mirror of
https://github.com/TrinityCore/TrinityCore.git
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151 lines
4.8 KiB
C++
151 lines
4.8 KiB
C++
/*
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* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Battlefield.h"
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#include "BattlefieldMgr.h"
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#include "Opcodes.h"
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#include "Player.h"
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//This send to player windows for invite player to join the war
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//Param1:(BattleId) the BattleId of Bf
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//Param2:(ZoneId) the zone where the battle is (4197 for wg)
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//Param3:(time) Time in second that the player have for accept
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void WorldSession::SendBfInvitePlayerToWar(uint32 BattleId, uint32 ZoneId, uint32 p_time)
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{
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//Send packet
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WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 12);
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data << uint32(BattleId);
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data << uint32(ZoneId);
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data << uint32((time(NULL) + p_time));
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//Sending the packet to player
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SendPacket(&data);
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}
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//This send invitation to player to join the queue
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//Param1:(BattleId) the BattleId of Bf
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void WorldSession::SendBfInvitePlayerToQueue(uint32 BattleId)
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{
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WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
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data << uint32(BattleId);
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data << uint8(1); //warmup ? used ?
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//Sending packet to player
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SendPacket(&data);
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}
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//This send packet for inform player that he join queue
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//Param1:(BattleId) the BattleId of Bf
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//Param2:(ZoneId) the zone where the battle is (4197 for wg)
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//Param3:(CanQueue) if able to queue
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//Param4:(Full) on log in is full
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void WorldSession::SendBfQueueInviteResponse(uint32 BattleId, uint32 ZoneId, bool CanQueue, bool Full)
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{
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WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 11);
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data << uint32(BattleId);
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data << uint32(ZoneId);
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data << uint8((CanQueue ? 1 : 0)); //Accepted //0 you cannot queue wg //1 you are queued
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data << uint8((Full ? 0 : 1)); //Logging In //0 wg full //1 queue for upcoming
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data << uint8(1); //Warmup
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SendPacket(&data);
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}
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//This is call when player accept to join war
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//Param1:(BattleId) the BattleId of Bf
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void WorldSession::SendBfEntered(uint32 BattleId)
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{
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// m_PlayerInWar[player->GetTeamId()].insert(player->GetGUID());
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WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7);
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data << uint32(BattleId);
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data << uint8(1); //unk
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data << uint8(1); //unk
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data << uint8(_player->isAFK() ? 1 : 0); //Clear AFK
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SendPacket(&data);
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}
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void WorldSession::SendBfLeaveMessage(uint32 BattleId, BFLeaveReason reason)
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{
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WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 7);
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data << uint32(BattleId);
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data << uint8(reason);//byte Reason
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data << uint8(2);//byte BattleStatus
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data << uint8(0);//bool Relocated
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SendPacket(&data);
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}
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//Send by client when he click on accept for queue
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void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
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{
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uint32 BattleId;
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uint8 Accepted;
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recvData >> BattleId >> Accepted;
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TC_LOG_DEBUG("misc", "HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
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Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
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if (!Bf)
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return;
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if (Accepted)
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{
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Bf->PlayerAcceptInviteToQueue(_player);
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}
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}
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//Send by client on clicking in accept or refuse of invitation windows for join game
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void WorldSession::HandleBfEntryInviteResponse(WorldPacket & recvData)
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{
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uint32 BattleId;
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uint8 Accepted;
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recvData >> BattleId >> Accepted;
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TC_LOG_DEBUG("misc", "HandleBattlefieldInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
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Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
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if (!Bf)
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return;
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//If player accept invitation
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if (Accepted)
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{
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Bf->PlayerAcceptInviteToWar(_player);
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}
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else
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{
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if (_player->GetZoneId() == Bf->GetZoneId())
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Bf->KickPlayerFromBattlefield(_player->GetGUID());
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}
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}
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void WorldSession::HandleBfExitRequest(WorldPacket & recvData)
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{
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uint32 BattleId;
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recvData >> BattleId;
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TC_LOG_DEBUG("misc", "HandleBfExitRequest: BattleID:%u ", BattleId);
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Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
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if (!Bf)
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return;
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Bf->AskToLeaveQueue(_player);
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}
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