/* * Copyright (C) 2005-2008 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "WorldPacket.h" #include "Opcodes.h" #include "Log.h" #include "Player.h" #include "ObjectMgr.h" #include "WorldSession.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "Object.h" #include "BattleGroundMgr.h" #include "BattleGroundWS.h" #include "BattleGround.h" void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8); uint64 guid; recv_data >> guid; sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from: " I64FMT, guid); Creature *unit = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster return; // Stop the npc if moving unit->StopMoving(); uint32 bgTypeId = objmgr.GetBattleMasterBG(unit->GetEntry()); if(!_player->GetBGAccessByLevel(bgTypeId)) { // temp, must be gossip message... SendNotification("You don't meet Battleground level requirements"); return; } SendBattlegGroundList(guid, bgTypeId); } void WorldSession::SendBattlegGroundList( uint64 guid, uint32 bgTypeId ) { WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId); SendPacket( &data ); } void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+4+4+1); uint64 guid; uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId); if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? return; // ignore if we already in BG or BG queue if(_player->InBattleGround()) return; Creature *unit = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster return; // check Deserter debuff if( !_player->CanJoinToBattleground() ) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); return; } // check existence BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); if(!bg) return; if(joinAsGroup && _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() ) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); continue; } if (member->InBattleGroundQueueForBattleGroundType(bgTypeId)) //player is already in this queue continue; WorldPacket data; // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId); if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) { // fill data packet //member->GetSession()->SendPacket(data); continue; } // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId); } } else { if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) //player is already in this queue return; uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId); if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) { WorldPacket data; // fill data packet //SendPacket(data); return; } // 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[bgTypeId].AddPlayer(_player, bgTypeId); } } void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ ) { // empty opcode sLog.outDebug("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message"); BattleGround *bg = _player->GetBattleGround(); if(!bg) // can't be received if player not in battleground return; if(bg->GetTypeID() == BATTLEGROUND_WS) { uint32 count1 = 0; uint32 count2 = 0; Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID()); if(ap) ++count2; Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID()); if(hp) ++count2; WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2)); data << count1; // alliance flag holders count /*for(uint8 i = 0; i < count1; i++) { data << uint64(0); // guid data << (float)0; // x data << (float)0; // y }*/ data << count2; // horde flag holders count if(ap) { data << (uint64)ap->GetGUID(); data << (float)ap->GetPositionX(); data << (float)ap->GetPositionY(); } if(hp) { data << (uint64)hp->GetGUID(); data << (float)hp->GetPositionX(); data << (float)hp->GetPositionY(); } SendPacket(&data); } } void WorldSession::HandleBattleGroundPVPlogdataOpcode( WorldPacket & /*recv_data*/ ) { sLog.outDebug( "WORLD: Recvd MSG_PVP_LOG_DATA Message"); BattleGround *bg = _player->GetBattleGround(); if(!bg) return; WorldPacket data; sBattleGroundMgr.BuildPvpLogDataPacket(&data, bg); SendPacket(&data); sLog.outDebug( "WORLD: Sent MSG_PVP_LOG_DATA Message"); } void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data ) { CHECK_PACKET_SIZE(recv_data, 4); sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message"); uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? return; // can't be received if player not in BG queue if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) return; BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); if(!bl) return; WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId); SendPacket( &data ); } void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) { CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1); sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint8 unk1; uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 bgTypeId; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action; if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? return; if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId)) return; BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); if(!bg) return; uint32 queueSlot = 0; WorldPacket data; switch(action) { case 1: // port to battleground // cheating? if(!_player->IsInvitedForBattleGroundType(bgTypeId)) return; // check if player is not deserter if( !_player->CanJoinToBattleground() ) { WorldPacket data2; data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << (uint32) 0xFFFFFFFE; SendPacket(&data2); return; } // if the player is dead, resurrect him before teleport if(!_player->isAlive()) { _player->ResurrectPlayer(1.0f,false); _player->SpawnCorpseBones(); } // leave current group _player->RemoveFromGroup(); // packet to player about BG status queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this required to prevent stuck at old battleground after SetBattleGroundId set to new if (BattleGround *currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); _player->SetBattleGroundId(bg->GetTypeID()); sBattleGroundMgr.SendToBattleGround(_player, bgTypeId); bg->AddPlayer(_player); break; case 0: // leave queue queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId); _player->RemoveBattleGroundQueueId(bgTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true); SendPacket(&data); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } } void WorldSession::HandleBattleGroundLeaveOpcode( 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; // 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 if(_player->InBattleGround()) { BattleGround *bg = _player->GetBattleGround(); if(bg) { uint32 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID()); if((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattleGroundQueueId(i); if (i == queueSlot || !queue_id) continue; BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id); if(bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); } } } } else { // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { if(uint32 queue_id = _player->GetBattleGroundQueueId(i)) { if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id)) { sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0); 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 = ObjectAccessor::GetCreature(*_player, 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 = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isSpiritService()) // it's not spirit service return; bg->AddPlayerToResurrectQueue(guid, _player->GetGUID()); } void WorldSession::HandleBattleGroundArenaJoin( 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; for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId) { if(_player->GetBattleGroundQueueId(qId) != 0) return; } uint64 guid; // arena Battlemaster guid uint8 type; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated 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); }