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C++ BattleGround类代码示例

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


在下文中一共展示了BattleGround类的15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: 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(bgTypeId >= MAX_BATTLEGROUND_TYPES)
    {
        sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
        return;
    }

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

    // can do this, since it's battleground, not arena
    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);

    // ignore if we already in BG or BG queue
    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);
        switch(err)
        {
            // TODO: add error-based feedback to players in all cases
        case BG_JOIN_ERR_GROUP_TOO_MANY:
            {
            WorldPacket data;
            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_TOO_LARGE), NULL);
            SendPacket(&data);
            }
            return;
            break;
        case BG_JOIN_ERR_OFFLINE_MEMBER:
            {
            WorldPacket data;
            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
            SendPacket(&data);
            }
            return;
            break;
        case BG_JOIN_ERR_MIXED_FACTION:
            {
            WorldPacket data;
            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL);
            SendPacket(&data);
            }
            return;
//.........这里部分代码省略.........
开发者ID:megamage,项目名称:mangos,代码行数:101,代码来源:BattleGroundHandler.cpp

示例2: DEBUG_LOG

void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
    //recv_data.hexlike();

    uint64 guid;                                            // arena Battlemaster guid
    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated
    Group * grp;

    recv_data >> guid >> arenaslot >> asGroup >> isRated;

    // ignore if we already in BG or BG queue
    if (_player->InBattleGround())
        return;

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

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

    uint8 arenatype = 0;
    uint32 arenaRating = 0;

    switch(arenaslot)
    {
    case 0:
        arenatype = ARENA_TYPE_2v2;
        break;
    case 1:
        arenatype = ARENA_TYPE_3v3;
        break;
    case 2:
        arenatype = ARENA_TYPE_5v5;
        break;
    default:
        sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot);
        return;
    }

    // check existence
    BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
    if (!bg)
    {
        sLog.outError("Battleground: template bg (all arenas) not found");
        return;
    }

    BattleGroundTypeId bgTypeId = bg->GetTypeID();
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
    if (!bracketEntry)
        return;

    GroupJoinBattlegroundResult err;

    // check queue conditions
    if (!asGroup)
    {
        // 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;
        if(grp->GetLeaderGUID() != _player->GetGUID())
            return;
        // may be Group::CanJoinBattleGroundQueue should be moved to player class...
        err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
    }

    uint32 ateamId = 0;

    if (isRated)
    {
        ateamId = _player->GetArenaTeamId(arenaslot);
        // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice)
        ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId);
        if (!at)
        {
            _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
            return;
        }
        // get the team rating for queue
        arenaRating = at->GetRating();
        // the arena team id must match for everyone in the group
        // get the personal ratings for queue
        uint32 avg_pers_rating = 0;
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
//.........这里部分代码省略.........
开发者ID:BruceLeet,项目名称:mangos,代码行数:101,代码来源:BattleGroundHandler.cpp

示例3: CHECK_PACKET_SIZE

void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);

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

    uint8 unk1;
    uint8 unk2;                                             // unk, can be 0x0 (may be if was invited?) and 0x1
    uint32 bgTypeId;                                        // type id from dbc
    uint16 unk;                                             // 0x1F90 constant?
    uint8 action;                                           // enter battle 0x1, leave queue 0x0

    recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action;

    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)                  // cheating?
        return;

    if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
        return;

    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
    if(!bg)
        return;

    uint32 queueSlot = 0;
    WorldPacket data;
    switch(action)
    {
        case 1:                                             // port to battleground
            if(!_player->IsInvitedForBattleGroundType(bgTypeId))
                return;                                     // cheating?

            _player->RemoveFromGroup();
            queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
            _player->GetSession()->SendPacket(&data);
            // remove battleground queue status from BGmgr
            sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false);
            // check if player is not deserter
            if( !_player->CanJoinToBattleground() )
            {
                WorldPacket data2;
                data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
                data2 << (uint32) 0xFFFFFFFE;
                SendPacket(&data2);
                return;
            }
            // if player is in battleground already, remove him and port him to new battleground
            if (BattleGround *currentBg = _player->GetBattleGround())
                currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);

            _player->SetBattleGroundId(bg->GetTypeID());
            sBattleGroundMgr.SendToBattleGround(_player, bgTypeId);
            bg->AddPlayer(_player);
            break;
        case 0:                                             // leave queue
            queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
            _player->RemoveBattleGroundQueueId(bgTypeId);   // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
            sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true);
            SendPacket(&data);
            break;
        default:
            sLog.outError("Battleground port: unknown action %u", action);
            break;
    }
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:67,代码来源:BattleGroundHandler.cpp

示例4: switch

// used to create the BG templates
uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
{
    // Create the BG
    BattleGround *bg = NULL;

    switch(bgTypeId)
    {
        case BATTLEGROUND_AV: 
            bg = new BattleGroundAV; 
            bg->SetName("Alterac Valley");
            bg->SetMapId(30);
        break;
        case BATTLEGROUND_WS: 
            bg = new BattleGroundWS;
            bg->SetName("Warsong Gulch");
            bg->SetMapId(489);
        break;
        case BATTLEGROUND_AB: 
            bg = new BattleGroundAB;
            bg->SetName("Arathi Basin");
            bg->SetMapId(529);
        break;

        default:bg = new BattleGround;   break;             // placeholder for non implemented BG
    }

    bg->Reset();

    bg->SetTypeID(bgTypeId);
    bg->SetInstanceID(0);                               // template bg, instance id is 0
    bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
    bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
    bg->SetMinPlayers(MinPlayersPerTeam*2);
    bg->SetMaxPlayers(MaxPlayersPerTeam*2);
    bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO);
    bg->SetTeamStartLoc(HORDE,    Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
    bg->SetLevelRange(LevelMin, LevelMax);

    //add BattleGround instance to FreeSlotQueue (.back() will return the template!)
    if (bgTypeId < MAX_BATTLEGROUND_TYPES ) // anti-crash
        bg->AddToBGFreeSlotQueue();

    // do NOT add to update list, since this is a template battleground!

    // return some not-null value, bgTypeId is good enough for me
    return bgTypeId;
}
开发者ID:mynew,项目名称:TrinityCore-1,代码行数:48,代码来源:BattleGroundMgr.cpp

示例5: switch


//.........这里部分代码省略.........
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection());

            // accept only use by player from same group for caster except caster itself
            if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
                return;

            //required lvl checks!
            uint8 level = player->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;
            level = targetPlayer->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;

            spellId = 23598;

            break;
        }

        case GAMEOBJECT_TYPE_FLAGSTAND:                     // 24
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->isAllowUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag click
                // AB:
                // 15001
                // 15002
                // 15003
                // 15004
                // 15005
                bg->EventPlayerClickedOnFlag(player, this);
                return;                                     //we don;t need to delete flag ... it is despawned!
            }
            break;
        }
        case GAMEOBJECT_TYPE_FLAGDROP:                      // 26
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->isAllowUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag dropped
                // WS:
开发者ID:Actionfox,项目名称:mangos,代码行数:67,代码来源:GameObject.cpp

示例6: if

void BattleGroundQueue::RemovePlayer(uint64 guid, bool decreaseInvitedCount)
{
    Player *plr = objmgr.GetPlayer(guid);

    uint32 queue_id = 0;
    QueuedPlayersMap::iterator itr;
    GroupQueueInfo * group;
    QueuedGroupsList::iterator group_itr;
    bool IsSet = false;
    if(plr)
    {
        queue_id = plr->GetBattleGroundQueueIdFromLevel();

        itr = m_QueuedPlayers[queue_id].find(guid);
        if(itr != m_QueuedPlayers[queue_id].end())
            IsSet = true;
    }

    if(!IsSet)
    {
        // either player is offline, or he levelled up to another queue category
        // sLog.outError("Battleground: removing offline player from BG queue - this might not happen, but it should not cause crash");
        for (uint32 i = 0; i < MAX_BATTLEGROUND_QUEUES; i++)
        {
            itr = m_QueuedPlayers[i].find(guid);
            if(itr != m_QueuedPlayers[i].end())
            {
                queue_id = i;
                IsSet = true;
                break;
            }
        }
    }

    // couldn't find the player in bg queue, return
    if(!IsSet)
    {
        sLog.outError("Battleground: couldn't find player to remove.");
        return;
    }

    group = itr->second.GroupInfo;

    for(group_itr=m_QueuedGroups[queue_id].begin(); group_itr != m_QueuedGroups[queue_id].end(); ++group_itr)
    {
        if(group == (GroupQueueInfo*)(*group_itr))
            break;
    }

    // variables are set (what about leveling up when in queue????)
    // remove player from group
    // if only player there, remove group

    // remove player queue info from group queue info
    std::map<uint64, PlayerQueueInfo*>::iterator pitr = group->Players.find(guid);

    if(pitr != group->Players.end())
        group->Players.erase(pitr);

    // check for iterator correctness
    if (group_itr != m_QueuedGroups[queue_id].end() && itr != m_QueuedPlayers[queue_id].end())
    {
        // used when player left the queue, NOT used when porting to bg
        if (decreaseInvitedCount)
        {
            // if invited to bg, and should decrease invited count, then do it
            if(group->IsInvitedToBGInstanceGUID)
            {
                BattleGround* bg = sBattleGroundMgr.GetBattleGround(group->IsInvitedToBGInstanceGUID);
                if (bg)
                    bg->DecreaseInvitedCount(group->Team);
                if (bg && !bg->GetPlayersSize() && !bg->GetInvitedCount(ALLIANCE) && !bg->GetInvitedCount(HORDE))
                {
                    // no more players on battleground, set delete it
                    bg->SetDeleteThis();
                }
            }
            // update the join queue, maybe now the player's group fits in a queue!
            // not yet implemented (should store bgTypeId in group queue info?)
        }
        // remove player queue info
        m_QueuedPlayers[queue_id].erase(itr);
        // remove group queue info if needed
        if(group->Players.empty())
        {
            m_QueuedGroups[queue_id].erase(group_itr);
            delete group;
        }
        // NEEDS TESTING!
        // group wasn't empty, so it wasn't deleted, and player have left a rated queue -> everyone from the group should leave too
        // don't remove recursively if already invited to bg!
        else if(!group->IsInvitedToBGInstanceGUID && decreaseInvitedCount)
        {
            // remove next player, this is recursive
            // first send removal information
            if(Player *plr2 = objmgr.GetPlayer(group->Players.begin()->first))
            {
                BattleGround * bg = sBattleGroundMgr.GetBattleGroundTemplate(group->BgTypeId);
                uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(group->BgTypeId);
                uint32 queueSlot = plr2->GetBattleGroundQueueIndex(bgQueueTypeId);
//.........这里部分代码省略.........
开发者ID:mynew,项目名称:TrinityCore-1,代码行数:101,代码来源:BattleGroundMgr.cpp

示例7: 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);
    BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, ARENA_TYPE_NONE);

    // 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;
    }

    // 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;
        }
    }
    else
    {
        grp = _player->GetGroup();
        // no group found, error
        if (!grp)
            return;
        if (grp->GetLeaderGuid() != _player->GetObjectGuid())
//.........这里部分代码省略.........
开发者ID:Bootz,项目名称:mangos,代码行数:101,代码来源:BattleGroundHandler.cpp

示例8: CHECK_PACKET_SIZE

void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);

    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);
                uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId);
                BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id];
                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
                // if the player is not in queue, continue
                if(itrPlayerStatus == qpMap.end())
                    continue;

                // no group information, this should never happen
                if(!itrPlayerStatus->second.GroupInfo)
                    continue;

                BattleGround * bg = NULL;

                // get possibly needed data from groupinfo
                uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
                uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
                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
                    BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
                    status = STATUS_WAIT_JOIN;
                }

                // if bg not found, then continue
                if(!bg)
                    continue;

                // don't invite if already in the instance
                if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
                    continue;

                // re - invite player with proper data
                WorldPacket data;
                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
                SendPacket(&data);
            }
        }
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);

    BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
    // get the bg what we were invited to
    bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId,type);
    BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel(bgTypeId)];
    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;
    }

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

示例9: DEBUG_LOG

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

    uint32 time;
    uint32 queueSlot;
    uint32 unk;                                             // unk
    uint8 action;                                           // enter battle 0x1, leave queue 0x0
    ObjectGuid guid;                                        // player guid

    recv_data >> time >> queueSlot >> unk;

    recv_data.ReadGuidMask<0, 1, 5, 6, 7, 4, 3, 2>(guid);
    action = recv_data.ReadBit() ? 1 : 0;
    recv_data.ReadGuidBytes<1, 3, 5, 7, 0, 2, 6, 4>(guid);

    DEBUG_LOG("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message, time %u queueSlot %u unk %u action %u guid %s",
        time, queueSlot, unk, action, guid.GetString().c_str());

    //if (type && !IsArenaTypeValid(ArenaType(type)))
    //{
    //    sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), arena type wrong: %u.", _player->GetGUIDLow(), type);
    //    return;
    //}

    if (!_player->InBattleGroundQueue())
    {
        sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow());
        return;
    }

    BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(queueSlot);
    if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
    {
        sLog.outError("BattlegroundHandler: invalid queueSlot (%u) received.", queueSlot);
        return;
    }

    // get GroupQueueInfo from BattleGroundQueue
    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    // we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function
    GroupQueueInfo ginfo;
    if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo))
    {
        sLog.outError("BattlegroundHandler: itrplayerstatus not found.");
        return;
    }
    // if action == 1, then instanceId is required
    if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
    {
        sLog.outError("BattlegroundHandler: instance not found.");
        return;
    }

    BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
    // ::BGTemplateId returns BATTLEGROUND_AA when it is arena queue.
    // Do instance id search as there is no AA bg instances.
    BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : 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("BattlegroundHandler: bg_template not found for instance id %u type id %u.", ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
        return;
    }

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

    // some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
    if (action == 1 && ginfo.arenaType == ARENA_TYPE_NONE)
    {
        // if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
        if (!_player->CanJoinToBattleground())
        {
            // send bg command result to show nice message
            WorldPacket data2;
            sBattleGroundMgr.BuildBattleGroundStatusFailedPacket(&data2, bg, _player, queueSlot, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
            _player->GetSession()->SendPacket(&data2);
            action = 0;
            DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
        }
        // if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
        if (_player->getLevel() > bg->GetMaxLevel())
        {
            sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
                          _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID());
            action = 0;
        }
    }

    WorldPacket data;
    switch (action)
    {
//.........这里部分代码省略.........
开发者ID:hammerzaine,项目名称:mangos3,代码行数:101,代码来源:BattleGroundHandler.cpp

示例10: while

/*
this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while(true) cycles to invite whole queue
it must be called after fully adding the members of a group to ensure group joining
should be called from BattleGround::RemovePlayer function in some cases
*/
void BattleGroundQueue::BattleGroundQueueUpdate(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, ArenaType arenaType, bool isRated, uint32 arenaRating)
{
    // std::lock_guard<std::recursive_mutex> guard(m_Lock);
    // if no players in queue - do nothing
    if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() &&
        m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() &&
        m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() &&
        m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty())
        return;

    // battleground with free slot for player should be always in the beggining of the queue
    // maybe it would be better to create bgfreeslotqueue for each bracket_id
    BGFreeSlotQueueType::iterator itr, next;
    for (itr = sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].begin(); itr != sBattleGroundMgr.BGFreeSlotQueue[bgTypeId].end(); itr = next)
    {
        next = itr;
        ++next;
        // DO NOT allow queue manager to invite new player to arena
        if ((*itr)->isBattleGround() && (*itr)->GetTypeID() == bgTypeId && (*itr)->GetBracketId() == bracket_id &&
            (*itr)->GetStatus() > STATUS_WAIT_QUEUE && (*itr)->GetStatus() < STATUS_WAIT_LEAVE)
        {
            BattleGround* bg = *itr; // we have to store battleground pointer here, because when battleground is full, it is removed from free queue (not yet implemented!!)
                                     // and iterator is invalid

                                     // clear selection pools
            m_SelectionPools[TEAM_INDEX_ALLIANCE].Init();
            m_SelectionPools[TEAM_INDEX_HORDE].Init();

            // call a function that does the job for us
            FillPlayersToBG(bg, bracket_id);

            // now everything is set, invite players
            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->GroupTeam);

            for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_HORDE].SelectedGroups.end(); ++citr)
                InviteGroupToBG((*citr), bg, (*citr)->GroupTeam);

            if (!bg->HasFreeSlots())
                bg->RemoveFromBGFreeSlotQueue();
        }
    }

    // finished iterating through the bgs with free slots, maybe we need to create a new bg

    BattleGround* bg_template = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
    if (!bg_template)
    {
        sLog.outError("Battleground: Update: bg template not found for %u", bgTypeId);
        return;
    }

    // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!)
    uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam();
    uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam();
    
    if (bg_template->isArena())
    {
        MaxPlayersPerTeam = arenaType;
        MinPlayersPerTeam = sBattleGroundMgr.isArenaTesting() ? 1 : arenaType;
    }
    else if (sBattleGroundMgr.isTesting())
        MinPlayersPerTeam = 1;

    m_SelectionPools[TEAM_INDEX_ALLIANCE].Init();
    m_SelectionPools[TEAM_INDEX_HORDE].Init();

    if (bg_template->isBattleGround())
    {
        // check if there is premade against premade match
        if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam))
        {
            // create new battleground
            BattleGround* bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracket_id, ARENA_TYPE_NONE, false);
            if (!bg2)
            {
                sLog.outError("BattleGroundQueue::Update - Cannot create battleground: %u", bgTypeId);
                return;
            }
            // invite those selection pools
            for (uint8 i = 0; i < PVP_TEAM_COUNT; ++i)
                for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_INDEX_ALLIANCE + i].SelectedGroups.end(); ++citr)
                    InviteGroupToBG((*citr), bg2, (*citr)->GroupTeam);

            // start bg
            bg2->StartBattleGround();
            // clear structures
            m_SelectionPools[TEAM_INDEX_ALLIANCE].Init();
            m_SelectionPools[TEAM_INDEX_HORDE].Init();
        }
    }

    // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena)
    if (!isRated)
    {
//.........这里部分代码省略.........
开发者ID:AtVirus,项目名称:Core,代码行数:101,代码来源:BattleGroundQueue.cpp

示例11: CHECK_PACKET_SIZE


//.........这里部分代码省略.........
            caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
            caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish();

            // can be deleted now
            obj->SetLootState(GO_LOOTED);

            // go to end function to spell casting
            break;
        }
        case GAMEOBJECT_TYPE_MEETINGSTONE:                  //23
        {
            info = obj->GetGOInfo();

            Player* targetPlayer = ObjectAccessor::FindPlayer(((Player*)spellCaster)->GetSelection());

            // accept only use by player from same group for caster except caster itself
            if(!targetPlayer || targetPlayer == GetPlayer() || !targetPlayer->IsInSameGroupWith(GetPlayer()))
                return;

            //required lvl checks!
            uint8 level = _player->getLevel();
            if (level < info->data0 || level > info->data1)
                return;
            level = targetPlayer->getLevel();
            if (level < info->data0 || level > info->data1)
                return;

            spellId = 23598;

            break;
        }

        case GAMEOBJECT_TYPE_FLAGSTAND:                     // 24
            if(_player->InBattleGround() &&                 // in battleground
                !_player->IsMounted() &&                    // not mounted
                !_player->HasStealthAura() &&               // not stealthed
                !_player->HasInvisibilityAura() &&          // not invisible
                _player->isAlive())                         // live player
            {
                BattleGround *bg = _player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag click
                // AB:
                // 15001
                // 15002
                // 15003
                // 15004
                // 15005
                // WS:
                // 179830 - Silverwing Flag
                // 179831 - Warsong Flag
                // EotS:
                // 184141 - Netherstorm Flag
                info = obj->GetGOInfo();
                if(info)
                {
                    switch(info->id)
                    {
                        case 179830:
                            // check if it's correct bg
                            if(bg->GetTypeID() != BATTLEGROUND_WS)
                                return;
                            // check if flag dropped
                            if(((BattleGroundWS*)bg)->GetFlagState(ALLIANCE) != BG_WS_FLAG_STATE_ON_BASE)
                                return;
开发者ID:Artea,项目名称:mangos-svn,代码行数:67,代码来源:SpellHandler.cpp

示例12: GetPlayer

void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
{
    sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
    //recv_data.hexlike();

    uint64 guid;                                            // arena Battlemaster guid
    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5
    uint8 asGroup;                                          // asGroup
    uint8 isRated;                                          // isRated
    Group * grp;

    recv_data >> guid >> arenaslot >> asGroup >> isRated;

    // ignore if we already in BG or BG queue
    if (_player->InBattleGround())
        return;

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

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

    uint8 arenatype = 0;
    uint32 arenaRating = 0;

    switch(arenaslot)
    {
        case 0:
            arenatype = ARENA_TYPE_2v2;
            break;
        case 1:
            arenatype = ARENA_TYPE_3v3;
            break;
        case 2:
            arenatype = ARENA_TYPE_5v5;
            break;
        default:
            sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot);
            return;
    }

    //check existance
    BattleGround* bg = NULL;
    if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)))
    {
        sLog.outError("Battleground: template bg (all arenas) not found");
        return;
    }

    BattleGroundTypeId bgTypeId = bg->GetTypeID();
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);

    // check queueing conditions
    if (!asGroup)
    {
        // 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, arenatype, arenatype, (bool)isRated, arenaslot);
        if (err != BG_JOIN_ERR_OK)
        {
            SendBattleGroundOrArenaJoinError(err);
            return;
        }
    }

    uint32 ateamId = 0;

    if (isRated)
    {
        ateamId = _player->GetArenaTeamId(arenaslot);
        // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
        ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId);
        if (!at)
        {
            _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
            return;
        }
        // get the team rating for queueing
        arenaRating = at->GetRating();
        // the arenateam id must match for everyone in the group
        // get the personal ratings for queueing
        uint32 avg_pers_rating = 0;
        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *member = itr->getSource();

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

示例13: SendPacket

void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
{
    // empty opcode
    sLog.outDebug( "WORLD: Battleground status" );

    WorldPacket data;

    // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point
    if(_player->InBattleGround())
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            BattleGroundQueueTypeId bgQueueTypeId_tmp = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
            uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId_tmp);
            if((bg->GetStatus() <= STATUS_IN_PROGRESS))
            {
                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
                SendPacket(&data);
            }
            for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
            {
                BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
                if (i == queueSlot || !bgQueueTypeId)
                    continue;
                BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
                uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
                uint8 isRated = 0;
                uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId);
                BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id];
                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
                if(itrPlayerStatus == qpMap.end())
                    continue;
                if(itrPlayerStatus->second.GroupInfo)
                {
                    arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
                    isRated = itrPlayerStatus->second.GroupInfo->IsRated;
                }
                BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
                if(bg2)
                {
                    //in this call is small bug, this call should be filled by player's waiting time in queue
                    //this call nulls all timers for client :
                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated);
                    SendPacket(&data);
                }
            }
        }
    }
    else
    {
        // we should update all queues? .. i'm not sure if this code is correct
        for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
        {
            BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
            if(!bgQueueTypeId)
                continue;
            BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
            uint8 arenatype = BattleGroundMgr::BGArenaType(bgQueueTypeId);
            uint8 isRated = 0;
            uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId);
            BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
            BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id];
            BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
            if(itrPlayerStatus == qpMap.end())
                continue;
            if(itrPlayerStatus->second.GroupInfo)
            {
                arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
                isRated = itrPlayerStatus->second.GroupInfo->IsRated;
            }
            if(bg)
            {
                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
                SendPacket(&data);
            }
        }
    }
/*    else              // not sure if it needed...
    {
        for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
        {
            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0);
            SendPacket(&data);
        }
    }*/
}
开发者ID:Diaken,项目名称:mangos,代码行数:87,代码来源:BattleGroundHandler.cpp

示例14: GetPlayer

void WorldSession::HandleMoveWorldportAckOpcode()
{
    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid,loc.x,loc.y,loc.z,loc.o))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleport(false);

    // relocate the player to the teleport destination
    GetPlayer()->SetMapId(loc.mapid);
    GetPlayer()->Relocate(loc.x, loc.y, loc.z, loc.o);

    // since the MapId is set before the GetInstance call, the InstanceId must be set to 0
    // to let GetInstance() determine the proper InstanceId based on the player's binds
    GetPlayer()->SetInstanceId(0);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outDebug("WORLD: teleport of player %s (%d) to location %d,%f,%f,%f,%f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.x, loc.y, loc.z, loc.o);
        // teleport the player home
        GetPlayer()->SetDontMove(false);
        if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
        {
            // the player must always be able to teleport home
            sLog.outError("WORLD: failed to teleport player %s (%d) to homebind location %d,%f,%f,%f,%f!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
            assert(false);
        }
        return;
    }
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            GetPlayer()->SetDontMove(false);
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    if(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state prepare
    if(_player->InBattleGround())
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
//.........这里部分代码省略.........
开发者ID:benzin97,项目名称:mangos,代码行数:101,代码来源:MovementHandler.cpp

示例15: DEBUG_LOG

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

    uint8 action;                                           // enter battle 0x1, leave queue 0x0
	uint32 mapId;
    recv_data >> mapId >> action;

    BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId);

    if(bgTypeId == BATTLEGROUND_TYPE_NONE)
    {
        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)
            {
                uint32 queue_id = _player->GetBattleGroundQueueId(i);
                if(!queue_id)
                    continue;
                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID());
                // if the player is not in queue, continue
                if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end())
                    continue;

                // no group information, this should never happen
                if(!itrPlayerStatus->second.GroupInfo)
                    continue;

                BattleGround * bg = NULL;

                // get possibly needed data from groupinfo
                BattleGroundTypeId bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
                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);
                    status = STATUS_WAIT_JOIN;
                }

                // if bg not found, then continue
                if(!bg)
                    continue;

                // don't invite if already in the instance
                if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
                    continue;

                // re - invite player with proper data
                WorldPacket data;
                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0);
                SendPacket(&data);
            }
        }
        return;
    }

    // get the bg what we were invited to
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId);
    BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus =
        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].find(_player->GetGUID());

    if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundBracketIdFromLevel()].end())
    {
        sLog.outError("Battleground: itrplayerstatus not found.");
        return;
    }

    uint32 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);

    // 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 not found for type id %u.",bgTypeId);
        return;
//.........这里部分代码省略.........
开发者ID:daemonaps,项目名称:mangoszero,代码行数:101,代码来源:BattleGroundHandler.cpp


注:本文中的BattleGround类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。