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* Replace platform seelction MaNGOS code for select format descriptor for uint64 by using ACE define. I64FMTD renamed to UI64FMTD for more clear name. * Add new define UI64LIT (base at ACE seelction) for build portables uint64 literals. Please always use UI64LIT(0x00001) instead less portable 0x00001LL
846 lines
35 KiB
C++
846 lines
35 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "WorldPacket.h"
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#include "Opcodes.h"
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#include "Log.h"
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#include "Player.h"
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#include "ObjectMgr.h"
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#include "WorldSession.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::HandleBattlemasterHelloOpcode( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data, 8);
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uint64 guid;
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recv_data >> guid;
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
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Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
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if (!unit)
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return;
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if(!unit->isBattleMaster()) // it's not battlemaster
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return;
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// Stop the npc if moving
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unit->StopMoving();
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BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(unit->GetEntry());
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if (!_player->GetBGAccessByLevel(bgTypeId))
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{
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// temp, must be gossip message...
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SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
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return;
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}
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SendBattlegGroundList(guid, bgTypeId);
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}
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void WorldSession::SendBattlegGroundList( uint64 guid, BattleGroundTypeId bgTypeId )
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{
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId);
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SendPacket( &data );
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}
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void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data, 8+4+4+1);
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uint64 guid;
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uint32 bgTypeId_;
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uint32 instanceId;
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uint8 joinAsGroup;
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bool isPremade = false;
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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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if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
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{
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sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());
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return;
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}
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BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
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// can do this, since it's battleground, not arena
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::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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Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
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if (!unit)
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return;
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if(!unit->isBattleMaster()) // it's not battlemaster
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return;
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// get bg instance or bg template if instance not found
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BattleGround *bg = NULL;
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if (instanceId)
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bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);
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if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
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{
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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 queueing conditions
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if (!joinAsGroup)
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{
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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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isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
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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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GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0);
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uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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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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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; // this should never happen
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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, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
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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[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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}
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else
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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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WorldPacket data;
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// send status packet (in queue)
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
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SendPacket(&data);
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, 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,_player->GetGUIDLow(), _player->GetName());
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}
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
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if (!ginfo->IsInvitedToBGInstanceGUID)
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sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
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}
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void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
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{
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// empty opcode
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sLog.outDebug("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message");
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BattleGround *bg = _player->GetBattleGround();
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if(!bg) // can't be received if player not in battleground
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return;
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switch( bg->GetTypeID() )
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{
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case BATTLEGROUND_WS:
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{
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uint32 count1 = 0; //always constant zero?
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uint32 count2 = 0; //count of next fields
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Player *ali_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
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if (ali_plr)
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++count2;
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Player *horde_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
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if (horde_plr)
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++count2;
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WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2));
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data << count1; // alliance flag holders count - obsolete, now always 0
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/*for(uint8 i = 0; i < count1; ++i)
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{
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data << uint64(0); // guid
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data << (float)0; // x
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data << (float)0; // y
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}*/
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data << count2; // horde flag holders count - obsolete, now count of next fields
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if (ali_plr)
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{
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data << (uint64)ali_plr->GetGUID();
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data << (float)ali_plr->GetPositionX();
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data << (float)ali_plr->GetPositionY();
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}
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if (horde_plr)
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{
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data << (uint64)horde_plr->GetGUID();
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data << (float)horde_plr->GetPositionX();
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data << (float)horde_plr->GetPositionY();
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}
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SendPacket(&data);
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}
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break;
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case BATTLEGROUND_EY:
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//TODO : fix me!
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break;
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case BATTLEGROUND_AB:
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case BATTLEGROUND_AV:
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{
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//for other BG types - send default
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WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4));
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data << uint32(0);
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data << uint32(0);
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SendPacket(&data);
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}
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break;
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default:
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//maybe it is sent also in arena - do nothing
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break;
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}
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}
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void WorldSession::HandlePVPLogDataOpcode( WorldPacket & /*recv_data*/ )
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{
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sLog.outDebug( "WORLD: Recvd MSG_PVP_LOG_DATA Message");
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BattleGround *bg = _player->GetBattleGround();
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if (!bg)
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return;
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WorldPacket data;
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sBattleGroundMgr.BuildPvpLogDataPacket(&data, bg);
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SendPacket(&data);
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sLog.outDebug( "WORLD: Sent MSG_PVP_LOG_DATA Message");
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}
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void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data )
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{
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CHECK_PACKET_SIZE(recv_data, 4);
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
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uint32 bgTypeId;
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recv_data >> bgTypeId; // id from DBC
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BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
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if (!bl)
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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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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId));
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SendPacket( &data );
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}
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void WorldSession::HandleBattleFieldPortOpcode( WorldPacket &recv_data )
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{
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CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);
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sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
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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 >> type >> unk2 >> bgTypeId_ >> unk >> action;
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if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
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{
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sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_);
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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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BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
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if (!bgQueueTypeId)
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continue;
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BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
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// if the player is not in queue, continue or no group information - this should never happen
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if (itrPlayerStatus == qpMap.end() || !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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uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
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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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bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
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status = STATUS_WAIT_JOIN;
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}
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// if bg not found, then continue, don't invite if already in the instance
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if (!bg || (_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, i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype);
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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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//get GroupQueueInfo from BattleGroundQueue
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BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
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BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
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BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
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BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
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if (itrPlayerStatus == qpMap.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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// 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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BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId);
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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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if (!bg)
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{
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sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId);
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return;
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}
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if (_player->InBattleGroundQueue())
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{
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//we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function!
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uint32 team = itrPlayerStatus->second.GroupInfo->Team;
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uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType;
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uint32 isRated = itrPlayerStatus->second.GroupInfo->IsRated;
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uint32 rating = itrPlayerStatus->second.GroupInfo->ArenaTeamRating;
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uint32 opponentsRating = itrPlayerStatus->second.GroupInfo->OpponentsTeamRating;
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//some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
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if (action == 1 && arenaType == 0)
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{
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//if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
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if (!_player->CanJoinToBattleground())
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{
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//send bg command result to show nice message
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WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
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data2 << uint32(0xFFFFFFFE);
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_player->GetSession()->SendPacket(&data2);
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action = 0;
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sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
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}
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//if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
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if (_player->getLevel() > bg->GetMaxLevel())
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{
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sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
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action = 0;
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}
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}
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uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
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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
|
|
if (!_player->isAlive())
|
|
{
|
|
_player->ResurrectPlayer(1.0f);
|
|
_player->SpawnCorpseBones();
|
|
}
|
|
// stop taxi flight at port
|
|
if (_player->isInFlight())
|
|
{
|
|
_player->GetMotionMaster()->MovementExpired();
|
|
_player->m_taxi.ClearTaxiDestinations();
|
|
}
|
|
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType());
|
|
_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 is 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(), bgTypeId);
|
|
// set the destination team
|
|
_player->SetBGTeam(team);
|
|
// bg->HandleBeforeTeleportToBattleGround(_player);
|
|
sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId);
|
|
// 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
|
|
// 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, queueSlot, STATUS_NONE, 0, 0, 0);
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
|
|
// player left queue, we should update it - do not update Arena Queue
|
|
if (!arenaType)
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleLeaveBattlefieldOpcode( 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;
|
|
// we must update all queues here
|
|
BattleGround *bg = NULL;
|
|
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
|
|
{
|
|
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
|
|
if (!bgQueueTypeId)
|
|
continue;
|
|
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
|
|
uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId);
|
|
if (bgTypeId == _player->GetBattleGroundTypeId())
|
|
{
|
|
bg = _player->GetBattleGround();
|
|
//i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena
|
|
//so i must use bg pointer to get that information
|
|
if (bg && bg->GetArenaType() == arenaType)
|
|
{
|
|
// this line is checked, i only don't know if GetStartTime is changing itself after bg end!
|
|
// send status in BattleGround
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType);
|
|
SendPacket(&data);
|
|
continue;
|
|
}
|
|
}
|
|
//we are sending update to player about queue - he can be invited there!
|
|
//get GroupQueueInfo for queue status
|
|
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers;
|
|
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
|
|
if (itrPlayerStatus == qpMap.end())
|
|
continue;
|
|
if (itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
|
|
{
|
|
bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId);
|
|
if (!bg)
|
|
continue;
|
|
uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->RemoveInviteTime);
|
|
// send status invited to BattleGround
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType);
|
|
SendPacket(&data);
|
|
}
|
|
else
|
|
{
|
|
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
|
|
if (!bg)
|
|
continue;
|
|
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
|
|
// send status in BattleGround Queue
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(itrPlayerStatus->second.GroupInfo->JoinTime, getMSTime()), arenaType);
|
|
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 = GetPlayer()->GetMap()->GetCreature(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 = GetPlayer()->GetMap()->GetCreature(guid);
|
|
if (!unit)
|
|
return;
|
|
|
|
if(!unit->isSpiritService()) // it's not spirit service
|
|
return;
|
|
|
|
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
|
|
}
|
|
|
|
void WorldSession::HandleBattlemasterJoinArena( 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;
|
|
|
|
uint64 guid; // arena Battlemaster guid
|
|
uint8 arenaslot; // 2v2, 3v3 or 5v5
|
|
uint8 asGroup; // asGroup
|
|
uint8 isRated; // isRated
|
|
Group * grp;
|
|
|
|
recv_data >> guid >> arenaslot >> asGroup >> isRated;
|
|
|
|
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
|
|
if (!unit)
|
|
return;
|
|
|
|
if(!unit->isBattleMaster()) // it's not battle master
|
|
return;
|
|
|
|
uint8 arenatype = 0;
|
|
uint32 arenaRating = 0;
|
|
|
|
switch(arenaslot)
|
|
{
|
|
case 0:
|
|
arenatype = ARENA_TYPE_2v2;
|
|
break;
|
|
case 1:
|
|
arenatype = ARENA_TYPE_3v3;
|
|
break;
|
|
case 2:
|
|
arenatype = ARENA_TYPE_5v5;
|
|
break;
|
|
default:
|
|
sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot);
|
|
return;
|
|
}
|
|
|
|
//check existance
|
|
BattleGround* bg = NULL;
|
|
if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)))
|
|
{
|
|
sLog.outError("Battleground: template bg (all arenas) not found");
|
|
return;
|
|
}
|
|
|
|
BattleGroundTypeId bgTypeId = bg->GetTypeID();
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
|
|
|
|
// check queueing conditions
|
|
if (!asGroup)
|
|
{
|
|
// check if already in queue
|
|
if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
|
|
//player is already in this queue
|
|
return;
|
|
// check if has free queue slots
|
|
if (!_player->HasFreeBattleGroundQueueId())
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
grp = _player->GetGroup();
|
|
// no group found, error
|
|
if (!grp)
|
|
return;
|
|
uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
|
|
if (err != BG_JOIN_ERR_OK)
|
|
{
|
|
SendBattleGroundOrArenaJoinError(err);
|
|
return;
|
|
}
|
|
}
|
|
|
|
uint32 ateamId = 0;
|
|
|
|
if (isRated)
|
|
{
|
|
ateamId = _player->GetArenaTeamId(arenaslot);
|
|
// check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
|
|
ArenaTeam * at = 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 + (arenaslot*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;
|
|
}
|
|
|
|
GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId);
|
|
uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId));
|
|
if (asGroup)
|
|
{
|
|
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(arenaslot),_player->GetName(),arenaRating,arenatype);
|
|
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
|
|
{
|
|
Player *member = itr->getSource();
|
|
if(!member) 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, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
|
|
member->GetSession()->SendPacket(&data);
|
|
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
|
|
member->GetSession()->SendPacket(&data);
|
|
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");
|
|
if (isRated)
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
|
|
}
|
|
else
|
|
{
|
|
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, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
|
|
SendPacket(&data);
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
|
|
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());
|
|
}
|
|
sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating);
|
|
}
|
|
|
|
void WorldSession::HandleReportPvPAFK( WorldPacket & recv_data )
|
|
{
|
|
CHECK_PACKET_SIZE(recv_data, 8);
|
|
|
|
uint64 playerGuid;
|
|
recv_data >> playerGuid;
|
|
Player *reportedPlayer = objmgr.GetPlayer(playerGuid);
|
|
|
|
if (!reportedPlayer)
|
|
{
|
|
sLog.outDebug("WorldSession::HandleReportPvPAFK: player not found");
|
|
return;
|
|
}
|
|
|
|
sLog.outDebug("WorldSession::HandleReportPvPAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
|
|
|
|
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;
|
|
}
|