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-rw-r--r--src/server/game/Battlefield/BattlefieldHandler.cpp301
1 files changed, 234 insertions, 67 deletions
diff --git a/src/server/game/Battlefield/BattlefieldHandler.cpp b/src/server/game/Battlefield/BattlefieldHandler.cpp
index b852082d582..ddb903a6d4e 100644
--- a/src/server/game/Battlefield/BattlefieldHandler.cpp
+++ b/src/server/game/Battlefield/BattlefieldHandler.cpp
@@ -27,124 +27,291 @@
#include "Opcodes.h"
//This send to player windows for invite player to join the war
-//Param1:(BattleId) the BattleId of Bf
+//Param1:(guid) the guid of Bf
//Param2:(ZoneId) the zone where the battle is (4197 for wg)
//Param3:(time) Time in second that the player have for accept
-void WorldSession::SendBfInvitePlayerToWar(uint32 BattleId, uint32 ZoneId, uint32 p_time)
+void WorldSession::SendBfInvitePlayerToWar(uint64 guid, uint32 zoneId, uint32 pTime)
{
- //Send packet
- WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 12);
- data << uint32(BattleId);
- data << uint32(ZoneId);
- data << uint32((time(NULL) + p_time));
+ ObjectGuid guidBytes = guid;
+
+ WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 16);
+
+ data.WriteBit(guidBytes[5]);
+ data.WriteBit(guidBytes[3]);
+ data.WriteBit(guidBytes[7]);
+ data.WriteBit(guidBytes[2]);
+ data.WriteBit(guidBytes[6]);
+ data.WriteBit(guidBytes[4]);
+ data.WriteBit(guidBytes[1]);
+ data.WriteBit(guidBytes[0]);
+
+ data.WriteByteSeq(guidBytes[6]);
+ data << uint32(zoneId); // Zone Id
+ data.WriteByteSeq(guidBytes[1]);
+ data.WriteByteSeq(guidBytes[3]);
+ data.WriteByteSeq(guidBytes[4]);
+ data.WriteByteSeq(guidBytes[2]);
+ data.WriteByteSeq(guidBytes[0]);
+ data << uint32(time(NULL) + pTime); // Invite lasts until
+ data.WriteByteSeq(guidBytes[7]);
+ data.WriteByteSeq(guidBytes[5]);
//Sending the packet to player
SendPacket(&data);
}
//This send invitation to player to join the queue
-//Param1:(BattleId) the BattleId of Bf
-void WorldSession::SendBfInvitePlayerToQueue(uint32 BattleId)
+void WorldSession::SendBfInvitePlayerToQueue(uint64 guid)
{
+ ObjectGuid guidBytes = guid;
+
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
- data << uint32(BattleId);
- data << uint8(1); //warmup ? used ?
+ data.WriteBit(1); // unk
+ data.WriteBit(0); // Has Warmup
+ data.WriteBit(1); // unk
+ data.WriteBit(guidBytes[0]);
+ data.WriteBit(1); // unk
+ data.WriteBit(guidBytes[2]);
+ data.WriteBit(guidBytes[6]);
+ data.WriteBit(guidBytes[3]);
+ data.WriteBit(1); // unk
+ data.WriteBit(0); // unk
+ data.WriteBit(guidBytes[1]);
+ data.WriteBit(guidBytes[5]);
+ data.WriteBit(guidBytes[4]);
+ data.WriteBit(1); // unk
+ data.WriteBit(guidBytes[7]);
+
+ data.FlushBits();
+
+ data.WriteByteSeq(guidBytes[2]);
+ data.WriteByteSeq(guidBytes[3]);
+ data.WriteByteSeq(guidBytes[6]);
+ data << uint8(1); // Warmup
+ data.WriteByteSeq(guidBytes[5]);
+ data.WriteByteSeq(guidBytes[0]);
+ data.WriteByteSeq(guidBytes[4]);
+ data.WriteByteSeq(guidBytes[1]);
+ data.WriteByteSeq(guidBytes[7]);
//Sending packet to player
SendPacket(&data);
}
//This send packet for inform player that he join queue
-//Param1:(BattleId) the BattleId of Bf
+//Param1:(guid) the guid of Bf
//Param2:(ZoneId) the zone where the battle is (4197 for wg)
//Param3:(CanQueue) if able to queue
//Param4:(Full) on log in is full
-void WorldSession::SendBfQueueInviteResponse(uint32 BattleId,uint32 ZoneId, bool CanQueue, bool Full)
+void WorldSession::SendBfQueueInviteResponse(uint64 guid, uint32 ZoneId, bool CanQueue, bool Full)
{
- WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 11);
- data << uint32(BattleId);
+ const bool hasSecondGuid = false;
+ const bool warmup = true;
+ ObjectGuid guidBytes = guid;
+
+ WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 16);
+
+ data.WriteBit(guidBytes[1]);
+ data.WriteBit(guidBytes[6]);
+ data.WriteBit(guidBytes[5]);
+ data.WriteBit(guidBytes[7]);
+ data.WriteBit(Full); // Logging In, VERIFYME
+ data.WriteBit(guidBytes[0]);
+ data.WriteBit(!hasSecondGuid);
+ data.WriteBit(guidBytes[4]);
+
+ // if (hasSecondGuid) 7 3 0 4 2 6 1 5
+
+ data.WriteBit(guidBytes[3]);
+ data.WriteBit(guidBytes[2]);
+
+ // if (hasSecondGuid) 2 5 3 0 4 6 1 7
+
+ data.FlushBits();
+
+ data << uint8(CanQueue); // Accepted
+
+ data.WriteByteSeq(guidBytes[1]);
+ data.WriteByteSeq(guidBytes[3]);
+ data.WriteByteSeq(guidBytes[6]);
+ data.WriteByteSeq(guidBytes[7]);
+ data.WriteByteSeq(guidBytes[0]);
+
+ data << uint8(warmup);
+
+ data.WriteByteSeq(guidBytes[2]);
+ data.WriteByteSeq(guidBytes[4]);
+ data.WriteByteSeq(guidBytes[5]);
+
data << uint32(ZoneId);
- data << uint8((CanQueue ? 1 : 0)); //Accepted //0 you cannot queue wg //1 you are queued
- data << uint8((Full ? 0 : 1)); //Logging In //0 wg full //1 queue for upcoming
- data << uint8(1); //Warmup
+
SendPacket(&data);
}
//This is call when player accept to join war
-//Param1:(BattleId) the BattleId of Bf
-void WorldSession::SendBfEntered(uint32 BattleId)
+void WorldSession::SendBfEntered(uint64 guid)
{
-// m_PlayerInWar[player->GetTeamId()].insert(player->GetGUID());
- WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7);
- data << uint32(BattleId);
- data << uint8(1); //unk
- data << uint8(1); //unk
- data << uint8(_player->isAFK() ? 1 : 0); //Clear AFK
+ uint8 isAFK = _player->isAFK() ? 1 : 0;
+ ObjectGuid guidBytes = guid;
+
+ WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 11);
+
+ data.WriteBit(0); // unk
+ data.WriteBit(isAFK); // Clear AFK
+ data.WriteBit(guidBytes[1]);
+ data.WriteBit(guidBytes[4]);
+ data.WriteBit(guidBytes[5]);
+ data.WriteBit(guidBytes[0]);
+ data.WriteBit(guidBytes[3]);
+ data.WriteBit(0); // unk
+ data.WriteBit(guidBytes[6]);
+ data.WriteBit(guidBytes[7]);
+ data.WriteBit(guidBytes[2]);
+
+ data.FlushBits();
+
+ data.WriteByteSeq(guidBytes[5]);
+ data.WriteByteSeq(guidBytes[3]);
+ data.WriteByteSeq(guidBytes[0]);
+ data.WriteByteSeq(guidBytes[4]);
+ data.WriteByteSeq(guidBytes[1]);
+ data.WriteByteSeq(guidBytes[7]);
+ data.WriteByteSeq(guidBytes[2]);
+ data.WriteByteSeq(guidBytes[6]);
+
SendPacket(&data);
}
-void WorldSession::SendBfLeaveMessage(uint32 BattleId, BFLeaveReason reason)
+void WorldSession::SendBfLeaveMessage(uint64 guid, BFLeaveReason reason)
{
- WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 7);
- data << uint32(BattleId);
- data << uint8(reason);//byte Reason
- data << uint8(2);//byte BattleStatus
- data << uint8(0);//bool Relocated
+ ObjectGuid guidBytes = guid;
+
+ WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 11);
+
+ data.WriteBit(guidBytes[2]);
+ data.WriteBit(guidBytes[5]);
+ data.WriteBit(guidBytes[1]);
+ data.WriteBit(guidBytes[0]);
+ data.WriteBit(guidBytes[3]);
+ data.WriteBit(guidBytes[6]);
+ data.WriteBit(0); // Relocated
+ data.WriteBit(guidBytes[7]);
+ data.WriteBit(guidBytes[4]);
+
+ data.FlushBits();
+
+ data << uint8(2); // BattleStatus
+ data.WriteByteSeq(guidBytes[1]);
+ data.WriteByteSeq(guidBytes[7]);
+ data.WriteByteSeq(guidBytes[4]);
+ data.WriteByteSeq(guidBytes[2]);
+ data.WriteByteSeq(guidBytes[3]);
+ data << uint8(reason); // Reason
+ data.WriteByteSeq(guidBytes[6]);
+ data.WriteByteSeq(guidBytes[0]);
+ data.WriteByteSeq(guidBytes[5]);
+
SendPacket(&data);
}
//Send by client when he click on accept for queue
-void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recv_data)
+void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
- uint32 BattleId;
- uint8 Accepted;
+ uint8 accepted;
+ ObjectGuid guid;
+
+ guid[2] = recvData.ReadBit();
+ guid[0] = recvData.ReadBit();
+ guid[4] = recvData.ReadBit();
+ guid[3] = recvData.ReadBit();
+ guid[5] = recvData.ReadBit();
+ guid[7] = recvData.ReadBit();
+ accepted = recvData.ReadBit();
+ guid[1] = recvData.ReadBit();
+ guid[6] = recvData.ReadBit();
+
+ recvData.ReadByteSeq(guid[1]);
+ recvData.ReadByteSeq(guid[3]);
+ recvData.ReadByteSeq(guid[2]);
+ recvData.ReadByteSeq(guid[4]);
+ recvData.ReadByteSeq(guid[6]);
+ recvData.ReadByteSeq(guid[7]);
+ recvData.ReadByteSeq(guid[0]);
+ recvData.ReadByteSeq(guid[5]);
- recv_data >> BattleId >> Accepted;
- sLog->outError(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
- Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
- if (!Bf)
+ sLog->outError(LOG_FILTER_GENERAL, "HandleQueueInviteResponse: GUID:"UI64FMTD" Accepted:%u", guid, accepted);
+
+ Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
+ if (!bf)
return;
- if (Accepted)
- {
- Bf->PlayerAcceptInviteToQueue(_player);
- }
+ if (accepted)
+ bf->PlayerAcceptInviteToQueue(_player);
}
//Send by client on clicking in accept or refuse of invitation windows for join game
-void WorldSession::HandleBfEntryInviteResponse(WorldPacket & recv_data)
+void WorldSession::HandleBfEntryInviteResponse(WorldPacket& recvData)
{
- uint32 BattleId;
- uint8 Accepted;
+ uint8 accepted;
+ ObjectGuid guid;
+
+ guid[6] = recvData.ReadBit();
+ guid[1] = recvData.ReadBit();
+ accepted = recvData.ReadBit();
+ guid[5] = recvData.ReadBit();
+ guid[3] = recvData.ReadBit();
+ guid[2] = recvData.ReadBit();
+ guid[0] = recvData.ReadBit();
+ guid[7] = recvData.ReadBit();
+ guid[4] = recvData.ReadBit();
+
+ recvData.ReadByteSeq(guid[0]);
+ recvData.ReadByteSeq(guid[3]);
+ recvData.ReadByteSeq(guid[4]);
+ recvData.ReadByteSeq(guid[2]);
+ recvData.ReadByteSeq(guid[1]);
+ recvData.ReadByteSeq(guid[6]);
+ recvData.ReadByteSeq(guid[7]);
+ recvData.ReadByteSeq(guid[5]);
+
+ sLog->outError(LOG_FILTER_GENERAL, "HandleBattlefieldInviteResponse: GUID:"UI64FMTD" Accepted:%u", guid, accepted);
- recv_data >> BattleId >> Accepted;
- sLog->outError(LOG_FILTER_GENERAL, "HandleBattlefieldInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
- Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
- if (!Bf)
+ Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
+ if (!bf)
return;
- //If player accept invitation
- if (Accepted)
- {
- Bf->PlayerAcceptInviteToWar(_player);
- }
+ if (accepted)
+ bf->PlayerAcceptInviteToWar(_player);
else
- {
- if (_player->GetZoneId() == Bf->GetZoneId())
- Bf->KickPlayerFromBattlefield(_player->GetGUID());
- }
+ if (_player->GetZoneId() == bf->GetZoneId())
+ bf->KickPlayerFromBattlefield(_player->GetGUID());
}
-void WorldSession::HandleBfExitRequest(WorldPacket & recv_data)
+void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
{
- uint32 BattleId;
+ ObjectGuid guid;
- recv_data >> BattleId;
- sLog->outError(LOG_FILTER_GENERAL, "HandleBfExitRequest: BattleID:%u ", BattleId);
- Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
- if (!Bf)
- return;
+ guid[2] = recvData.ReadBit();
+ guid[0] = recvData.ReadBit();
+ guid[3] = recvData.ReadBit();
+ guid[7] = recvData.ReadBit();
+ guid[4] = recvData.ReadBit();
+ guid[5] = recvData.ReadBit();
+ guid[6] = recvData.ReadBit();
+ guid[1] = recvData.ReadBit();
+
+ recvData.ReadByteSeq(guid[5]);
+ recvData.ReadByteSeq(guid[2]);
+ recvData.ReadByteSeq(guid[0]);
+ recvData.ReadByteSeq(guid[1]);
+ recvData.ReadByteSeq(guid[4]);
+ recvData.ReadByteSeq(guid[3]);
+ recvData.ReadByteSeq(guid[7]);
+ recvData.ReadByteSeq(guid[6]);
+
+ sLog->outError(LOG_FILTER_GENERAL, "HandleBfExitRequest: GUID:"UI64FMTD" ", guid);
- Bf->AskToLeaveQueue(_player);
+ if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid))
+ bf->AskToLeaveQueue(_player);
}