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-rw-r--r--src/game/BattleGroundHandler.cpp803
1 files changed, 0 insertions, 803 deletions
diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp
deleted file mode 100644
index e779f2a8ab1..00000000000
--- a/src/game/BattleGroundHandler.cpp
+++ /dev/null
@@ -1,803 +0,0 @@
-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 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
- * 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 "ObjectAccessor.h"
-#include "ObjectMgr.h"
-#include "WorldPacket.h"
-#include "WorldSession.h"
-
-#include "ArenaTeam.h"
-#include "BattleGroundMgr.h"
-#include "BattleGroundWS.h"
-#include "BattleGround.h"
-#include "Chat.h"
-#include "Language.h"
-#include "Log.h"
-#include "Player.h"
-#include "Object.h"
-#include "Opcodes.h"
-
-void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recv_data)
-{
- uint64 guid;
- recv_data >> guid;
- sLog.outDebug("WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)));
-
- Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
- if (!unit)
- return;
-
- if (!unit->isBattleMaster()) // it's not battlemaster
- return;
-
- // Stop the npc if moving
- unit->StopMoving();
-
- BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(unit->GetEntry());
-
- if (!_player->GetBGAccessByLevel(bgTypeId))
- {
- // temp, must be gossip message...
- SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
- return;
- }
-
- SendBattlegGroundList(guid, bgTypeId);
-}
-
-void WorldSession::SendBattlegGroundList(uint64 guid, BattleGroundTypeId bgTypeId)
-{
- WorldPacket data;
- sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId, 0);
- SendPacket(&data);
-}
-
-void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data)
-{
- uint64 guid;
- uint32 bgTypeId_;
- uint32 instanceId;
- uint8 joinAsGroup;
- bool isPremade = false;
- Group * grp = NULL;
-
- 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
-
- if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
- {
- 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 (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
-
- // can do this, since it's battleground, not arena
- BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);
- BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
-
- // ignore if player is already in BG
- if (_player->InBattleGround())
- return;
-
- // get bg instance or bg template if instance not found
- BattleGround *bg = NULL;
- if (instanceId)
- bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId);
-
- if (!bg)
- bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
- if (!bg)
- return;
-
- // expected bracket entry
- PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
- if (!bracketEntry)
- return;
-
- GroupJoinBattlegroundResult err;
-
- // check queue conditions
- if (!joinAsGroup)
- {
- // check Deserter debuff
- if (!_player->CanJoinToBattleground())
- {
- WorldPacket data;
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
- _player->GetSession()->SendPacket(&data);
- return;
- }
-
- if (_player->GetBattleGroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES)
- {
- //player is already in random queue
- WorldPacket data;
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG);
- _player->GetSession()->SendPacket(&data);
- return;
- }
-
- if (_player->InBattleGroundQueue() && bgTypeId == BATTLEGROUND_RB)
- {
- //player is already in queue, can't start random queue
- WorldPacket data;
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG);
- _player->GetSession()->SendPacket(&data);
- return;
- }
-
- // 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())
- {
- WorldPacket data;
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
- _player->GetSession()->SendPacket(&data);
- return;
- }
-
- BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
-
- GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0);
- uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
- // already checked if queueSlot is valid, now just get it
- uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
-
- WorldPacket data;
- // send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
- SendPacket(&data);
- sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
- }
- else
- {
- grp = _player->GetGroup();
- // no group found, error
- if (!grp)
- return;
- if (grp->GetLeaderGUID() != _player->GetGUID())
- return;
- err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
- isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam());
-
- BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
- GroupQueueInfo * ginfo = NULL;
- uint32 avgTime = 0;
-
- if (err > 0)
- {
- sLog.outDebug("Battleground: the following players are joining as group:");
- ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0);
- avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
- }
-
- for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player *member = itr->getSource();
- if (!member) continue; // this should never happen
-
- WorldPacket data;
-
- if (err <= 0)
- {
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
- member->GetSession()->SendPacket(&data);
- continue;
- }
-
- // add to queue
- uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);
-
- // send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType);
- member->GetSession()->SendPacket(&data);
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
- member->GetSession()->SendPacket(&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.ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
-}
-
-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;
-
- switch(bg->GetTypeID(true))
- {
- case BATTLEGROUND_WS:
- {
- uint32 count1 = 0; //always constant zero?
- uint32 count2 = 0; //count of next fields
-
- Player *ali_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
- if (ali_plr)
- ++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 - 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);
- }
- 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;
- }
-}
-
-void WorldSession::HandlePVPLogDataOpcode(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::HandleBattlefieldListOpcode(WorldPacket &recv_data)
-{
- sLog.outDebug("WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
-
- uint32 bgTypeId;
- recv_data >> bgTypeId; // id from DBC
-
- uint8 fromWhere;
- recv_data >> fromWhere; // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo)
-
- uint8 unk1;
- recv_data >> unk1; // Unknown 3.2.2
-
- BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
- if (!bl)
- {
- sLog.outError("Battleground: invalid bgtype received.");
- return;
- }
-
- WorldPacket data;
- sBattleGroundMgr.BuildBattleGroundListPacket(&data, 0, _player, BattleGroundTypeId(bgTypeId), fromWhere);
- SendPacket(&data);
-}
-
-void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recv_data)
-{
- sLog.outDebug("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
-
- uint8 type; // arenatype if arena
- 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 >> type >> unk2 >> bgTypeId_ >> unk >> action;
-
- if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
- {
- sLog.outError("BattlegroundHandler: invalid bgtype (%u) received.", bgTypeId_);
- return;
- }
- if (!_player->InBattleGroundQueue())
- {
- sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow());
- return;
- }
-
- //get GroupQueueInfo from BattleGroundQueue
- BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
- BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, type);
- BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
- //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function
- GroupQueueInfo ginfo;
- if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
- {
- sLog.outError("BattlegroundHandler: itrplayerstatus not found.");
- return;
- }
- // if action == 1, then instanceId is required
- if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
- {
- sLog.outError("BattlegroundHandler: instance not found.");
- return;
- }
-
- BattleGround *bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
-
- // bg template might and must be used in case of leaving queue, when instance is not created yet
- if (!bg && action == 0)
- bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
- if (!bg)
- {
- sLog.outError("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId);
- return;
- }
-
- // expected bracket entry
- PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
- if (!bracketEntry)
- return;
-
- //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
- if (action == 1 && ginfo.ArenaType == 0)
- {
- //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;
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
- _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 (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
- _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID());
- action = 0;
- }
- }
- uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
- WorldPacket data;
- switch(action)
- {
- case 1: // port to battleground
- if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
- return; // cheating?
-
- if (!_player->InBattleGround())
- _player->SetBattleGroundEntryPoint();
-
- // resurrect the player
- if (!_player->isAlive())
- {
- _player->ResurrectPlayer(1.0f);
- _player->SpawnCorpseBones();
- }
- // stop taxi flight at port
- if (_player->isInFlight())
- {
- _player->GetMotionMaster()->MovementExpired();
- _player->CleanupAfterTaxiFlight();
- }
-
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType());
- _player->GetSession()->SendPacket(&data);
- // remove battleground queue status from BGmgr
- bgQueue.RemovePlayer(_player->GetGUID(), false);
- // this is still needed here if battleground "jumping" shouldn't add deserter debuff
- // 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(), bgTypeId);
- // set the destination team
- _player->SetBGTeam(ginfo.Team);
- // bg->HandleBeforeTeleportToBattleGround(_player);
- sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, 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);
- break;
- case 0: // leave queue
- // if player leaves rated arena match before match start, it is counted as he played but he lost
- if (ginfo.IsRated)
- {
- ArenaTeam * at = objmgr.GetArenaTeamById(ginfo.Team);
- if (at)
- {
- sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), ginfo.OpponentsTeamRating);
- at->MemberLost(_player, ginfo.OpponentsTeamRating);
- 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, queueSlot, STATUS_NONE, 0, 0, 0);
- bgQueue.RemovePlayer(_player->GetGUID(), true);
- // player left queue, we should update it - do not update Arena Queue
- if (!ginfo.ArenaType)
- sBattleGroundMgr.ScheduleQueueUpdate(ginfo.ArenaTeamRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
- SendPacket(&data);
- 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);
- break;
- }
-}
-
-void WorldSession::HandleLeaveBattlefieldOpcode(WorldPacket& recv_data)
-{
- sLog.outDebug("WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
-
- recv_data.read_skip<uint8>(); // unk1
- recv_data.read_skip<uint8>(); // unk2
- recv_data.read_skip<uint32>(); // BattleGroundTypeId
- recv_data.read_skip<uint16>(); // unk3
-
- // 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;
- // we must update all queues here
- BattleGround *bg = NULL;
- for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
- {
- BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
- if (!bgQueueTypeId)
- continue;
- BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
- uint8 arenaType = BattleGroundMgr::BGArenaType(bgQueueTypeId);
- if (bgTypeId == _player->GetBattleGroundTypeId())
- {
- 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)
- {
- // 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);
- continue;
- }
- }
- //we are sending update to player about queue - he can be invited there!
- //get GroupQueueInfo for queue status
- BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
- GroupQueueInfo ginfo;
- if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
- continue;
- if (ginfo.IsInvitedToBGInstanceGUID)
- {
- bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
- if (!bg)
- continue;
- uint32 remainingTime = getMSTimeDiff(getMSTime(), ginfo.RemoveInviteTime);
- // send status invited to BattleGround
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, arenaType);
- SendPacket(&data);
- }
- else
- {
- bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
- if (!bg)
- continue;
-
- // expected bracket entry
- PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
- if (!bracketEntry)
- continue;
-
- uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, bracketEntry->GetBracketId());
- // send status in BattleGround Queue
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, getMSTimeDiff(ginfo.JoinTime, getMSTime()), arenaType);
- SendPacket(&data);
- }
- }
-}
-
-void WorldSession::HandleAreaSpiritHealerQueryOpcode(WorldPacket & recv_data)
-{
- sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
-
- BattleGround *bg = _player->GetBattleGround();
-
- uint64 guid;
- recv_data >> guid;
-
- Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
- if (!unit)
- return;
-
- if (!unit->isSpiritService()) // it's not spirit service
- return;
-
- if (bg)
- sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, guid);
-}
-
-
-void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
-{
- sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
-
- BattleGround *bg = _player->GetBattleGround();
-
- uint64 guid;
- recv_data >> guid;
-
- Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
- if (!unit)
- return;
-
- if (!unit->isSpiritService()) // it's not spirit service
- return;
-
- if (bg)
- bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
-}
-
-
-void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recv_data)
-{
- sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
- //recv_data.hexlike();
-
- uint64 guid; // arena Battlemaster guid
- uint8 arenaslot; // 2v2, 3v3 or 5v5
- uint8 asGroup; // asGroup
- uint8 isRated; // isRated
- Group * grp = NULL;
-
- recv_data >> guid >> arenaslot >> asGroup >> isRated;
-
- // ignore if we already in BG or BG queue
- if (_player->InBattleGround())
- return;
-
- Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
- if (!unit)
- return;
-
- if (!unit->isBattleMaster()) // it's not battle master
- return;
-
- uint8 arenatype = 0;
- uint32 arenaRating = 0;
-
- switch(arenaslot)
- {
- 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 slot %u at HandleBattlemasterJoinArena()", arenaslot);
- return;
- }
-
- //check existance
- BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
- if (!bg)
- {
- sLog.outError("Battleground: template bg (all arenas) not found");
- return;
- }
-
- BattleGroundTypeId bgTypeId = bg->GetTypeID();
- BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
- PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel());
- if (!bracketEntry)
- return;
-
- GroupJoinBattlegroundResult err = ERR_GROUP_JOIN_BATTLEGROUND_FAIL;
-
- 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())
- return;
- }
- else
- {
- grp = _player->GetGroup();
- // no group found, error
- if (!grp)
- return;
- if (grp->GetLeaderGUID() != _player->GetGUID())
- return;
- err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
- }
-
- uint32 ateamId = 0;
-
- if (isRated)
- {
- 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)
- {
- _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
- return;
- }
- // get the team rating for queueing
- arenaRating = at->GetRating();
- // the arenateam id must match for everyone in the group
- // get the personal ratings for queueing
- uint32 avg_pers_rating = 0;
- for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player *member = itr->getSource();
-
- // calc avg personal rating
- avg_pers_rating += member->GetArenaPersonalRating(arenaslot);
- }
-
- 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)
- arenaRating = avg_pers_rating;
-
- if (arenaRating <= 0)
- arenaRating = 1;
- }
-
- BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
- if (asGroup)
- {
- uint32 avgTime = 0;
-
- if (err > 0)
- {
- 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(arenaslot),_player->GetName(),arenaRating,arenatype);
- bg->SetRated(true);
- }
- else
- bg->SetRated(false);
-
- GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId);
- avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
- }
-
- for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player *member = itr->getSource();
- if (!member)
- continue;
-
- WorldPacket data;
-
- if (err <= 0)
- {
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
- member->GetSession()->SendPacket(&data);
- continue;
- }
-
- // add to queue
- uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);
-
- // send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
- member->GetSession()->SendPacket(&data);
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err);
- member->GetSession()->SendPacket(&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());
- }
- }
- else
- {
- GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId);
- uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
- uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
-
- WorldPacket data;
- // send status packet (in queue)
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype);
- SendPacket(&data);
- 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.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId());
-}
-
-void WorldSession::HandleReportPvPAFK(WorldPacket & recv_data)
-{
- uint64 playerGuid;
- recv_data >> playerGuid;
- Player *reportedPlayer = objmgr.GetPlayer(playerGuid);
-
- if (!reportedPlayer)
- {
- sLog.outDebug("WorldSession::HandleReportPvPAFK: player not found");
- return;
- }
-
- sLog.outDebug("WorldSession::HandleReportPvPAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
-
- reportedPlayer->ReportedAfkBy(_player);
-}