/*
* Copyright (C) 2008-2014 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 "Battlefield.h"
#include "BattlefieldMgr.h"
/**
* @fn void WorldSession::SendBfInvitePlayerToWar(uint32 battleId, uint32 zoneId, uint32 acceptTime)
*
* @brief This send to player windows for invite player to join the war.
*
* @param battleId The BattleId 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(uint32 battleId, uint32 zoneId, uint32 acceptTime)
{
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 12);
data << uint32(battleId);
data << uint32(zoneId);
data << uint32(time(NULL) + acceptTime);
SendPacket(&data);
}
/**
* @fn void WorldSession::SendBfInvitePlayerToQueue(uint32 battleId)
*
* @brief This send invitation to player to join the queue.
*
* @param 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 ?
SendPacket(&data);
}
/**
* @fn void WorldSession::SendBfQueueInviteResponse(uint32 battleId, uint32 zoneId, bool canQueue, bool full)
*
* @brief This send packet for inform player that he join queue.
*
* @param battleId The BattleId 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(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);
}
/**
* @fn void WorldSession::SendBfEntered(uint32 battleId)
*
* @brief This is call when player accept to join war.
*
* @param battleId The BattleId of Bf
*/
void WorldSession::SendBfEntered(uint32 battleId)
{
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);
}
/**
* @fn void WorldSession::SendBfLeaveMessage(uint32 battleId, BFLeaveReason reason)
*
* @brief This is call when player leave battlefield zone.
*
* @param battleId The BattleId of Bf
* @param reason Reason why player left battlefield
*/
void WorldSession::SendBfLeaveMessage(uint32 battleId, BFLeaveReason reason /*= BF_LEAVE_REASON_EXITED*/)
{
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);
}
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPacket& recvData)
*
* @brief 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", "HandleBfQueueInviteResponse: BattleID:%u Accepted:%u", battleId, accepted);
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByBattleId(battleId);
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)
{
uint32 battleId;
uint8 accepted;
recvData >> battleId >> accepted;
TC_LOG_DEBUG("misc", "HandleBfEntryInviteResponse: 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());
}
}
/**
* @fn void WorldSession::HandleBfExitRequest(WorldPacket& recvData)
*
* @brief Send by client when exited battlefield
*/
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);
}