work like instances for (std::deque::iterator itr = sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].end(); ++itr) { if ((*itr)->GetInstanceID() == m_InstanceID) { sBattleGroundMgr.BGFreeSlotQueue[m_TypeID].erase(itr); return; } }*/ } /* this method should decide, if we can invite new player of certain team to BG, it is based on BATTLEGROUND_STATUS */ bool BattleGround::HasFreeSlotsForTeam(uint32 Team) const { //if BG is starting ... invite anyone: if (GetStatus() == STATUS_WAIT_JOIN) return GetInvitedCount(Team) < GetMaxPlayersPerTeam(); //if BG is already started .. do not allow to join too much players of one faction uint32 otherTeam; if (Team == ALLIANCE) otherTeam = GetInvitedCount(HORDE); else otherTeam = GetInvitedCount(ALLIANCE); if (GetStatus() == STATUS_IN_PROGRESS) return (GetInvitedCount(Team) <= otherTeam && GetInvitedCount(Team) < GetMaxPlayersPerTeam()); return false; } /* this method isn't called already, it will be useful when more battlegrounds of one type will be available */ bool BattleGround::HasFreeSlots() const { return GetPlayersSize() < GetMaxPlayers(); } void BattleGround::UpdatePlayerScore(Player *Source, uint32 type, uint32 value) { //this procedure is called from virtual function implemented in bg subclass std::map::iterator itr = m_PlayerScores.find(Source->GetGUID()); if(itr == m_PlayerScores.end()) // player not found... return; switch(type) { case SCORE_KILLING_BLOWS: // Killing blows itr->second->KillingBlows += value; break; case SCORE_DEATHS: // Deaths itr->second->Deaths += value; break; case SCORE_HONORABLE_KILLS: // Honorable kills itr->second->HonorableKills += value; break; case SCORE_BONUS_HONOR: // Honor bonus // reward honor instantly if(Source->RewardHonor(NULL, 1, value)) itr->second->BonusHonor += value; break; //used only in EY, but in MSG_PVP_LOG_DATA opcode case SCORE_DAMAGE_DONE: // Damage Done itr->second->DamageDone += value; break; case SCORE_HEALING_DONE: // Healing Done itr->second->HealingDone += value; break; default: sLog.outError("BattleGround: Unknown player score type %u", type); break; } } void BattleGround::AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid) { m_ReviveQueue[npc_guid].push_back(player_guid); Player *plr = objmgr.GetPlayer(player_guid); if(!plr) return; plr->CastSpell(plr, SPELL_WAITING_FOR_RESURRECT, true); SpellEntry const *spellInfo = sSpellStore.LookupEntry( SPELL_WAITING_FOR_RESURRECT ); if(spellInfo) { Aura *Aur = CreateAura(spellInfo, 0, NULL, plr); plr->AddAura(Aur); } } void BattleGround::RemovePlayerFromResurrectQueue(uint64 player_guid) { for(std::map >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr) { for(std::vector::iterator itr2 =(itr->second).begin(); itr2 != (itr->second).end(); ++itr2) { if(*itr2 == player_guid) { (itr->second).erase(itr2); Player *plr = objmgr.GetPlayer(player_guid); if(!plr) return; plr->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT); return; } } } } bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime) { GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry); if(!goinfo) { sLog.outErrorDb("Gameobject template %u not found in database! BattleGround not created!", entry); return false; } uint32 guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT); GameObjectData& data = objmgr.NewGOData(guid); data.id = entry; data.mapid = GetMapId(); data.posX = x; data.posY = y; data.posZ = z; data.orientation = o; data.rotation0 = rotation0; data.rotation1 = rotation1; data.rotation2 = rotation2; data.rotation3 = rotation3; data.spawntimesecs = respawnTime; data.animprogress = 100; data.go_state = 1; data.spawnMask = 1; objmgr.AddGameobjectToGrid(guid, &data); m_BgObjects[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT); return true; } //some doors aren't despawned so we cannot handle their closing in gameobject::update() //it would be nice to correctly implement GO_ACTIVATED state and open/close doors in gameobject code void BattleGround::DoorClose(uint32 type) { GameObject *obj = HashMapHolder::Find(m_BgObjects[type]); if(obj) { //if doors are open, close it if( obj->getLootState() == GO_ACTIVATED && !obj->GetGoState() ) { //change state to allow door to be closed obj->SetLootState(GO_READY); obj->UseDoorOrButton(RESPAWN_ONE_DAY); } } else { sLog.outError("BattleGround: Door object not found (cannot close doors)"); } } void BattleGround::DoorOpen(uint32 type) { GameObject *obj = HashMapHolder::Find(m_BgObjects[type]); if(obj) { //change state to be sure they will be opened obj->SetLootState(GO_READY); obj->UseDoorOrButton(RESPAWN_ONE_DAY); } else { sLog.outError("BattleGround: Door object not found! - doors will be closed."); } } void BattleGround::SpawnBGObject(uint32 type, uint32 respawntime) { if( respawntime == 0 ) { GameObject *obj = HashMapHolder::Find(m_BgObjects[type]); if(obj) { //we need to change state from GO_JUST_DEACTIVATED to GO_READY in case battleground is starting again if( obj->getLootState() == GO_JUST_DEACTIVATED ) obj->SetLootState(GO_READY); obj->Respawn(); } else objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, 0); } else { GameObject *obj = HashMapHolder::Find(m_BgObjects[type]); if(obj) { obj->SetRespawnTime(respawntime); obj->SetLootState(GO_JUST_DEACTIVATED); } else objmgr.SaveGORespawnTime(GUID_LOPART(m_BgObjects[type]), 0, time(NULL) + respawntime); } } Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o) { // note: this should normally be FindMap // but it's a hack to allow the battlegrounds to initialize at server startup Map * map = MapManager::Instance().GetMap(GetMapId(), 0); if(!map) return NULL; Creature* pCreature = new Creature; if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, entry, teamval)) { sLog.outError("Can't create creature entry: %u",entry); delete pCreature; return NULL; } pCreature->Relocate(x, y, z, o); if(!pCreature->IsPositionValid()) { sLog.outError("ERROR: Creature (guidlow %d, entry %d) not added to battleground. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY()); return NULL; } pCreature->AIM_Initialize(); //pCreature->SetDungeonDifficulty(0); map->Add(pCreature); m_BgCreatures[type] = pCreature->GetGUID(); return pCreature; } bool BattleGround::DelCreature(uint32 type) { Creature *cr = HashMapHolder::Find(m_BgCreatures[type]); if(!cr) { sLog.outError("Can't find creature guid: %u",m_BgCreatures[type]); return false; } cr->CleanupsBeforeDelete(); cr->AddObjectToRemoveList(); m_BgCreatures[type] = 0; return true; } bool BattleGround::DelObject(uint32 type) { GameObject *obj = HashMapHolder::Find(m_BgObjects[type]); if(!obj) { sLog.outError("Can't find gobject guid: %u",m_BgObjects[type]); return false; } obj->SetRespawnTime(0); // not save respawn time obj->Delete(); m_BgObjects[type] = 0; return true; } bool BattleGround::AddSpiritGuide(uint32 type, float x, float y, float z, float o, uint32 team) { uint32 entry = 0; if(team == ALLIANCE) entry = 13116; else entry = 13117; Creature* pCreature = AddCreature(entry,type,team,x,y,z,o); if(!pCreature) { sLog.outError("Can't create Spirit guide. BattleGround not created!"); this->EndNow(); return false; } pCreature->setDeathState(DEAD); pCreature->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, pCreature->GetGUID()); // aura pCreature->SetUInt32Value(UNIT_FIELD_AURA, SPELL_SPIRIT_HEAL_CHANNEL); pCreature->SetUInt32Value(UNIT_FIELD_AURAFLAGS, 0x00000009); pCreature->SetUInt32Value(UNIT_FIELD_AURALEVELS, 0x0000003C); pCreature->SetUInt32Value(UNIT_FIELD_AURAAPPLICATIONS, 0x000000FF); // casting visual effect pCreature->SetUInt32Value(UNIT_CHANNEL_SPELL, SPELL_SPIRIT_HEAL_CHANNEL); // correct cast speed pCreature->SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); //pCreature->CastSpell(pCreature, SPELL_SPIRIT_HEAL_CHANNEL, true); return true; } void BattleGround::SendMessageToAll(char const* text) { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, text, NULL); SendPacketToAll(&data); } void BattleGround::SendMessageToAll(int32 entry) { char const* text = GetMangosString(entry); WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, text, NULL); SendPacketToAll(&data); } void BattleGround::EndNow() { SetStatus(STATUS_WAIT_LEAVE); SetEndTime(TIME_TO_AUTOREMOVE); } // Battleground messages are localized using the dbc lang, they are not client language dependent const char *BattleGround::GetMangosString(int32 entry) { // FIXME: now we have different DBC locales and need localized message for each target client return objmgr.GetMangosStringForDBCLocale(entry); } /* important notice: buffs aren't spawned/despawned when players captures anything buffs are in their positions when battleground starts */ void BattleGround::HandleTriggerBuff(uint64 const& go_guid) { GameObject *obj = HashMapHolder::Find(go_guid); if(!obj || obj->GetGoType() != GAMEOBJECT_TYPE_TRAP || !obj->isSpawned()) return; //change buff type, when buff is used: int32 index = m_BgObjects.size() - 1; while (index >= 0 && m_BgObjects[index] != go_guid) index--; if (index < 0) { sLog.outError("BattleGround (Type: %u) has buff gameobject (Guid: %u Entry: %u Type:%u) but it hasn't that object in its internal data",GetTypeID(),GUID_LOPART(go_guid),obj->GetEntry(),obj->GetGoType()); return; } //randomly select new buff uint8 buff = urand(0, 2); uint32 entry = obj->GetEntry(); if( m_BuffChange && entry != Buff_Entries[buff] ) { //despawn current buff SpawnBGObject(index, RESPAWN_ONE_DAY); //set index for new one for (uint8 currBuffTypeIndex = 0; currBuffTypeIndex < 3; ++currBuffTypeIndex) if( entry == Buff_Entries[currBuffTypeIndex] ) { index -= currBuffTypeIndex; index += buff; } } SpawnBGObject(index, BUFF_RESPAWN_TIME); } void BattleGround::HandleKillPlayer( Player *player, Player *killer ) { //keep in mind that for arena this will have to be changed a bit // add +1 deaths UpdatePlayerScore(player, SCORE_DEATHS, 1); // add +1 kills to group and +1 killing_blows to killer if( killer ) { UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1); UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1); for(std::map::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr || plr == killer) continue; if( plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player) ) UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1); } } // to be able to remove insignia player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE ); }