/*
* Copyright (C) 2008-2015 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 "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Object.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
/**
* @fn void WorldSession::SendBfInvitePlayerToWar(ObjectGuid guid, uint32 zoneId, uint32 acceptTime)
*
* @brief This send to player windows for invite player to join the war.
*
* @param guid The guid of Bf
* @param zoneId The zone where the battle is (4197 for wg)
* @param acceptTime Time in second that the player have for accept
*/
void WorldSession::SendBfInvitePlayerToWar(ObjectGuid guid, uint32 zoneId, uint32 acceptTime)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 16);
data.WriteBit(guid[5]);
data.WriteBit(guid[3]);
data.WriteBit(guid[7]);
data.WriteBit(guid[2]);
data.WriteBit(guid[6]);
data.WriteBit(guid[4]);
data.WriteBit(guid[1]);
data.WriteBit(guid[0]);
data.WriteByteSeq(guid[6]);
data << uint32(zoneId); // Zone Id
data.WriteByteSeq(guid[1]);
data.WriteByteSeq(guid[3]);
data.WriteByteSeq(guid[4]);
data.WriteByteSeq(guid[2]);
data.WriteByteSeq(guid[0]);
data << uint32(time(NULL) + acceptTime); // Invite lasts until
data.WriteByteSeq(guid[7]);
data.WriteByteSeq(guid[5]);
SendPacket(&data);
}
/**
* @fn void WorldSession::SendBfInvitePlayerToQueue(ObjectGuid guid)
*
* @brief This send invitation to player to join the queue.
*
* @param guid The guid of Bf
*/
void WorldSession::SendBfInvitePlayerToQueue(ObjectGuid guid)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
data.WriteBit(1); // unk
data.WriteBit(0); // Has Warmup
data.WriteBit(1); // unk
data.WriteBit(guid[0]);
data.WriteBit(1); // unk
data.WriteBit(guid[2]);
data.WriteBit(guid[6]);
data.WriteBit(guid[3]);
data.WriteBit(1); // unk
data.WriteBit(0); // unk
data.WriteBit(guid[1]);
data.WriteBit(guid[5]);
data.WriteBit(guid[4]);
data.WriteBit(1); // unk
data.WriteBit(guid[7]);
data.FlushBits();
data.WriteByteSeq(guid[2]);
data.WriteByteSeq(guid[3]);
data.WriteByteSeq(guid[6]);
data << uint8(1); // Warmup
data.WriteByteSeq(guid[5]);
data.WriteByteSeq(guid[0]);
data.WriteByteSeq(guid[4]);
data.WriteByteSeq(guid[1]);
data.WriteByteSeq(guid[7]);
SendPacket(&data);
}
/**
* @fn void WorldSession::SendBfQueueInviteResponse(ObjectGuid guid, uint32 zoneId, bool canQueue, bool full)
*
* @brief This send packet for inform player that he join queue.
*
* @param guid The guid of Bf
* @param zoneId The zone where the battle is (4197 for wg)
* @param canQueue if able to queue
* @param full on log in is full
*/
void WorldSession::SendBfQueueInviteResponse(ObjectGuid guid, uint32 zoneId, bool canQueue, bool full)
{
const bool hasSecondGuid = false;
const bool warmup = true;
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 16);
data.WriteBit(guid[1]);
data.WriteBit(guid[6]);
data.WriteBit(guid[5]);
data.WriteBit(guid[7]);
data.WriteBit(full); // Logging In, VERIFYME
data.WriteBit(guid[0]);
data.WriteBit(!hasSecondGuid);
data.WriteBit(guid[4]);
// if (hasSecondGuid) 7 3 0 4 2 6 1 5
data.WriteBit(guid[3]);
data.WriteBit(guid[2]);
// if (hasSecondGuid) 2 5 3 0 4 6 1 7
data.FlushBits();
data << uint8(canQueue); // Accepted
data.WriteByteSeq(guid[1]);
data.WriteByteSeq(guid[3]);
data.WriteByteSeq(guid[6]);
data.WriteByteSeq(guid[7]);
data.WriteByteSeq(guid[0]);
data << uint8(warmup);
data.WriteByteSeq(guid[2]);
data.WriteByteSeq(guid[4]);
data.WriteByteSeq(guid[5]);
data << uint32(zoneId);
SendPacket(&data);
}
/**
* @fn void WorldSession::SendBfEntered(ObjectGuid guid)
*
* @brief This is call when player accept to join war.
*
* @param guid The guid of Bf
*/
void WorldSession::SendBfEntered(ObjectGuid guid)
{
uint8 isAFK = _player->isAFK() ? 1 : 0;
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERING, 11);
data.WriteBit(0); // unk
data.WriteBit(isAFK); // Clear AFK
data.WriteBit(guid[1]);
data.WriteBit(guid[4]);
data.WriteBit(guid[5]);
data.WriteBit(guid[0]);
data.WriteBit(guid[3]);
data.WriteBit(0); // unk
data.WriteBit(guid[6]);
data.WriteBit(guid[7]);
data.WriteBit(guid[2]);
data.FlushBits();
data.WriteByteSeq(guid[5]);
data.WriteByteSeq(guid[3]);
data.WriteByteSeq(guid[0]);
data.WriteByteSeq(guid[4]);
data.WriteByteSeq(guid[1]);
data.WriteByteSeq(guid[7]);
data.WriteByteSeq(guid[2]);
data.WriteByteSeq(guid[6]);
SendPacket(&data);
}
/**
* @fn void WorldSession::SendBfLeaveMessage(ObjectGuid guid, BFLeaveReason reason)
*
* @brief This is call when player leave battlefield zone.
*
* @param guid The guid of Bf
* @param reason Reason why player left battlefield
*/
void WorldSession::SendBfLeaveMessage(ObjectGuid guid, BFLeaveReason reason /*= BF_LEAVE_REASON_EXITED*/)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 11);
data.WriteBit(guid[2]);
data.WriteBit(guid[5]);
data.WriteBit(guid[1]);
data.WriteBit(guid[0]);
data.WriteBit(guid[3]);
data.WriteBit(guid[6]);
data.WriteBit(0); // Relocated
data.WriteBit(guid[7]);
data.WriteBit(guid[4]);
data.FlushBits();
data << uint8(2); // BattleStatus
data.WriteByteSeq(guid[1]);
data.WriteByteSeq(guid[7]);
data.WriteByteSeq(guid[4]);
data.WriteByteSeq(guid[2]);
data.WriteByteSeq(guid[3]);
data << uint8(reason); // Reason
data.WriteByteSeq(guid[6]);
data.WriteByteSeq(guid[0]);
data.WriteByteSeq(guid[5]);
SendPacket(&data);
}
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
*
* @brief Send by client when he click on accept for queue.
*/
void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
{
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]);
TC_LOG_ERROR("misc", "HandleQueueInviteResponse: %s, accepted: %u", guid.ToString().c_str(), accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
if (accepted)
bf->PlayerAcceptInviteToQueue(_player);
}
/**
* @fn void WorldSession::HandleBfEntryInviteResponse(WorldPacket& recvData)
*
* @brief Send by client on clicking in accept or refuse of invitation windows for join game.
*/
void WorldSession::HandleBfEntryInviteResponse(WorldPacket& recvData)
{
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]);
TC_LOG_ERROR("misc", "HandleBattlefieldInviteResponse: GUID: %s, accepted: %u", guid.ToString().c_str(), accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
// If player accept invitation
if (accepted)
{
bf->PlayerAcceptInviteToWar(_player);
}
else
{
if (_player->GetZoneId() == bf->GetZoneId())
bf->KickPlayerFromBattlefield(_player->GetGUID());
}
}
/**
* @fn void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
*
* @brief Send by client when exited battlefield
*/
void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
{
ObjectGuid guid;
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]);
TC_LOG_ERROR("misc", "HandleBfExitRequest: GUID: %s", guid.ToString().c_str());
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByGUID(guid);
if (!bf)
return;
bf->AskToLeaveQueue(_player);
}