diff options
Diffstat (limited to 'src/game/BattleGroundHandler.cpp')
-rw-r--r-- | src/game/BattleGroundHandler.cpp | 621 |
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); +} |