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- Script library presence is now optional. - Some script hooks have new names. Scripting libraries need to be adjusted accordingly. Signed-off-by: zergtmn <zerg@myisp.com>
791 lines
31 KiB
C++
791 lines
31 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "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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#include "ScriptMgr.h"
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#include "World.h"
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void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recv_data)
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{
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ObjectGuid guid;
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recv_data >> guid;
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DEBUG_LOG("WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from %s", guid.GetString().c_str());
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Creature *pCreature = GetPlayer()->GetMap()->GetCreature(guid);
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if (!pCreature)
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return;
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if (!pCreature->isBattleMaster()) // it's not battlemaster
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return;
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// Stop the npc if moving
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if (!pCreature->IsStopped())
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pCreature->StopMoving();
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BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pCreature->GetEntry());
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if (bgTypeId == BATTLEGROUND_TYPE_NONE)
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return;
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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( ObjectGuid guid, BattleGroundTypeId bgTypeId )
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{
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WorldPacket data;
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sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId, 0);
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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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ObjectGuid 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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DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str());
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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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// 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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// expected bracket entry
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
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if (!bracketEntry)
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return;
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GroupJoinBattlegroundResult err;
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// check queue 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;
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
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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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if (grp->GetLeaderGuid() != _player->GetObjectGuid())
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return;
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err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
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isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) &&
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(grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
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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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BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
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if (joinAsGroup)
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{
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GroupQueueInfo * ginfo;
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uint32 avgTime;
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if(err > 0)
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{
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DEBUG_LOG("Battleground: the following players are joining as group:");
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ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0);
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avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
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}
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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)
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continue; // this should never happen
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WorldPacket data;
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if(err <= 0)
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{
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
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member->GetSession()->SendPacket(&data);
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continue;
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}
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// add to queue
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uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);
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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, err);
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member->GetSession()->SendPacket(&data);
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DEBUG_LOG("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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DEBUG_LOG("Battleground: group end");
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}
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else
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{
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GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0);
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uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
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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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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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DEBUG_LOG("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.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
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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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DEBUG_LOG("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 = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGuid());
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if (ali_plr)
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++count2;
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Player *horde_plr = sObjectMgr.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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DEBUG_LOG( "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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DEBUG_LOG( "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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DEBUG_LOG( "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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uint8 fromWhere;
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recv_data >> fromWhere; // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo)
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uint8 unk1;
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recv_data >> unk1; // unknown 3.2.2
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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, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId), fromWhere);
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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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DEBUG_LOG( "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 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("BattlegroundHandler: invalid bgtype (%u) received.", 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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sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow());
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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& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
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//we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function
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GroupQueueInfo ginfo;
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if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo))
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{
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sLog.outError("BattlegroundHandler: itrplayerstatus not found.");
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return;
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}
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// if action == 1, then instanceId is required
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if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
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{
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sLog.outError("BattlegroundHandler: instance not found.");
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return;
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}
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BattleGround *bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, 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("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId);
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return;
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}
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// expected bracket entry
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
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if (!bracketEntry)
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return;
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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 && ginfo.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;
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sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
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_player->GetSession()->SendPacket(&data2);
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action = 0;
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DEBUG_LOG("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 (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
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_player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID());
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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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if (!_player->InBattleGround())
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_player->SetBattleGroundEntryPoint();
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// resurrect the player
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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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// stop taxi flight at port
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if (_player->IsTaxiFlying())
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{
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_player->GetMotionMaster()->MovementExpired();
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_player->m_taxi.ClearTaxiDestinations();
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}
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sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType());
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_player->GetSession()->SendPacket(&data);
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// remove battleground queue status from BGmgr
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bgQueue.RemovePlayer(_player->GetObjectGuid(), false);
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// this is still needed here if battleground "jumping" shouldn't add deserter debuff
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// also this is 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->GetObjectGuid(), false, true);
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// set the destination instance id
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_player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId);
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// set the destination team
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_player->SetBGTeam(ginfo.GroupTeam);
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// bg->HandleBeforeTeleportToBattleGround(_player);
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sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
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// add only in HandleMoveWorldPortAck()
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// bg->AddPlayer(_player,team);
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DEBUG_LOG("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId);
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break;
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case 0: // leave queue
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// if player leaves rated arena match before match start, it is counted as he played but he lost
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if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID)
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{
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ArenaTeam * at = sObjectMgr.GetArenaTeamById(ginfo.ArenaTeamId);
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if (at)
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{
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DEBUG_LOG("UPDATING memberLost's personal arena rating for %s by opponents rating: %u, because he has left queue!", _player->GetGuidStr().c_str(), ginfo.OpponentsTeamRating);
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at->MemberLost(_player, ginfo.OpponentsTeamRating);
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at->SaveToDB();
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}
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}
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_player->RemoveBattleGroundQueueId(bgQueueTypeId); // 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, queueSlot, STATUS_NONE, 0, 0, 0);
|
|
bgQueue.RemovePlayer(_player->GetObjectGuid(), true);
|
|
// player left queue, we should update it - do not update Arena Queue
|
|
if (!ginfo.ArenaType)
|
|
sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
|
|
SendPacket(&data);
|
|
DEBUG_LOG("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 )
|
|
{
|
|
DEBUG_LOG( "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
|
|
|
|
recv_data.read_skip<uint8>(); // unk1
|
|
recv_data.read_skip<uint8>(); // unk2
|
|
recv_data.read_skip<uint32>(); // BattleGroundTypeId
|
|
recv_data.read_skip<uint16>(); // unk3
|
|
|
|
//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
|
|
DEBUG_LOG( "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& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
|
|
GroupQueueInfo ginfo;
|
|
if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo))
|
|
continue;
|
|
if (ginfo.IsInvitedToBGInstanceGUID)
|
|
{
|
|
bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
|
|
if (!bg)
|
|
continue;
|
|
uint32 remainingTime = WorldTimer::getMSTimeDiff(WorldTimer::getMSTime(), ginfo.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;
|
|
|
|
// expected bracket entry
|
|
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
|
|
if (!bracketEntry)
|
|
continue;
|
|
|
|
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, bracketEntry->GetBracketId());
|
|
// send status in BattleGround Queue
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, WorldTimer::getMSTimeDiff(ginfo.JoinTime, WorldTimer::getMSTime()), arenaType);
|
|
SendPacket(&data);
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
|
|
{
|
|
DEBUG_LOG("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
|
|
|
|
BattleGround *bg = _player->GetBattleGround();
|
|
if (!bg)
|
|
return;
|
|
|
|
ObjectGuid guid;
|
|
recv_data >> guid;
|
|
|
|
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
|
|
if (!unit)
|
|
return;
|
|
|
|
if(!unit->isSpiritService()) // it's not spirit service
|
|
return;
|
|
|
|
unit->SendAreaSpiritHealerQueryOpcode(GetPlayer());
|
|
}
|
|
|
|
void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
|
|
{
|
|
DEBUG_LOG("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
|
|
|
|
BattleGround *bg = _player->GetBattleGround();
|
|
if (!bg)
|
|
return;
|
|
|
|
ObjectGuid guid;
|
|
recv_data >> guid;
|
|
|
|
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
|
|
if (!unit)
|
|
return;
|
|
|
|
if(!unit->isSpiritService()) // it's not spirit service
|
|
return;
|
|
|
|
sScriptMgr.OnGossipHello(GetPlayer(), unit);
|
|
}
|
|
|
|
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data )
|
|
{
|
|
DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
|
|
//recv_data.hexlike();
|
|
|
|
ObjectGuid guid; // arena Battlemaster guid
|
|
uint8 arenaslot; // 2v2, 3v3 or 5v5
|
|
uint8 asGroup; // asGroup
|
|
uint8 isRated; // isRated
|
|
|
|
recv_data >> guid >> arenaslot >> asGroup >> isRated;
|
|
|
|
// ignore if we already in BG or BG queue
|
|
if (_player->InBattleGround())
|
|
return;
|
|
|
|
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 existence
|
|
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
|
|
if (!bg)
|
|
{
|
|
sLog.outError("Battleground: template bg (all arenas) not found");
|
|
return;
|
|
}
|
|
|
|
BattleGroundTypeId bgTypeId = bg->GetTypeID();
|
|
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
|
|
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
|
|
if (!bracketEntry)
|
|
return;
|
|
|
|
GroupJoinBattlegroundResult err;
|
|
|
|
Group * grp = NULL;
|
|
|
|
// check queue conditions
|
|
if (!asGroup)
|
|
{
|
|
// you can't join in this way by client
|
|
if (isRated)
|
|
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;
|
|
if (grp->GetLeaderGuid() != _player->GetObjectGuid())
|
|
return;
|
|
// may be Group::CanJoinBattleGroundQueue should be moved to player class...
|
|
err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
|
|
}
|
|
|
|
uint32 ateamId = 0;
|
|
|
|
if (isRated)
|
|
{
|
|
ateamId = _player->GetArenaTeamId(arenaslot);
|
|
// check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice)
|
|
ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId);
|
|
if (!at)
|
|
{
|
|
_player->GetSession()->SendNotInArenaTeamPacket(arenatype);
|
|
return;
|
|
}
|
|
// get the team rating for queue
|
|
arenaRating = at->GetRating();
|
|
// the arena team id must match for everyone in the group
|
|
// get the personal ratings for queue
|
|
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->GetArenaPersonalRating(arenaslot);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
|
|
if (asGroup)
|
|
{
|
|
uint32 avgTime;
|
|
|
|
if(err > 0)
|
|
{
|
|
DEBUG_LOG("Battleground: arena join as group start");
|
|
if (isRated)
|
|
DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype);
|
|
|
|
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId);
|
|
avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
|
|
}
|
|
|
|
for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
|
|
{
|
|
Player *member = itr->getSource();
|
|
if(!member)
|
|
continue;
|
|
|
|
WorldPacket data;
|
|
|
|
if(err <= 0)
|
|
{
|
|
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
|
|
member->GetSession()->SendPacket(&data);
|
|
continue;
|
|
}
|
|
|
|
// add to queue
|
|
uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);
|
|
|
|
// send status packet (in queue)
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
|
|
member->GetSession()->SendPacket(&data);
|
|
sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
|
|
member->GetSession()->SendPacket(&data);
|
|
DEBUG_LOG("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());
|
|
}
|
|
DEBUG_LOG("Battleground: arena join as group end");
|
|
}
|
|
else
|
|
{
|
|
GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId);
|
|
uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
|
|
uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
|
|
|
|
WorldPacket data;
|
|
// send status packet (in queue)
|
|
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
|
|
SendPacket(&data);
|
|
DEBUG_LOG("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.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
|
|
}
|
|
|
|
void WorldSession::HandleReportPvPAFK( WorldPacket & recv_data )
|
|
{
|
|
uint64 playerGuid;
|
|
recv_data >> playerGuid;
|
|
Player *reportedPlayer = sObjectMgr.GetPlayer(playerGuid);
|
|
|
|
if (!reportedPlayer)
|
|
{
|
|
DEBUG_LOG("WorldSession::HandleReportPvPAFK: player not found");
|
|
return;
|
|
}
|
|
|
|
DEBUG_LOG("WorldSession::HandleReportPvPAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
|
|
|
|
reportedPlayer->ReportedAfkBy(_player);
|
|
}
|