mirror of
https://github.com/mangosfour/server.git
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Including fix _SCallback for 3 params, triggred mode correct call for .cast back and .cast target. Remove outdated code for support old 19421 (and ranks) implementation in client data.
622 lines
22 KiB
C++
622 lines
22 KiB
C++
/*
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* Copyright (C) 2005-2008 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 "MapManager.h"
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#include "ObjectAccessor.h"
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#include "Object.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 "Language.h"
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void WorldSession::HandleBattleGroundHelloOpcode( 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: " I64FMT, guid);
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Creature *unit = ObjectAccessor::GetCreature(*_player, 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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uint32 bgTypeId = objmgr.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, uint32 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::HandleBattleGroundJoinOpcode( 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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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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return;
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// ignore if we already in BG or BG queue
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if(_player->InBattleGround())
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return;
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Creature *unit = ObjectAccessor::GetCreature(*_player, 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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// 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 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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{
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Group *grp = _player->GetGroup();
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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->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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// 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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// 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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}
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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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// 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, _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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}
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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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if(bg->GetTypeID() == BATTLEGROUND_WS)
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{
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uint32 count1 = 0;
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uint32 count2 = 0;
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Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
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if(ap) ++count2;
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Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
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if(hp) ++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
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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
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if(ap)
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{
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data << (uint64)ap->GetGUID();
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data << (float)ap->GetPositionX();
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data << (float)ap->GetPositionY();
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}
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if(hp)
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{
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data << (uint64)hp->GetGUID();
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data << (float)hp->GetPositionX();
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data << (float)hp->GetPositionY();
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}
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SendPacket(&data);
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}
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}
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void WorldSession::HandleBattleGroundPVPlogdataOpcode( 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::HandleBattleGroundListOpcode( 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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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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return;
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BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
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if(!bl)
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return;
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId);
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SendPacket( &data );
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}
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void WorldSession::HandleBattleGroundPlayerPortOpcode( 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 unk1;
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uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
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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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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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{
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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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{
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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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}
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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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// leave current group
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_player->RemoveFromGroup();
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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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// remove battleground queue status from BGmgr
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sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false);
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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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_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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}
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}
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void WorldSession::HandleBattleGroundLeaveOpcode( WorldPacket & /*recv_data*/ )
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{
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//CHECK_PACKET_SIZE(recv_data, 1+1+4+2);
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sLog.outDebug( "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
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//uint8 unk1, unk2;
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//uint32 bgTypeId; // id from DBC
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//uint16 unk3;
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//recv_data >> unk1 >> unk2 >> bgTypeId >> unk3; - no used currently
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//if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? but not important in this case
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// return;
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// not allow leave battleground in combat
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if(_player->isInCombat())
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if(BattleGround* bg = _player->GetBattleGround())
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if(bg->GetStatus() != STATUS_WAIT_LEAVE)
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return;
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_player->LeaveBattleground();
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}
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void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
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{
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// empty opcode
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sLog.outDebug( "WORLD: Battleground status" );
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WorldPacket data;
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// TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point
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if(_player->InBattleGround())
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{
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BattleGround *bg = _player->GetBattleGround();
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if(bg)
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{
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uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID());
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if((bg->GetStatus() <= STATUS_IN_PROGRESS))
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{
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
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SendPacket(&data);
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}
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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uint32 queue_id = _player->GetBattleGroundQueueId(i);
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if (i == queueSlot || !queue_id)
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continue;
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BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id);
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if(bg2)
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{
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//in this call is small bug, this call should be filled by player's waiting time in queue
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//this call nulls all timers for client :
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0);
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SendPacket(&data);
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}
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}
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}
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}
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else
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{
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// we should update all queues? .. i'm not sure if this code is correct
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for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
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{
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if(uint32 queue_id = _player->GetBattleGroundQueueId(i))
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{
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if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id))
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{
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0);
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SendPacket(&data);
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}
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}
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}
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}
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}
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void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
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{
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sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
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CHECK_PACKET_SIZE(recv_data, 8);
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BattleGround *bg = _player->GetBattleGround();
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if(!bg)
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return;
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uint64 guid;
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recv_data >> guid;
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Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
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if(!unit)
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return;
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if(!unit->isSpiritService()) // it's not spirit service
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return;
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sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, guid);
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}
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void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
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{
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sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
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CHECK_PACKET_SIZE(recv_data, 8);
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BattleGround *bg = _player->GetBattleGround();
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if(!bg)
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return;
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uint64 guid;
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recv_data >> guid;
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Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
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if(!unit)
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return;
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if(!unit->isSpiritService()) // it's not spirit service
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return;
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bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
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}
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void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data, 8+1+1+1);
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sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
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recv_data.hexlike();
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// ignore if we already in BG or BG queue
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if(_player->InBattleGround())
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return;
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for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId)
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{
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if(_player->GetBattleGroundQueueId(qId) != 0)
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return;
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}
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uint64 guid; // arena Battlemaster guid
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uint8 type; // 2v2, 3v3 or 5v5
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uint8 asGroup; // asGroup
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uint8 isRated; // isRated
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recv_data >> guid >> type >> asGroup >> isRated;
|
|
|
|
Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
|
|
if(!unit)
|
|
return;
|
|
|
|
if(!unit->isBattleMaster()) // it's not battle master
|
|
return;
|
|
|
|
uint8 arenatype = 0;
|
|
|
|
switch(type)
|
|
{
|
|
case 0:
|
|
arenatype = ARENA_TYPE_2v2;
|
|
break;
|
|
case 1:
|
|
arenatype = ARENA_TYPE_3v3;
|
|
break;
|
|
case 2:
|
|
arenatype = ARENA_TYPE_5v5;
|
|
break;
|
|
default:
|
|
sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type);
|
|
return;
|
|
}
|
|
|
|
if(isRated && !_player->GetArenaTeamId(type)) // player not in arena team of that size
|
|
{
|
|
_player->GetSession()->SendNotInArenaTeamPacket(arenatype);
|
|
return;
|
|
}
|
|
|
|
if(asGroup && !_player->GetGroup()) // player not in group
|
|
return;
|
|
|
|
// check existence
|
|
BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA);
|
|
if(!bg)
|
|
return;
|
|
|
|
bg->SetArenaType(arenatype);
|
|
bg->SetRated(isRated);
|
|
|
|
if(asGroup && _player->GetGroup())
|
|
{
|
|
Group *grp = _player->GetGroup();
|
|
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
|
|
{
|
|
Player *member = itr->getSource();
|
|
if(!member) continue;
|
|
|
|
/*if (!member->CanJoinToBattleground())
|
|
//player has deserter aura .. do nothing
|
|
*/
|
|
|
|
if (member->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
|
|
//player is already in this queue
|
|
continue;
|
|
|
|
// add to queue
|
|
uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA);
|
|
if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
|
|
{
|
|
WorldPacket data;
|
|
//fill data
|
|
//member->GetSession()->SendPacket(data);
|
|
continue;
|
|
}
|
|
|
|
// store entry point coords (same as leader entry point)
|
|
member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
|
|
|
|
WorldPacket data;
|
|
// send status packet (in queue)
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
|
|
member->GetSession()->SendPacket(&data);
|
|
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, BATTLEGROUND_AA);
|
|
member->GetSession()->SendPacket(&data);
|
|
sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/*if (!member->CanJoinToBattleground())
|
|
//player has deserter aura .. do nothing
|
|
*/
|
|
|
|
if (_player->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
|
|
//player is already in this queue
|
|
return;
|
|
|
|
uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA);
|
|
if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
|
|
{
|
|
WorldPacket data;
|
|
//fill data (player is in 3 queues already)
|
|
//SendPacket(data);
|
|
return;
|
|
}
|
|
|
|
// store entry point coords
|
|
_player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
|
|
|
|
WorldPacket data;
|
|
// send status packet (in queue)
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
|
|
SendPacket(&data);
|
|
sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA);
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )
|
|
{
|
|
CHECK_PACKET_SIZE(recv_data, 8);
|
|
|
|
uint64 playerGuid;
|
|
recv_data >> playerGuid;
|
|
Player *reportedPlayer = objmgr.GetPlayer(playerGuid);
|
|
|
|
if(!reportedPlayer)
|
|
{
|
|
sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: player not found");
|
|
return;
|
|
}
|
|
|
|
sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
|
|
|
|
reportedPlayer->ReportedAfkBy(_player);
|
|
}
|