aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/BattleGroundHandler.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/server/game/BattleGroundHandler.cpp')
-rw-r--r--src/server/game/BattleGroundHandler.cpp803
1 files changed, 803 insertions, 0 deletions
diff --git a/src/server/game/BattleGroundHandler.cpp b/src/server/game/BattleGroundHandler.cpp
new file mode 100644
index 00000000000..e779f2a8ab1
--- /dev/null
+++ b/src/server/game/BattleGroundHandler.cpp
@@ -0,0 +1,803 @@
+/*
+ * 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);
+}