mirror of
https://github.com/TrinityCore/TrinityCore.git
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175 lines
6.4 KiB
C++
175 lines
6.4 KiB
C++
/*
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* Copyright (C) 2008-2016 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 "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Opcodes.h"
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#include "Player.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Object.h"
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#include "Battlefield.h"
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#include "BattlefieldMgr.h"
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#include "BattlefieldPackets.h"
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/**
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* @fn void WorldSession::SendBfInvitePlayerToWar(uint64 queueId, uint32 zoneId, uint32 acceptTime)
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*
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* @brief This send to player windows for invite player to join the war.
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*
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* @param queueId The queue id of Bf
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* @param zoneId The zone where the battle is (4197 for wg)
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* @param acceptTime Time in second that the player have for accept
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*/
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void WorldSession::SendBfInvitePlayerToWar(uint64 queueId, uint32 zoneId, uint32 acceptTime)
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{
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WorldPackets::Battlefield::BFMgrEntryInvite bfMgrEntryInvite;
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bfMgrEntryInvite.QueueID = queueId;
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bfMgrEntryInvite.AreaID = zoneId;
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bfMgrEntryInvite.ExpireTime = time(nullptr) + acceptTime;
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SendPacket(bfMgrEntryInvite.Write());
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}
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/**
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* @fn void WorldSession::SendBfInvitePlayerToQueue(uint64 queueId, int8 battleState)
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*
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* @brief This send invitation to player to join the queue.
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*
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* @param queueId The queue id of Bf
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*/
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void WorldSession::SendBfInvitePlayerToQueue(uint64 queueId, int8 battleState)
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{
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WorldPackets::Battlefield::BFMgrQueueInvite bfMgrQueueInvite;
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bfMgrQueueInvite.QueueID = queueId;
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bfMgrQueueInvite.BattleState = battleState;
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SendPacket(bfMgrQueueInvite.Write());
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}
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/**
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* @fn void WorldSession::SendBfQueueInviteResponse(uint64 queueId, uint32 zoneId, int8 battleStatus, bool canQueue, bool loggingIn)
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*
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* @brief This send packet for inform player that he join queue.
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*
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* @param queueId The queue id of Bf
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* @param zoneId The zone where the battle is (4197 for wg)
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* @param battleStatus Battlefield status
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* @param canQueue if able to queue
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* @param loggingIn on log in send queue status
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*/
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void WorldSession::SendBfQueueInviteResponse(uint64 queueId, uint32 zoneId, int8 battleStatus, bool canQueue /*= true*/, bool loggingIn /*= false*/)
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{
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WorldPackets::Battlefield::BFMgrQueueRequestResponse bfMgrQueueRequestResponse;
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bfMgrQueueRequestResponse.QueueID = queueId;
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bfMgrQueueRequestResponse.AreaID = zoneId;
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bfMgrQueueRequestResponse.Result = canQueue ? 1 : 0;
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bfMgrQueueRequestResponse.BattleState = battleStatus;
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bfMgrQueueRequestResponse.LoggingIn = loggingIn;
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SendPacket(bfMgrQueueRequestResponse.Write());
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}
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/**
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* @fn void WorldSession::SendBfEntered(uint64 queueId, bool relocated, bool onOffense)
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*
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* @brief This is call when player accept to join war.
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*
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* @param queueId The queue id of Bf
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* @param relocated Whether player is added to Bf on the spot or teleported from queue
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* @param onOffense Whether player belongs to attacking team or not
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*/
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void WorldSession::SendBfEntered(uint64 queueId, bool relocated, bool onOffense)
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{
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WorldPackets::Battlefield::BFMgrEntering bfMgrEntering;
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bfMgrEntering.ClearedAFK = _player->isAFK();
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bfMgrEntering.Relocated = relocated;
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bfMgrEntering.OnOffense = onOffense;
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bfMgrEntering.QueueID = queueId;
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SendPacket(bfMgrEntering.Write());
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}
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/**
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* @fn void WorldSession::SendBfLeaveMessage(uint64 queueId, int8 battleState, bool relocated, BFLeaveReason reason)
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*
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* @brief This is call when player leave battlefield zone.
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*
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* @param queueId The queue id of Bf
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* @param battleState Battlefield status
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* @param relocated Whether player is added to Bf on the spot or teleported from queue
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* @param reason Reason why player left battlefield
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*/
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void WorldSession::SendBfLeaveMessage(uint64 queueId, int8 battleState, bool relocated, BFLeaveReason reason /*= BF_LEAVE_REASON_EXITED*/)
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{
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WorldPackets::Battlefield::BFMgrEjected bfMgrEjected;
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bfMgrEjected.QueueID = queueId;
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bfMgrEjected.Reason = reason;
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bfMgrEjected.BattleState = battleState;
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bfMgrEjected.Relocated = relocated;
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SendPacket(bfMgrEjected.Write());
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}
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/**
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* @fn void WorldSession::HandleBfEntryInviteResponse(WorldPackets::Battlefield::BFMgrEntryInviteResponse& bfMgrEntryInviteResponse)
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*
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* @brief Send by client on clicking in accept or refuse of invitation windows for join game.
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*/
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void WorldSession::HandleBfEntryInviteResponse(WorldPackets::Battlefield::BFMgrEntryInviteResponse& bfMgrEntryInviteResponse)
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{
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Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrEntryInviteResponse.QueueID);
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if (!bf)
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return;
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// If player accept invitation
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if (bfMgrEntryInviteResponse.AcceptedInvite)
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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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/**
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* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
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*
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* @brief Send by client when he click on accept for queue.
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*/
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void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
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{
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Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueInviteResponse.QueueID);
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if (!bf)
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return;
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if (bfMgrQueueInviteResponse.AcceptedInvite)
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bf->PlayerAcceptInviteToQueue(_player);
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}
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/**
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* @fn void WorldSession::HandleBfExitRequest(WorldPackets::Battlefield::BFMgrQueueExitRequest& bfMgrQueueExitRequest)
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*
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* @brief Send by client when exited battlefield
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*/
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void WorldSession::HandleBfQueueExitRequest(WorldPackets::Battlefield::BFMgrQueueExitRequest& bfMgrQueueExitRequest)
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{
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Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueExitRequest.QueueID);
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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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