/*
* Copyright (C) 2008-2019 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"
#include "BattlefieldPackets.h"
/**
* @fn void WorldSession::SendBfInvitePlayerToWar(uint64 queueId, uint32 zoneId, uint32 acceptTime)
*
* @brief This send to player windows for invite player to join the war.
*
* @param queueId The queue id 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(uint64 queueId, uint32 zoneId, uint32 acceptTime)
{
WorldPackets::Battlefield::BFMgrEntryInvite bfMgrEntryInvite;
bfMgrEntryInvite.QueueID = queueId;
bfMgrEntryInvite.AreaID = zoneId;
bfMgrEntryInvite.ExpireTime = time(nullptr) + acceptTime;
SendPacket(bfMgrEntryInvite.Write());
}
/**
* @fn void WorldSession::SendBfInvitePlayerToQueue(uint64 queueId, int8 battleState)
*
* @brief This send invitation to player to join the queue.
*
* @param queueId The queue id of Bf
*/
void WorldSession::SendBfInvitePlayerToQueue(uint64 queueId, int8 battleState)
{
WorldPackets::Battlefield::BFMgrQueueInvite bfMgrQueueInvite;
bfMgrQueueInvite.QueueID = queueId;
bfMgrQueueInvite.BattleState = battleState;
SendPacket(bfMgrQueueInvite.Write());
}
/**
* @fn void WorldSession::SendBfQueueInviteResponse(uint64 queueId, uint32 zoneId, int8 battleStatus, bool canQueue, bool loggingIn)
*
* @brief This send packet for inform player that he join queue.
*
* @param queueId The queue id of Bf
* @param zoneId The zone where the battle is (4197 for wg)
* @param battleStatus Battlefield status
* @param canQueue if able to queue
* @param loggingIn on log in send queue status
*/
void WorldSession::SendBfQueueInviteResponse(uint64 queueId, uint32 zoneId, int8 battleStatus, bool canQueue /*= true*/, bool loggingIn /*= false*/)
{
WorldPackets::Battlefield::BFMgrQueueRequestResponse bfMgrQueueRequestResponse;
bfMgrQueueRequestResponse.QueueID = queueId;
bfMgrQueueRequestResponse.AreaID = zoneId;
bfMgrQueueRequestResponse.Result = canQueue ? 1 : 0;
bfMgrQueueRequestResponse.BattleState = battleStatus;
bfMgrQueueRequestResponse.LoggingIn = loggingIn;
SendPacket(bfMgrQueueRequestResponse.Write());
}
/**
* @fn void WorldSession::SendBfEntered(uint64 queueId, bool relocated, bool onOffense)
*
* @brief This is call when player accept to join war.
*
* @param queueId The queue id of Bf
* @param relocated Whether player is added to Bf on the spot or teleported from queue
* @param onOffense Whether player belongs to attacking team or not
*/
void WorldSession::SendBfEntered(uint64 queueId, bool relocated, bool onOffense)
{
WorldPackets::Battlefield::BFMgrEntering bfMgrEntering;
bfMgrEntering.ClearedAFK = _player->isAFK();
bfMgrEntering.Relocated = relocated;
bfMgrEntering.OnOffense = onOffense;
bfMgrEntering.QueueID = queueId;
SendPacket(bfMgrEntering.Write());
}
/**
* @fn void WorldSession::SendBfLeaveMessage(uint64 queueId, int8 battleState, bool relocated, BFLeaveReason reason)
*
* @brief This is call when player leave battlefield zone.
*
* @param queueId The queue id of Bf
* @param battleState Battlefield status
* @param relocated Whether player is added to Bf on the spot or teleported from queue
* @param reason Reason why player left battlefield
*/
void WorldSession::SendBfLeaveMessage(uint64 queueId, int8 battleState, bool relocated, BFLeaveReason reason /*= BF_LEAVE_REASON_EXITED*/)
{
WorldPackets::Battlefield::BFMgrEjected bfMgrEjected;
bfMgrEjected.QueueID = queueId;
bfMgrEjected.Reason = reason;
bfMgrEjected.BattleState = battleState;
bfMgrEjected.Relocated = relocated;
SendPacket(bfMgrEjected.Write());
}
/**
* @fn void WorldSession::HandleBfEntryInviteResponse(WorldPackets::Battlefield::BFMgrEntryInviteResponse& bfMgrEntryInviteResponse)
*
* @brief Send by client on clicking in accept or refuse of invitation windows for join game.
*/
void WorldSession::HandleBfEntryInviteResponse(WorldPackets::Battlefield::BFMgrEntryInviteResponse& bfMgrEntryInviteResponse)
{
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrEntryInviteResponse.QueueID);
if (!bf)
return;
// If player accept invitation
if (bfMgrEntryInviteResponse.AcceptedInvite)
{
bf->PlayerAcceptInviteToWar(_player);
}
else
{
if (_player->GetZoneId() == bf->GetZoneId())
bf->KickPlayerFromBattlefield(_player->GetGUID());
}
}
/**
* @fn void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
*
* @brief Send by client when he click on accept for queue.
*/
void WorldSession::HandleBfQueueInviteResponse(WorldPackets::Battlefield::BFMgrQueueInviteResponse& bfMgrQueueInviteResponse)
{
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueInviteResponse.QueueID);
if (!bf)
return;
if (bfMgrQueueInviteResponse.AcceptedInvite)
bf->PlayerAcceptInviteToQueue(_player);
}
/**
* @fn void WorldSession::HandleBfExitRequest(WorldPackets::Battlefield::BFMgrQueueExitRequest& bfMgrQueueExitRequest)
*
* @brief Send by client when exited battlefield
*/
void WorldSession::HandleBfQueueExitRequest(WorldPackets::Battlefield::BFMgrQueueExitRequest& bfMgrQueueExitRequest)
{
Battlefield* bf = sBattlefieldMgr->GetBattlefieldByQueueId(bfMgrQueueExitRequest.QueueID);
if (!bf)
return;
bf->AskToLeaveQueue(_player);
}