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Diffstat (limited to 'src/server/game/BattleGroundHandler.cpp')
-rw-r--r-- | src/server/game/BattleGroundHandler.cpp | 803 |
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); +} |