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C++ BattleGroundTypeId函数代码示例

本文整理汇总了C++中BattleGroundTypeId函数的典型用法代码示例。如果您正苦于以下问题:C++ BattleGroundTypeId函数的具体用法?C++ BattleGroundTypeId怎么用?C++ BattleGroundTypeId使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了BattleGroundTypeId函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: BattleGroundTypeId

BattleGround::BattleGround()
{
    m_TypeID            = BattleGroundTypeId(0);
    m_Status            = STATUS_NONE;
    m_ClientInstanceID  = 0;
    m_EndTime           = 0;
    m_BracketId         = BG_BRACKET_ID_TEMPLATE;
    m_InvitedAlliance   = 0;
    m_InvitedHorde      = 0;
    m_Winner            = TEAM_NONE;
    m_StartTime         = 0;
    m_Events            = 0;
    m_Name              = "";
    m_LevelMin          = 0;
    m_LevelMax          = 0;
    m_InBGFreeSlotQueue = false;

    m_MaxPlayersPerTeam = 0;
    m_MaxPlayers        = 0;
    m_MinPlayersPerTeam = 0;
    m_MinPlayers        = 0;

    m_MapId             = 0;
    m_Map               = NULL;

    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;

    m_TeamScores[BG_TEAM_ALLIANCE]      = 0;
    m_TeamScores[BG_TEAM_HORDE]         = 0;

    m_PrematureCountDown = false;
    m_PrematureCountDownTimer = 0;

    m_StartDelayTimes[BG_STARTING_EVENT_FIRST]  = BG_START_DELAY_2M;
    m_StartDelayTimes[BG_STARTING_EVENT_SECOND] = BG_START_DELAY_1M;
    m_StartDelayTimes[BG_STARTING_EVENT_THIRD]  = BG_START_DELAY_30S;
    m_StartDelayTimes[BG_STARTING_EVENT_FOURTH] = BG_START_DELAY_NONE;
    // we must set to some default existing values
    m_StartMessageIds[BG_STARTING_EVENT_FIRST]  = 0;
    m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_WS_START_ONE_MINUTE;
    m_StartMessageIds[BG_STARTING_EVENT_THIRD]  = LANG_BG_WS_START_HALF_MINUTE;
    m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_WS_HAS_BEGUN;
}
开发者ID:MonstermoshCOM,项目名称:server,代码行数:59,代码来源:BattleGround.cpp

示例2: BattleGroundTypeId

BattleGround::BattleGround()
{
    m_TypeID            = BattleGroundTypeId(0);
    m_InstanceID        = 0;
    m_Status            = STATUS_NONE;
    m_EndTime           = 0;
    m_BracketId         = MAX_BATTLEGROUND_BRACKETS;        // use as mark bg template
    m_InvitedAlliance   = 0;
    m_InvitedHorde      = 0;
    m_Winner            = 2;
    m_StartTime         = 0;
    m_Events            = 0;
    m_BuffChange        = false;
    m_Name              = "";
    m_LevelMin          = 0;
    m_LevelMax          = 0;
    m_InBGFreeSlotQueue = false;
    m_SetDeleteThis     = false;

    m_MaxPlayersPerTeam = 0;
    m_MaxPlayers        = 0;
    m_MinPlayersPerTeam = 0;
    m_MinPlayers        = 0;

    m_MapId             = 0;
    m_Map               = NULL;

    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;

    m_TeamScores[BG_TEAM_ALLIANCE]      = 0;
    m_TeamScores[BG_TEAM_HORDE]         = 0;

    m_PrematureCountDown = false;
    m_PrematureCountDown = 0;
}
开发者ID:magomags,项目名称:mangoszero,代码行数:51,代码来源:BattleGround.cpp

示例3: DEBUG_LOG

void WorldSession::HandleBattlefieldListOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_LIST");

    uint32 bgTypeId;
    recv_data >> bgTypeId;                                  // id from DBC

    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
    if (!bl)
    {
        sLog.outError("Battleground: invalid bgtype received.");
        return;
    }

    WorldPacket data;
    sBattleGroundMgr.BuildBattleGroundListPacket(&data, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId));
    SendPacket(&data);
}
开发者ID:Adeer,项目名称:server,代码行数:18,代码来源:BattleGroundHandler.cpp

示例4: DEBUG_LOG

void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data )
{
    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");

    uint32 mapId;
    recv_data >> mapId;

    BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId);

    if(bgTypeId == BATTLEGROUND_TYPE_NONE)
    {
        sLog.outError("Battleground: invalid bgtype received.");
        return;
    }

    WorldPacket data;
    sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId));
    SendPacket( &data );
}
开发者ID:daemonaps,项目名称:mangoszero,代码行数:19,代码来源:BattleGroundHandler.cpp

示例5: CHECK_PACKET_SIZE

void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 4);

    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");

    uint32 bgTypeId;
    recv_data >> bgTypeId;                                  // id from DBC

    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
    if(!bl)
    {
        sLog.outError("Battleground: invalid bgtype received.");
        return;
    }

    WorldPacket data;
    sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId));
    SendPacket( &data );
}
开发者ID:Diaken,项目名称:mangos,代码行数:20,代码来源:BattleGroundHandler.cpp

示例6: BattleGroundTypeId

void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data )
{
    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");

    uint32 bgTypeId;
    recv_data >> bgTypeId;                                  // id from DBC

    uint8 fromWhere;
    recv_data >> fromWhere;                                 // 0 - battlemaster, 1 - UI

    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
    if (!bl)
    {
        sLog.outError("Battleground: invalid bgtype received.");
        return;
    }

    WorldPacket data;
    sBattleGroundMgr.BuildBattleGroundListPacket(&data, 0, _player, BattleGroundTypeId(bgTypeId), fromWhere);
    SendPacket( &data );
}
开发者ID:executor,项目名称:riboncore,代码行数:21,代码来源:BattleGroundHandler.cpp

示例7: DEBUG_LOG

void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data )
{
    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");

    uint32 bgTypeId;
    recv_data >> bgTypeId;                                  // id from DBC

    uint8 fromWhere;
    recv_data >> fromWhere;                                 // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo)

    uint8 unk1;
    recv_data >> unk1;                                      // unknown 3.2.2

    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
    if (!bl)
    {
        sLog.outError("Battleground: invalid bgtype received.");
        return;
    }

    WorldPacket data;
    sBattleGroundMgr.BuildBattleGroundListPacket(&data, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId), fromWhere);
    SendPacket( &data );
}
开发者ID:kero99,项目名称:mangos_old,代码行数:24,代码来源:BattleGroundHandler.cpp

示例8: id

void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
{
    ObjectGuid guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    Group * grp;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str());

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);
    BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);

    // ignore if player is already in BG
    if (_player->InBattleGround())
        return;

	// prevent joining from instances
    uint32 mapid = _player->GetMapId();
    if(mapid != 0 && mapid != 1 && mapid != 530 && mapid != 571)
    {
        SendNotification("¡No puedes acceder a un campo de batalla desde aqui!");
        return;
    }

    // get bg instance or bg template if instance not found
    BattleGround *bg = NULL;
    if (instanceId)
        bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);

    if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    // expected bracket entry
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
    if (!bracketEntry)
        return;

    GroupJoinBattlegroundResult err;

    // check queue conditions
    if (!joinAsGroup)
    {
        // check Deserter debuff
        if (!_player->CanJoinToBattleground())
        {
            WorldPacket data;
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
            _player->GetSession()->SendPacket(&data);
            return;
        }

        if (_player->GetBattleGroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES)
        {
            //player is already in random queue
            WorldPacket data;
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG);
            _player->GetSession()->SendPacket(&data);
            return;
        }
        
        if(_player->InBattleGroundQueue() && bgTypeId == BATTLEGROUND_RB)
        {
            //player is already in queue, can't start random queue
            WorldPacket data;
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG);
            _player->GetSession()->SendPacket(&data);
            return;
        }

        // check if already in queue
        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
            //player is already in this queue
            return;
        // check if has free queue slots
        if (!_player->HasFreeBattleGroundQueueId())
        {
            WorldPacket data;
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
            _player->GetSession()->SendPacket(&data);
            return;
        }
//.........这里部分代码省略.........
开发者ID:kero99,项目名称:mangos_old,代码行数:101,代码来源:BattleGroundHandler.cpp

示例9: id

void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
{
    uint64 guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    Group * grp;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);

    // ignore if player is already in BG
    if (_player->InBattleGround())
        return;

    // get bg instance or bg template if instance not found
    BattleGround *bg = NULL;
    if (instanceId)
        bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);

    if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    // check queueing conditions
    if (!joinAsGroup)
    {
        // check Deserter debuff
        if (!_player->CanJoinToBattleground())
        {
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << uint32(0xFFFFFFFE);
            _player->GetSession()->SendPacket(&data);
            return;
        }
        // check if already in queue
        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
            //player is already in this queue
            return;
        // check if has free queue slots
        if (!_player->HasFreeBattleGroundQueueId())
            return;
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
        if (err != BG_JOIN_ERR_OK)
        {
            SendBattleGroundOrArenaJoinError(err);
            return;
        }
    }
    // if we're here, then the conditions to join a bg are met. We can proceed in joining.

    // _player->GetGroup() was already checked, grp is already initialized
    GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
    uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
    if (joinAsGroup /* && _player->GetGroup()*/)
    {
        sLog.outDebug("Battleground: the following players are joining as group:");
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member) continue;   // this should never happen

            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);           // add to queue

            WorldPacket data;
                                                            // send status packet (in queue)
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
            member->GetSession()->SendPacket(&data);
            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
            sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
        }
        sLog.outDebug("Battleground: group end");
//.........这里部分代码省略.........
开发者ID:executor,项目名称:riboncore,代码行数:101,代码来源:BattleGroundHandler.cpp

示例10: bgtype

void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data )
{
    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");

    uint8 type;                                             // arenatype if arena
    uint8 unk2;                                             // unk, can be 0x0 (may be if was invited?) and 0x1
    uint32 instanceId;
    uint32 bgTypeId_;                                       // type id from dbc
    uint16 unk;                                             // 0x1F90 constant?
    uint8 action;                                           // enter battle 0x1, leave queue 0x0

    recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_);
        // update battleground slots for the player to fix his UI and sent data.
        // this is a HACK, I don't know why the client starts sending invalid packets in the first place.
        // it usually happens with extremely high latency (if debugging / stepping in the code for example)
        if (_player->InBattleGroundQueue())
        {
            // update all queues, send invitation info if player is invited, queue info if queued
            for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
            {
                BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
                if (!bgQueueTypeId)
                    continue;
                BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
                BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
                // if the player is not in queue, continue or no group information - this should never happen
                if (itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo)
                    continue;

                BattleGround * bg = NULL;
                // get possibly needed data from groupinfo
                uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
                uint8 status = 0;

                if (!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
                {
                    // not invited to bg, get template
                    bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
                    status = STATUS_WAIT_QUEUE;
                }
                else
                {
                    // get the bg we're invited to
                    bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
                    status = STATUS_WAIT_JOIN;
                }

                // if bg not found, then continue, don't invite if already in the instance
                if (!bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()))
                    continue;

                // re - invite player with proper data
                WorldPacket data;
                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype);
                SendPacket(&data);
            }
        }
        return;
    }

    //get GroupQueueInfo from BattleGroundQueue
    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
    BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
    BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
    if (itrPlayerStatus == qpMap.end())
    {
        sLog.outError("Battleground: itrplayerstatus not found.");
        return;
    }

    instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
    // if action == 1, then instanceId is required
    if (!instanceId && action == 1)
    {
        sLog.outError("Battleground: instance not found.");
        return;
    }

    BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);

    // bg template might and must be used in case of leaving queue, when instance is not created yet
    if (!bg && action == 0)
        bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
    if (!bg)
    {
        sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId);
        return;
    }

    if (_player->InBattleGroundQueue())
    {
        //we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function!
        uint32 team = itrPlayerStatus->second.GroupInfo->Team;
        uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType;
//.........这里部分代码省略.........
开发者ID:executor,项目名称:riboncore,代码行数:101,代码来源:BattleGroundHandler.cpp

示例11: id

void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recv_data)
{
    ObjectGuid guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    Group* grp;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    DEBUG_LOG("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str());

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE);

    // ignore if player is already in BG
    if (_player->InBattleGround())
        return;

    Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
    if (!unit)
        return;

    if (!unit->isBattleMaster())                            // it's not battlemaster
        return;

    // get bg instance or bg template if instance not found
    BattleGround* bg = NULL;
    if (instanceId)
        bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);

    if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId);

    // check queue conditions
    if (!joinAsGroup)
    {
        // check Deserter debuff
        if (!_player->CanJoinToBattleground())
        {
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << uint32(0xFFFFFFFE);
            _player->GetSession()->SendPacket(&data);
            return;
        }
        // check if already in queue
        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
            // player is already in this queue
            return;
        // check if has free queue slots
        if (!_player->HasFreeBattleGroundQueueId())
            return;
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) &&
                    (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
        if (err != BG_JOIN_ERR_OK)
        {
            SendBattleGroundOrArenaJoinError(err);
            return;
        }
    }
    // if we're here, then the conditions to join a bg are met. We can proceed in joining.

    // _player->GetGroup() was already checked, grp is already initialized
    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    if (joinAsGroup)
    {
        DEBUG_LOG("Battleground: the following players are joining as group:");
        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, ARENA_TYPE_NONE, false, isPremade, 0);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId));
        for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* member = itr->getSource();
            if (!member)
                continue;                                   // this should never happen

//.........这里部分代码省略.........
开发者ID:bread-and-butter,项目名称:server,代码行数:101,代码来源:BattleGroundHandler.cpp

示例12: CHECK_PACKET_SIZE

void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 8+4+4+1);

    uint64 guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    Group * grp;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if(!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);

    // ignore if player is already in BG
    if(_player->InBattleGround())
        return;

    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
    if(!unit)
        return;

    if(!unit->isBattleMaster())                             // it's not battlemaster
        return;

    // get bg instance or bg template if instance not found
    BattleGround * bg = 0;
    if(instanceId)
        BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);

    if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
    {
        sLog.outError("Battleground: no available bg / template found");
        return;
    }

    // check queueing conditions
    if(!joinAsGroup)
    {
        // check Deserter debuff
        if( !_player->CanJoinToBattleground() )
        {
            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data << (uint32) 0xFFFFFFFE;
            _player->GetSession()->SendPacket(&data);
            return;
        }
        // check if already in queue
        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
            //player is already in this queue
            return;
        // check if has free queue slots
        if(!_player->HasFreeBattleGroundQueueId())
            return;
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if(!grp)
            return;
        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        if (err != BG_JOIN_ERR_OK)
        {
            SendBattleGroundOrArenaJoinError(err);
            return;
        }
    }
    // if we're here, then the conditions to join a bg are met. We can proceed in joining.

    // _player->GetGroup() was already checked, grp is already initialized
    if(joinAsGroup /* && _player->GetGroup()*/)
    {
        sLog.outDebug("Battleground: the following players are joining as group:");
        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();
            if(!member) continue;   // this should never happen

            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);           // add to queue

            // store entry point coords (same as leader entry point)
            member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());

            WorldPacket data;
//.........这里部分代码省略.........
开发者ID:jendeanlone,项目名称:mangos,代码行数:101,代码来源:BattleGroundHandler.cpp

示例13: id

void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data)
{
    uint64 guid;
    uint32 bgTypeId_;
    uint32 instanceId;
    uint8 joinAsGroup;
    bool isPremade = false;
    Group * grp = NULL;

    recv_data >> guid;                                      // battlemaster guid
    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)
    recv_data >> instanceId;                                // instance id, 0 if First Available selected
    recv_data >> joinAsGroup;                               // join as group

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    sLog.outDebug("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));

    // can do this, since it's battleground, not arena
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);

    // ignore if player is already in BG
    if (_player->InBattleGround())
        return;

    // get bg instance or bg template if instance not found
    BattleGround *bg = NULL;
    if (instanceId)
        bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);

    if (!bg)
        bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
    if (!bg)
        return;

    // expected bracket entry
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
    if (!bracketEntry)
        return;

    GroupJoinBattlegroundResult err;

    // check queue conditions
    if (!joinAsGroup)
    {
        // check Deserter debuff
        if (!_player->CanJoinToBattleground())
        {
            WorldPacket data;
            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
            _player->GetSession()->SendPacket(&data);
            return;
        }
        // check if already in queue
        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
            //player is already in this queue
            return;
        // check if has free queue slots
        if (!_player->HasFreeBattleGroundQueueId())
            return;
        BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];

        GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0);
        uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        // already checked if queueSlot is valid, now just get it
        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);

        WorldPacket data;
                                                            // send status packet (in queue)
        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
        SendPacket(&data);
        sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        if (grp->GetLeaderGUID() != _player->GetGUID())
            return;
        err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
        isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());

        BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
        GroupQueueInfo * ginfo = NULL;
        uint32 avgTime = 0;

        if (err > 0)
        {
            sLog.outDebug("Battleground: the following players are joining as group:");
            ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0);
            avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
        }
//.........这里部分代码省略.........
开发者ID:GameOn,项目名称:gameon,代码行数:101,代码来源:BattleGroundHandler.cpp


注:本文中的BattleGroundTypeId函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。