root/trunk/src/game/BattleGroundHandler.cpp @ 102

Revision 102, 38.8 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#include "Common.h"
22#include "WorldPacket.h"
23#include "Opcodes.h"
24#include "Log.h"
25#include "Player.h"
26#include "ObjectMgr.h"
27#include "WorldSession.h"
28#include "MapManager.h"
29#include "ObjectAccessor.h"
30#include "Object.h"
31#include "Chat.h"
32#include "Language.h"
33#include "BattleGroundMgr.h"
34#include "BattleGroundWS.h"
35#include "BattleGround.h"
36#include "ArenaTeam.h"
37
38void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
39{
40    CHECK_PACKET_SIZE(recv_data, 8);
41
42    uint64 guid;
43    recv_data >> guid;
44    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from: " I64FMT, guid);
45
46    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
47    if(!unit)
48        return;
49
50    if(!unit->isBattleMaster())                             // it's not battlemaster
51        return;
52
53    // Stop the npc if moving
54    unit->StopMoving();
55
56    uint32 bgTypeId = objmgr.GetBattleMasterBG(unit->GetEntry());
57
58    if(!_player->GetBGAccessByLevel(bgTypeId))
59    {
60                                                            // temp, must be gossip message...
61        SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
62        return;
63    }
64
65    SendBattlegGroundList(guid, bgTypeId);
66}
67
68void WorldSession::SendBattlegGroundList( uint64 guid, uint32 bgTypeId )
69{
70    WorldPacket data;
71    sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId);
72    SendPacket( &data );
73}
74
75void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
76{
77    CHECK_PACKET_SIZE(recv_data, 8+4+4+1);
78
79    uint64 guid;
80    uint32 bgTypeId;
81    uint32 instanceId;
82    uint8 joinAsGroup;
83    Group * grp;
84
85    recv_data >> guid;                                      // battlemaster guid
86    recv_data >> bgTypeId;                                  // battleground type id (DBC id)
87    recv_data >> instanceId;                                // instance id, 0 if First Available selected
88    recv_data >> joinAsGroup;                               // join as group
89
90    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
91    {
92        sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
93        return;
94    }
95
96    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);
97
98    // can do this, since it's battleground, not arena
99    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0);
100
101    // ignore if we already in BG or BG queue
102    if(_player->InBattleGround())
103        return;
104
105    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
106    if(!unit)
107        return;
108
109    if(!unit->isBattleMaster())                             // it's not battlemaster
110        return;
111
112    // get bg instance or bg template if instance not found
113    BattleGround * bg = 0;
114    if(instanceId)
115        BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
116
117    if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
118    {
119        sLog.outError("Battleground: no available bg / template found");
120        return;
121    }
122
123    // check queueing conditions
124    if(!joinAsGroup)
125    {
126        // check Deserter debuff
127        if( !_player->CanJoinToBattleground() )
128        {
129            WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
130            data << (uint32) 0xFFFFFFFE;
131            _player->GetSession()->SendPacket(&data);
132            return;
133        }
134        // check if already in queue
135        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
136            //player is already in this queue
137            return;
138        // check if has free queue slots
139        if(!_player->HasFreeBattleGroundQueueId())
140            return;
141    }
142    else
143    {
144        grp = _player->GetGroup();
145        // no group found, error
146        if(!grp)
147            return;
148        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
149        switch(err)
150        {
151            // TODO: add error-based feedback to players in all cases
152        case BG_JOIN_ERR_GROUP_TOO_MANY:
153            {
154            WorldPacket data;
155            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_TOO_LARGE), NULL);
156            SendPacket(&data);
157            }
158            return;
159            break;
160        case BG_JOIN_ERR_OFFLINE_MEMBER:
161            {
162            WorldPacket data;
163            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
164            SendPacket(&data);
165            }
166            return;
167            break;
168        case BG_JOIN_ERR_MIXED_FACTION:
169            {
170            WorldPacket data;
171            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL);
172            SendPacket(&data);
173            }
174            return;
175            break;
176        case BG_JOIN_ERR_MIXED_LEVELS:
177            {
178            WorldPacket data;
179            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
180            SendPacket(&data);
181            }
182            return;
183            break;
184        case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
185            {
186            WorldPacket data;
187            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
188            SendPacket(&data);
189            }
190            return;
191            break;
192        case BG_JOIN_ERR_GROUP_DESERTER:
193            {
194            WorldPacket data;
195            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
196            SendPacket(&data);
197            }
198            return;
199            break;
200        case BG_JOIN_ERR_ALL_QUEUES_USED:
201            {
202            WorldPacket data;
203            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
204            SendPacket(&data);
205            }
206            return;
207            break;
208            // all ok, can join
209        case BG_JOIN_ERR_OK:
210            break;
211            // these aren't possible outcomes in bgs
212        case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
213        case BG_JOIN_ERR_MIXED_ARENATEAM:
214            return;
215            break;
216            // not the above? shouldn't happen, don't let join
217        default:
218            return;
219            break;
220        };
221    }
222
223    // if we're here, then the conditions to join a bg are met. We can proceed in joining.
224
225    // _player->GetGroup() was already checked, grp is already initialized
226    if(joinAsGroup /* && _player->GetGroup()*/)
227    {
228        sLog.outDebug("Battleground: the following players are joining as group:");
229        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
230        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
231        {
232            Player *member = itr->getSource();
233            if(!member) continue;   // this should never happen
234
235            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);           // add to queue
236
237            // store entry point coords (same as leader entry point)
238            member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
239
240            WorldPacket data;
241                                                            // send status packet (in queue)
242            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
243            member->GetSession()->SendPacket(&data);
244            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
245            member->GetSession()->SendPacket(&data);
246            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
247            sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
248        }
249        sLog.outDebug("Battleground: group end");
250        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
251    }
252    else
253    {
254        // already checked if queueSlot is valid, now just get it
255        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
256        // store entry point coords
257        _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
258
259        WorldPacket data;
260                                                            // send status packet (in queue)
261        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
262        SendPacket(&data);
263
264        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
265        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
266        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
267        sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
268    }
269}
270
271void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
272{
273                                                            // empty opcode
274    sLog.outDebug("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message");
275
276    BattleGround *bg = _player->GetBattleGround();
277    if(!bg)                                                 // can't be received if player not in battleground
278        return;
279
280    if(bg->GetTypeID() == BATTLEGROUND_WS)
281    {
282        uint32 count1 = 0;
283        uint32 count2 = 0;
284
285        Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
286        if(ap) ++count2;
287
288        Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
289        if(hp) ++count2;
290
291        WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2));
292        data << count1;                                     // alliance flag holders count
293        /*for(uint8 i = 0; i < count1; i++)
294        {
295            data << uint64(0);                              // guid
296            data << (float)0;                               // x
297            data << (float)0;                               // y
298        }*/
299        data << count2;                                     // horde flag holders count
300        if(ap)
301        {
302            data << (uint64)ap->GetGUID();
303            data << (float)ap->GetPositionX();
304            data << (float)ap->GetPositionY();
305        }
306        if(hp)
307        {
308            data << (uint64)hp->GetGUID();
309            data << (float)hp->GetPositionX();
310            data << (float)hp->GetPositionY();
311        }
312
313        SendPacket(&data);
314    }
315}
316
317void WorldSession::HandleBattleGroundPVPlogdataOpcode( WorldPacket & /*recv_data*/ )
318{
319    sLog.outDebug( "WORLD: Recvd MSG_PVP_LOG_DATA Message");
320
321    BattleGround *bg = _player->GetBattleGround();
322    if(!bg)
323        return;
324
325    WorldPacket data;
326    sBattleGroundMgr.BuildPvpLogDataPacket(&data, bg);
327    SendPacket(&data);
328
329    sLog.outDebug( "WORLD: Sent MSG_PVP_LOG_DATA Message");
330}
331
332void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
333{
334    CHECK_PACKET_SIZE(recv_data, 4);
335
336    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
337
338    uint32 bgTypeId;
339    recv_data >> bgTypeId;                                  // id from DBC
340
341    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
342    {
343        sLog.outError("Battleground: invalid bgtype received.");
344        return;
345    }
346
347    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
348
349    if(!bl)
350        return;
351
352    WorldPacket data;
353    sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId);
354    SendPacket( &data );
355}
356
357void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
358{
359    CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);
360
361    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
362
363    uint8 type;                                             // arenatype if arena
364    uint8 unk2;                                             // unk, can be 0x0 (may be if was invited?) and 0x1
365    uint32 instanceId;                                     
366    uint32 bgTypeId;                                        // type id from dbc
367    uint16 unk;                                             // 0x1F90 constant?
368    uint8 action;                                           // enter battle 0x1, leave queue 0x0
369
370    recv_data >> type >> unk2 >> bgTypeId >> unk >> action;
371
372    if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
373    {
374        sLog.outError("Battleground: invalid bgtype received.");
375        // update battleground slots for the player to fix his UI and sent data.
376        // this is a HACK, I don't know why the client starts sending invalid packets in the first place.
377        // it usually happens with extremely high latency (if debugging / stepping in the code for example)
378        if(_player->InBattleGroundQueue())
379        {
380            // update all queues, send invitation info if player is invited, queue info if queued
381            for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
382            {
383                uint32 queue_id = _player->GetBattleGroundQueueId(i);
384                if(!queue_id)
385                    continue;
386                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
387                // if the player is not in queue, contine
388                if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
389                    continue;
390
391                // no group information, this should never happen
392                if(!itrPlayerStatus->second.GroupInfo)
393                    continue;
394
395                BattleGround * bg = NULL;
396
397                // get possibly needed data from groupinfo
398                bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
399                uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
400                uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
401                uint8 status = 0;
402
403               
404                if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
405                {
406                    // not invited to bg, get template
407                    bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
408                    status = STATUS_WAIT_QUEUE;
409                }
410                else
411                {
412                    // get the bg we're invited to
413                    BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
414                    status = STATUS_WAIT_JOIN;
415                }
416
417                // if bg not found, then continue
418                if(!bg)
419                    continue;
420
421                // don't invite if already in the instance
422                if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
423                    continue;
424
425                // re - invite player with proper data
426                WorldPacket data;
427                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
428                SendPacket(&data);
429            }
430        }
431        return;
432    }
433
434    uint32 bgQueueTypeId = 0;
435    // get the bg what we were invited to
436    BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus;
437    bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type);
438    itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
439
440    if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
441    {
442        sLog.outError("Battleground: itrplayerstatus not found.");
443        return;
444    }
445    instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
446
447    // if action == 1, then instanceId is _required_
448    if(!instanceId && action == 1)
449    {
450        sLog.outError("Battleground: instance not found.");
451        return;
452    }
453
454    BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
455
456    // bg template might and must be used in case of leaving queue, when instance is not created yet
457    if(!bg && action == 0)
458        bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
459
460    if(!bg)
461    {
462        sLog.outError("Battleground: bg not found.");
463        return;
464    }
465
466    bgTypeId = bg->GetTypeID();
467
468    if(_player->InBattleGroundQueue())
469    {
470        uint32 queueSlot = 0;
471        uint32 team = 0;
472        uint32 arenatype = 0;
473        uint32 israted = 0;
474        uint32 rating = 0;
475        // get the team info from the queue
476        BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
477        if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()
478            && pitr->second.GroupInfo )
479        {
480            team = pitr->second.GroupInfo->Team;
481            arenatype = pitr->second.GroupInfo->ArenaType;
482            israted = pitr->second.GroupInfo->IsRated;
483            rating = pitr->second.GroupInfo->ArenaTeamRating;
484        }
485        else
486        {
487            sLog.outError("Battleground: Invalid player queue info!");
488            return;
489        }
490        WorldPacket data;
491        switch(action)
492        {
493            case 1:                                     // port to battleground
494                if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
495                    return;                                     // cheating?
496                // resurrect the player
497                if(!_player->isAlive())
498                {
499                    _player->ResurrectPlayer(1.0f,false);
500                    _player->SpawnCorpseBones();
501                }
502                // stop taxi flight at port
503                if(_player->isInFlight())
504                {
505                    _player->GetMotionMaster()->MovementExpired();
506                    _player->m_taxi.ClearTaxiDestinations();
507                }
508                _player->RemoveFromGroup();
509                queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
510                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
511                _player->GetSession()->SendPacket(&data);
512                // remove battleground queue status from BGmgr
513                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
514                // this is still needed here if battleground "jumping" shouldn't add deserter debuff
515                // also this required to prevent stuck at old battleground after SetBattleGroundId set to new
516                if( BattleGround *currentBg = _player->GetBattleGround() )
517                    currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
518
519                // set the destination instance id
520                _player->SetBattleGroundId(bg->GetInstanceID());
521                // set the destination team
522                _player->SetBGTeam(team);
523                // bg->HandleBeforeTeleportToBattleGround(_player);
524                sBattleGroundMgr.SendToBattleGround(_player, instanceId);
525                // add only in HandleMoveWorldPortAck()
526                // bg->AddPlayer(_player,team);
527                sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId);
528                break;
529            case 0:                                     // leave queue
530                queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
531                _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
532                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
533                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
534                // player left queue, we should update it, maybe now his group fits in
535                sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating);
536                SendPacket(&data);
537                sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
538                break;
539            default:
540                sLog.outError("Battleground port: unknown action %u", action);
541                break;
542        }
543    }
544}
545
546void WorldSession::HandleBattleGroundLeaveOpcode( WorldPacket & /*recv_data*/ )
547{
548    //CHECK_PACKET_SIZE(recv_data, 1+1+4+2);
549
550    sLog.outDebug( "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
551
552    //uint8 unk1, unk2;
553    //uint32 bgTypeId;                                        // id from DBC
554    //uint16 unk3;
555
556    //recv_data >> unk1 >> unk2 >> bgTypeId >> unk3; - no used currently
557
558    //if(bgTypeId >= MAX_BATTLEGROUND_TYPES)                  // cheating? but not important in this case
559    //    return;
560
561    // not allow leave battleground in combat
562    if(_player->isInCombat())
563        if(BattleGround* bg = _player->GetBattleGround())
564            if(bg->GetStatus() != STATUS_WAIT_LEAVE)
565                return;
566
567    _player->LeaveBattleground();
568}
569
570void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
571{
572    // empty opcode
573    sLog.outDebug( "WORLD: Battleground status" );
574
575    WorldPacket data;
576
577    // 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
578    if(_player->InBattleGround())
579    {
580        BattleGround *bg = _player->GetBattleGround();
581        if(bg)
582        {
583            uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
584            uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
585            if((bg->GetStatus() <= STATUS_IN_PROGRESS))
586            {
587                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
588                SendPacket(&data);
589            }
590            for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
591            {
592                uint32 queue_id = _player->GetBattleGroundQueueId(i);       // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong
593                uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
594                uint8 isRated = 0;
595                if (i == queueSlot || !queue_id)                            // we need to get the instance ids
596                    continue;
597                BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
598                if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
599                    continue;
600                if(itrPlayerStatus->second.GroupInfo)
601                {
602                    arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
603                    isRated = itrPlayerStatus->second.GroupInfo->IsRated;
604                }
605                BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(sBattleGroundMgr.BGTemplateId(queue_id)); //  try this
606                if(bg2)
607                {
608                    //in this call is small bug, this call should be filled by player's waiting time in queue
609                    //this call nulls all timers for client :
610                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated);
611                    SendPacket(&data);
612                }
613            }
614        }
615    }
616    else
617    {
618        // we should update all queues? .. i'm not sure if this code is correct
619        for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
620        {
621            uint32 queue_id = _player->GetBattleGroundQueueId(i);
622            if(!queue_id)
623                continue;
624            uint32 bgTypeId = sBattleGroundMgr.BGTemplateId(queue_id);
625            uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id);
626            uint8 isRated = 0;
627            BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
628            BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
629            if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
630                continue;
631            if(itrPlayerStatus->second.GroupInfo)
632            {
633                arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
634                isRated = itrPlayerStatus->second.GroupInfo->IsRated;
635            }
636            if(bg && queue_id)
637            {
638                sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
639                SendPacket(&data);
640            }
641        }
642    }
643/*    else              // not sure if it needed...
644    {
645        for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
646        {
647            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0);
648            SendPacket(&data);
649        }
650    }*/
651}
652
653void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
654{
655    sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
656
657    CHECK_PACKET_SIZE(recv_data, 8);
658
659    BattleGround *bg = _player->GetBattleGround();
660    if(!bg)
661        return;
662
663    uint64 guid;
664    recv_data >> guid;
665
666    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
667    if(!unit)
668        return;
669
670    if(!unit->isSpiritService())                            // it's not spirit service
671        return;
672
673    sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, guid);
674}
675
676void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
677{
678    sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
679
680    CHECK_PACKET_SIZE(recv_data, 8);
681
682    BattleGround *bg = _player->GetBattleGround();
683    if(!bg)
684        return;
685
686    uint64 guid;
687    recv_data >> guid;
688
689    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
690    if(!unit)
691        return;
692
693    if(!unit->isSpiritService())                            // it's not spirit service
694        return;
695
696    bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
697}
698
699void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
700{
701    CHECK_PACKET_SIZE(recv_data, 8+1+1+1);
702
703    sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
704    recv_data.hexlike();
705
706    // ignore if we already in BG or BG queue
707    if(_player->InBattleGround())
708        return;
709
710    uint64 guid;                                            // arena Battlemaster guid
711    uint8 type;                                             // 2v2, 3v3 or 5v5
712    uint8 asGroup;                                          // asGroup
713    uint8 isRated;                                          // isRated
714    Group * grp;
715
716    recv_data >> guid >> type >> asGroup >> isRated;
717
718    Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
719    if(!unit)
720        return;
721
722    if(!unit->isBattleMaster())                             // it's not battle master
723        return;
724
725    uint8 arenatype = 0;
726    uint32 arenaRating = 0;
727
728    switch(type)
729    {
730        case 0:
731            arenatype = ARENA_TYPE_2v2;
732            break;
733        case 1:
734            arenatype = ARENA_TYPE_3v3;
735            break;
736        case 2:
737            arenatype = ARENA_TYPE_5v5;
738            break;
739        default:
740            sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type);
741            return;
742    }
743
744    //check existance
745    BattleGround* bg = NULL;
746    if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) )
747    {
748        sLog.outError("Battleground: template bg (all arenas) not found");     
749        return;
750    }
751
752    uint8 bgTypeId = bg->GetTypeID();
753    uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype);
754
755    // check queueing conditions
756    if(!asGroup)
757    {
758        // check if already in queue
759        if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
760            //player is already in this queue
761            return;
762        // check if has free queue slots
763        if(!_player->HasFreeBattleGroundQueueId())
764            return;
765    }
766    else
767    {
768        grp = _player->GetGroup();
769        // no group found, error
770        if(!grp)
771            return;
772        uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type);
773        switch(err)
774        {
775            // TODO: add error-based feedback to players in all cases
776        case BG_JOIN_ERR_GROUP_TOO_MANY:
777            {
778            WorldPacket data;
779            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_GROUP_TOO_LARGE), NULL);
780            SendPacket(&data);
781            }
782            return;
783            break;
784        case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
785            {
786            WorldPacket data;
787            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL);
788            SendPacket(&data);
789            }
790            return;
791            break;
792        case BG_JOIN_ERR_MIXED_ARENATEAM:
793            {
794            WorldPacket data;
795            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_YOUR_TEAM_ONLY), NULL);
796            SendPacket(&data);
797            }
798            return;
799            break;
800        case BG_JOIN_ERR_OFFLINE_MEMBER:
801            {
802            WorldPacket data;
803            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
804            SendPacket(&data);
805            }
806            return;
807            break;
808        case BG_JOIN_ERR_MIXED_FACTION:
809            {
810            WorldPacket data;
811            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL);
812            SendPacket(&data);
813            }
814            return;
815            break;
816        case BG_JOIN_ERR_MIXED_LEVELS:
817            {
818            WorldPacket data;
819            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
820            SendPacket(&data);
821            }
822            return;
823            break;
824        case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
825            {
826            WorldPacket data;
827            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
828            SendPacket(&data);
829            }
830            return;
831            break;
832        case BG_JOIN_ERR_GROUP_DESERTER:
833            {
834            WorldPacket data;
835            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
836            SendPacket(&data);
837            }
838            return;
839            break;
840        case BG_JOIN_ERR_ALL_QUEUES_USED:
841            {
842            WorldPacket data;
843            ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
844            SendPacket(&data);
845            }
846            return;
847            break;
848            // all ok, can join
849        case BG_JOIN_ERR_OK:
850            break;
851            // not the above? shouldn't happen, don't let join
852        default:
853            return;
854            break;
855        };
856    }
857
858    uint32 ateamId = 0;
859
860    if(isRated)           
861    {
862        ateamId = _player->GetArenaTeamId(type);
863        // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
864        ArenaTeam * at = objmgr.GetArenaTeamById(ateamId);
865        if(!at)
866        {
867            _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
868            return;
869        }
870        // get the team rating for queueing
871        arenaRating = at->GetRating();
872        // the arenateam id must match for everyone in the group
873        // get the personal ratings for queueing
874        uint32 avg_pers_rating = 0;
875        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
876        {
877            Player *member = itr->getSource();
878
879            // calc avg personal rating
880            avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
881        }
882
883        if( arenatype )
884            avg_pers_rating /= arenatype;
885
886        // if avg personal rating is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating
887        if(avg_pers_rating + 150 < arenaRating)
888            arenaRating = avg_pers_rating;
889    }
890
891    if(asGroup)
892    {
893        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId);
894        sLog.outDebug("Battleground: arena join as group start");
895        if(isRated)
896            sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype);
897        for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
898        {
899            Player *member = itr->getSource();
900            if(!member) continue;
901
902            uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue
903
904            // store entry point coords (same as leader entry point)
905            member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
906
907            WorldPacket data;
908            // send status packet (in queue)
909            sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
910            member->GetSession()->SendPacket(&data);
911            sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
912            member->GetSession()->SendPacket(&data);
913            sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
914            sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
915        }
916        sLog.outDebug("Battleground: arena join as group end");
917        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
918    }
919    else
920    {
921        uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
922
923        // store entry point coords
924        _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
925
926        WorldPacket data;
927        // send status packet (in queue)
928        sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
929        SendPacket(&data);
930        GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating);
931        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
932        sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
933        sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
934    }
935}
936
937void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )
938{
939    CHECK_PACKET_SIZE(recv_data, 8);
940
941    uint64 playerGuid;
942    recv_data >> playerGuid;
943    Player *reportedPlayer = objmgr.GetPlayer(playerGuid);
944
945    if(!reportedPlayer)
946    {
947        sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: player not found");
948        return;
949    }
950
951    sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
952
953    reportedPlayer->ReportedAfkBy(_player);
954}
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