This commit is contained in:
TheLuda 2008-10-14 00:29:20 +02:00
parent d767495d5b
commit 800ee76535
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/*
* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "WorldSession.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Object.h"
#include "BattleGroundMgr.h"
#include "BattleGroundWS.h"
#include "BattleGround.h"
#include "Language.h"
void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 8);
uint64 guid;
recv_data >> guid;
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from: " I64FMT, guid);
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
if(!unit)
return;
if(!unit->isBattleMaster()) // it's not battlemaster
return;
// Stop the npc if moving
unit->StopMoving();
uint32 bgTypeId = objmgr.GetBattleMasterBG(unit->GetEntry());
if(!_player->GetBGAccessByLevel(bgTypeId))
{
// temp, must be gossip message...
SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
return;
}
SendBattlegGroundList(guid, bgTypeId);
}
void WorldSession::SendBattlegGroundList( uint64 guid, uint32 bgTypeId )
{
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId);
SendPacket( &data );
}
void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 8+4+4+1);
uint64 guid;
uint32 bgTypeId;
uint32 instanceId;
uint8 joinAsGroup;
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
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId);
if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
return;
// 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;
// check Deserter debuff
if( !_player->CanJoinToBattleground() )
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
_player->GetSession()->SendPacket(&data);
return;
}
// check existence
BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
if(!bg)
return;
if(joinAsGroup && _player->GetGroup())
{
Group *grp = _player->GetGroup();
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
if(!member) continue;
if( !member->CanJoinToBattleground() )
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
_player->GetSession()->SendPacket(&data);
continue;
}
if (member->InBattleGroundQueueForBattleGroundType(bgTypeId))
//player is already in this queue
continue;
WorldPacket data;
// add to queue
uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId);
if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
{
// fill data packet
//member->GetSession()->SendPacket(data);
continue;
}
// store entry point coords (same as leader entry point)
member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId);
}
}
else
{
if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
//player is already in this queue
return;
uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId);
if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
{
WorldPacket data;
// fill data packet
//SendPacket(data);
return;
}
// store entry point coords
_player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId);
}
}
void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
{
// empty opcode
sLog.outDebug("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message");
BattleGround *bg = _player->GetBattleGround();
if(!bg) // can't be received if player not in battleground
return;
if(bg->GetTypeID() == BATTLEGROUND_WS)
{
uint32 count1 = 0;
uint32 count2 = 0;
Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
if(ap) ++count2;
Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
if(hp) ++count2;
WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2));
data << count1; // alliance flag holders count
/*for(uint8 i = 0; i < count1; i++)
{
data << uint64(0); // guid
data << (float)0; // x
data << (float)0; // y
}*/
data << count2; // horde flag holders count
if(ap)
{
data << (uint64)ap->GetGUID();
data << (float)ap->GetPositionX();
data << (float)ap->GetPositionY();
}
if(hp)
{
data << (uint64)hp->GetGUID();
data << (float)hp->GetPositionX();
data << (float)hp->GetPositionY();
}
SendPacket(&data);
}
}
void WorldSession::HandleBattleGroundPVPlogdataOpcode( WorldPacket & /*recv_data*/ )
{
sLog.outDebug( "WORLD: Recvd MSG_PVP_LOG_DATA Message");
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
WorldPacket data;
sBattleGroundMgr.BuildPvpLogDataPacket(&data, bg);
SendPacket(&data);
sLog.outDebug( "WORLD: Sent MSG_PVP_LOG_DATA Message");
}
void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
{
CHECK_PACKET_SIZE(recv_data, 4);
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
uint32 bgTypeId;
recv_data >> bgTypeId; // id from DBC
if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
return;
// can't be received if player not in BG queue
if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
return;
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
if(!bl)
return;
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId);
SendPacket( &data );
}
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
// cheating?
if(!_player->IsInvitedForBattleGroundType(bgTypeId))
return;
// 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 the player is dead, resurrect him before teleport
if(!_player->isAlive())
{
_player->ResurrectPlayer(1.0f,false);
_player->SpawnCorpseBones();
}
// leave current group
_player->RemoveFromGroup();
// packet to player about BG status
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);
// this is still needed here if battleground "jumping" shouldn't add deserter debuff
// also this required to prevent stuck at old battleground after SetBattleGroundId set to new
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;
}
}
void WorldSession::HandleBattleGroundLeaveOpcode( WorldPacket & /*recv_data*/ )
{
//CHECK_PACKET_SIZE(recv_data, 1+1+4+2);
sLog.outDebug( "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
//uint8 unk1, unk2;
//uint32 bgTypeId; // id from DBC
//uint16 unk3;
//recv_data >> unk1 >> unk2 >> bgTypeId >> unk3; - no used currently
//if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? but not important in this case
// return;
// not allow leave battleground in combat
if(_player->isInCombat())
if(BattleGround* bg = _player->GetBattleGround())
if(bg->GetStatus() != STATUS_WAIT_LEAVE)
return;
_player->LeaveBattleground();
}
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)
{
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID());
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++)
{
uint32 queue_id = _player->GetBattleGroundQueueId(i);
if (i == queueSlot || !queue_id)
continue;
BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id);
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);
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++)
{
if(uint32 queue_id = _player->GetBattleGroundQueueId(i))
{
if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id))
{
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0);
SendPacket(&data);
}
}
}
}
}
void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
{
sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
CHECK_PACKET_SIZE(recv_data, 8);
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
uint64 guid;
recv_data >> guid;
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
if(!unit)
return;
if(!unit->isSpiritService()) // it's not spirit service
return;
sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, guid);
}
void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
{
sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
CHECK_PACKET_SIZE(recv_data, 8);
BattleGround *bg = _player->GetBattleGround();
if(!bg)
return;
uint64 guid;
recv_data >> guid;
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
if(!unit)
return;
if(!unit->isSpiritService()) // it's not spirit service
return;
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 8+1+1+1);
sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
recv_data.hexlike();
// ignore if we already in BG or BG queue
if(_player->InBattleGround())
return;
for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId)
{
if(_player->GetBattleGroundQueueId(qId) != 0)
return;
}
uint64 guid; // arena Battlemaster guid
uint8 type; // 2v2, 3v3 or 5v5
uint8 asGroup; // asGroup
uint8 isRated; // isRated
recv_data >> guid >> type >> asGroup >> isRated;
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
if(!unit)
return;
if(!unit->isBattleMaster()) // it's not battle master
return;
uint8 arenatype = 0;
switch(type)
{
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 type %u at HandleBattleGroundArenaJoin()", type);
return;
}
if(isRated && !_player->GetArenaTeamId(type)) // player not in arena team of that size
{
_player->GetSession()->SendNotInArenaTeamPacket(arenatype);
return;
}
if(asGroup && !_player->GetGroup()) // player not in group
return;
// check existence
BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA);
if(!bg)
return;
bg->SetArenaType(arenatype);
bg->SetRated(isRated);
if(asGroup && _player->GetGroup())
{
Group *grp = _player->GetGroup();
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
if(!member) continue;
/*if (!member->CanJoinToBattleground())
//player has deserter aura .. do nothing
*/
if (member->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
//player is already in this queue
continue;
// add to queue
uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA);
if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
{
WorldPacket data;
//fill data
//member->GetSession()->SendPacket(data);
continue;
}
// store entry point coords (same as leader entry point)
member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, BATTLEGROUND_AA);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA);
}
}
else
{
/*if (!member->CanJoinToBattleground())
//player has deserter aura .. do nothing
*/
if (_player->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
//player is already in this queue
return;
uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA);
if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
{
WorldPacket data;
//fill data (player is in 3 queues already)
//SendPacket(data);
return;
}
// store entry point coords
_player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
WorldPacket data;
// send status packet (in queue)
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA);
}
}
void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 8);
uint64 playerGuid;
recv_data >> playerGuid;
Player *reportedPlayer = objmgr.GetPlayer(playerGuid);
if(!reportedPlayer)
{
sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: player not found");
return;
}
sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
reportedPlayer->ReportedAfkBy(_player);
}