Core/Battlefield: some codestyle changes

This commit is contained in:
joschiwald
2014-01-10 17:42:08 +01:00
parent 7378baee49
commit 41b613186e
7 changed files with 228 additions and 197 deletions

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@@ -16,125 +16,130 @@
*/
#include "BattlefieldMgr.h"
#include "Zones/BattlefieldWG.h"
#include "BattlefieldWG.h"
#include "ObjectMgr.h"
#include "Player.h"
BattlefieldMgr::BattlefieldMgr()
{
m_UpdateTimer = 0;
//TC_LOG_DEBUG("bg.battlefield", "Instantiating BattlefieldMgr");
_updateTimer = 0;
}
BattlefieldMgr::~BattlefieldMgr()
{
//TC_LOG_DEBUG("bg.battlefield", "Deleting BattlefieldMgr");
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
for (BattlefieldSet::iterator itr = _battlefieldSet.begin(); itr != _battlefieldSet.end(); ++itr)
delete *itr;
_battlefieldMap.clear();
}
void BattlefieldMgr::InitBattlefield()
{
Battlefield* pBf = new BattlefieldWG;
Battlefield* wg = new BattlefieldWG();
// respawn, init variables
if (!pBf->SetupBattlefield())
if (!wg->SetupBattlefield())
{
TC_LOG_INFO("misc", "Battlefield : Wintergrasp init failed.");
delete pBf;
TC_LOG_INFO("bg.battlefield", "Battlefield: Wintergrasp init failed.");
delete wg;
}
else
{
m_BattlefieldSet.push_back(pBf);
TC_LOG_INFO("misc", "Battlefield : Wintergrasp successfully initiated.");
_battlefieldSet.push_back(wg);
TC_LOG_INFO("bg.battlefield", "Battlefield: Wintergrasp successfully initiated.");
}
/* For Cataclysm: Tol Barad
pBf = new BattlefieldTB;
// respawn, init variables
if (!pBf->SetupBattlefield())
{
TC_LOG_DEBUG("bg.battlefield", "Battlefield : Tol Barad init failed.");
delete pBf;
}
else
{
m_BattlefieldSet.push_back(pBf);
TC_LOG_DEBUG("bg.battlefield", "Battlefield : Tol Barad successfully initiated.");
} */
/*
For Cataclysm: Tol Barad
Battlefield* tb = new BattlefieldTB;
// respawn, init variables
if (!tb->SetupBattlefield())
{
TC_LOG_DEBUG("bg.battlefield", "Battlefield: Tol Barad init failed.");
delete tb;
}
else
{
_battlefieldSet.push_back(tb);
TC_LOG_DEBUG("bg.battlefield", "Battlefield: Tol Barad successfully initiated.");
}
*/
}
void BattlefieldMgr::AddZone(uint32 zoneid, Battlefield *handle)
void BattlefieldMgr::AddZone(uint32 zoneId, Battlefield* bf)
{
m_BattlefieldMap[zoneid] = handle;
_battlefieldMap[zoneId] = bf;
}
void BattlefieldMgr::HandlePlayerEnterZone(Player* player, uint32 zoneid)
void BattlefieldMgr::HandlePlayerEnterZone(Player* player, uint32 zoneId)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
if (itr == m_BattlefieldMap.end())
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr == _battlefieldMap.end())
return;
Battlefield* bf = itr->second;
if (bf->HasPlayer(player) || !bf->IsEnabled())
if (!bf->IsEnabled() || bf->HasPlayer(player))
return;
bf->HandlePlayerEnterZone(player, zoneid);
TC_LOG_DEBUG("bg.battlefield", "Player %u entered outdoorpvp id %u", player->GetGUIDLow(), bf->GetTypeId());
bf->HandlePlayerEnterZone(player, zoneId);
TC_LOG_DEBUG("bg.battlefield", "Player %u entered battlefield id %u", player->GetGUIDLow(), bf->GetTypeId());
}
void BattlefieldMgr::HandlePlayerLeaveZone(Player* player, uint32 zoneid)
void BattlefieldMgr::HandlePlayerLeaveZone(Player* player, uint32 zoneId)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
if (itr == m_BattlefieldMap.end())
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr == _battlefieldMap.end())
return;
// teleport: remove once in removefromworld, once in updatezone
if (!itr->second->HasPlayer(player))
return;
itr->second->HandlePlayerLeaveZone(player, zoneid);
TC_LOG_DEBUG("bg.battlefield", "Player %u left outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
itr->second->HandlePlayerLeaveZone(player, zoneId);
TC_LOG_DEBUG("bg.battlefield", "Player %u left battlefield id %u", player->GetGUIDLow(), itr->second->GetTypeId());
}
Battlefield *BattlefieldMgr::GetBattlefieldToZoneId(uint32 zoneid)
Battlefield* BattlefieldMgr::GetBattlefieldToZoneId(uint32 zoneId)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
if (itr == m_BattlefieldMap.end())
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr == _battlefieldMap.end())
{
// no handle for this zone, return
return NULL;
}
if (!itr->second->IsEnabled())
return NULL;
return itr->second;
}
Battlefield *BattlefieldMgr::GetBattlefieldByBattleId(uint32 battleid)
Battlefield* BattlefieldMgr::GetBattlefieldByBattleId(uint32 battleId)
{
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
for (BattlefieldSet::iterator itr = _battlefieldSet.begin(); itr != _battlefieldSet.end(); ++itr)
{
if ((*itr)->GetBattleId() == battleid)
return (*itr);
if ((*itr)->GetBattleId() == battleId)
return *itr;
}
return NULL;
}
ZoneScript* BattlefieldMgr::GetZoneScript(uint32 zoneId)
{
BattlefieldMap::iterator itr = _battlefieldMap.find(zoneId);
if (itr != _battlefieldMap.end())
return itr->second;
return NULL;
}
void BattlefieldMgr::Update(uint32 diff)
{
m_UpdateTimer += diff;
if (m_UpdateTimer > BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL)
_updateTimer += diff;
if (_updateTimer > BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL)
{
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
for (BattlefieldSet::iterator itr = _battlefieldSet.begin(); itr != _battlefieldSet.end(); ++itr)
if ((*itr)->IsEnabled())
(*itr)->Update(m_UpdateTimer);
m_UpdateTimer = 0;
(*itr)->Update(_updateTimer);
_updateTimer = 0;
}
}
ZoneScript* BattlefieldMgr::GetZoneScript(uint32 zoneId)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneId);
if (itr != m_BattlefieldMap.end())
return itr->second;
else
return NULL;
}

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@@ -19,60 +19,51 @@
#define BATTLEFIELD_MGR_H_
#include "Battlefield.h"
#include "ace/Singleton.h"
#include <ace/Singleton.h>
class Player;
class GameObject;
class Creature;
class ZoneScript;
struct GossipMenuItems;
// class to handle player enter / leave / areatrigger / GO use events
class BattlefieldMgr
{
public:
// ctor
BattlefieldMgr();
// dtor
~BattlefieldMgr();
public:
// ctor
BattlefieldMgr();
// dtor
~BattlefieldMgr();
// create battlefield events
void InitBattlefield();
// called when a player enters an battlefield area
void HandlePlayerEnterZone(Player* player, uint32 areaflag);
// called when player leaves an battlefield area
void HandlePlayerLeaveZone(Player* player, uint32 areaflag);
// called when player resurrects
void HandlePlayerResurrects(Player* player, uint32 areaflag);
// return assigned battlefield
Battlefield* GetBattlefieldToZoneId(uint32 zoneid);
Battlefield* GetBattlefieldByBattleId(uint32 battleid);
// create battlefield events
void InitBattlefield();
ZoneScript* GetZoneScript(uint32 zoneId);
// called when a player enters an battlefield area
void HandlePlayerEnterZone(Player* player, uint32 zoneId);
// called when player leaves an battlefield area
void HandlePlayerLeaveZone(Player* player, uint32 zoneId);
void AddZone(uint32 zoneid, Battlefield * handle);
// return assigned battlefield
Battlefield* GetBattlefieldToZoneId(uint32 zoneId);
Battlefield* GetBattlefieldByBattleId(uint32 battleId);
void Update(uint32 diff);
ZoneScript* GetZoneScript(uint32 zoneId);
void HandleGossipOption(Player* player, uint64 guid, uint32 gossipid);
void AddZone(uint32 zoneId, Battlefield* bf);
bool CanTalkTo(Player* player, Creature* creature, GossipMenuItems gso);
void Update(uint32 diff);
void HandleDropFlag(Player* player, uint32 spellId);
typedef std::vector < Battlefield * >BattlefieldSet;
typedef std::map < uint32 /* zoneid */, Battlefield * >BattlefieldMap;
private:
// contains all initiated battlefield events
// used when initing / cleaning up
BattlefieldSet m_BattlefieldSet;
// maps the zone ids to an battlefield event
// used in player event handling
BattlefieldMap m_BattlefieldMap;
// update interval
uint32 m_UpdateTimer;
private:
typedef std::vector<Battlefield*> BattlefieldSet;
typedef std::map<uint32 /*zoneId*/, Battlefield*> BattlefieldMap;
// contains all initiated battlefield events
// used when initing / cleaning up
BattlefieldSet _battlefieldSet;
// maps the zone ids to an battlefield event
// used in player event handling
BattlefieldMap _battlefieldMap;
// update interval
uint32 _updateTimer;
};
#define sBattlefieldMgr ACE_Singleton<BattlefieldMgr, ACE_Null_Mutex>::instance()
#endif
#endif // BATTLEFIELD_MGR_H_

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@@ -30,14 +30,6 @@
#include "Vehicle.h"
#include "WorldSession.h"
enum WGVehicles
{
NPC_WG_SEIGE_ENGINE_ALLIANCE = 28312,
NPC_WG_SEIGE_ENGINE_HORDE = 32627,
NPC_WG_DEMOLISHER = 28094,
NPC_WG_CATAPULT = 27881
};
BattlefieldWG::~BattlefieldWG()
{
for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
@@ -192,7 +184,7 @@ bool BattlefieldWG::SetupBattlefield()
if (GameObject* go = SpawnGameObject(WGPortalDefenderData[i].entry, WGPortalDefenderData[i].x, WGPortalDefenderData[i].y, WGPortalDefenderData[i].z, WGPortalDefenderData[i].o))
{
DefenderPortalList.insert(go->GetGUID());
go->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetDefenderTeam()]);
go->SetFaction(WintergraspFaction[GetDefenderTeam()]);
}
}
@@ -222,7 +214,7 @@ void BattlefieldWG::OnBattleStart()
if (GameObject* relic = SpawnGameObject(GO_WINTERGRASP_TITAN_S_RELIC, 5440.0f, 2840.8f, 430.43f, 0))
{
// Update faction of relic, only attacker can click on
relic->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetAttackerTeam()]);
relic->SetFaction(WintergraspFaction[GetAttackerTeam()]);
// Set in use (not allow to click on before last door is broken)
relic->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
m_titansRelicGUID = relic->GetGUID();
@@ -360,7 +352,7 @@ void BattlefieldWG::OnBattleEnd(bool endByTimer)
// Update portal defender faction
for (GuidSet::const_iterator itr = DefenderPortalList.begin(); itr != DefenderPortalList.end(); ++itr)
if (GameObject* portal = GetGameObject(*itr))
portal->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetDefenderTeam()]);
portal->SetFaction(WintergraspFaction[GetDefenderTeam()]);
// Saving data
for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
@@ -813,6 +805,9 @@ uint32 BattlefieldWG::GetData(uint32 data) const
// Graveyards and Workshops are controlled by the same team.
if (BfGraveyard const* graveyard = GetGraveyardById(GetSpiritGraveyardId(data)))
return graveyard->GetControlTeamId();
break;
default:
break;
}
return Battlefield::GetData(data);

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@@ -1133,7 +1133,7 @@ struct BfWGGameObjectBuilding
m_WG->SendUpdateWorldState(m_WorldState, m_State);
}
UpdateCreatureAndGo();
build->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[m_Team]);
build->SetFaction(WintergraspFaction[m_Team]);
}
}

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@@ -816,6 +816,9 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
void SetDisplayId(uint32 displayid);
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
uint32 GetFaction() const { return GetUInt32Value(GAMEOBJECT_FACTION); }
void SetFaction(uint32 faction) { SetUInt32Value(GAMEOBJECT_FACTION, faction); }
GameObjectModel* m_model;
void GetRespawnPosition(float &x, float &y, float &z, float* ori = NULL) const;

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@@ -15,136 +15,173 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Common.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Opcodes.h"
#include "Player.h"
//This send to player windows for invite player to join the war
//Param1:(BattleId) the BattleId of Bf
//Param2:(ZoneId) the zone where the battle is (4197 for wg)
//Param3:(time) Time in second that the player have for accept
void WorldSession::SendBfInvitePlayerToWar(uint32 BattleId, uint32 ZoneId, uint32 p_time)
/**
* @fn void WorldSession::SendBfInvitePlayerToWar(uint32 battleId, uint32 zoneId, uint32 acceptTime)
*
* @brief This send to player windows for invite player to join the war.
*
* @param battleId The BattleId of Bf
* @param zoneId The zone where the battle is (4197 for wg)
* @param acceptTime Time in second that the player have for accept
*/
void WorldSession::SendBfInvitePlayerToWar(uint32 battleId, uint32 zoneId, uint32 acceptTime)
{
//Send packet
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 12);
data << uint32(BattleId);
data << uint32(ZoneId);
data << uint32((time(NULL) + p_time));
//Sending the packet to player
data << uint32(battleId);
data << uint32(zoneId);
data << uint32(time(NULL) + acceptTime);
SendPacket(&data);
}
//This send invitation to player to join the queue
//Param1:(BattleId) the BattleId of Bf
void WorldSession::SendBfInvitePlayerToQueue(uint32 BattleId)
/**
* @fn void WorldSession::SendBfInvitePlayerToQueue(uint32 battleId)
*
* @brief This send invitation to player to join the queue.
*
* @param battleId The BattleId of Bf
*/
void WorldSession::SendBfInvitePlayerToQueue(uint32 battleId)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
data << uint32(BattleId);
data << uint8(1); //warmup ? used ?
//Sending packet to player
data << uint32(battleId);
data << uint8(1); // warmup ? used ?
SendPacket(&data);
}
//This send packet for inform player that he join queue
//Param1:(BattleId) the BattleId of Bf
//Param2:(ZoneId) the zone where the battle is (4197 for wg)
//Param3:(CanQueue) if able to queue
//Param4:(Full) on log in is full
void WorldSession::SendBfQueueInviteResponse(uint32 BattleId, uint32 ZoneId, bool CanQueue, bool Full)
/**
* @fn void WorldSession::SendBfQueueInviteResponse(uint32 battleId, uint32 zoneId, bool canQueue, bool full)
*
* @brief This send packet for inform player that he join queue.
*
* @param battleId The BattleId of Bf
* @param zoneId The zone where the battle is (4197 for wg)
* @param canQueue if able to queue
* @param full on log in is full
*/
void WorldSession::SendBfQueueInviteResponse(uint32 battleId, uint32 zoneId, bool canQueue, bool full)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 11);
data << uint32(BattleId);
data << uint32(ZoneId);
data << uint8((CanQueue ? 1 : 0)); //Accepted //0 you cannot queue wg //1 you are queued
data << uint8((Full ? 0 : 1)); //Logging In //0 wg full //1 queue for upcoming
data << uint8(1); //Warmup
data << uint32(battleId);
data << uint32(zoneId);
data << uint8(canQueue ? 1 : 0); // Accepted // 0 you cannot queue wg // 1 you are queued
data << uint8(full ? 0 : 1); // Logging In // 0 wg full // 1 queue for upcoming
data << uint8(1); // Warmup
SendPacket(&data);
}
//This is call when player accept to join war
//Param1:(BattleId) the BattleId of Bf
void WorldSession::SendBfEntered(uint32 BattleId)
/**
* @fn void WorldSession::SendBfEntered(uint32 battleId)
*
* @brief This is call when player accept to join war.
*
* @param battleId The BattleId of Bf
*/
void WorldSession::SendBfEntered(uint32 battleId)
{
// m_PlayerInWar[player->GetTeamId()].insert(player->GetGUID());
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7);
data << uint32(BattleId);
data << uint8(1); //unk
data << uint8(1); //unk
data << uint8(_player->isAFK() ? 1 : 0); //Clear AFK
data << uint32(battleId);
data << uint8(1); // unk
data << uint8(1); // unk
data << uint8(_player->isAFK() ? 1 : 0); // Clear AFK
SendPacket(&data);
}
void WorldSession::SendBfLeaveMessage(uint32 BattleId, BFLeaveReason reason)
/**
* @fn void WorldSession::SendBfLeaveMessage(uint32 battleId, BFLeaveReason reason)
*
* @brief This is call when player leave battlefield zone.
*
* @param battleId The BattleId of Bf
* @param reason Reason why player left battlefield
*/
void WorldSession::SendBfLeaveMessage(uint32 battleId, BFLeaveReason reason /*= BF_LEAVE_REASON_EXITED*/)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 7);
data << uint32(BattleId);
data << uint8(reason);//byte Reason
data << uint8(2);//byte BattleStatus
data << uint8(0);//bool Relocated
data << uint32(battleId);
data << uint8(reason); // byte Reason
data << uint8(2); // byte BattleStatus
data << uint8(0); // bool Relocated
SendPacket(&data);
}
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
*
* @brief Send by client when he click on accept for queue.
*/
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
uint32 BattleId;
uint8 Accepted;
uint32 battleId;
uint8 accepted;
recvData >> BattleId >> Accepted;
TC_LOG_DEBUG("misc", "HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
recvData >> battleId >> accepted;
TC_LOG_DEBUG("misc", "HandleBfQueueInviteResponse: BattleID:%u Accepted:%u", battleId, accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
if (!bf)
return;
if (Accepted)
{
Bf->PlayerAcceptInviteToQueue(_player);
}
if (accepted)
bf->PlayerAcceptInviteToQueue(_player);
}
//Send by client on clicking in accept or refuse of invitation windows for join game
void WorldSession::HandleBfEntryInviteResponse(WorldPacket & recvData)
/**
* @fn void WorldSession::HandleBfEntryInviteResponse(WorldPacket& recvData)
*
* @brief Send by client on clicking in accept or refuse of invitation windows for join game.
*/
void WorldSession::HandleBfEntryInviteResponse(WorldPacket& recvData)
{
uint32 BattleId;
uint8 Accepted;
uint32 battleId;
uint8 accepted;
recvData >> BattleId >> Accepted;
TC_LOG_DEBUG("misc", "HandleBattlefieldInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
recvData >> battleId >> accepted;
TC_LOG_DEBUG("misc", "HandleBfEntryInviteResponse: battleId: %u, accepted: %u", battleId, accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
if (!bf)
return;
//If player accept invitation
if (Accepted)
// If player accept invitation
if (accepted)
{
Bf->PlayerAcceptInviteToWar(_player);
bf->PlayerAcceptInviteToWar(_player);
}
else
{
if (_player->GetZoneId() == Bf->GetZoneId())
Bf->KickPlayerFromBattlefield(_player->GetGUID());
if (_player->GetZoneId() == bf->GetZoneId())
bf->KickPlayerFromBattlefield(_player->GetGUID());
}
}
void WorldSession::HandleBfExitRequest(WorldPacket & recvData)
/**
* @fn void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
*
* @brief Send by client when exited battlefield
*/
void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
{
uint32 BattleId;
uint32 battleId;
recvData >> BattleId;
TC_LOG_DEBUG("misc", "HandleBfExitRequest: BattleID:%u ", BattleId);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
recvData >> battleId;
TC_LOG_DEBUG("misc", "HandleBfExitRequest: battleId: %u ", battleId);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
if (!bf)
return;
Bf->AskToLeaveQueue(_player);
bf->AskToLeaveQueue(_player);
}

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@@ -757,6 +757,16 @@ class WorldSession
void HandleBattlemasterJoinArena(WorldPacket& recvData);
void HandleReportPvPAFK(WorldPacket& recvData);
// Battlefield
void SendBfInvitePlayerToWar(uint32 battleId, uint32 zoneId, uint32 time);
void SendBfInvitePlayerToQueue(uint32 battleId);
void SendBfQueueInviteResponse(uint32 battleId, uint32 zoneId, bool canQueue = true, bool full = false);
void SendBfEntered(uint32 battleId);
void SendBfLeaveMessage(uint32 battleId, BFLeaveReason reason = BF_LEAVE_REASON_EXITED);
void HandleBfQueueInviteResponse(WorldPacket& recvData);
void HandleBfEntryInviteResponse(WorldPacket& recvData);
void HandleBfExitRequest(WorldPacket& recvData);
void HandleWardenDataOpcode(WorldPacket& recvData);
void HandleWorldTeleportOpcode(WorldPacket& recvData);
void HandleMinimapPingOpcode(WorldPacket& recvData);
@@ -773,16 +783,6 @@ class WorldSession
void HandleHearthAndResurrect(WorldPacket& recvData);
void HandleInstanceLockResponse(WorldPacket& recvPacket);
// Battlefield
void SendBfInvitePlayerToWar(uint32 battleId, uint32 zoneId, uint32 time);
void SendBfInvitePlayerToQueue(uint32 battleId);
void SendBfQueueInviteResponse(uint32 battleId, uint32 zoneId, bool canQueue = true, bool full = false);
void SendBfEntered(uint32 battleId);
void SendBfLeaveMessage(uint32 battleId, BFLeaveReason reason = BF_LEAVE_REASON_EXITED);
void HandleBfQueueInviteResponse(WorldPacket& recvData);
void HandleBfEntryInviteResponse(WorldPacket& recvData);
void HandleBfExitRequest(WorldPacket& recvData);
// Looking for Dungeon/Raid
void HandleLfgSetCommentOpcode(WorldPacket& recvData);
void HandleLfgPlayerLockInfoRequestOpcode(WorldPacket& recvData);