mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-20 01:15:35 +01:00
319 lines
9.5 KiB
C++
319 lines
9.5 KiB
C++
/*
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* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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 "Object.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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//This send to player windows for invite player to join the war
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//Param1:(guid) the guid 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(uint64 guid, uint32 zoneId, uint32 pTime)
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{
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ObjectGuid guidBytes = guid;
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WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 16);
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data.WriteBit(guidBytes[5]);
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data.WriteBit(guidBytes[3]);
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data.WriteBit(guidBytes[7]);
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data.WriteBit(guidBytes[2]);
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data.WriteBit(guidBytes[6]);
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data.WriteBit(guidBytes[4]);
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data.WriteBit(guidBytes[1]);
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data.WriteBit(guidBytes[0]);
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data.WriteByteSeq(guidBytes[6]);
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data << uint32(zoneId); // Zone Id
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data.WriteByteSeq(guidBytes[1]);
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data.WriteByteSeq(guidBytes[3]);
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data.WriteByteSeq(guidBytes[4]);
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data.WriteByteSeq(guidBytes[2]);
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data.WriteByteSeq(guidBytes[0]);
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data << uint32(time(NULL) + pTime); // Invite lasts until
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data.WriteByteSeq(guidBytes[7]);
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data.WriteByteSeq(guidBytes[5]);
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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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void WorldSession::SendBfInvitePlayerToQueue(uint64 guid)
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{
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ObjectGuid guidBytes = guid;
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WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
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data.WriteBit(1); // unk
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data.WriteBit(0); // Has Warmup
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data.WriteBit(1); // unk
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data.WriteBit(guidBytes[0]);
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data.WriteBit(1); // unk
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data.WriteBit(guidBytes[2]);
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data.WriteBit(guidBytes[6]);
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data.WriteBit(guidBytes[3]);
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data.WriteBit(1); // unk
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data.WriteBit(0); // unk
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data.WriteBit(guidBytes[1]);
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data.WriteBit(guidBytes[5]);
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data.WriteBit(guidBytes[4]);
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data.WriteBit(1); // unk
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data.WriteBit(guidBytes[7]);
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data.FlushBits();
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data.WriteByteSeq(guidBytes[2]);
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data.WriteByteSeq(guidBytes[3]);
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data.WriteByteSeq(guidBytes[6]);
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data << uint8(1); // Warmup
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data.WriteByteSeq(guidBytes[5]);
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data.WriteByteSeq(guidBytes[0]);
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data.WriteByteSeq(guidBytes[4]);
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data.WriteByteSeq(guidBytes[1]);
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data.WriteByteSeq(guidBytes[7]);
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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:(guid) the guid 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(uint64 guid, uint32 ZoneId, bool CanQueue, bool Full)
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{
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const bool hasSecondGuid = false;
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const bool warmup = true;
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ObjectGuid guidBytes = guid;
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WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 16);
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data.WriteBit(guidBytes[1]);
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data.WriteBit(guidBytes[6]);
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data.WriteBit(guidBytes[5]);
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data.WriteBit(guidBytes[7]);
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data.WriteBit(Full); // Logging In, VERIFYME
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data.WriteBit(guidBytes[0]);
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data.WriteBit(!hasSecondGuid);
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data.WriteBit(guidBytes[4]);
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// if (hasSecondGuid) 7 3 0 4 2 6 1 5
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data.WriteBit(guidBytes[3]);
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data.WriteBit(guidBytes[2]);
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// if (hasSecondGuid) 2 5 3 0 4 6 1 7
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data.FlushBits();
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data << uint8(CanQueue); // Accepted
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data.WriteByteSeq(guidBytes[1]);
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data.WriteByteSeq(guidBytes[3]);
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data.WriteByteSeq(guidBytes[6]);
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data.WriteByteSeq(guidBytes[7]);
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data.WriteByteSeq(guidBytes[0]);
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data << uint8(warmup);
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data.WriteByteSeq(guidBytes[2]);
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data.WriteByteSeq(guidBytes[4]);
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data.WriteByteSeq(guidBytes[5]);
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data << uint32(ZoneId);
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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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void WorldSession::SendBfEntered(uint64 guid)
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{
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uint8 isAFK = _player->isAFK() ? 1 : 0;
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ObjectGuid guidBytes = guid;
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WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 11);
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data.WriteBit(0); // unk
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data.WriteBit(isAFK); // Clear AFK
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data.WriteBit(guidBytes[1]);
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data.WriteBit(guidBytes[4]);
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data.WriteBit(guidBytes[5]);
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data.WriteBit(guidBytes[0]);
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data.WriteBit(guidBytes[3]);
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data.WriteBit(0); // unk
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data.WriteBit(guidBytes[6]);
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data.WriteBit(guidBytes[7]);
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data.WriteBit(guidBytes[2]);
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data.FlushBits();
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data.WriteByteSeq(guidBytes[5]);
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data.WriteByteSeq(guidBytes[3]);
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data.WriteByteSeq(guidBytes[0]);
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data.WriteByteSeq(guidBytes[4]);
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data.WriteByteSeq(guidBytes[1]);
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data.WriteByteSeq(guidBytes[7]);
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data.WriteByteSeq(guidBytes[2]);
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data.WriteByteSeq(guidBytes[6]);
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SendPacket(&data);
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}
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void WorldSession::SendBfLeaveMessage(uint64 guid, BFLeaveReason reason)
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{
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ObjectGuid guidBytes = guid;
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WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 11);
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data.WriteBit(guidBytes[2]);
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data.WriteBit(guidBytes[5]);
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data.WriteBit(guidBytes[1]);
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data.WriteBit(guidBytes[0]);
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data.WriteBit(guidBytes[3]);
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data.WriteBit(guidBytes[6]);
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data.WriteBit(0); // Relocated
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data.WriteBit(guidBytes[7]);
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data.WriteBit(guidBytes[4]);
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data.FlushBits();
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data << uint8(2); // BattleStatus
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data.WriteByteSeq(guidBytes[1]);
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data.WriteByteSeq(guidBytes[7]);
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data.WriteByteSeq(guidBytes[4]);
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data.WriteByteSeq(guidBytes[2]);
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data.WriteByteSeq(guidBytes[3]);
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data << uint8(reason); // Reason
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data.WriteByteSeq(guidBytes[6]);
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data.WriteByteSeq(guidBytes[0]);
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data.WriteByteSeq(guidBytes[5]);
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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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uint8 accepted;
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ObjectGuid guid;
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guid[2] = recvData.ReadBit();
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guid[0] = recvData.ReadBit();
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guid[4] = recvData.ReadBit();
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guid[3] = recvData.ReadBit();
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guid[5] = recvData.ReadBit();
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guid[7] = recvData.ReadBit();
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accepted = recvData.ReadBit();
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guid[1] = recvData.ReadBit();
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guid[6] = recvData.ReadBit();
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recvData.ReadByteSeq(guid[1]);
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recvData.ReadByteSeq(guid[3]);
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recvData.ReadByteSeq(guid[2]);
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recvData.ReadByteSeq(guid[4]);
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recvData.ReadByteSeq(guid[6]);
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recvData.ReadByteSeq(guid[7]);
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recvData.ReadByteSeq(guid[0]);
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recvData.ReadByteSeq(guid[5]);
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sLog->outError(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: GUID:"UI64FMTD" Accepted:%u", guid, accepted);
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Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
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if (!bf)
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return;
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if (accepted)
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bf->PlayerAcceptInviteToQueue(_player);
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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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uint8 accepted;
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ObjectGuid guid;
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guid[6] = recvData.ReadBit();
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guid[1] = recvData.ReadBit();
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accepted = recvData.ReadBit();
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guid[5] = recvData.ReadBit();
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guid[3] = recvData.ReadBit();
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guid[2] = recvData.ReadBit();
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guid[0] = recvData.ReadBit();
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guid[7] = recvData.ReadBit();
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guid[4] = recvData.ReadBit();
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recvData.ReadByteSeq(guid[0]);
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recvData.ReadByteSeq(guid[3]);
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recvData.ReadByteSeq(guid[4]);
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recvData.ReadByteSeq(guid[2]);
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recvData.ReadByteSeq(guid[1]);
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recvData.ReadByteSeq(guid[6]);
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recvData.ReadByteSeq(guid[7]);
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recvData.ReadByteSeq(guid[5]);
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sLog->outError(LOG_FILTER_GENERAL, "HandleBattlefieldInviteResponse: GUID:"UI64FMTD" Accepted:%u", guid, accepted);
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Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
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if (!bf)
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return;
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if (accepted)
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bf->PlayerAcceptInviteToWar(_player);
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else
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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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void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
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{
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ObjectGuid guid;
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guid[2] = recvData.ReadBit();
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guid[0] = recvData.ReadBit();
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guid[3] = recvData.ReadBit();
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guid[7] = recvData.ReadBit();
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guid[4] = recvData.ReadBit();
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guid[5] = recvData.ReadBit();
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guid[6] = recvData.ReadBit();
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guid[1] = recvData.ReadBit();
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recvData.ReadByteSeq(guid[5]);
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recvData.ReadByteSeq(guid[2]);
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recvData.ReadByteSeq(guid[0]);
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recvData.ReadByteSeq(guid[1]);
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recvData.ReadByteSeq(guid[4]);
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recvData.ReadByteSeq(guid[3]);
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recvData.ReadByteSeq(guid[7]);
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recvData.ReadByteSeq(guid[6]);
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sLog->outError(LOG_FILTER_GENERAL, "HandleBfExitRequest: GUID:"UI64FMTD" ", guid);
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if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid))
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bf->AskToLeaveQueue(_player);
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}
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