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-rw-r--r--src/game/BattleGroundHandler.cpp1904
1 files changed, 952 insertions, 952 deletions
diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp
index eb9a593decf..8de2cd23426 100644
--- a/src/game/BattleGroundHandler.cpp
+++ b/src/game/BattleGroundHandler.cpp
@@ -1,952 +1,952 @@
-/*
- * 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 "Chat.h"
-#include "Language.h"
-#include "BattleGroundMgr.h"
-#include "BattleGroundWS.h"
-#include "BattleGround.h"
-#include "ArenaTeam.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(LANG_YOUR_BG_LEVEL_REQ_ERROR);
- 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;
- Group * grp;
-
- 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(bgTypeId >= MAX_BATTLEGROUND_TYPES)
- {
- sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
- return;
- }
-
- 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);
-
- // 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;
-
- // get bg instance or bg template if instance not found
- BattleGround * bg = 0;
- if(instanceId)
- BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
-
- if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
- {
- sLog.outError("Battleground: no available bg / template found");
- return;
- }
-
- // check queueing conditions
- if(!joinAsGroup)
- {
- // check Deserter debuff
- if( !_player->CanJoinToBattleground() )
- {
- WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
- data << (uint32) 0xFFFFFFFE;
- _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())
- return;
- }
- else
- {
- grp = _player->GetGroup();
- // no group found, error
- if(!grp)
- return;
- uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
- switch(err)
- {
- // TODO: add error-based feedback to players in all cases
- case BG_JOIN_ERR_GROUP_TOO_MANY:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_TOO_LARGE), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_OFFLINE_MEMBER:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_MIXED_FACTION:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_MIXED_LEVELS:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_GROUP_DESERTER:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_ALL_QUEUES_USED:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
- SendPacket(&data);
- }
- return;
- break;
- // all ok, can join
- case BG_JOIN_ERR_OK:
- break;
- // these aren't possible outcomes in bgs
- case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
- case BG_JOIN_ERR_MIXED_ARENATEAM:
- return;
- break;
- // not the above? shouldn't happen, don't let join
- default:
- return;
- break;
- };
- }
-
- // 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()*/)
- {
- 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();
- if(!member) continue; // this should never happen
-
- uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue
-
- // 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, bgTypeId);
- member->GetSession()->SendPacket(&data);
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
- 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
- {
- // already checked if queueSlot is valid, now just get it
- uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
- // 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);
-
- 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());
- }
-}
-
-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)
- {
- 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);
- 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 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
- uint16 unk; // 0x1F90 constant?
- uint8 action; // enter battle 0x1, leave queue 0x0
-
- recv_data >> type >> unk2 >> bgTypeId >> unk >> action;
-
- if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
- {
- sLog.outError("Battleground: invalid bgtype received.");
- // 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())
- {
- // update all queues, send invitation info if player is invited, queue info if queued
- 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())
- continue;
-
- // no group information, this should never happen
- if(!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)
- {
- // not invited to bg, get template
- bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
- status = STATUS_WAIT_QUEUE;
- }
- else
- {
- // get the bg we're invited to
- BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
- 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())
- 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);
- 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())
- {
- sLog.outError("Battleground: itrplayerstatus not found.");
- return;
- }
- 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);
-
- // 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("Battleground: bg not found.");
- return;
- }
-
- bgTypeId = bg->GetTypeID();
-
- if(_player->InBattleGroundQueue())
- {
- uint32 queueSlot = 0;
- uint32 team = 0;
- uint32 arenatype = 0;
- uint32 israted = 0;
- uint32 rating = 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;
- }
- else
- {
- sLog.outError("Battleground: Invalid player queue info!");
- return;
- }
- WorldPacket data;
- switch(action)
- {
- case 1: // port to battleground
- if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
- return; // cheating?
- // resurrect the player
- if(!_player->isAlive())
- {
- _player->ResurrectPlayer(1.0f,false);
- _player->SpawnCorpseBones();
- }
- // stop taxi flight at port
- 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());
- _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() )
- currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
-
- // set the destination instance id
- _player->SetBattleGroundId(bg->GetInstanceID());
- // set the destination team
- _player->SetBGTeam(team);
- // bg->HandleBeforeTeleportToBattleGround(_player);
- sBattleGroundMgr.SendToBattleGround(_player, instanceId);
- // 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
- queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
- _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);
- 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);
- 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::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 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
- uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
- 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); // 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);
- }
- }
- }
- }
- 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++)
- {
- 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())
- 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);
- }
- }
- }
-/* else // not sure if it needed...
- {
- for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
- {
- sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 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;
-
- uint64 guid; // arena Battlemaster guid
- uint8 type; // 2v2, 3v3 or 5v5
- uint8 asGroup; // asGroup
- uint8 isRated; // isRated
- Group * grp;
-
- 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;
- uint32 arenaRating = 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;
- }
-
- //check existance
- BattleGround* bg = NULL;
- 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);
-
- // check queueing conditions
- 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;
- uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type);
- switch(err)
- {
- // TODO: add error-based feedback to players in all cases
- case BG_JOIN_ERR_GROUP_TOO_MANY:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_GROUP_TOO_LARGE), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_MIXED_ARENATEAM:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_YOUR_TEAM_ONLY), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_OFFLINE_MEMBER:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_MIXED_FACTION:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_MIXED_LEVELS:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_GROUP_DESERTER:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
- SendPacket(&data);
- }
- return;
- break;
- case BG_JOIN_ERR_ALL_QUEUES_USED:
- {
- WorldPacket data;
- ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
- SendPacket(&data);
- }
- return;
- break;
- // all ok, can join
- case BG_JOIN_ERR_OK:
- break;
- // not the above? shouldn't happen, don't let join
- default:
- return;
- break;
- };
- }
-
- uint32 ateamId = 0;
-
- if(isRated)
- {
- ateamId = _player->GetArenaTeamId(type);
- // 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->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
- }
-
- if( arenatype )
- avg_pers_rating /= arenatype;
-
- // if avg personal rating is more than 150 points below the team’s 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(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);
- for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player *member = itr->getSource();
- if(!member) continue;
-
- uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue
-
- // 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, arenatype, isRated);
- member->GetSession()->SendPacket(&data);
- sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
- member->GetSession()->SendPacket(&data);
- sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
- 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);
- }
- else
- {
- uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
-
- // 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, arenatype, isRated);
- 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());
- }
-}
-
-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);
-}
+/*
+ * 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 "Chat.h"
+#include "Language.h"
+#include "BattleGroundMgr.h"
+#include "BattleGroundWS.h"
+#include "BattleGround.h"
+#include "ArenaTeam.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(LANG_YOUR_BG_LEVEL_REQ_ERROR);
+ 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;
+ Group * grp;
+
+ 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(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+ {
+ sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
+ return;
+ }
+
+ 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);
+
+ // 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;
+
+ // get bg instance or bg template if instance not found
+ BattleGround * bg = 0;
+ if(instanceId)
+ BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
+
+ if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
+ {
+ sLog.outError("Battleground: no available bg / template found");
+ return;
+ }
+
+ // check queueing conditions
+ if(!joinAsGroup)
+ {
+ // check Deserter debuff
+ if( !_player->CanJoinToBattleground() )
+ {
+ WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
+ data << (uint32) 0xFFFFFFFE;
+ _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())
+ return;
+ }
+ else
+ {
+ grp = _player->GetGroup();
+ // no group found, error
+ if(!grp)
+ return;
+ uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
+ switch(err)
+ {
+ // TODO: add error-based feedback to players in all cases
+ case BG_JOIN_ERR_GROUP_TOO_MANY:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_TOO_LARGE), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_OFFLINE_MEMBER:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_MIXED_FACTION:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_MIXED_LEVELS:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_GROUP_DESERTER:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_ALL_QUEUES_USED:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ // all ok, can join
+ case BG_JOIN_ERR_OK:
+ break;
+ // these aren't possible outcomes in bgs
+ case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
+ case BG_JOIN_ERR_MIXED_ARENATEAM:
+ return;
+ break;
+ // not the above? shouldn't happen, don't let join
+ default:
+ return;
+ break;
+ };
+ }
+
+ // 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()*/)
+ {
+ 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();
+ if(!member) continue; // this should never happen
+
+ uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue
+
+ // 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, bgTypeId);
+ member->GetSession()->SendPacket(&data);
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
+ 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
+ {
+ // already checked if queueSlot is valid, now just get it
+ uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
+ // 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);
+
+ 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());
+ }
+}
+
+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)
+ {
+ 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);
+ 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 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
+ uint16 unk; // 0x1F90 constant?
+ uint8 action; // enter battle 0x1, leave queue 0x0
+
+ recv_data >> type >> unk2 >> bgTypeId >> unk >> action;
+
+ if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
+ {
+ sLog.outError("Battleground: invalid bgtype received.");
+ // 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())
+ {
+ // update all queues, send invitation info if player is invited, queue info if queued
+ 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())
+ continue;
+
+ // no group information, this should never happen
+ if(!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)
+ {
+ // not invited to bg, get template
+ bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+ status = STATUS_WAIT_QUEUE;
+ }
+ else
+ {
+ // get the bg we're invited to
+ BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
+ 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())
+ 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);
+ 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())
+ {
+ sLog.outError("Battleground: itrplayerstatus not found.");
+ return;
+ }
+ 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);
+
+ // 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("Battleground: bg not found.");
+ return;
+ }
+
+ bgTypeId = bg->GetTypeID();
+
+ if(_player->InBattleGroundQueue())
+ {
+ uint32 queueSlot = 0;
+ uint32 team = 0;
+ uint32 arenatype = 0;
+ uint32 israted = 0;
+ uint32 rating = 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;
+ }
+ else
+ {
+ sLog.outError("Battleground: Invalid player queue info!");
+ return;
+ }
+ WorldPacket data;
+ switch(action)
+ {
+ case 1: // port to battleground
+ if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
+ return; // cheating?
+ // resurrect the player
+ if(!_player->isAlive())
+ {
+ _player->ResurrectPlayer(1.0f,false);
+ _player->SpawnCorpseBones();
+ }
+ // stop taxi flight at port
+ 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());
+ _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() )
+ currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
+
+ // set the destination instance id
+ _player->SetBattleGroundId(bg->GetInstanceID());
+ // set the destination team
+ _player->SetBGTeam(team);
+ // bg->HandleBeforeTeleportToBattleGround(_player);
+ sBattleGroundMgr.SendToBattleGround(_player, instanceId);
+ // 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
+ queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
+ _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);
+ 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);
+ 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::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 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
+ uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
+ 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); // 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);
+ }
+ }
+ }
+ }
+ 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++)
+ {
+ 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())
+ 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);
+ }
+ }
+ }
+/* else // not sure if it needed...
+ {
+ for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ {
+ sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 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;
+
+ uint64 guid; // arena Battlemaster guid
+ uint8 type; // 2v2, 3v3 or 5v5
+ uint8 asGroup; // asGroup
+ uint8 isRated; // isRated
+ Group * grp;
+
+ 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;
+ uint32 arenaRating = 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;
+ }
+
+ //check existance
+ BattleGround* bg = NULL;
+ 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);
+
+ // check queueing conditions
+ 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;
+ uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type);
+ switch(err)
+ {
+ // TODO: add error-based feedback to players in all cases
+ case BG_JOIN_ERR_GROUP_TOO_MANY:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_GROUP_TOO_LARGE), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_MIXED_ARENATEAM:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_ARENA_YOUR_TEAM_ONLY), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_OFFLINE_MEMBER:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_MIXED_FACTION:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_FACTION), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_MIXED_LEVELS:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MIXED_LEVELS), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_GROUP_DESERTER:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_DESERTER), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ case BG_JOIN_ERR_ALL_QUEUES_USED:
+ {
+ WorldPacket data;
+ ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL);
+ SendPacket(&data);
+ }
+ return;
+ break;
+ // all ok, can join
+ case BG_JOIN_ERR_OK:
+ break;
+ // not the above? shouldn't happen, don't let join
+ default:
+ return;
+ break;
+ };
+ }
+
+ uint32 ateamId = 0;
+
+ if(isRated)
+ {
+ ateamId = _player->GetArenaTeamId(type);
+ // 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->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
+ }
+
+ if( arenatype )
+ avg_pers_rating /= arenatype;
+
+ // if avg personal rating is more than 150 points below the team’s 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(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);
+ for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *member = itr->getSource();
+ if(!member) continue;
+
+ uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue
+
+ // 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, arenatype, isRated);
+ member->GetSession()->SendPacket(&data);
+ sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
+ member->GetSession()->SendPacket(&data);
+ sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
+ 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);
+ }
+ else
+ {
+ uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
+
+ // 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, arenatype, isRated);
+ 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());
+ }
+}
+
+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);
+}