[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:
ApoC 2008-12-15 23:52:46 +01:00
parent c51a6bc59e
commit a5331ab517
47 changed files with 3406 additions and 924 deletions

View file

@ -26,9 +26,11 @@
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Object.h"
#include "Chat.h"
#include "BattleGroundMgr.h"
#include "BattleGroundWS.h"
#include "BattleGround.h"
#include "ArenaTeam.h"
#include "Language.h"
void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
@ -76,18 +78,25 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
uint32 bgTypeId;
uint32 instanceId;
uint8 joinAsGroup;
Group * grp;
recv_data >> guid; // battlemaster guid
recv_data >> bgTypeId; // battleground type id (DBC id)
recv_data >> instanceId; // instance id, 0 if First Available selected
recv_data >> joinAsGroup; // join as group
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId);
if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
{
sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
return;
}
// ignore if we already in BG or BG queue
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);
// can do this, since it's battleground, not arena
uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);
// ignore if player is already in BG
if(_player->InBattleGround())
return;
@ -98,74 +107,82 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
if(!unit->isBattleMaster()) // it's not battlemaster
return;
// check Deserter debuff
if( !_player->CanJoinToBattleground() )
// get bg instance or bg template if instance not found
BattleGround * bg = 0;
if(instanceId)
BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
_player->GetSession()->SendPacket(&data);
sLog.outError("Battleground: no available bg / template found");
return;
}
// check existence
BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
if(!bg)
return;
if(joinAsGroup && _player->GetGroup())
// check queueing conditions
if(!joinAsGroup)
{
Group *grp = _player->GetGroup();
// check Deserter debuff
if( !_player->CanJoinToBattleground() )
{
WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data << (uint32) 0xFFFFFFFE;
_player->GetSession()->SendPacket(&data);
return;
}
// check if already in queue
if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
//player is already in this queue
return;
// check if has free queue slots
if(!_player->HasFreeBattleGroundQueueId())
return;
}
else
{
grp = _player->GetGroup();
// no group found, error
if(!grp)
return;
uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
if (err != BG_JOIN_ERR_OK)
{
SendBattleGroundOrArenaJoinError(err);
return;
}
}
// if we're here, then the conditions to join a bg are met. We can proceed in joining.
// _player->GetGroup() was already checked, grp is already initialized
if(joinAsGroup /* && _player->GetGroup()*/)
{
sLog.outDebug("Battleground: the following players are joining as group:");
GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *member = itr->getSource();
if(!member) continue;
if(!member) continue; // this should never happen
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;
}
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);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
member->GetSession()->SendPacket(&data);
sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
}
sLog.outDebug("Battleground: group end");
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
}
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;
}
// already checked if queueSlot is valid, now just get it
uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
// store entry point coords
_player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
@ -173,7 +190,11 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_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);
GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
}
}
@ -247,12 +268,11 @@ void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
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))
if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
{
sLog.outError("Battleground: invalid bgtype received.");
return;
}
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
@ -270,80 +290,201 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
uint8 unk1;
uint8 type; // arenatype if arena
uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
uint32 instanceId;
uint32 bgTypeId; // type id from dbc
uint16 unk; // 0x1F90 constant?
uint8 action; // enter battle 0x1, leave queue 0x0
recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action;
recv_data >> type >> 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)
if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
{
case 1: // port to battleground
// cheating?
if(!_player->IsInvitedForBattleGroundType(bgTypeId))
return;
// check if player is not deserter
if( !_player->CanJoinToBattleground() )
sLog.outError("Battleground: invalid bgtype received.");
// update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example)
if(_player->InBattleGroundQueue())
{
// update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
WorldPacket data2;
data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
data2 << (uint32) 0xFFFFFFFE;
SendPacket(&data2);
return;
uint32 queue_id = _player->GetBattleGroundQueueId(i);
if(!queue_id)
continue;
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
// if the player is not in queue, contine
if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
continue;
// no group information, this should never happen
if(!itrPlayerStatus->second.GroupInfo)
continue;
BattleGround * bg = NULL;
// get possibly needed data from groupinfo
bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0;
if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
{
// not invited to bg, get template
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
status = STATUS_WAIT_QUEUE;
}
else
{
// get the bg we're invited to
BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
status = STATUS_WAIT_JOIN;
}
// if bg not found, then continue
if(!bg)
continue;
// don't invite if already in the instance
if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
continue;
// re - invite player with proper data
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
SendPacket(&data);
}
}
return;
}
// if the player is dead, resurrect him before teleport
if(!_player->isAlive())
{
_player->ResurrectPlayer(1.0f);
_player->SpawnCorpseBones();
}
uint32 bgQueueTypeId = 0;
// get the bg what we were invited to
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus;
bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type);
itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
// leave current group
_player->RemoveFromGroup();
if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
{
sLog.outError("Battleground: itrplayerstatus not found.");
return;
}
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// 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);
// if action == 1, then instanceId is _required_
if(!instanceId && action == 1)
{
sLog.outError("Battleground: instance not found.");
return;
}
// remove battleground queue status from BGmgr
sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false);
BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
// 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);
// bg template might and must be used in case of leaving queue, when instance is not created yet
if(!bg && action == 0)
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
_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;
if(!bg)
{
sLog.outError("Battleground: bg not found.");
return;
}
bgTypeId = bg->GetTypeID();
if(_player->InBattleGroundQueue())
{
uint32 queueSlot = 0;
uint32 team = 0;
uint32 arenatype = 0;
uint32 israted = 0;
uint32 rating = 0;
uint32 opponentsRating = 0;
// get the team info from the queue
BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()
&& pitr->second.GroupInfo )
{
team = pitr->second.GroupInfo->Team;
arenatype = pitr->second.GroupInfo->ArenaType;
israted = pitr->second.GroupInfo->IsRated;
rating = pitr->second.GroupInfo->ArenaTeamRating;
opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating;
}
else
{
sLog.outError("Battleground: Invalid player queue info!");
return;
}
WorldPacket data;
switch(action)
{
case 1: // port to battleground
if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
return; // cheating?
// resurrect the player
if(!_player->isAlive())
{
_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;
}