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authorNeo2003 <none@none>2008-10-02 16:23:55 -0500
committerNeo2003 <none@none>2008-10-02 16:23:55 -0500
commit9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch)
treeb5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/BattleGroundHandler.cpp
[svn] * Proper SVN structureinit
--HG-- branch : trunk
Diffstat (limited to 'src/game/BattleGroundHandler.cpp')
-rw-r--r--src/game/BattleGroundHandler.cpp621
1 files changed, 621 insertions, 0 deletions
diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp
new file mode 100644
index 00000000000..85de6855563
--- /dev/null
+++ b/src/game/BattleGroundHandler.cpp
@@ -0,0 +1,621 @@
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * 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
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * 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
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#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 "BattleGroundMgr.h"
+#include "BattleGroundWS.h"
+#include "BattleGround.h"
+
+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("You don't meet Battleground level requirements");
+ 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;
+
+ 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
+
+ sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT " for BG (Type: %u)", guid, bgTypeId);
+
+ if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
+ return;
+
+ // ignore if we already in BG or BG queue
+ if(_player->InBattleGround())
+ return;
+
+ Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
+ if(!unit)
+ return;
+
+ if(!unit->isBattleMaster()) // it's not battlemaster
+ return;
+
+ // check Deserter debuff
+ if( !_player->CanJoinToBattleground() )
+ {
+ WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
+ data << (uint32) 0xFFFFFFFE;
+ _player->GetSession()->SendPacket(&data);
+ return;
+ }
+
+ // check existence
+ BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
+ if(!bg)
+ return;
+
+ if(joinAsGroup && _player->GetGroup())
+ {
+ Group *grp = _player->GetGroup();
+ for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *member = itr->getSource();
+ if(!member) continue;
+
+ if( !member->CanJoinToBattleground() )
+ {
+ WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
+ data << (uint32) 0xFFFFFFFE;
+ _player->GetSession()->SendPacket(&data);
+ continue;
+ }
+ if (member->InBattleGroundQueueForBattleGroundType(bgTypeId))
+ //player is already in this queue
+ continue;
+
+ WorldPacket data;
+ // add to queue
+ uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId);
+ if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
+ {
+ // fill data packet
+ //member->GetSession()->SendPacket(data);
+ continue;
+ }
+
+ // store entry point coords (same as leader entry point)
+ member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
+
+ // 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[bgTypeId].AddPlayer(member, bgTypeId);
+ }
+ }
+ else
+ {
+ if (_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
+ //player is already in this queue
+ return;
+ uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId);
+ if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
+ {
+ WorldPacket data;
+ // fill data packet
+ //SendPacket(data);
+ return;
+ }
+
+ // 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);
+ sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId);
+ }
+}
+
+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) // cheating?
+ return;
+
+ // can't be received if player not in BG queue
+ if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
+ 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 unk1;
+ uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
+ uint32 bgTypeId; // type id from dbc
+ uint16 unk; // 0x1F90 constant?
+ uint8 action; // enter battle 0x1, leave queue 0x0
+
+ recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action;
+
+ if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating?
+ return;
+
+ if(!_player->InBattleGroundQueueForBattleGroundType(bgTypeId))
+ return;
+
+ BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
+ if(!bg)
+ return;
+
+ uint32 queueSlot = 0;
+ WorldPacket data;
+ switch(action)
+ {
+ case 1: // port to battleground
+ // cheating?
+ if(!_player->IsInvitedForBattleGroundType(bgTypeId))
+ return;
+
+ // check if player is not deserter
+ if( !_player->CanJoinToBattleground() )
+ {
+ WorldPacket data2;
+ data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
+ data2 << (uint32) 0xFFFFFFFE;
+ SendPacket(&data2);
+ return;
+ }
+
+ // if the player is dead, resurrect him before teleport
+ if(!_player->isAlive())
+ {
+ _player->ResurrectPlayer(1.0f,false);
+ _player->SpawnCorpseBones();
+ }
+
+ // leave current group
+ _player->RemoveFromGroup();
+
+ // packet to player about BG status
+ queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
+ 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[bgTypeId].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);
+
+ _player->SetBattleGroundId(bg->GetTypeID());
+ sBattleGroundMgr.SendToBattleGround(_player, bgTypeId);
+ bg->AddPlayer(_player);
+ break;
+ case 0: // leave queue
+ queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
+ _player->RemoveBattleGroundQueueId(bgTypeId); // 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[bgTypeId].RemovePlayer(_player->GetGUID(), true);
+ SendPacket(&data);
+ 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 queueSlot = _player->GetBattleGroundQueueIndex(bg->GetTypeID());
+ 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);
+ if (i == queueSlot || !queue_id)
+ continue;
+ BattleGround *bg2 = sBattleGroundMgr.GetBattleGround(queue_id);
+ 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);
+ 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++)
+ {
+ if(uint32 queue_id = _player->GetBattleGroundQueueId(i))
+ {
+ if(BattleGround *bg = sBattleGroundMgr.GetBattleGround(queue_id))
+ {
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 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;
+
+ for(int qId = 0; qId < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qId)
+ {
+ if(_player->GetBattleGroundQueueId(qId) != 0)
+ return;
+ }
+
+ uint64 guid; // arena Battlemaster guid
+ uint8 type; // 2v2, 3v3 or 5v5
+ uint8 asGroup; // asGroup
+ uint8 isRated; // isRated
+ 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;
+
+ 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;
+ }
+
+ if(isRated && !_player->GetArenaTeamId(type)) // player not in arena team of that size
+ {
+ _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
+ return;
+ }
+
+ if(asGroup && !_player->GetGroup()) // player not in group
+ return;
+
+ // check existence
+ BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA);
+ if(!bg)
+ return;
+
+ bg->SetArenaType(arenatype);
+ bg->SetRated(isRated);
+
+ if(asGroup && _player->GetGroup())
+ {
+ Group *grp = _player->GetGroup();
+ for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *member = itr->getSource();
+ if(!member) continue;
+
+ /*if (!member->CanJoinToBattleground())
+ //player has deserter aura .. do nothing
+ */
+
+ if (member->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
+ //player is already in this queue
+ continue;
+
+ // add to queue
+ uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA);
+ if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
+ {
+ WorldPacket data;
+ //fill data
+ //member->GetSession()->SendPacket(data);
+ continue;
+ }
+
+ // 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, BATTLEGROUND_AA);
+ member->GetSession()->SendPacket(&data);
+ sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA);
+ }
+ }
+ else
+ {
+ /*if (!member->CanJoinToBattleground())
+ //player has deserter aura .. do nothing
+ */
+
+ if (_player->InBattleGroundQueueForBattleGroundType(BATTLEGROUND_AA))
+ //player is already in this queue
+ return;
+
+ uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA);
+ if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES)
+ {
+ WorldPacket data;
+ //fill data (player is in 3 queues already)
+ //SendPacket(data);
+ return;
+ }
+
+ // 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);
+ sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA);
+ }
+}
+
+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);
+}