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/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
#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 "Chat.h"
#include "BattleGroundMgr.h"
#include "BattleGroundWS.h"
#include "BattleGround.h"
#include "ArenaTeam.h"
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#include "Language.h"
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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 ( LANG_YOUR_BG_LEVEL_REQ_ERROR );
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 ;
Group * grp ;
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
if ( bgTypeId >= MAX_BATTLEGROUND_TYPES )
{
sLog . outError ( "Battleground: invalid bgtype received. possible cheater? player guid %u" , _player -> GetGUIDLow ());
return ;
}
sLog . outDebug ( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT , guid );
// can do this, since it's battleground, not arena
uint32 bgQueueTypeId = sBattleGroundMgr . BGQueueTypeId ( bgTypeId , 0 );
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// ignore if player is already in BG
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if ( _player -> InBattleGround ())
return ;
Creature * unit = ObjectAccessor :: GetCreature ( * _player , guid );
if ( ! unit )
return ;
if ( ! unit -> isBattleMaster ()) // it's not battlemaster
return ;
// get bg instance or bg template if instance not found
BattleGround * bg = 0 ;
if ( instanceId )
BattleGround * bg = sBattleGroundMgr . GetBattleGround ( instanceId );
if ( ! bg && ! ( bg = sBattleGroundMgr . GetBattleGroundTemplate ( bgTypeId )))
{
sLog . outError ( "Battleground: no available bg / template found" );
return ;
}
// check queueing conditions
if ( ! joinAsGroup )
{
// check Deserter debuff
if ( ! _player -> CanJoinToBattleground () )
{
WorldPacket data ( SMSG_GROUP_JOINED_BATTLEGROUND , 4 );
data << ( uint32 ) 0xFFFFFFFE ;
_player -> GetSession () -> SendPacket ( & data );
return ;
}
// check if already in queue
if ( _player -> GetBattleGroundQueueIndex ( bgQueueTypeId ) < PLAYER_MAX_BATTLEGROUND_QUEUES )
//player is already in this queue
return ;
// check if has free queue slots
if ( ! _player -> HasFreeBattleGroundQueueId ())
return ;
}
else
{
grp = _player -> GetGroup ();
// no group found, error
if ( ! grp )
return ;
uint32 err = grp -> CanJoinBattleGroundQueue ( bgTypeId , bgQueueTypeId , 0 , bg -> GetMaxPlayersPerTeam (), false , 0 );
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if ( err != BG_JOIN_ERR_OK )
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{
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SendBattleGroundOrArenaJoinError ( err );
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return ;
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}
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}
// if we're here, then the conditions to join a bg are met. We can proceed in joining.
// _player->GetGroup() was already checked, grp is already initialized
if ( joinAsGroup /* && _player->GetGroup()*/ )
{
sLog . outDebug ( "Battleground: the following players are joining as group:" );
GroupQueueInfo * ginfo = sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddGroup ( _player , bgTypeId , 0 , false , 0 );
for ( GroupReference * itr = grp -> GetFirstMember (); itr != NULL ; itr = itr -> next ())
{
Player * member = itr -> getSource ();
if ( ! member ) continue ; // this should never happen
uint32 queueSlot = member -> AddBattleGroundQueueId ( bgQueueTypeId ); // add to queue
// 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 , bgTypeId );
member -> GetSession () -> SendPacket ( & data );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddPlayer ( member , ginfo );
sLog . outDebug ( "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s" , bgQueueTypeId , bgTypeId , member -> GetGUIDLow (), member -> GetName ());
}
sLog . outDebug ( "Battleground: group end" );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. Update ( bgTypeId , _player -> GetBattleGroundQueueIdFromLevel ());
}
else
{
// already checked if queueSlot is valid, now just get it
uint32 queueSlot = _player -> AddBattleGroundQueueId ( bgQueueTypeId );
// 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 );
GroupQueueInfo * ginfo = sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddGroup ( _player , bgTypeId , 0 , false , 0 );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddPlayer ( _player , ginfo );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. Update ( bgTypeId , _player -> GetBattleGroundQueueIdFromLevel ());
sLog . outDebug ( "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s" , bgQueueTypeId , bgTypeId , _player -> GetGUIDLow (), _player -> GetName ());
}
}
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 )
{
sLog . outError ( "Battleground: invalid bgtype received." );
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 type ; // arenatype if arena
uint8 unk2 ; // unk, can be 0x0 (may be if was invited?) and 0x1
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uint32 instanceId ;
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uint32 bgTypeId ; // type id from dbc
uint16 unk ; // 0x1F90 constant?
uint8 action ; // enter battle 0x1, leave queue 0x0
recv_data >> type >> unk2 >> bgTypeId >> unk >> action ;
if ( bgTypeId >= MAX_BATTLEGROUND_TYPES )
{
sLog . outError ( "Battleground: invalid bgtype received." );
// update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example)
if ( _player -> InBattleGroundQueue ())
{
// update all queues, send invitation info if player is invited, queue info if queued
for ( uint32 i = 0 ; i < PLAYER_MAX_BATTLEGROUND_QUEUES ; i ++ )
{
uint32 queue_id = _player -> GetBattleGroundQueueId ( i );
if ( ! queue_id )
continue ;
BattleGroundQueue :: QueuedPlayersMap :: iterator itrPlayerStatus = sBattleGroundMgr . m_BattleGroundQueues [ queue_id ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. find ( _player -> GetGUID ());
// if the player is not in queue, contine
if ( itrPlayerStatus == sBattleGroundMgr . m_BattleGroundQueues [ queue_id ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. end ())
continue ;
// no group information, this should never happen
if ( ! itrPlayerStatus -> second . GroupInfo )
continue ;
BattleGround * bg = NULL ;
// get possibly needed data from groupinfo
bgTypeId = itrPlayerStatus -> second . GroupInfo -> BgTypeId ;
uint8 arenatype = itrPlayerStatus -> second . GroupInfo -> ArenaType ;
uint8 israted = itrPlayerStatus -> second . GroupInfo -> IsRated ;
uint8 status = 0 ;
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if ( ! itrPlayerStatus -> second . GroupInfo -> IsInvitedToBGInstanceGUID )
{
// not invited to bg, get template
bg = sBattleGroundMgr . GetBattleGroundTemplate ( bgTypeId );
status = STATUS_WAIT_QUEUE ;
}
else
{
// get the bg we're invited to
BattleGround * bg = sBattleGroundMgr . GetBattleGround ( itrPlayerStatus -> second . GroupInfo -> IsInvitedToBGInstanceGUID );
status = STATUS_WAIT_JOIN ;
}
// if bg not found, then continue
if ( ! bg )
continue ;
// don't invite if already in the instance
if ( _player -> InBattleGround () && _player -> GetBattleGround () && _player -> GetBattleGround () -> GetInstanceID () == bg -> GetInstanceID ())
continue ;
// re - invite player with proper data
WorldPacket data ;
sBattleGroundMgr . BuildBattleGroundStatusPacket ( & data , bg , itrPlayerStatus -> second . GroupInfo -> Team ? itrPlayerStatus -> second . GroupInfo -> Team : _player -> GetTeam (), i , status , INVITE_ACCEPT_WAIT_TIME , 0 , arenatype , israted );
SendPacket ( & data );
}
}
return ;
}
uint32 bgQueueTypeId = 0 ;
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// get the bg what we were invited to
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BattleGroundQueue :: QueuedPlayersMap :: iterator itrPlayerStatus ;
bgQueueTypeId = sBattleGroundMgr . BGQueueTypeId ( bgTypeId , type );
itrPlayerStatus = sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. find ( _player -> GetGUID ());
if ( itrPlayerStatus == sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. end ())
{
sLog . outError ( "Battleground: itrplayerstatus not found." );
return ;
}
instanceId = itrPlayerStatus -> second . GroupInfo -> IsInvitedToBGInstanceGUID ;
// if action == 1, then instanceId is _required_
if ( ! instanceId && action == 1 )
{
sLog . outError ( "Battleground: instance not found." );
return ;
}
BattleGround * bg = sBattleGroundMgr . GetBattleGround ( instanceId );
// bg template might and must be used in case of leaving queue, when instance is not created yet
if ( ! bg && action == 0 )
bg = sBattleGroundMgr . GetBattleGroundTemplate ( bgTypeId );
if ( ! bg )
{
sLog . outError ( "Battleground: bg not found." );
return ;
}
bgTypeId = bg -> GetTypeID ();
if ( _player -> InBattleGroundQueue ())
{
uint32 queueSlot = 0 ;
uint32 team = 0 ;
uint32 arenatype = 0 ;
uint32 israted = 0 ;
uint32 rating = 0 ;
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uint32 opponentsRating = 0 ;
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// get the team info from the queue
BattleGroundQueue :: QueuedPlayersMap :: iterator pitr = sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. find ( _player -> GetGUID ());
if ( pitr != sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. end ()
&& pitr -> second . GroupInfo )
{
team = pitr -> second . GroupInfo -> Team ;
arenatype = pitr -> second . GroupInfo -> ArenaType ;
israted = pitr -> second . GroupInfo -> IsRated ;
rating = pitr -> second . GroupInfo -> ArenaTeamRating ;
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opponentsRating = pitr -> second . GroupInfo -> OpponentsTeamRating ;
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}
else
{
sLog . outError ( "Battleground: Invalid player queue info!" );
return ;
}
WorldPacket data ;
switch ( action )
{
case 1 : // port to battleground
if ( ! _player -> IsInvitedForBattleGroundQueueType ( bgQueueTypeId ))
return ; // cheating?
// resurrect the player
if ( ! _player -> isAlive ())
{
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_player -> ResurrectPlayer ( 1.0f );
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_player -> SpawnCorpseBones ();
}
// stop taxi flight at port
if ( _player -> isInFlight ())
{
_player -> GetMotionMaster () -> MovementExpired ();
_player -> m_taxi . ClearTaxiDestinations ();
}
_player -> RemoveFromGroup ();
queueSlot = _player -> GetBattleGroundQueueIndex ( bgQueueTypeId );
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 [ bgQueueTypeId ]. 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 );
// set the destination instance id
_player -> SetBattleGroundId ( bg -> GetInstanceID ());
// set the destination team
_player -> SetBGTeam ( team );
// bg->HandleBeforeTeleportToBattleGround(_player);
sBattleGroundMgr . SendToBattleGround ( _player , instanceId );
// add only in HandleMoveWorldPortAck()
// bg->AddPlayer(_player,team);
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 );
break ;
case 0 : // leave queue
queueSlot = _player -> GetBattleGroundQueueIndex ( bgQueueTypeId );
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/*
if player leaves rated arena match before match start, it is counted as he played but he lost
*/
if ( israted )
{
ArenaTeam * at = objmgr . GetArenaTeamById ( team );
if ( at )
{
sLog . outDebug ( "UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!" , GUID_LOPART ( _player -> GetGUID ()), opponentsRating );
at -> MemberLost ( _player , opponentsRating );
at -> SaveToDB ();
}
}
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_player -> RemoveBattleGroundQueueId ( bgQueueTypeId ); // 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 [ bgQueueTypeId ]. RemovePlayer ( _player -> GetGUID (), true );
// player left queue, we should update it, maybe now his group fits in
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. Update ( bgTypeId , _player -> GetBattleGroundQueueIdFromLevel (), arenatype , israted , rating );
SendPacket ( & data );
sLog . outDebug ( "Battleground: player %s (%u) left queue for bgtype %u, queue type %u." , _player -> GetName (), _player -> GetGUIDLow (), bg -> GetTypeID (), bgQueueTypeId );
break ;
default :
sLog . outError ( "Battleground port: unknown action %u" , action );
break ;
}
}
}
void WorldSession :: 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 bgQueueTypeId = sBattleGroundMgr . BGQueueTypeId ( bg -> GetTypeID (), bg -> GetArenaType ());
uint32 queueSlot = _player -> GetBattleGroundQueueIndex ( bgQueueTypeId );
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 ); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong
uint8 arenatype = sBattleGroundMgr . BGArenaType ( queue_id );
uint8 isRated = 0 ;
if ( i == queueSlot || ! queue_id ) // we need to get the instance ids
continue ;
BattleGroundQueue :: QueuedPlayersMap :: iterator itrPlayerStatus = sBattleGroundMgr . m_BattleGroundQueues [ queue_id ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. find ( _player -> GetGUID ());
if ( itrPlayerStatus == sBattleGroundMgr . m_BattleGroundQueues [ queue_id ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. end ())
continue ;
if ( itrPlayerStatus -> second . GroupInfo )
{
arenatype = itrPlayerStatus -> second . GroupInfo -> ArenaType ;
isRated = itrPlayerStatus -> second . GroupInfo -> IsRated ;
}
BattleGround * bg2 = sBattleGroundMgr . GetBattleGroundTemplate ( sBattleGroundMgr . BGTemplateId ( queue_id )); // try this
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 , arenatype , isRated );
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 ++ )
{
uint32 queue_id = _player -> GetBattleGroundQueueId ( i );
if ( ! queue_id )
continue ;
uint32 bgTypeId = sBattleGroundMgr . BGTemplateId ( queue_id );
uint8 arenatype = sBattleGroundMgr . BGArenaType ( queue_id );
uint8 isRated = 0 ;
BattleGround * bg = sBattleGroundMgr . GetBattleGroundTemplate ( bgTypeId );
BattleGroundQueue :: QueuedPlayersMap :: iterator itrPlayerStatus = sBattleGroundMgr . m_BattleGroundQueues [ queue_id ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. find ( _player -> GetGUID ());
if ( itrPlayerStatus == sBattleGroundMgr . m_BattleGroundQueues [ queue_id ]. m_QueuedPlayers [ _player -> GetBattleGroundQueueIdFromLevel ()]. end ())
continue ;
if ( itrPlayerStatus -> second . GroupInfo )
{
arenatype = itrPlayerStatus -> second . GroupInfo -> ArenaType ;
isRated = itrPlayerStatus -> second . GroupInfo -> IsRated ;
}
if ( bg && queue_id )
{
sBattleGroundMgr . BuildBattleGroundStatusPacket ( & data , bg , _player -> GetTeam (), i , STATUS_WAIT_QUEUE , 0 , 0 , arenatype , isRated );
SendPacket ( & data );
}
}
}
/* else // not sure if it needed...
{
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 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 ;
uint64 guid ; // arena Battlemaster guid
uint8 type ; // 2v2, 3v3 or 5v5
uint8 asGroup ; // asGroup
uint8 isRated ; // isRated
Group * grp ;
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 ;
uint32 arenaRating = 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 ;
}
//check existance
BattleGround * bg = NULL ;
if ( ! ( bg = sBattleGroundMgr . GetBattleGroundTemplate ( BATTLEGROUND_AA )) )
{
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sLog . outError ( "Battleground: template bg (all arenas) not found" );
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return ;
}
uint8 bgTypeId = bg -> GetTypeID ();
uint32 bgQueueTypeId = sBattleGroundMgr . BGQueueTypeId ( bgTypeId , arenatype );
// check queueing conditions
if ( ! asGroup )
{
// check if already in queue
if ( _player -> GetBattleGroundQueueIndex ( bgQueueTypeId ) < PLAYER_MAX_BATTLEGROUND_QUEUES )
//player is already in this queue
return ;
// check if has free queue slots
if ( ! _player -> HasFreeBattleGroundQueueId ())
return ;
}
else
{
grp = _player -> GetGroup ();
// no group found, error
if ( ! grp )
return ;
uint32 err = grp -> CanJoinBattleGroundQueue ( bgTypeId , bgQueueTypeId , arenatype , arenatype , ( bool ) isRated , type );
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if ( err != BG_JOIN_ERR_OK )
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{
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SendBattleGroundOrArenaJoinError ( err );
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return ;
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}
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}
uint32 ateamId = 0 ;
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if ( isRated )
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{
ateamId = _player -> GetArenaTeamId ( type );
// check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
ArenaTeam * at = objmgr . GetArenaTeamById ( ateamId );
if ( ! at )
{
_player -> GetSession () -> SendNotInArenaTeamPacket ( arenatype );
return ;
}
// get the team rating for queueing
arenaRating = at -> GetRating ();
// the arenateam id must match for everyone in the group
// get the personal ratings for queueing
uint32 avg_pers_rating = 0 ;
for ( GroupReference * itr = grp -> GetFirstMember (); itr != NULL ; itr = itr -> next ())
{
Player * member = itr -> getSource ();
// calc avg personal rating
avg_pers_rating += member -> GetUInt32Value ( PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + ( type * 6 ) + 5 );
}
if ( arenatype )
avg_pers_rating /= arenatype ;
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// if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating
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if ( avg_pers_rating + 150 < arenaRating )
arenaRating = avg_pers_rating ;
}
if ( asGroup )
{
GroupQueueInfo * ginfo = sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddGroup ( _player , bgTypeId , arenatype , isRated , arenaRating , ateamId );
sLog . outDebug ( "Battleground: arena join as group start" );
if ( isRated )
sLog . outDebug ( "Battleground: arena team id %u, leader %s queued with rating %u for type %u" , _player -> GetArenaTeamId ( type ), _player -> GetName (), arenaRating , arenatype );
for ( GroupReference * itr = grp -> GetFirstMember (); itr != NULL ; itr = itr -> next ())
{
Player * member = itr -> getSource ();
if ( ! member ) continue ;
uint32 queueSlot = member -> AddBattleGroundQueueId ( bgQueueTypeId ); // add to queue
// 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 , arenatype , isRated );
member -> GetSession () -> SendPacket ( & data );
sBattleGroundMgr . BuildGroupJoinedBattlegroundPacket ( & data , bgTypeId );
member -> GetSession () -> SendPacket ( & data );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddPlayer ( member , ginfo );
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 ());
}
sLog . outDebug ( "Battleground: arena join as group end" );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. Update ( bgTypeId , _player -> GetBattleGroundQueueIdFromLevel (), arenatype , isRated , arenaRating );
}
else
{
uint32 queueSlot = _player -> AddBattleGroundQueueId ( bgQueueTypeId );
// 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 , arenatype , isRated );
SendPacket ( & data );
GroupQueueInfo * ginfo = sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddGroup ( _player , bgTypeId , arenatype , isRated , arenaRating );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. AddPlayer ( _player , ginfo );
sBattleGroundMgr . m_BattleGroundQueues [ bgQueueTypeId ]. Update ( bgTypeId , _player -> GetBattleGroundQueueIdFromLevel (), arenatype , isRated , arenaRating );
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 ());
}
}
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 );
}
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void WorldSession :: SendBattleGroundOrArenaJoinError ( uint8 err )
{
WorldPacket data ;
int32 msg ;
switch ( err )
{
case BG_JOIN_ERR_OFFLINE_MEMBER :
msg = LANG_BG_GROUP_OFFLINE_MEMBER ;
break ;
case BG_JOIN_ERR_GROUP_TOO_MANY :
msg = LANG_BG_GROUP_TOO_LARGE ;
break ;
case BG_JOIN_ERR_MIXED_FACTION :
msg = LANG_BG_GROUP_MIXED_FACTION ;
break ;
case BG_JOIN_ERR_MIXED_LEVELS :
msg = LANG_BG_GROUP_MIXED_LEVELS ;
break ;
case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE :
msg = LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE ;
break ;
case BG_JOIN_ERR_GROUP_DESERTER :
msg = LANG_BG_GROUP_MEMBER_DESERTER ;
break ;
case BG_JOIN_ERR_ALL_QUEUES_USED :
msg = LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS ;
break ;
case BG_JOIN_ERR_GROUP_NOT_ENOUGH :
case BG_JOIN_ERR_MIXED_ARENATEAM :
default :
return ;
break ;
}
ChatHandler :: FillMessageData ( & data , NULL , CHAT_MSG_BG_SYSTEM_NEUTRAL , LANG_UNIVERSAL , NULL , 0 , GetTrinityString ( msg ), NULL );
SendPacket ( & data );
return ;
}
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