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path: root/src/server/game/Handlers/BattlefieldHandler.cpp
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/*
 * Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * 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 <http://www.gnu.org/licenses/>.
 */

#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;
    sLog->outDebug(LOG_FILTER_GENERAL, "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;
    sLog->outDebug(LOG_FILTER_GENERAL, "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;
    sLog->outDebug(LOG_FILTER_GENERAL, "HandleBfExitRequest: BattleID:%u ", BattleId);
    Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
    if (!Bf)
        return;

    Bf->AskToLeaveQueue(_player);
}