Example #1
0
// Called when a player leave the zone
void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone*/)
{
    if (IsWarTime())
    {
        // If the player is participating to the battle
        if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
        {
            m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
            player->GetSession()->SendBfLeaveMessage(m_Guid);
            if (Group* group = player->GetGroup()) // Remove the player from the raid group
                group->RemoveMember(player->GetGUID());

            OnPlayerLeaveWar(player);
        }
    }

    for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
        itr->second->HandlePlayerLeave(player);

    m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
    m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
    m_players[player->GetTeamId()].erase(player->GetGUID());
    SendRemoveWorldStates(player);
    RemovePlayerFromResurrectQueue(player->GetGUID());
    OnPlayerLeaveZone(player);
}
Example #2
0
//Called when a player leave the zone
void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone */ )
{
    if (IsWarTime())
    {
        //if player is in war list
        if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
        {
            m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
            player->GetSession()->SendBfLeaveMessage(m_BattleId);
            if (Group* group = GetGroupPlayer(player->GetGUID(), player->GetTeamId()))       // remove from raid group if player is member
            {
                // I think that now is not a hack
                if (!group->RemoveMember(player->GetGUID()))   // group was disbanded
                {
                    m_Groups[player->GetTeamId()].erase(group->GetGUID());
                    group->SetBattlefieldGroup(NULL);
                    sGroupMgr->RemoveGroup(group);
                    delete group;
                }
            }
            OnPlayerLeaveWar(player);                          //For scripting
        }
    }

    for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
        itr->second->HandlePlayerLeave(player);

    m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
    m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
    m_players[player->GetTeamId()].erase(player->GetGUID());
    SendRemoveWorldStates(player);
    RemovePlayerFromResurrectQueue(player->GetGUID());
    OnPlayerLeaveZone(player);                                 //For scripting
}
Example #3
0
void BattleGround::Update(time_t diff)
{

    if(!GetPlayersSize() && !GetRemovedPlayersSize() && !GetReviveQueueSize())
        //BG is empty
        return;

    WorldPacket data;

    if(GetRemovedPlayersSize())
    {
        for(std::map<uint64, uint8>::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<uint64, BattleGroundPlayer>::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<uint64, std::vector<uint64> >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr)
            {
                Creature *sh = NULL;
                for(std::vector<uint64>::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<uint64>::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<uint64, BattleGroundPlayer>::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
        }
    }
}
Example #4
0
void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket)
{
    // Remove from lists/maps
    std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.find(guid);
    if(itr != m_Players.end())
    {
        UpdatePlayersCountByTeam(itr->second.Team, true);   // -1 player
        m_Players.erase(itr);
    }

    std::map<uint64, BattleGroundScore*>::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();
    }
}
Example #5
0
void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket)
{
    uint32 team = GetPlayerTeam(guid);
    bool participant = false;
    // Remove from lists/maps
    std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.find(guid);
    if(itr != m_Players.end())
    {
        UpdatePlayersCountByTeam(team, true);   // -1 player
        m_Players.erase(itr);
        // check if the player was a participant of the match, or only entered through gm command (goname)
        participant = true;
    }

    std::map<uint64, BattleGroundScore*>::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);

    // should remove spirit of redemption
    if(plr && plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
        plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);

    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(participant) // if the player was a match participant, remove auras, calc rating, update queue
        {
            if(!team) team = plr->GetTeam();

            uint32 bgTypeId = GetTypeID();
            uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID());

            WorldPacket data;
            if(SendPacket)
            {
                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, team, plr->GetBattleGroundQueueIndex(bgQueueTypeId), 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(bgQueueTypeId);

            DecreaseInvitedCount(team);
            //we should update battleground queue, but only if bg isn't ending
            if (GetQueueType() < MAX_BATTLEGROUND_QUEUES)
                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetQueueType());

            Group * group = plr->GetGroup();
            // remove from raid group if exist
            if(group && group == GetBgRaid(team))
            {
                if(!group->RemoveMember(guid, 0))               // group was disbanded
                {
                    SetBgRaid(team, NULL);
                    delete group;
                }
            }

            // Let others know
            sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, plr);
            SendPacketToTeam(team, &data, plr, false);
        }

        // Do next only if found in battleground
        plr->SetBattleGroundId(0);                          // We're not in BG.
        // reset destination bg team
        plr->SetBGTeam(0);

        if(Transport)
        {
            plr->TeleportTo(plr->GetBattleGroundEntryPointMap(), plr->GetBattleGroundEntryPointX(), plr->GetBattleGroundEntryPointY(), plr->GetBattleGroundEntryPointZ(), plr->GetBattleGroundEntryPointO());
        }

        // Log
        sLog.outDetail("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName());
    }

    if(!GetPlayersSize() && !GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
    {
        // if no players left AND no invitees left, set this bg to delete in next update
        // direct deletion could cause crashes
        m_SetDeleteThis = true;
        // return to prevent addition to freeslotqueue
        return;
    }

    // a player exited the battleground, so there are free slots. add to queue
    this->AddToBGFreeSlotQueue();
}