void BattleGround::AddPlayer(Player *plr) { // remove afk from player if (plr->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK)) plr->ToggleAFK(); // score struct must be created in inherited class ObjectGuid guid = plr->GetObjectGuid(); uint32 team = plr->GetBGTeam(); BattleGroundPlayer bp; bp.LastOnlineTime = 0; bp.Team = team; // Add to list/maps m_Players[guid.GetRawValue()] = bp; UpdatePlayersCountByTeam(team, false); // +1 player WorldPacket data; sBattleGroundMgr.BuildPlayerJoinedBattleGroundPacket(&data, plr); SendPacketToTeam(team, &data, plr, false); // Log DETAIL_LOG("BATTLEGROUND: Player %s joined the battle.", plr->GetName()); }
void BattleGround::AddPlayer(Player* plr) { // remove afk from player if (plr->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK)) plr->ToggleAFK(); // score struct must be created in inherited class ObjectGuid guid = plr->GetObjectGuid(); Team team = plr->GetBGTeam(); BattleGroundPlayer bp; bp.OfflineRemoveTime = 0; bp.PlayerTeam = 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); // setup BG group membership PlayerAddedToBGCheckIfBGIsRunning(plr); AddOrSetPlayerToCorrectBgGroup(plr, guid, team); // Log DETAIL_LOG("BATTLEGROUND: Player %s joined the battle.", plr->GetName()); }
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(GetStatus() == STATUS_WAIT_JOIN) // not started yet plr->CastSpell(plr, SPELL_PREPARATION, true); // reduces all mana cost of spells. // Log sLog.outDetail("BATTLEGROUND: Player %s joined the battle.", plr->GetName()); }
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()); }
void BattleGround::RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket) { Team team = GetPlayerTeam(guid); bool participant = false; // Remove from lists/maps BattleGroundPlayerMap::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; } BattleGroundScoreMap::iterator itr2 = m_PlayerScores.find(guid); if (itr2 != m_PlayerScores.end()) { delete itr2->second; // delete player's score m_PlayerScores.erase(itr2); } Player* plr = sObjectMgr.GetPlayer(guid); if (plr) { // should remove spirit of redemption if (plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if (!plr->isAlive()) // resurrect on exit { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } } RemovePlayer(plr, guid); // BG subclass specific code if (participant) // if the player was a match participant, remove auras, calc rating, update queue { BattleGroundTypeId bgTypeId = GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID()); if (plr) { if (!team) team = plr->GetTeam(); if (SendPacket) { WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, 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); } // remove from raid group if player is member if (Group* group = GetBgRaid(team)) { if (!group->RemoveMember(guid, 0)) // group was disbanded { SetBgRaid(team, NULL); delete group; } } DecreaseInvitedCount(team); // we should update battleground queue, but only if bg isn't ending if (GetStatus() < STATUS_WAIT_LEAVE) { // a player has left the battleground, so there are free slots -> add to queue AddToBGFreeSlotQueue(); sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, GetBracketId()); } // Let others know WorldPacket data; sBattleGroundMgr.BuildPlayerLeftBattleGroundPacket(&data, guid); SendPacketToTeam(team, &data, plr, false); } if (plr) { // Do next only if found in battleground plr->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // We're not in BG. // reset destination bg team plr->SetBGTeam(TEAM_NONE); if (Transport) plr->TeleportToBGEntryPoint(); DETAIL_LOG("BATTLEGROUND: Removed player %s from BattleGround.", plr->GetName()); } // battleground object will be deleted next BattleGround::Update() call }
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(); } }
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; } BattleGroundScoreMap::iterator itr2 = m_PlayerScores.find(guid); if(itr2 != m_PlayerScores.end()) { delete itr2->second; // delete player's score m_PlayerScores.erase(itr2); } Player *plr = sObjectMgr.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) { if(participant) // if the player was a match participant, remove auras, calc rating, update queue { if(!team) team = plr->GetTeam(); BattleGroundTypeId bgTypeId = GetTypeID(); uint32 bgQueueTypeId = BattleGroundMgr::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 (GetBracketId() < MAX_BATTLEGROUND_BRACKETS) sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, GetBracketId()); 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->GetBattleGroundEntryPoint()); DETAIL_LOG("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(); }