diff options
Diffstat (limited to 'src/game/BattleGroundHandler.cpp')
-rw-r--r-- | src/game/BattleGroundHandler.cpp | 511 |
1 files changed, 249 insertions, 262 deletions
diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp index 1cb0084a1d1..903f7888813 100644 --- a/src/game/BattleGroundHandler.cpp +++ b/src/game/BattleGroundHandler.cpp @@ -1,7 +1,7 @@ /* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> * - * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> + * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.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 @@ -25,7 +25,6 @@ #include "Player.h" #include "ObjectMgr.h" #include "WorldSession.h" -#include "MapManager.h" #include "ObjectAccessor.h" #include "Object.h" #include "Chat.h" @@ -43,8 +42,8 @@ void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data ) recv_data >> guid; sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from: " I64FMT, guid); - Creature *unit = ObjectAccessor::GetCreature(*_player, guid); - if(!unit) + Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster @@ -53,9 +52,9 @@ void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data ) // Stop the npc if moving unit->StopMoving(); - uint32 bgTypeId = objmgr.GetBattleMasterBG(unit->GetEntry()); + BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(unit->GetEntry()); - if(!_player->GetBGAccessByLevel(bgTypeId)) + if (!_player->GetBGAccessByLevel(bgTypeId)) { // temp, must be gossip message... SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR); @@ -65,7 +64,7 @@ void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data ) SendBattlegGroundList(guid, bgTypeId); } -void WorldSession::SendBattlegGroundList( uint64 guid, uint32 bgTypeId ) +void WorldSession::SendBattlegGroundList( uint64 guid, BattleGroundTypeId bgTypeId ) { WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId); @@ -77,57 +76,60 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) CHECK_PACKET_SIZE(recv_data, 8+4+4+1); uint64 guid; - uint32 bgTypeId; + uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; + bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid - recv_data >> bgTypeId; // battleground type id (DBC id) + recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group - if(bgTypeId >= MAX_BATTLEGROUND_TYPES) + if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { - sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow()); + sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } + BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); + sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid); // can do this, since it's battleground, not arena - uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0); + BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0); // ignore if player is already in BG - if(_player->InBattleGround()) + if (_player->InBattleGround()) return; - Creature *unit = ObjectAccessor::GetCreature(*_player, guid); - if(!unit) + Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found - BattleGround * bg = 0; - if(instanceId) - BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); + BattleGround *bg = NULL; + if (instanceId) + bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); - if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) + if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // check queueing conditions - if(!joinAsGroup) + if (!joinAsGroup) { // check Deserter debuff - if( !_player->CanJoinToBattleground() ) + if (!_player->CanJoinToBattleground()) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); - data << (uint32) 0xFFFFFFFE; + data << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data); return; } @@ -136,16 +138,17 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) //player is already in this queue return; // check if has free queue slots - if(!_player->HasFreeBattleGroundQueueId()) + if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error - if(!grp) + if (!grp) return; uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); + isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); @@ -155,10 +158,11 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized - if(joinAsGroup /* && _player->GetGroup()*/) + GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, isPremade, 0); + uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); + if (joinAsGroup /* && _player->GetGroup()*/) { sLog.outDebug("Battleground: the following players are joining as group:"); - GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); @@ -171,7 +175,7 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) WorldPacket data; // send status packet (in queue) - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); @@ -179,7 +183,6 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: group end"); - sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); } else { @@ -190,14 +193,15 @@ void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) WorldPacket data; // send status packet (in queue) - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); SendPacket(&data); - GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); - sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); + if (!ginfo->IsInvitedToBGInstanceGUID) + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true); } void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ ) @@ -209,40 +213,62 @@ void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv if(!bg) // can't be received if player not in battleground return; - if(bg->GetTypeID() == BATTLEGROUND_WS) + switch( bg->GetTypeID() ) { - uint32 count1 = 0; - uint32 count2 = 0; + case BATTLEGROUND_WS: + { + uint32 count1 = 0; //always constant zero? + uint32 count2 = 0; //count of next fields - Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID()); - if(ap) ++count2; + Player *ali_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID()); + if (ali_plr) + ++count2; - Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID()); - if(hp) ++count2; + Player *horde_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID()); + if (horde_plr) + ++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(); - } + WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2)); + data << count1; // alliance flag holders count - obsolete, now always 0 + /*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 - obsolete, now count of next fields + if (ali_plr) + { + data << (uint64)ali_plr->GetGUID(); + data << (float)ali_plr->GetPositionX(); + data << (float)ali_plr->GetPositionY(); + } + if (horde_plr) + { + data << (uint64)horde_plr->GetGUID(); + data << (float)horde_plr->GetPositionX(); + data << (float)horde_plr->GetPositionY(); + } - SendPacket(&data); + SendPacket(&data); + } + break; + case BATTLEGROUND_EY: + //TODO : fix me! + break; + case BATTLEGROUND_AB: + case BATTLEGROUND_AV: + { + //for other BG types - send default + WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4)); + data << uint32(0); + data << uint32(0); + SendPacket(&data); + } + break; + default: + //maybe it is sent also in arena - do nothing + break; } } @@ -251,7 +277,7 @@ void WorldSession::HandleBattleGroundPVPlogdataOpcode( WorldPacket & /*recv_data sLog.outDebug( "WORLD: Recvd MSG_PVP_LOG_DATA Message"); BattleGround *bg = _player->GetBattleGround(); - if(!bg) + if (!bg) return; WorldPacket data; @@ -270,19 +296,15 @@ void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data ) uint32 bgTypeId; recv_data >> bgTypeId; // id from DBC - if(bgTypeId >= MAX_BATTLEGROUND_TYPES) + BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); + if (!bl) { sLog.outError("Battleground: invalid bgtype received."); return; } - BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId); - - if(!bl) - return; - WorldPacket data; - sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId); + sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId)); SendPacket( &data ); } @@ -295,45 +317,39 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 instanceId; - uint32 bgTypeId; // type id from dbc + uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 - recv_data >> type >> unk2 >> bgTypeId >> unk >> action; + recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action; - if(bgTypeId >= MAX_BATTLEGROUND_TYPES) + if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { - sLog.outError("Battleground: invalid bgtype received."); + sLog.outError("Battleground: invalid bgtype (%u) received.", bgTypeId_); // update battleground slots for the player to fix his UI and sent data. // this is a HACK, I don't know why the client starts sending invalid packets in the first place. // it usually happens with extremely high latency (if debugging / stepping in the code for example) - if(_player->InBattleGroundQueue()) + if (_player->InBattleGroundQueue()) { // update all queues, send invitation info if player is invited, queue info if queued - for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) + for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { - uint32 queue_id = _player->GetBattleGroundQueueId(i); - if(!queue_id) - continue; - BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); - // if the player is not in queue, contine - if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) + BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); + if (!bgQueueTypeId) continue; - - // no group information, this should never happen - if(!itrPlayerStatus->second.GroupInfo) + BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); + BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); + // if the player is not in queue, continue or no group information - this should never happen + if (itrPlayerStatus == qpMap.end() || !itrPlayerStatus->second.GroupInfo) continue; BattleGround * bg = NULL; - // get possibly needed data from groupinfo - bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId; uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; - uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated; uint8 status = 0; - - if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) + if (!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { // not invited to bg, get template bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); @@ -342,133 +358,127 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) else { // get the bg we're invited to - BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID); + bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId); status = STATUS_WAIT_JOIN; } - // if bg not found, then continue - if(!bg) - continue; - - // don't invite if already in the instance - if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID()) + // if bg not found, then continue, don't invite if already in the instance + if (!bg || (_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())) continue; // re - invite player with proper data WorldPacket data; - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype); SendPacket(&data); } } return; } - uint32 bgQueueTypeId = 0; - // get the bg what we were invited to - BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus; - bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId,type); - itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); - - if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) + //get GroupQueueInfo from BattleGroundQueue + BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); + BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type); + BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); + if (itrPlayerStatus == qpMap.end()) { sLog.outError("Battleground: itrplayerstatus not found."); return; } - instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; - // if action == 1, then instanceId is _required_ - if(!instanceId && action == 1) + instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID; + // if action == 1, then instanceId is required + if (!instanceId && action == 1) { sLog.outError("Battleground: instance not found."); return; } - BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); + BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId, bgTypeId); // bg template might and must be used in case of leaving queue, when instance is not created yet - if(!bg && action == 0) + if (!bg && action == 0) bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); - - if(!bg) + if (!bg) { - sLog.outError("Battleground: bg not found."); + sLog.outError("Battleground: bg_template not found for type id %u.", bgTypeId); return; } - bgTypeId = bg->GetTypeID(); - - if(_player->InBattleGroundQueue()) + if (_player->InBattleGroundQueue()) { - uint32 queueSlot = 0; - uint32 team = 0; - uint32 arenatype = 0; - uint32 israted = 0; - uint32 rating = 0; - uint32 opponentsRating = 0; - // get the team info from the queue - BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); - if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end() - && pitr->second.GroupInfo ) - { - team = pitr->second.GroupInfo->Team; - arenatype = pitr->second.GroupInfo->ArenaType; - israted = pitr->second.GroupInfo->IsRated; - rating = pitr->second.GroupInfo->ArenaTeamRating; - opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating; - } - else + //we must use temporary variables, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function! + uint32 team = itrPlayerStatus->second.GroupInfo->Team; + uint32 arenaType = itrPlayerStatus->second.GroupInfo->ArenaType; + uint32 isRated = itrPlayerStatus->second.GroupInfo->IsRated; + uint32 rating = itrPlayerStatus->second.GroupInfo->ArenaTeamRating; + uint32 opponentsRating = itrPlayerStatus->second.GroupInfo->OpponentsTeamRating; + + //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it + if (action == 1 && arenaType == 0) { - sLog.outError("Battleground: Invalid player queue info!"); - return; + //if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue + if (!_player->CanJoinToBattleground()) + { + //send bg command result to show nice message + WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4); + data2 << uint32(0xFFFFFFFE); + _player->GetSession()->SendPacket(&data2); + action = 0; + sLog.outDebug("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); + } + //if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue + if (_player->getLevel() > bg->GetMaxLevel()) + { + sLog.outError("Battleground: Player %s (%u) has level higher than maxlevel of battleground! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); + action = 0; + } } + uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; - switch(action) + switch( action ) { - case 1: // port to battleground - if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) - return; // cheating? + case 1: // port to battleground + if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) + return; // cheating? // resurrect the player - if(!_player->isAlive()) + if (!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port - if(_player->isInFlight()) + if (_player->isInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } - _player->RemoveFromGroup(); - queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); + + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].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() ) + // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new + if (BattleGround *currentBg = _player->GetBattleGround()) currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true); // set the destination instance id - _player->SetBattleGroundId(bg->GetInstanceID()); + _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(team); // clear AFK if(_player->isAFK()) _player->ToggleAFK(); // bg->HandleBeforeTeleportToBattleGround(_player); - sBattleGroundMgr.SendToBattleGround(_player, instanceId); + sBattleGroundMgr.SendToBattleGround(_player, instanceId, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); - sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId); + sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; - case 0: // leave queue - queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); - /* - if player leaves rated arena match before match start, it is counted as he played but he lost - */ - if (israted) + case 0: // leave queue + // if player leaves rated arena match before match start, it is counted as he played but he lost + if (isRated) { ArenaTeam * at = objmgr.GetArenaTeamById(team); if (at) @@ -478,13 +488,14 @@ void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data ) at->SaveToDB(); } } - _player->RemoveBattleGroundQueueId(bgQueueTypeId); // 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); + _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true); - // player left queue, we should update it, maybe now his group fits in - sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating); + // player left queue, we should update it - do not update Arena Queue + if (!arenaType) + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenaType, isRated, rating); SendPacket(&data); - sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId); + sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); @@ -509,9 +520,9 @@ void WorldSession::HandleBattleGroundLeaveOpcode( WorldPacket & /*recv_data*/ ) // return; // not allow leave battleground in combat - if(_player->isInCombat()) - if(BattleGround* bg = _player->GetBattleGround()) - if(bg->GetStatus() != STATUS_WAIT_LEAVE) + if (_player->isInCombat()) + if (BattleGround* bg = _player->GetBattleGround()) + if (bg->GetStatus() != STATUS_WAIT_LEAVE) return; _player->LeaveBattleground(); @@ -523,81 +534,56 @@ void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ ) 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()) + // we must update all queues here + BattleGround *bg = NULL; + for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { - BattleGround *bg = _player->GetBattleGround(); - if(bg) + BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); + if (!bgQueueTypeId) + continue; + BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); + uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId); + if (bgTypeId == _player->GetBattleGroundTypeId()) { - uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); - uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); - if((bg->GetStatus() <= STATUS_IN_PROGRESS)) + bg = _player->GetBattleGround(); + //i cannot check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena + //so i must use bg pointer to get that information + if (bg && bg->GetArenaType() == arenaType) { - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); + // this line is checked, i only don't know if GetStartTime is changing itself after bg end! + // send status in BattleGround + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), arenaType); SendPacket(&data); - } - for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) - { - uint32 queue_id = _player->GetBattleGroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong - uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id); - uint8 isRated = 0; - if (i == queueSlot || !queue_id) // we need to get the instance ids - continue; - BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); - if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) - continue; - if(itrPlayerStatus->second.GroupInfo) - { - arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; - isRated = itrPlayerStatus->second.GroupInfo->IsRated; - } - BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(sBattleGroundMgr.BGTemplateId(queue_id)); // try this - 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,arenatype,isRated); - SendPacket(&data); - } + continue; } } - } - 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++) + //we are sending update to player about queue - he can be invited there! + //get GroupQueueInfo for queue status + BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers; + BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID()); + if (itrPlayerStatus == qpMap.end()) + continue; + if (itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID) { - uint32 queue_id = _player->GetBattleGroundQueueId(i); - if(!queue_id) - continue; - uint32 bgTypeId = sBattleGroundMgr.BGTemplateId(queue_id); - uint8 arenatype = sBattleGroundMgr.BGArenaType(queue_id); - uint8 isRated = 0; - BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); - BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID()); - if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()) + bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID, bgTypeId); + if (!bg) continue; - if(itrPlayerStatus->second.GroupInfo) - { - arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; - isRated = itrPlayerStatus->second.GroupInfo->IsRated; - } - if(bg && queue_id) - { - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); - SendPacket(&data); - } + uint32 remainingTime = getMSTimeDiff(getMSTime(), itrPlayerStatus->second.GroupInfo->RemoveInviteTime); + // send status invited to BattleGround + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType); + SendPacket(&data); } - } -/* else // not sure if it needed... - { - for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) + else { - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); + bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); + if (!bg) + continue; + uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(itrPlayerStatus->second.GroupInfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); + // send status in BattleGround Queue + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(itrPlayerStatus->second.GroupInfo->JoinTime, getMSTime()), arenaType); SendPacket(&data); } - }*/ + } } void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data ) @@ -607,14 +593,14 @@ void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data ) CHECK_PACKET_SIZE(recv_data, 8); BattleGround *bg = _player->GetBattleGround(); - if(!bg) + if (!bg) return; uint64 guid; recv_data >> guid; - Creature *unit = ObjectAccessor::GetCreature(*_player, guid); - if(!unit) + Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) return; if(!unit->isSpiritService()) // it's not spirit service @@ -630,14 +616,14 @@ void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data ) CHECK_PACKET_SIZE(recv_data, 8); BattleGround *bg = _player->GetBattleGround(); - if(!bg) + if (!bg) return; uint64 guid; recv_data >> guid; - Creature *unit = ObjectAccessor::GetCreature(*_player, guid); - if(!unit) + Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) return; if(!unit->isSpiritService()) // it's not spirit service @@ -654,19 +640,19 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) recv_data.hexlike(); // ignore if we already in BG or BG queue - if(_player->InBattleGround()) + if (_player->InBattleGround()) return; uint64 guid; // arena Battlemaster guid - uint8 type; // 2v2, 3v3 or 5v5 + uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp; - recv_data >> guid >> type >> asGroup >> isRated; + recv_data >> guid >> arenaslot >> asGroup >> isRated; - Creature *unit = ObjectAccessor::GetCreature(*_player, guid); - if(!unit) + Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); + if (!unit) return; if(!unit->isBattleMaster()) // it's not battle master @@ -675,7 +661,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) uint8 arenatype = 0; uint32 arenaRating = 0; - switch(type) + switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; @@ -687,39 +673,39 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) arenatype = ARENA_TYPE_5v5; break; default: - sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type); + sLog.outError("Unknown arena slot %u at HandleBattleGroundArenaJoin()", arenaslot); return; } //check existance BattleGround* bg = NULL; - if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) ) + if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA))) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } - uint8 bgTypeId = bg->GetTypeID(); - uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype); + BattleGroundTypeId bgTypeId = bg->GetTypeID(); + BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); // check queueing conditions - if(!asGroup) + if (!asGroup) { // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; // check if has free queue slots - if(!_player->HasFreeBattleGroundQueueId()) + if (!_player->HasFreeBattleGroundQueueId()) return; } else { grp = _player->GetGroup(); // no group found, error - if(!grp) + if (!grp) return; - uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type); + uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); @@ -729,12 +715,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) uint32 ateamId = 0; - if(isRated) + if (isRated) { - ateamId = _player->GetArenaTeamId(type); + ateamId = _player->GetArenaTeamId(arenaslot); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam * at = objmgr.GetArenaTeamById(ateamId); - if(!at) + if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; @@ -749,23 +735,24 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) Player *member = itr->getSource(); // calc avg personal rating - avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5); + avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaslot*6) + 5); } - if( arenatype ) + if (arenatype) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating - if(avg_pers_rating + 150 < arenaRating) + if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } - if(asGroup) + GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, false, arenaRating, ateamId); + uint32 avgTime = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundQueueIdFromLevel(bgTypeId)); + if (asGroup) { - GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId); sLog.outDebug("Battleground: arena join as group start"); - if(isRated) - sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype); + if (isRated) + sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); @@ -778,7 +765,7 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) WorldPacket data; // send status packet (in queue) - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); @@ -786,7 +773,8 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: arena join as group end"); - sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); + if (isRated) + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true); } else { @@ -797,13 +785,12 @@ void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) WorldPacket data; // send status packet (in queue) - sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); + sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); - GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); - sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } + sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(bgTypeId), arenatype, isRated, arenaRating); } void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data ) @@ -814,7 +801,7 @@ void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data ) recv_data >> playerGuid; Player *reportedPlayer = objmgr.GetPlayer(playerGuid); - if(!reportedPlayer) + if (!reportedPlayer) { sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: player not found"); return; |