root/trunk/src/game/BattleGroundHandler.cpp @ 9

Revision 9, 38.7 kB (checked in by yumileroy, 17 years ago)

[svn] -enabled instantiated battlegrounds
-enabled arena matches
-rewritten battleground queuing to support joining as group
-removed queue announcements

Original author: w12x
Date: 2008-10-05 08:48:32-05:00

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