Exemple #1
0
void CBattleground::PortPlayer(Player * plr, bool skip_teleport /* = false*/)
{
	m_mainLock.Acquire();
	if(m_ended)
	{
		sChatHandler.SystemMessage(plr->GetSession(), "You cannot join this battleground as it has already ended.");
		BattlegroundManager.SendBattlefieldStatus(plr, 0, 0, 0, 0, 0,0);
		plr->m_pendingBattleground = 0;
		m_mainLock.Release();
		return;
	}

	if( plr->m_bgTeam > 1 )
		plr->m_bgTeam = plr->GetTeam();

	m_pendPlayers[plr->m_bgTeam].erase(plr->GetLowGUID());
	if(m_players[plr->m_bgTeam].find(plr->GetLowGUID()) != m_players[plr->m_bgTeam].end())
	{
		m_mainLock.Release();
		return;
	}

	if ( plr->m_isGmInvisible == false )
	{
		//Do not let everyone know an invisible gm has joined.
		WorldPacket data(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
		data << plr->GetGUID();
		DistributePacketToAll(&data);
	}
	m_players[plr->m_bgTeam].insert(plr->GetLowGUID());

	/* remove from any auto queue remove events */
	sEventMgr.RemoveEvents(plr, EVENT_BATTLEGROUND_QUEUE_UPDATE);

	if( !skip_teleport )
	{
		if( plr->IsInWorld() )
			plr->RemoveFromWorld();
	}

	plr->m_pendingBattleground = 0;
	plr->m_bg = this;
	
	if(!plr->IsPvPFlagged())
		plr->SetPvPFlag();

	/* Reset the score */
	memset(&plr->m_bgScore, 0, sizeof(BGScore));

	/* send him the world states */
	SendWorldStates(plr);
	
	/* update pvp data */
	UpdatePvPData();

	/* add the player to the group */
	if(plr->GetGroup() && !Rated())
	{
		// remove them from their group
		plr->GetGroup()->RemovePlayer( plr->m_playerInfo );
	}

	if(!m_countdownStage)
	{
		m_countdownStage = 1;
		sEventMgr.AddEvent(this, &CBattleground::EventCountdown, EVENT_BATTLEGROUND_COUNTDOWN, 30000, 0,0);
		sEventMgr.ModifyEventTimeLeft(this, EVENT_BATTLEGROUND_COUNTDOWN, 10000);
	}

	sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_CLOSE);
	OnAddPlayer(plr);

	if(!skip_teleport)
	{
		/* This is where we actually teleport the player to the battleground. */	
		plr->SafeTeleport(m_mapMgr,GetStartingCoords(plr->m_bgTeam));
		BattlegroundManager.SendBattlefieldStatus(plr, 3, m_type, m_id, (uint32)UNIXTIME - m_startTime, m_mapMgr->GetMapId(),Rated());	// Elapsed time is the last argument
	}

	m_mainLock.Release();
}
Exemple #2
0
void CBattleground::PortPlayer(Player* plr, bool skip_teleport /* = false*/)
{
	m_mainLock.Acquire();
	if(m_ended)
	{
		sChatHandler.SystemMessage(plr->GetSession(), plr->GetSession()->LocalizedWorldSrv(WORLDSTRING_JOIN_BG_ENDED));
		BattlegroundManager.SendBattlefieldStatus(plr, BGSTATUS_NOFLAGS, 0, 0, 0, 0, 0);
		plr->m_pendingBattleground = NULL;
		m_mainLock.Release();
		return;
	}

	m_pendPlayers[plr->m_bgTeam].erase(plr->GetLowGUID());
	if(m_players[plr->m_bgTeam].find(plr) != m_players[plr->m_bgTeam].end())
	{
		m_mainLock.Release();
		return;
	}

	plr->FullHPMP();
	plr->SetTeam(plr->m_bgTeam);
	if(plr->m_isGmInvisible == false)
	{
		//Do not let everyone know an invisible gm has joined.
		WorldPacket data(SMSG_BATTLEGROUND_PLAYER_JOINED, 8);
		data << plr->GetGUID();
		DistributePacketToTeam(&data, plr->m_bgTeam);
	}
	else
	{
		m_invisGMs++;
	}
	m_players[plr->m_bgTeam].insert(plr);

	/* remove from any auto queue remove events */
	sEventMgr.RemoveEvents(plr, EVENT_BATTLEGROUND_QUEUE_UPDATE);

	if(!skip_teleport)
	{
		if(plr->IsInWorld())
			plr->RemoveFromWorld();
	}

	plr->m_pendingBattleground = NULL;
	plr->m_bg = this;

	if(!plr->IsPvPFlagged())
		plr->SetPvPFlag();

	plr->RemoveAurasByInterruptFlag(AURA_INTERRUPT_ON_PVP_ENTER);

	/* Reset the score */
	memset(&plr->m_bgScore, 0, sizeof(BGScore));

	/* update pvp data */
	UpdatePvPData();

	/* add the player to the group */
	if(plr->GetGroup() && !Rated())
	{
		// remove them from their group
		plr->GetGroup()->RemovePlayer(plr->getPlayerInfo());
	}

	if(!m_countdownStage)
	{
		m_countdownStage = 1;
		sEventMgr.AddEvent(this, &CBattleground::EventCountdown, EVENT_BATTLEGROUND_COUNTDOWN, 30000, 0, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
		sEventMgr.ModifyEventTimeLeft(this, EVENT_BATTLEGROUND_COUNTDOWN, 10000);
	}

	sEventMgr.RemoveEvents(this, EVENT_BATTLEGROUND_CLOSE);

	if(!skip_teleport)
	{
		/* This is where we actually teleport the player to the battleground. */
		plr->SafeTeleport(m_mapMgr, GetStartingCoords(plr->m_bgTeam));
		BattlegroundManager.SendBattlefieldStatus(plr, BGSTATUS_TIME, m_type, m_id, (uint32)UNIXTIME - m_startTime, m_mapMgr->GetMapId(), Rated());     // Elapsed time is the last argument
	}
	else
	{
		/* If we are not ported, call this immediatelly, otherwise its called after teleportation in Player::OnPushToWorld */
		OnAddPlayer(plr);
	}

	m_mainLock.Release();
}