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https://github.com/mangosfour/server.git
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[6910] Implemented rewritten arenas. Original author w12x@getmangos.com
Many thanks also to: Balrok@github.com for long time updating. Triply@github.com for great work in rewriting process. All who I forget to name. Signed-off-by: ApoC <apoc@nymfe.net>
This commit is contained in:
parent
c51a6bc59e
commit
a5331ab517
47 changed files with 3406 additions and 924 deletions
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@ -26,9 +26,11 @@
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#include "MapManager.h"
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#include "ObjectAccessor.h"
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#include "Object.h"
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#include "Chat.h"
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#include "BattleGroundMgr.h"
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#include "BattleGroundWS.h"
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#include "BattleGround.h"
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#include "ArenaTeam.h"
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#include "Language.h"
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void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
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@ -76,18 +78,25 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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uint32 bgTypeId;
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uint32 instanceId;
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uint8 joinAsGroup;
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Group * grp;
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recv_data >> guid; // battlemaster guid
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recv_data >> bgTypeId; // battleground type id (DBC id)
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recv_data >> instanceId; // instance id, 0 if First Available selected
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recv_data >> joinAsGroup; // join as group
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId);
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if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
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if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
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{
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sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
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return;
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}
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// ignore if we already in BG or BG queue
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);
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// can do this, since it's battleground, not arena
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uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);
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// ignore if player is already in BG
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if(_player->InBattleGround())
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return;
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@ -98,74 +107,82 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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if(!unit->isBattleMaster()) // it's not battlemaster
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return;
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// check Deserter debuff
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if( !_player->CanJoinToBattleground() )
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// get bg instance or bg template if instance not found
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BattleGround * bg = 0;
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if(instanceId)
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BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
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if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
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{
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WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
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data << (uint32) 0xFFFFFFFE;
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_player->GetSession()->SendPacket(&data);
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sLog.outError("Battleground: no available bg / template found");
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return;
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}
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// check existence
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BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
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if(!bg)
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return;
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if(joinAsGroup && _player->GetGroup())
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// check queueing conditions
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if(!joinAsGroup)
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{
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Group *grp = _player->GetGroup();
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// check Deserter debuff
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if( !_player->CanJoinToBattleground() )
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{
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WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
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data << (uint32) 0xFFFFFFFE;
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_player->GetSession()->SendPacket(&data);
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return;
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}
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// check if already in queue
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if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
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//player is already in this queue
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return;
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// check if has free queue slots
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if(!_player->HasFreeBattleGroundQueueId())
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return;
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}
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else
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{
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grp = _player->GetGroup();
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// no group found, error
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if(!grp)
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return;
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uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
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if (err != BG_JOIN_ERR_OK)
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{
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SendBattleGroundOrArenaJoinError(err);
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return;
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}
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}
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// if we're here, then the conditions to join a bg are met. We can proceed in joining.
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// _player->GetGroup() was already checked, grp is already initialized
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if(joinAsGroup /* && _player->GetGroup()*/)
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{
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sLog.outDebug("Battleground: the following players are joining as group:");
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
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for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player *member = itr->getSource();
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if(!member) continue;
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if(!member) continue; // this should never happen
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if( !member->CanJoinToBattleground() )
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{
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WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
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data << (uint32) 0xFFFFFFFE;
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_player->GetSession()->SendPacket(&data);
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continue;
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}
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if (member->InBattleGroundQueueForBattleGroundType(bgTypeId))
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//player is already in this queue
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continue;
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WorldPacket data;
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// add to queue
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uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId);
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if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
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{
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// fill data packet
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//member->GetSession()->SendPacket(data);
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continue;
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}
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uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue
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// store entry point coords (same as leader entry point)
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member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
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member->GetSession()->SendPacket(&data);
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
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member->GetSession()->SendPacket(&data);
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sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
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sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
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}
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sLog.outDebug("Battleground: group end");
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
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}
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else
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{
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if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
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//player is already in this queue
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return;
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uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId);
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if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
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{
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WorldPacket data;
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// fill data packet
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//SendPacket(data);
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return;
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}
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// already checked if queueSlot is valid, now just get it
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uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
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// store entry point coords
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_player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
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@ -173,7 +190,11 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
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SendPacket(&data);
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sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId);
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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
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sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
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}
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}
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@ -247,12 +268,11 @@ void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
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uint32 bgTypeId;
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recv_data >> bgTypeId; // id from DBC
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if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
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return;
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// can't be received if player not in BG queue
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if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
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if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
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{
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sLog.outError("Battleground: invalid bgtype received.");
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return;
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}
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BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
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@ -270,80 +290,201 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
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uint8 unk1;
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uint8 type; // arenatype if arena
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uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
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uint32 instanceId;
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uint32 bgTypeId; // type id from dbc
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uint16 unk; // 0x1F90 constant?
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uint8 action; // enter battle 0x1, leave queue 0x0
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recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action;
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recv_data >> type >> unk2 >> bgTypeId >> unk >> action;
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if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
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return;
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if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
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return;
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BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
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if(!bg)
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return;
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uint32 queueSlot = 0;
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WorldPacket data;
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switch(action)
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if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
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{
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case 1: // port to battleground
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// cheating?
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if(!_player->IsInvitedForBattleGroundType(bgTypeId))
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return;
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// check if player is not deserter
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if( !_player->CanJoinToBattleground() )
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sLog.outError("Battleground: invalid bgtype received.");
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// update battleground slots for the player to fix his UI and sent data.
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// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
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// it usually happens with extremely high latency (if debugging / stepping in the code for example)
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if(_player->InBattleGroundQueue())
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{
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// update all queues, send invitation info if player is invited, queue info if queued
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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WorldPacket data2;
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data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
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data2 << (uint32) 0xFFFFFFFE;
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SendPacket(&data2);
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return;
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uint32 queue_id = _player->GetBattleGroundQueueId(i);
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if(!queue_id)
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continue;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
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// if the player is not in queue, contine
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if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
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continue;
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// no group information, this should never happen
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if(!itrPlayerStatus->second.GroupInfo)
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continue;
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BattleGround * bg = NULL;
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// get possibly needed data from groupinfo
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bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
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uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
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uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
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uint8 status = 0;
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if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
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{
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// not invited to bg, get template
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bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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status = STATUS_WAIT_QUEUE;
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}
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else
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{
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// get the bg we're invited to
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BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
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status = STATUS_WAIT_JOIN;
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}
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// if bg not found, then continue
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if(!bg)
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continue;
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// don't invite if already in the instance
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if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
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continue;
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// re - invite player with proper data
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
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SendPacket(&data);
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}
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}
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return;
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}
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// if the player is dead, resurrect him before teleport
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if(!_player->isAlive())
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{
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_player->ResurrectPlayer(1.0f);
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_player->SpawnCorpseBones();
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}
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uint32 bgQueueTypeId = 0;
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// get the bg what we were invited to
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus;
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bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type);
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itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
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// leave current group
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_player->RemoveFromGroup();
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if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
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{
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sLog.outError("Battleground: itrplayerstatus not found.");
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return;
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}
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instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
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// packet to player about BG status
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queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
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_player->GetSession()->SendPacket(&data);
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// if action == 1, then instanceId is _required_
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if(!instanceId && action == 1)
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{
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sLog.outError("Battleground: instance not found.");
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return;
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}
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// remove battleground queue status from BGmgr
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sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false);
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BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
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// this is still needed here if battleground "jumping" shouldn't add deserter debuff
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// also this required to prevent stuck at old battleground after SetBattleGroundId set to new
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if (BattleGround *currentBg = _player->GetBattleGround())
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currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
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// bg template might and must be used in case of leaving queue, when instance is not created yet
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if(!bg && action == 0)
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bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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_player->SetBattleGroundId(bg->GetTypeID());
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sBattleGroundMgr.SendToBattleGround(_player, bgTypeId);
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bg->AddPlayer(_player);
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break;
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case 0: // leave queue
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queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
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_player->RemoveBattleGroundQueueId(bgTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
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sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true);
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SendPacket(&data);
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break;
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default:
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sLog.outError("Battleground port: unknown action %u", action);
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break;
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if(!bg)
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{
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sLog.outError("Battleground: bg not found.");
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return;
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}
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bgTypeId = bg->GetTypeID();
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if(_player->InBattleGroundQueue())
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{
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uint32 queueSlot = 0;
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uint32 team = 0;
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uint32 arenatype = 0;
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uint32 israted = 0;
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uint32 rating = 0;
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uint32 opponentsRating = 0;
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// get the team info from the queue
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BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
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if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()
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&& pitr->second.GroupInfo )
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{
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team = pitr->second.GroupInfo->Team;
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arenatype = pitr->second.GroupInfo->ArenaType;
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israted = pitr->second.GroupInfo->IsRated;
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rating = pitr->second.GroupInfo->ArenaTeamRating;
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opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating;
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}
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else
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{
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sLog.outError("Battleground: Invalid player queue info!");
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return;
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}
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WorldPacket data;
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switch(action)
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{
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case 1: // port to battleground
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if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
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return; // cheating?
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// resurrect the player
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if(!_player->isAlive())
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{
|
||||
_player->ResurrectPlayer(1.0f);
|
||||
_player->SpawnCorpseBones();
|
||||
}
|
||||
// stop taxi flight at port
|
||||
if(_player->isInFlight())
|
||||
{
|
||||
_player->GetMotionMaster()->MovementExpired();
|
||||
_player->m_taxi.ClearTaxiDestinations();
|
||||
}
|
||||
_player->RemoveFromGroup();
|
||||
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
|
||||
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[bgQueueTypeId].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);
|
||||
|
||||
// set the destination instance id
|
||||
_player->SetBattleGroundId(bg->GetInstanceID());
|
||||
// set the destination team
|
||||
_player->SetBGTeam(team);
|
||||
// bg->HandleBeforeTeleportToBattleGround(_player);
|
||||
sBattleGroundMgr.SendToBattleGround(_player, instanceId);
|
||||
// add only in HandleMoveWorldPortAck()
|
||||
// bg->AddPlayer(_player,team);
|
||||
sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId);
|
||||
break;
|
||||
case 0: // leave queue
|
||||
queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
|
||||
/*
|
||||
if player leaves rated arena match before match start, it is counted as he played but he lost
|
||||
*/
|
||||
if (israted)
|
||||
{
|
||||
ArenaTeam * at = objmgr.GetArenaTeamById(team);
|
||||
if (at)
|
||||
{
|
||||
sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating);
|
||||
at->MemberLost(_player, opponentsRating);
|
||||
at->SaveToDB();
|
||||
}
|
||||
}
|
||||
_player->RemoveBattleGroundQueueId(bgQueueTypeId); // 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[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
|
||||
// player left queue, we should update it, maybe now his group fits in
|
||||
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating);
|
||||
SendPacket(&data);
|
||||
sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
|
||||
break;
|
||||
default:
|
||||
sLog.outError("Battleground port: unknown action %u", action);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -384,7 +525,8 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
|
|||
BattleGround *bg = _player->GetBattleGround();
|
||||
if(bg)
|
||||
{
|
||||
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID());
|
||||
uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
|
||||
uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
|
||||
if((bg->GetStatus() <= STATUS_IN_PROGRESS))
|
||||
{
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
|
||||
|
|
@ -392,15 +534,25 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
|
|||
}
|
||||
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
|
||||
{
|
||||
uint32 queue_id = _player->GetBattleGroundQueueId(i);
|
||||
if (i == queueSlot || !queue_id)
|
||||
uint32 queue_id = _player->GetBattleGroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong
|
||||
uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
|
||||
uint8 isRated = 0;
|
||||
if (i == queueSlot || !queue_id) // we need to get the instance ids
|
||||
continue;
|
||||
BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id);
|
||||
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
|
||||
if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
|
||||
continue;
|
||||
if(itrPlayerStatus->second.GroupInfo)
|
||||
{
|
||||
arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
|
||||
isRated = itrPlayerStatus->second.GroupInfo->IsRated;
|
||||
}
|
||||
BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(sBattleGroundMgr.BGTemplateId(queue_id)); // try this
|
||||
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);
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated);
|
||||
SendPacket(&data);
|
||||
}
|
||||
}
|
||||
|
|
@ -411,16 +563,36 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
|
|||
// 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))
|
||||
uint32 queue_id = _player->GetBattleGroundQueueId(i);
|
||||
if(!queue_id)
|
||||
continue;
|
||||
uint32 bgTypeId = sBattleGroundMgr.BGTemplateId(queue_id);
|
||||
uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
|
||||
uint8 isRated = 0;
|
||||
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
|
||||
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
|
||||
if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
|
||||
continue;
|
||||
if(itrPlayerStatus->second.GroupInfo)
|
||||
{
|
||||
if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id))
|
||||
{
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0);
|
||||
SendPacket(&data);
|
||||
}
|
||||
arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
|
||||
isRated = itrPlayerStatus->second.GroupInfo->IsRated;
|
||||
}
|
||||
if(bg && queue_id)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
|
||||
|
|
@ -480,16 +652,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
|
|||
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
|
||||
Group * grp;
|
||||
|
||||
recv_data >> guid >> type >> asGroup >> isRated;
|
||||
|
||||
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
|
||||
|
|
@ -500,6 +668,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
|
|||
return;
|
||||
|
||||
uint8 arenatype = 0;
|
||||
uint32 arenaRating = 0;
|
||||
|
||||
switch(type)
|
||||
{
|
||||
|
|
@ -517,88 +686,118 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
|
|||
return;
|
||||
}
|
||||
|
||||
if(isRated && !_player->GetArenaTeamId(type)) // player not in arena team of that size
|
||||
//check existance
|
||||
BattleGround* bg = NULL;
|
||||
if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) )
|
||||
{
|
||||
_player->GetSession()->SendNotInArenaTeamPacket(arenatype);
|
||||
sLog.outError("Battleground: template bg (all arenas) not found");
|
||||
return;
|
||||
}
|
||||
|
||||
if(asGroup && !_player->GetGroup()) // player not in group
|
||||
return;
|
||||
uint8 bgTypeId = bg->GetTypeID();
|
||||
uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype);
|
||||
|
||||
// check existence
|
||||
BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA);
|
||||
if(!bg)
|
||||
return;
|
||||
|
||||
bg->SetArenaType(arenatype);
|
||||
bg->SetRated(isRated);
|
||||
|
||||
if(asGroup && _player->GetGroup())
|
||||
// check queueing conditions
|
||||
if(!asGroup)
|
||||
{
|
||||
Group *grp = _player->GetGroup();
|
||||
// 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, type);
|
||||
if (err != BG_JOIN_ERR_OK)
|
||||
{
|
||||
SendBattleGroundOrArenaJoinError(err);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
uint32 ateamId = 0;
|
||||
|
||||
if(isRated)
|
||||
{
|
||||
ateamId = _player->GetArenaTeamId(type);
|
||||
// check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
|
||||
ArenaTeam * at = objmgr.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();
|
||||
|
||||
// calc avg personal rating
|
||||
avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
|
||||
}
|
||||
|
||||
if( arenatype )
|
||||
avg_pers_rating /= arenatype;
|
||||
|
||||
// if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating
|
||||
if(avg_pers_rating + 150 < arenaRating)
|
||||
arenaRating = avg_pers_rating;
|
||||
}
|
||||
|
||||
if(asGroup)
|
||||
{
|
||||
GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId);
|
||||
sLog.outDebug("Battleground: arena join as group start");
|
||||
if(isRated)
|
||||
sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype);
|
||||
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;
|
||||
}
|
||||
uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue
|
||||
|
||||
// store entry point coords (same as leader entry point)
|
||||
member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
|
||||
|
||||
WorldPacket data;
|
||||
// send status packet (in queue)
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
|
||||
member->GetSession()->SendPacket(&data);
|
||||
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, BATTLEGROUND_AA);
|
||||
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
|
||||
member->GetSession()->SendPacket(&data);
|
||||
sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA);
|
||||
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
|
||||
sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
|
||||
}
|
||||
sLog.outDebug("Battleground: arena join as group end");
|
||||
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
|
||||
}
|
||||
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;
|
||||
}
|
||||
uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
|
||||
|
||||
// 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);
|
||||
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
|
||||
SendPacket(&data);
|
||||
sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA);
|
||||
GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating);
|
||||
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
|
||||
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
|
||||
sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -620,3 +819,41 @@ void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )
|
|||
|
||||
reportedPlayer->ReportedAfkBy(_player);
|
||||
}
|
||||
|
||||
void WorldSession::SendBattleGroundOrArenaJoinError(uint8 err)
|
||||
{
|
||||
WorldPacket data;
|
||||
int32 msg;
|
||||
switch (err)
|
||||
{
|
||||
case BG_JOIN_ERR_OFFLINE_MEMBER:
|
||||
msg = LANG_BG_GROUP_OFFLINE_MEMBER;
|
||||
break;
|
||||
case BG_JOIN_ERR_GROUP_TOO_MANY:
|
||||
msg = LANG_BG_GROUP_TOO_LARGE;
|
||||
break;
|
||||
case BG_JOIN_ERR_MIXED_FACTION:
|
||||
msg = LANG_BG_GROUP_MIXED_FACTION;
|
||||
break;
|
||||
case BG_JOIN_ERR_MIXED_LEVELS:
|
||||
msg = LANG_BG_GROUP_MIXED_LEVELS;
|
||||
break;
|
||||
case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
|
||||
msg = LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE;
|
||||
break;
|
||||
case BG_JOIN_ERR_GROUP_DESERTER:
|
||||
msg = LANG_BG_GROUP_MEMBER_DESERTER;
|
||||
break;
|
||||
case BG_JOIN_ERR_ALL_QUEUES_USED:
|
||||
msg = LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS;
|
||||
break;
|
||||
case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
|
||||
case BG_JOIN_ERR_MIXED_ARENATEAM:
|
||||
default:
|
||||
return;
|
||||
break;
|
||||
}
|
||||
ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(msg), NULL);
|
||||
SendPacket(&data);
|
||||
return;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue