/*
* Copyright (C) 2008-2013 TrinityCore
*
* 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, see .
*/
#include "Common.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Opcodes.h"
#include "Player.h"
//This send to player windows for invite player to join the war
//Param1:(BattleId) the BattleId 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)
{
//Send packet
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 12);
data << uint32(BattleId);
data << uint32(ZoneId);
data << uint32((time(NULL) + p_time));
//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)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
data << uint32(BattleId);
data << uint8(1); //warmup ? used ?
//Sending packet to player
SendPacket(&data);
}
//This send packet for inform player that he join queue
//Param1:(BattleId) the BattleId 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)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 11);
data << uint32(BattleId);
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)
{
// 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
SendPacket(&data);
}
void WorldSession::SendBfLeaveMessage(uint32 BattleId, 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
SendPacket(&data);
}
//Send by client when he click on accept for queue
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
{
uint32 BattleId;
uint8 Accepted;
recvData >> BattleId >> Accepted;
TC_LOG_DEBUG("misc", "HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
return;
if (Accepted)
{
Bf->PlayerAcceptInviteToQueue(_player);
}
}
//Send by client on clicking in accept or refuse of invitation windows for join game
void WorldSession::HandleBfEntryInviteResponse(WorldPacket & recvData)
{
uint32 BattleId;
uint8 Accepted;
recvData >> BattleId >> Accepted;
TC_LOG_DEBUG("misc", "HandleBattlefieldInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
return;
//If player accept invitation
if (Accepted)
{
Bf->PlayerAcceptInviteToWar(_player);
}
else
{
if (_player->GetZoneId() == Bf->GetZoneId())
Bf->KickPlayerFromBattlefield(_player->GetGUID());
}
}
void WorldSession::HandleBfExitRequest(WorldPacket & recvData)
{
uint32 BattleId;
recvData >> BattleId;
TC_LOG_DEBUG("misc", "HandleBfExitRequest: BattleID:%u ", BattleId);
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
if (!Bf)
return;
Bf->AskToLeaveQueue(_player);
}