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@ -420,22 +420,26 @@ int bg_team_leave(struct map_session_data *sd, bool quit, bool deserter)
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sd->bg_id = 0;
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if (bgteam) {
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char output[CHAT_SIZE_MAX];
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int i;
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// Warping members out only applies to the Battleground Queue System
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if (battle_config.feature_bgqueue) {
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auto member = bgteam->members.begin();
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ARR_FIND(0, bgteam->members.size(), i, bgteam->members[i].sd == sd);
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if (i < bgteam->members.size()) { // Removes member from BG
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if (bgteam->members[i].entry_point.map != 0) {
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int16 map_id = map_mapindex2mapid(bgteam->members[i].entry_point.map);
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while (member != bgteam->members.end()) {
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if (member->sd == sd && member->entry_point.map != 0) {
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if (!map_getmapflag(map_mapindex2mapid(member->entry_point.map), MF_NOSAVE))
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pc_setpos(sd, member->entry_point.map, member->entry_point.x, member->entry_point.y, CLR_TELEPORT);
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else
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pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT); // Warp to save point if the entry map has no save flag.
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if (!map_getmapflag(map_id, MF_NOSAVE))
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pc_setpos(sd, bgteam->members[i].entry_point.map, bgteam->members[i].entry_point.x, bgteam->members[i].entry_point.y, CLR_TELEPORT);
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else
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pc_setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT); // Warp to save point if the entry map has no save flag.
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bgteam->members.erase(member);
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break;
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} else
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member++;
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}
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util::erase_at(bgteam->members, i);
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}
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char output[CHAT_SIZE_MAX];
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if (quit)
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sprintf(output, "Server: %s has quit the game...", sd->status.name);
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else
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@ -681,7 +685,9 @@ static TIMER_FUNC(bg_on_ready_start)
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nullpo_retr(1, queue);
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bg_queue_start_battleground(std::shared_ptr<s_battleground_queue>(queue));
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queue->tid_start = INVALID_TIMER;
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bg_queue_start_battleground(queue);
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return 0;
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}
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@ -794,154 +800,25 @@ bool bg_queue_reservation(const char *name, bool state)
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return false;
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}
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/**
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* Initialize a Battleground queue
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* @param bg_id: Battleground ID
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* @param req_players: Required amount of players
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* @return s_battleground_queue*
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*/
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std::shared_ptr<s_battleground_queue> bg_queue_create(int bg_id, int req_players)
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{
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auto queue = std::make_shared<s_battleground_queue>();
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queue->id = bg_id;
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queue->required_players = req_players;
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queue->accepted_players = 0;
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queue->tid_expire = INVALID_TIMER;
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queue->tid_start = INVALID_TIMER;
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queue->tid_requeue = INVALID_TIMER;
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queue->in_ready_state = false;
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return queue;
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}
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/**
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* Allow a player to join a Battleground queue
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* @param name: Battleground name
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* @param sd: Player data
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* @return @see e_bg_queue_apply_ack
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*/
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e_bg_queue_apply_ack bg_queue_join(const char *name, struct map_session_data *sd)
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{
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if (!sd) {
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ShowError("bg_queue_join: Tried to join non-existent player.\n.");
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return BG_APPLY_NONE;
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}
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if (!bg_queue_check_status(sd, name))
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return BG_APPLY_NONE;
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if (bg_player_is_in_bg_map(sd)) {
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clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], msg_txt(sd, 337), false, SELF); // You may not join a battleground queue when you're in a battleground map.
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return BG_APPLY_NONE;
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}
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std::shared_ptr<s_battleground_type> bg = bg_search_name(name);
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if (!bg) {
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ShowWarning("bq_queue_join: Could not find battleground \"%s\" requested by %s (AID: %d / CID: %d)\n", name, sd->status.name, sd->status.account_id, sd->status.char_id);
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return BG_APPLY_INVALID_NAME;
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}
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if (bg->min_lvl && sd->status.base_level < bg->min_lvl)
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return BG_APPLY_PLAYER_LEVEL; // Level too low
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if (bg->max_lvl && sd->status.base_level > bg->max_lvl)
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return BG_APPLY_PLAYER_LEVEL; // Level too high
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std::shared_ptr<s_battleground_queue> queue;
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bool r;
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if (bg_queues.empty()) {
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r = rnd() % 2 != 0;
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queue = bg_queue_create(bg->id, bg->required_players);
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if (!r)
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queue->teama_members.push_back(sd);
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else
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queue->teamb_members.push_back(sd);
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sd->bg_queue = queue;
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bg_queues.insert(bg_queues.begin(), queue);
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return BG_APPLY_ACCEPT;
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} else {
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r = rnd() % 2 != 0;
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for (const auto &it : bg_queues) {
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try {
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queue = it;
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} catch (std::out_of_range &) {
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continue;
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}
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if (queue->in_ready_state)
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continue;
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if (!r) {
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if (queue->teama_members.size() != queue->required_players) {
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sd->bg_queue = queue;
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queue->teama_members.push_back(sd);
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if (queue->teama_members.size() == bg->required_players && queue->teamb_members.size() == bg->required_players) // Enough players have joined
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bg_queue_on_ready(name, queue);
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return BG_APPLY_ACCEPT;
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} else if (queue->teamb_members.size() != queue->required_players) {
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sd->bg_queue = queue;
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queue->teamb_members.push_back(sd);
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if (queue->teama_members.size() == bg->required_players && queue->teamb_members.size() == bg->required_players) // Enough players have joined
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bg_queue_on_ready(name, queue);
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return BG_APPLY_ACCEPT;
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}
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} else {
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if (queue->teamb_members.size() != queue->required_players) {
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sd->bg_queue = queue;
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queue->teamb_members.push_back(sd);
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if (queue->teama_members.size() == bg->required_players && queue->teamb_members.size() == bg->required_players) // Enough players have joined
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bg_queue_on_ready(name, queue);
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return BG_APPLY_ACCEPT;
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} else if (queue->teama_members.size() != queue->required_players) {
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sd->bg_queue = queue;
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queue->teama_members.push_back(sd);
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if (queue->teama_members.size() == bg->required_players && queue->teamb_members.size() == bg->required_players) // Enough players have joined
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bg_queue_on_ready(name, queue);
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return BG_APPLY_ACCEPT;
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}
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}
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}
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}
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queue = bg_queue_create(bg->id, bg->required_players);
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r = rnd() % 2 != 0;
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if (!r)
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queue->teama_members.push_back(sd);
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else
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queue->teamb_members.push_back(sd);
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sd->bg_queue = queue;
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bg_queues.insert(bg_queues.begin(), queue);
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return BG_APPLY_ACCEPT;
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}
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/**
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* Join a party onto the same side of a Battleground
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* @param name: Battleground name
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* @param sd: Player who requested to join the battlegrounds
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* @return @see e_bg_queue_apply_ack
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*/
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e_bg_queue_apply_ack bg_queue_join_party(const char *name, struct map_session_data *sd)
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void bg_queue_join_party(const char *name, struct map_session_data *sd)
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{
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struct party_data *p = party_search(sd->status.party_id);
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if (!p)
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return BG_APPLY_INVALID_APP; // Someone has bypassed the client check for being in a party
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if (!p) {
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clif_bg_queue_apply_result(BG_APPLY_INVALID_APP, name, sd);
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return; // Someone has bypassed the client check for being in a party
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}
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for (const auto &it : p->party.member) {
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if (it.leader && sd->status.char_id != it.char_id)
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return BG_APPLY_PARTYGUILD_LEADER; // Not the party leader
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if (it.leader && sd->status.char_id != it.char_id) {
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clif_bg_queue_apply_result(BG_APPLY_PARTYGUILD_LEADER, name, sd);
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return; // Not the party leader
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}
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}
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std::shared_ptr<s_battleground_type> bg = bg_search_name(name);
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@ -954,8 +831,10 @@ e_bg_queue_apply_ack bg_queue_join_party(const char *name, struct map_session_da
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p_online++;
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}
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if (p_online > bg->max_players)
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return BG_APPLY_PLAYER_COUNT; // Too many party members online
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if (p_online > bg->max_players) {
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clif_bg_queue_apply_result(BG_APPLY_PLAYER_COUNT, name, sd);
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return; // Too many party members online
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}
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std::vector<struct map_session_data *> list;
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@ -971,10 +850,11 @@ e_bg_queue_apply_ack bg_queue_join_party(const char *name, struct map_session_da
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}
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}
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return bg_queue_join_multi(name, sd, list); // Join as party, all on the same side of the BG
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bg_queue_join_multi(name, sd, list); // Join as party, all on the same side of the BG
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} else {
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ShowWarning("clif_parse_bg_queue_apply_request: Could not find Battleground: \"%s\" requested by player: %s (AID:%d CID:%d)\n", name, sd->status.name, sd->status.account_id, sd->status.char_id);
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return BG_APPLY_INVALID_NAME; // Invalid BG name
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clif_bg_queue_apply_result(BG_APPLY_INVALID_NAME, name, sd);
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return; // Invalid BG name
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}
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}
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@ -982,30 +862,29 @@ e_bg_queue_apply_ack bg_queue_join_party(const char *name, struct map_session_da
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* Join a guild onto the same side of a Battleground
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* @param name: Battleground name
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* @param sd: Player who requested to join the battlegrounds
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* @return @see e_bg_queue_apply_ack
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*/
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e_bg_queue_apply_ack bg_queue_join_guild(const char *name, struct map_session_data *sd)
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void bg_queue_join_guild(const char *name, struct map_session_data *sd)
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{
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if (!sd->guild)
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return BG_APPLY_INVALID_APP; // Someone has bypassed the client check for being in a guild
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if (!sd->guild) {
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clif_bg_queue_apply_result(BG_APPLY_INVALID_APP, name, sd);
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return; // Someone has bypassed the client check for being in a guild
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}
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if (strcmp(sd->status.name, sd->guild->master) != 0)
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return BG_APPLY_PARTYGUILD_LEADER; // Not the guild leader
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if (strcmp(sd->status.name, sd->guild->master) != 0) {
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clif_bg_queue_apply_result(BG_APPLY_PARTYGUILD_LEADER, name, sd);
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return; // Not the guild leader
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}
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std::shared_ptr<s_battleground_type> bg = bg_search_name(name);
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if (bg) {
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struct guild *g = guild_search(sd->status.guild_id);
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int g_online = 0;
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struct guild* g = sd->guild;
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for (const auto &it : g->member) {
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if (it.online)
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g_online++;
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if (g->connect_member > bg->max_players) {
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clif_bg_queue_apply_result(BG_APPLY_PLAYER_COUNT, name, sd);
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return; // Too many guild members online
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}
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if (g_online > bg->max_players)
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return BG_APPLY_PLAYER_COUNT; // Too many guild members online
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std::vector<struct map_session_data *> list;
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for (const auto &it : g->member) {
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@ -1020,10 +899,11 @@ e_bg_queue_apply_ack bg_queue_join_guild(const char *name, struct map_session_da
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}
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}
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return bg_queue_join_multi(name, sd, list); // Join as guild, all on the same side of the BG
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bg_queue_join_multi(name, sd, list); // Join as guild, all on the same side of the BG
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} else {
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ShowWarning("clif_parse_bg_queue_apply_request: Could not find Battleground: \"%s\" requested by player: %s (AID:%d CID:%d)\n", name, sd->status.name, sd->status.account_id, sd->status.char_id);
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return BG_APPLY_INVALID_NAME; // Invalid BG name
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_INVALID_NAME, name, sd);
|
|
|
|
|
return; // Invalid BG name
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1032,186 +912,102 @@ e_bg_queue_apply_ack bg_queue_join_guild(const char *name, struct map_session_da
|
|
|
|
|
* @param name: Battleground name
|
|
|
|
|
* @param sd: Player who requested to join the battlegrounds
|
|
|
|
|
* @param list: Contains all players including the player who requested to join
|
|
|
|
|
* @return @see e_bg_queue_apply_ack
|
|
|
|
|
*/
|
|
|
|
|
e_bg_queue_apply_ack bg_queue_join_multi(const char *name, struct map_session_data *sd, std::vector <map_session_data *> list)
|
|
|
|
|
void bg_queue_join_multi(const char *name, struct map_session_data *sd, std::vector <map_session_data *> list)
|
|
|
|
|
{
|
|
|
|
|
if (!sd) {
|
|
|
|
|
ShowError("bg_queue_join_multi: Tried to join non-existent player\n.");
|
|
|
|
|
return BG_APPLY_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_status(sd, name))
|
|
|
|
|
return BG_APPLY_NONE;
|
|
|
|
|
|
|
|
|
|
if (bg_player_is_in_bg_map(sd)) {
|
|
|
|
|
clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], msg_txt(sd, 337), false, SELF); // You may not join a battleground queue when you're in a battleground map.
|
|
|
|
|
return BG_APPLY_NONE;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::shared_ptr<s_battleground_type> bg = bg_search_name(name);
|
|
|
|
|
|
|
|
|
|
if (!bg) {
|
|
|
|
|
ShowWarning("bq_queue_join_multi: Could not find battleground \"%s\" requested by %s (AID: %d / CID: %d)\n", name, sd->status.name, sd->status.account_id, sd->status.char_id);
|
|
|
|
|
return BG_APPLY_INVALID_NAME;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bg->min_lvl && sd->status.base_level < bg->min_lvl)
|
|
|
|
|
return BG_APPLY_PLAYER_LEVEL; // Level too low
|
|
|
|
|
|
|
|
|
|
if (bg->max_lvl && sd->status.base_level > bg->max_lvl)
|
|
|
|
|
return BG_APPLY_PLAYER_LEVEL; // Level too high
|
|
|
|
|
|
|
|
|
|
if (bg_queues.empty()) {
|
|
|
|
|
std::shared_ptr<s_battleground_queue> queue = bg_queue_create(bg->id, bg->required_players);
|
|
|
|
|
bool r = rnd() % 2 != 0;
|
|
|
|
|
|
|
|
|
|
if (!r) {
|
|
|
|
|
while (!list.empty() && queue->teama_members.size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2 || sd2->bg_queue)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
queue->teama_members.insert(queue->teama_members.begin(), sd2);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
while (!list.empty() && queue->teamb_members.size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2 || sd2->bg_queue)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
queue->teamb_members.insert(queue->teamb_members.begin(), sd2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bg_queues.insert(bg_queues.begin(), queue);
|
|
|
|
|
|
|
|
|
|
return BG_APPLY_ACCEPT;
|
|
|
|
|
} else {
|
|
|
|
|
std::shared_ptr<s_battleground_queue> queue;
|
|
|
|
|
bool r = rnd() % 2 != 0;
|
|
|
|
|
|
|
|
|
|
for (const auto &it : bg_queues) {
|
|
|
|
|
try {
|
|
|
|
|
queue = it;
|
|
|
|
|
} catch (std::out_of_range &) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (queue->in_ready_state)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (queue->teama_members.size() + list.size() <= bg->required_players || queue->teamb_members.size() + list.size() <= bg->required_players) { // Make sure there's enough space on one side to join as a party/guild in this queue
|
|
|
|
|
if (!r && queue->teama_members.size() + list.size() <= bg->required_players) {
|
|
|
|
|
while (!list.empty() && queue->teama_members.size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2 || sd2->bg_queue)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
queue->teama_members.insert(queue->teama_members.begin(), sd2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (queue->teama_members.size() == bg->required_players && queue->teamb_members.size() == bg->required_players) // Enough players have joined
|
|
|
|
|
bg_queue_on_ready(name, queue);
|
|
|
|
|
|
|
|
|
|
return BG_APPLY_ACCEPT;
|
|
|
|
|
} else {
|
|
|
|
|
while (!list.empty() && queue->teamb_members.size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
queue->teamb_members.insert(queue->teamb_members.begin(), sd2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return BG_APPLY_ACCEPT;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create a new queue if none of the existing ones are joinable for this party/guild
|
|
|
|
|
queue = nullptr;
|
|
|
|
|
queue = bg_queue_create(bg->id, bg->required_players);
|
|
|
|
|
r = rnd() % 2 != 0;
|
|
|
|
|
|
|
|
|
|
if (!r) {
|
|
|
|
|
while (!list.empty() && queue->teama_members.size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2 || sd2->bg_queue)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
queue->teama_members.insert(queue->teama_members.begin(), sd2);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
while (!list.empty() && queue->teamb_members.size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2 || sd2->bg_queue)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
queue->teamb_members.insert(queue->teamb_members.begin(), sd2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bg_queues.insert(bg_queues.begin(), queue);
|
|
|
|
|
|
|
|
|
|
return BG_APPLY_ACCEPT;
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd, name)){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return BG_APPLY_RECONNECT; // Something went wrong, sends reconnect and then reapply message to client.
|
|
|
|
|
for (const auto &queue : bg_queues) {
|
|
|
|
|
if (queue->id != bg->id)
|
|
|
|
|
continue;
|
|
|
|
|
if (queue->in_ready_state)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Make sure there's enough space on one side to join as a party/guild in this queue
|
|
|
|
|
if (queue->teama_members.size() + list.size() > bg->required_players && queue->teamb_members.size() + list.size() > bg->required_players) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool r = rnd() % 2 != 0;
|
|
|
|
|
std::vector<map_session_data *>* team = r ? &queue->teamb_members : &queue->teama_members;
|
|
|
|
|
|
|
|
|
|
// If the designated team is full, put the player into the other team
|
|
|
|
|
if (team->size() + list.size() > bg->required_players) {
|
|
|
|
|
team = r ? &queue->teama_members : &queue->teamb_members;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (!list.empty() && team->size() < bg->required_players) {
|
|
|
|
|
struct map_session_data *sd2 = list.back();
|
|
|
|
|
|
|
|
|
|
list.pop_back();
|
|
|
|
|
|
|
|
|
|
if (!sd2 || sd2->bg_queue)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (!bg_queue_check_joinable(bg, sd2, name))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
sd2->bg_queue = queue;
|
|
|
|
|
team->push_back(sd2);
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_ACCEPT, name, sd2);
|
|
|
|
|
clif_bg_queue_apply_notify(name, sd2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Enough players have joined
|
|
|
|
|
if (queue->teamb_members.size() == bg->required_players && queue->teama_members.size() == bg->required_players)
|
|
|
|
|
bg_queue_on_ready(name, queue);
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Something went wrong, sends reconnect and then reapply message to client.
|
|
|
|
|
clif_bg_queue_apply_result(BG_APPLY_RECONNECT, name, sd);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Clear Battleground queue for next one
|
|
|
|
|
* @param queue: Queue to clean up
|
|
|
|
|
*/
|
|
|
|
|
static void bg_queue_clear(s_battleground_queue *queue)
|
|
|
|
|
{
|
|
|
|
|
if (!queue)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (queue->tid_requeue != INVALID_TIMER) {
|
|
|
|
|
delete_timer(queue->tid_requeue, bg_on_ready_loopback);
|
|
|
|
|
queue->tid_requeue = INVALID_TIMER;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (queue->tid_expire != INVALID_TIMER) {
|
|
|
|
|
delete_timer(queue->tid_expire, bg_on_ready_expire);
|
|
|
|
|
queue->tid_expire = INVALID_TIMER;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (queue->tid_start != INVALID_TIMER) {
|
|
|
|
|
delete_timer(queue->tid_start, bg_on_ready_start);
|
|
|
|
|
queue->tid_start = INVALID_TIMER;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (queue->map != nullptr) {
|
|
|
|
|
queue->map->isReserved = false; // Remove reservation to free up for future queue
|
|
|
|
|
queue->map = nullptr;
|
|
|
|
|
}
|
|
|
|
|
queue->in_ready_state = false;
|
|
|
|
|
queue->accepted_players = 0; // Reset the queue count
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
@ -1238,22 +1034,12 @@ static bool bg_queue_leave_sub(struct map_session_data *sd, std::vector<map_sess
|
|
|
|
|
sd->bg_queue_accept_state = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
list_it = lista.erase(list_it);
|
|
|
|
|
lista.erase(list_it);
|
|
|
|
|
|
|
|
|
|
if (lista.empty() && listb.empty()) { // If there are no players left in the queue, discard it
|
|
|
|
|
auto queue_it = bg_queues.begin();
|
|
|
|
|
|
|
|
|
|
while (queue_it != bg_queues.end()) {
|
|
|
|
|
std::shared_ptr<s_battleground_queue> q = *queue_it;
|
|
|
|
|
|
|
|
|
|
if (sd->bg_queue == q) {
|
|
|
|
|
if (q->tid_requeue != INVALID_TIMER && get_timer(q->tid_requeue)) {
|
|
|
|
|
delete_timer(q->tid_requeue, bg_on_ready_loopback);
|
|
|
|
|
q->tid_requeue = INVALID_TIMER;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
queue_it = bg_queues.erase(queue_it);
|
|
|
|
|
}
|
|
|
|
|
for (auto &queue : bg_queues) {
|
|
|
|
|
if (sd->bg_queue == queue)
|
|
|
|
|
bg_queue_clear(queue.get());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1349,7 +1135,7 @@ void bg_queue_on_accept_invite(std::shared_ptr<s_battleground_queue> queue, stru
|
|
|
|
|
if (queue->accepted_players == queue->required_players * 2) {
|
|
|
|
|
queue->tid_start = add_timer(gettick() + battleground_db.find(queue->id)->start_delay * 1000, bg_on_ready_start, 0, (intptr_t)queue.get());
|
|
|
|
|
|
|
|
|
|
if (queue->tid_expire != INVALID_TIMER && get_timer(queue->tid_expire)) {
|
|
|
|
|
if (queue->tid_expire != INVALID_TIMER) {
|
|
|
|
|
delete_timer(queue->tid_expire, bg_on_ready_expire);
|
|
|
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queue->tid_expire = INVALID_TIMER;
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}
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@ -1360,13 +1146,8 @@ void bg_queue_on_accept_invite(std::shared_ptr<s_battleground_queue> queue, stru
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* Begin the Battleground from the given queue
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* @param queue: Battleground queue
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*/
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void bg_queue_start_battleground(std::shared_ptr<s_battleground_queue> queue)
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void bg_queue_start_battleground(s_battleground_queue *queue)
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{
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if (queue->tid_start != INVALID_TIMER && get_timer(queue->tid_start)) {
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delete_timer(queue->tid_start, bg_on_ready_start);
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queue->tid_start = INVALID_TIMER;
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}
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std::shared_ptr<s_battleground_type> bg = battleground_db.find(queue->id);
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if (!bg) {
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@ -1401,15 +1182,28 @@ void bg_queue_start_battleground(std::shared_ptr<s_battleground_queue> queue)
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queue->teamb_members.clear();
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queue->teama_members.shrink_to_fit();
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queue->teamb_members.shrink_to_fit();
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bg_queue_clear(queue);
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}
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auto queue_it = bg_queues.begin();
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/**
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* Initialize a Battleground queue
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* @param bg_id: Battleground ID
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* @param req_players: Required amount of players
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* @return s_battleground_queue*
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*/
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static void bg_queue_create(int bg_id, int req_players)
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{
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auto queue = std::make_shared<s_battleground_queue>();
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while (queue_it != bg_queues.end()) {
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if (*queue_it == queue)
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queue_it = bg_queues.erase(queue_it);
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}
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queue->id = bg_id;
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queue->required_players = req_players;
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queue->accepted_players = 0;
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queue->tid_expire = INVALID_TIMER;
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queue->tid_start = INVALID_TIMER;
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queue->tid_requeue = INVALID_TIMER;
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queue->in_ready_state = false;
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return;
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bg_queues.push_back(queue);
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}
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/**
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@ -1417,9 +1211,13 @@ void bg_queue_start_battleground(std::shared_ptr<s_battleground_queue> queue)
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*/
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void do_init_battleground(void)
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{
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if (battle_config.feature_bgqueue)
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if (battle_config.feature_bgqueue) {
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battleground_db.load();
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for (const auto &bg : battleground_db)
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bg_queue_create(bg.first, bg.second->required_players);
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}
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add_timer_func_list(bg_send_xy_timer, "bg_send_xy_timer");
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add_timer_func_list(bg_on_ready_loopback, "bg_on_ready_loopback");
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add_timer_func_list(bg_on_ready_expire, "bg_on_ready_expire");
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