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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Refactoring part 2 [W.I.P]
This commit is contained in:
@@ -1,784 +0,0 @@
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "ArenaTeamMgr.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "ArenaTeam.h"
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#include "BattlegroundMgr.h"
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#include "Battleground.h"
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#include "Chat.h"
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#include "Language.h"
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#include "Log.h"
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#include "Player.h"
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#include "Object.h"
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#include "Opcodes.h"
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#include "DisableMgr.h"
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#include "Group.h"
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void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket & recvData)
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{
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uint64 guid;
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recvData >> guid;
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;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)));
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Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
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if (!unit)
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return;
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if (!unit->IsBattleMaster()) // it's not battlemaster
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return;
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// Stop the npc if moving
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unit->StopMoving();
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BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(unit->GetEntry());
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if (!_player->GetBGAccessByLevel(bgTypeId))
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{
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// temp, must be gossip message...
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SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
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return;
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}
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SendBattleGroundList(guid, bgTypeId);
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}
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void WorldSession::SendBattleGroundList(uint64 guid, BattlegroundTypeId bgTypeId)
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{
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WorldPacket data;
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sBattlegroundMgr->BuildBattlegroundListPacket(&data, guid, _player, bgTypeId, 0);
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SendPacket(&data);
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}
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void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recvData)
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{
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uint64 guid;
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uint32 bgTypeId_;
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uint32 instanceId; // sent to queue for particular bg from battlemaster's list, currently not used
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uint8 joinAsGroup;
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recvData >> guid; // battlemaster guid
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recvData >> bgTypeId_; // battleground type id (DBC id)
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recvData >> instanceId; // instance id, 0 if First Available selected
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recvData >> joinAsGroup; // join as group
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// entry not found
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if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
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return;
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// chosen battleground type is disabled
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if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL))
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{
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ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED);
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return;
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}
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// get queue typeid and random typeid to check if already queued for them
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BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
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BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0);
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BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);
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// safety check - bgQueueTypeId == BATTLEGROUND_QUEUE_NONE if tried to queue for arena using this function
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if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
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return;
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// get bg template
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Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
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if (!bgt)
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return;
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// expected bracket entry
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
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if (!bracketEntry)
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return;
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// pussywizard: if trying to queue for already queued
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// just remove from queue and it will requeue!
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uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
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if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
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{
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BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
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if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID()))
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{
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WorldPacket data;
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sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
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SendPacket(&data);
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return;
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}
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bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot);
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_player->RemoveBattlegroundQueueId(bgQueueTypeId);
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}
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// must have free queue slot
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if (!_player->HasFreeBattlegroundQueueId())
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{
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WorldPacket data;
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sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES);
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SendPacket(&data);
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return;
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}
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// queue result (default ok)
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GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID());
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// check if player can queue:
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if (!joinAsGroup)
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{
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if (GetPlayer()->InBattleground()) // currently in battleground
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err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND;
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else if (GetPlayer()->isUsingLfg()) // using lfg system
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err = ERR_LFG_CANT_USE_BATTLEGROUND;
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else if (!_player->CanJoinToBattleground()) // has deserter debuff
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err = ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS;
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else if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
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err = ERR_IN_RANDOM_BG;
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else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
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err = ERR_IN_NON_RANDOM_BG;
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else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) ||
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_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) ||
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_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas
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err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;
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if (err <= 0)
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{
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WorldPacket data;
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sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
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SendPacket(&data);
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return;
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}
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BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
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GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0);
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uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
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uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);
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// send status packet
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WorldPacket data;
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
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SendPacket(&data);
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}
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// check if group can queue:
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else
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{
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Group* grp = _player->GetGroup();
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// no group or not a leader
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if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
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return;
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// pussywizard: for party members - remove queues for which leader is not queued to!
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std::set<uint32> leaderQueueTypeIds;
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for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i));
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for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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if (Player* member = itr->GetSource())
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for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
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if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i))
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if (leaderQueueTypeIds.count((uint32)mqtid) == 0)
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{
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BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid);
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if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
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{
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WorldPacket data;
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sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
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SendPacket(&data);
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return;
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}
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bgQueue.RemovePlayer(member->GetGUID(), false, i);
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member->RemoveBattlegroundQueueId(mqtid);
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}
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if (_player->InBattlegroundQueueForBattlegroundQueueType(bgQueueTypeIdRandom)) // queued for random bg, so can't queue for anything else
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err = ERR_IN_RANDOM_BG;
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else if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) // already in queue, so can't queue for random
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err = ERR_IN_NON_RANDOM_BG;
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else if (_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_2v2) ||
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_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_3v3) ||
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_player->InBattlegroundQueueForBattlegroundQueueType(BATTLEGROUND_QUEUE_5v5)) // can't be already queued for arenas
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err = ERR_BATTLEGROUND_QUEUED_FOR_RATED;
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if (err > 0)
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err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, 0, bgt->GetMaxPlayersPerTeam(), false, 0);
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bool isPremade = (grp->GetMembersCount() >= bgt->GetMinPlayersPerTeam() && bgTypeId != BATTLEGROUND_RB);
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uint32 avgWaitTime = 0;
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if (err > 0)
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{
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BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
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GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, false, isPremade, 0, 0, 0);
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avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
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}
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WorldPacket data;
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for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* member = itr->GetSource();
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if (!member)
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continue;
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if (err <= 0)
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{
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sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
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member->GetSession()->SendPacket(&data);
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continue;
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}
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uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);
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// send status packet
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sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, 0, TEAM_NEUTRAL);
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member->GetSession()->SendPacket(&data);
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sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
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member->GetSession()->SendPacket(&data);
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}
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}
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}
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void WorldSession::HandleBattlegroundPlayerPositionsOpcode(WorldPacket& /*recvData*/)
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{
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;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message");
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Battleground* bg = _player->GetBattleground();
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if (!bg) // can't be received if player not in battleground
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return;
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uint32 flagCarrierCount = 0;
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Player* allianceFlagCarrier = NULL;
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Player* hordeFlagCarrier = NULL;
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if (uint64 guid = bg->GetFlagPickerGUID(TEAM_ALLIANCE))
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{
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allianceFlagCarrier = ObjectAccessor::FindPlayer(guid);
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if (allianceFlagCarrier)
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++flagCarrierCount;
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}
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if (uint64 guid = bg->GetFlagPickerGUID(TEAM_HORDE))
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{
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hordeFlagCarrier = ObjectAccessor::FindPlayer(guid);
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if (hordeFlagCarrier)
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++flagCarrierCount;
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}
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WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4 + 16 * flagCarrierCount);
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// Used to send several player positions (found used in AV)
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data << 0; // CGBattlefieldInfo__m_numPlayerPositions
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/*
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for (CGBattlefieldInfo__m_numPlayerPositions)
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data << guid << posx << posy;
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*/
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data << flagCarrierCount;
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if (allianceFlagCarrier)
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{
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data << uint64(allianceFlagCarrier->GetGUID());
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data << float(allianceFlagCarrier->GetPositionX());
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data << float(allianceFlagCarrier->GetPositionY());
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}
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if (hordeFlagCarrier)
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{
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data << uint64(hordeFlagCarrier->GetGUID());
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data << float(hordeFlagCarrier->GetPositionX());
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data << float(hordeFlagCarrier->GetPositionY());
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}
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SendPacket(&data);
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}
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void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recvData*/)
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{
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;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_PVP_LOG_DATA Message");
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Battleground* bg = _player->GetBattleground();
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if (!bg)
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return;
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// Prevent players from sending BuildPvpLogDataPacket in an arena except for when sent in BattleGround::EndBattleGround.
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if (bg->isArena())
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return;
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WorldPacket data;
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sBattlegroundMgr->BuildPvpLogDataPacket(&data, bg);
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SendPacket(&data);
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;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_PVP_LOG_DATA Message");
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}
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void WorldSession::HandleBattlefieldListOpcode(WorldPacket &recvData)
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{
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;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
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uint32 bgTypeId;
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recvData >> bgTypeId; // id from DBC
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uint8 fromWhere;
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recvData >> fromWhere; // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo)
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uint8 canGainXP;
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recvData >> canGainXP; // players with locked xp have their own bg queue on retail
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BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
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if (!bl)
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return;
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WorldPacket data;
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sBattlegroundMgr->BuildBattlegroundListPacket(&data, 0, _player, BattlegroundTypeId(bgTypeId), fromWhere);
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SendPacket(&data);
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}
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void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData)
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{
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uint8 arenaType; // arenatype if arena
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uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
|
||||
uint32 bgTypeId_; // type id from dbc
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uint16 unk; // 0x1F90 constant?
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uint8 action; // enter battle 0x1, leave queue 0x0
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recvData >> arenaType >> unk2 >> bgTypeId_ >> unk >> action;
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// bgTypeId not valid
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if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
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return;
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// player not in any queue, so can't really answer
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if (!_player->InBattlegroundQueue())
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return;
|
||||
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// get BattlegroundQueue for received
|
||||
BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_);
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BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenaType);
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BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
|
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// get group info from queue
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GroupQueueInfo ginfo;
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if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
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return;
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// to accept, player must be invited to particular battleground id
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if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
|
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return;
|
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||||
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID);
|
||||
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// use template if leaving queue (instance might not be created yet)
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if (!bg && action == 0)
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bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
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||||
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if (!bg)
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return;
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// expected bracket entry
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
|
||||
if (!bracketEntry)
|
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return;
|
||||
|
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// safety checks
|
||||
if (action == 1 && ginfo.ArenaType == 0)
|
||||
{
|
||||
// can't join with deserter, check it here right before joining to be sure
|
||||
if (!_player->CanJoinToBattleground())
|
||||
{
|
||||
WorldPacket data;
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS);
|
||||
SendPacket(&data);
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action = 0;
|
||||
}
|
||||
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||||
if (_player->getLevel() > bg->GetMaxLevel())
|
||||
action = 0;
|
||||
}
|
||||
|
||||
// get player queue slot index for this bg (can be in up to 2 queues at the same time)
|
||||
uint32 queueSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
|
||||
|
||||
WorldPacket data;
|
||||
switch (action)
|
||||
{
|
||||
case 1: // accept
|
||||
{
|
||||
// set entry point if not in battleground
|
||||
if (!_player->InBattleground())
|
||||
_player->SetEntryPoint();
|
||||
|
||||
// resurrect the player
|
||||
if (!_player->IsAlive())
|
||||
{
|
||||
_player->ResurrectPlayer(1.0f);
|
||||
_player->SpawnCorpseBones();
|
||||
}
|
||||
|
||||
TeamId teamId = ginfo.teamId;
|
||||
|
||||
// remove player from all bg queues
|
||||
for (uint32 qslot = 0; qslot < PLAYER_MAX_BATTLEGROUND_QUEUES; ++qslot)
|
||||
if (BattlegroundQueueTypeId q = _player->GetBattlegroundQueueTypeId(qslot))
|
||||
{
|
||||
BattlegroundQueue& queue = sBattlegroundMgr->GetBattlegroundQueue(q);
|
||||
queue.RemovePlayer(_player->GetGUID(), (bgQueueTypeId == q), qslot);
|
||||
_player->RemoveBattlegroundQueueId(q);
|
||||
}
|
||||
|
||||
// send status packet
|
||||
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType(), teamId);
|
||||
SendPacket(&data);
|
||||
|
||||
_player->SetBattlegroundId(bg->GetInstanceID(), bg->GetBgTypeID(), queueSlot, true, bgTypeId == BATTLEGROUND_RB, teamId);
|
||||
|
||||
sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId);
|
||||
}
|
||||
break;
|
||||
case 0: // leave queue
|
||||
{
|
||||
bgQueue.RemovePlayer(_player->GetGUID(), false, queueSlot);
|
||||
_player->RemoveBattlegroundQueueId(bgQueueTypeId);
|
||||
// track if player refuses to join the BG after being invited
|
||||
if (bg->isBattleground() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS) &&
|
||||
(bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN))
|
||||
{
|
||||
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK);
|
||||
stmt->setUInt32(0, _player->GetGUIDLow());
|
||||
stmt->setUInt8(1, BG_DESERTION_TYPE_LEAVE_QUEUE);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void WorldSession::HandleBattlefieldLeaveOpcode(WorldPacket& recvData)
|
||||
{
|
||||
;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
|
||||
|
||||
recvData.read_skip<uint8>(); // unk1
|
||||
recvData.read_skip<uint8>(); // unk2
|
||||
recvData.read_skip<uint32>(); // BattlegroundTypeId
|
||||
recvData.read_skip<uint16>(); // unk3
|
||||
|
||||
// not allow leave battleground in combat
|
||||
if (_player->IsInCombat())
|
||||
if (Battleground* bg = _player->GetBattleground())
|
||||
if (bg->GetStatus() != STATUS_WAIT_LEAVE)
|
||||
return;
|
||||
|
||||
_player->LeaveBattleground();
|
||||
}
|
||||
|
||||
void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket & /*recvData*/)
|
||||
{
|
||||
// requested at login and on map change
|
||||
// send status for current queues and current bg
|
||||
|
||||
WorldPacket data;
|
||||
|
||||
// for current bg send STATUS_IN_PROGRESS
|
||||
if (Battleground* bg = _player->GetBattleground())
|
||||
if (bg->GetPlayers().count(_player->GetGUID()))
|
||||
{
|
||||
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player->GetCurrentBattlegroundQueueSlot(), STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime(), bg->GetArenaType(), _player->GetBgTeamId());
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
// for queued bgs send STATUS_WAIT_JOIN or STATUS_WAIT_QUEUE
|
||||
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
|
||||
{
|
||||
// check if in queue
|
||||
BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(i);
|
||||
if (!bgQueueTypeId)
|
||||
continue;
|
||||
|
||||
// get group info from queue
|
||||
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
|
||||
GroupQueueInfo ginfo;
|
||||
if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo))
|
||||
continue;
|
||||
|
||||
BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(bgQueueTypeId);
|
||||
|
||||
// if invited - send STATUS_WAIT_JOIN
|
||||
if (ginfo.IsInvitedToBGInstanceGUID)
|
||||
{
|
||||
Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID);
|
||||
if (!bg)
|
||||
continue;
|
||||
|
||||
uint32 remainingTime = (World::GetGameTimeMS() < ginfo.RemoveInviteTime ? getMSTimeDiff(World::GetGameTimeMS(), ginfo.RemoveInviteTime) : 1);
|
||||
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0, ginfo.ArenaType, TEAM_NEUTRAL, bg->isRated(), ginfo.BgTypeId);
|
||||
SendPacket(&data);
|
||||
}
|
||||
// if not invited - send STATUS_WAIT_QUEUE
|
||||
else
|
||||
{
|
||||
Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
|
||||
if (!bgt)
|
||||
continue;
|
||||
|
||||
// expected bracket entry
|
||||
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
|
||||
if (!bracketEntry)
|
||||
continue;
|
||||
|
||||
uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(&ginfo);
|
||||
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, i, STATUS_WAIT_QUEUE, avgWaitTime, getMSTimeDiff(ginfo.JoinTime, World::GetGameTimeMS()), ginfo.ArenaType, TEAM_NEUTRAL, ginfo.IsRated);
|
||||
SendPacket(&data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recvData)
|
||||
{
|
||||
uint64 guid; // arena Battlemaster guid
|
||||
uint8 arenaslot; // 2v2, 3v3 or 5v5
|
||||
uint8 asGroup; // asGroup
|
||||
uint8 isRated; // isRated
|
||||
|
||||
recvData >> guid >> arenaslot >> asGroup >> isRated;
|
||||
|
||||
// can't queue for rated without a group
|
||||
if (isRated && !asGroup)
|
||||
return;
|
||||
|
||||
// find creature by guid
|
||||
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
|
||||
if (!unit || !unit->IsBattleMaster())
|
||||
return;
|
||||
|
||||
// get arena type
|
||||
uint8 arenatype = 0;
|
||||
switch (arenaslot)
|
||||
{
|
||||
case 0:
|
||||
arenatype = ARENA_TYPE_2v2;
|
||||
break;
|
||||
case 1:
|
||||
arenatype = ARENA_TYPE_3v3;
|
||||
break;
|
||||
case 2:
|
||||
arenatype = ARENA_TYPE_5v5;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
// get template for all arenas
|
||||
Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA);
|
||||
if (!bgt)
|
||||
return;
|
||||
|
||||
// arenas disabled
|
||||
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL))
|
||||
{
|
||||
ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED);
|
||||
return;
|
||||
}
|
||||
|
||||
BattlegroundTypeId bgTypeId = bgt->GetBgTypeID();
|
||||
BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype);
|
||||
|
||||
// expected bracket entry
|
||||
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bgt->GetMapId(), _player->getLevel());
|
||||
if (!bracketEntry)
|
||||
return;
|
||||
|
||||
// pussywizard: if trying to queue for already queued
|
||||
// just remove from queue and it will requeue!
|
||||
uint32 qSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId);
|
||||
if (qSlot < PLAYER_MAX_BATTLEGROUND_QUEUES)
|
||||
{
|
||||
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
|
||||
|
||||
if (bgQueue.IsPlayerInvitedToRatedArena(_player->GetGUID()))
|
||||
{
|
||||
WorldPacket data;
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
|
||||
SendPacket(&data);
|
||||
return;
|
||||
}
|
||||
|
||||
bgQueue.RemovePlayer(_player->GetGUID(), false, qSlot);
|
||||
_player->RemoveBattlegroundQueueId(bgQueueTypeId);
|
||||
}
|
||||
|
||||
// must have free queue slot
|
||||
// pussywizard: allow being queued only in one arena queue, and it even cannot be together with bg queues
|
||||
if (_player->InBattlegroundQueue())
|
||||
{
|
||||
WorldPacket data;
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED);
|
||||
SendPacket(&data);
|
||||
return;
|
||||
}
|
||||
|
||||
// queue result (default ok)
|
||||
GroupJoinBattlegroundResult err = GroupJoinBattlegroundResult(bgt->GetBgTypeID());
|
||||
|
||||
// check if player can queue:
|
||||
if (!asGroup)
|
||||
{
|
||||
if (GetPlayer()->InBattleground()) // currently in battleground
|
||||
err = ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND;
|
||||
else if (GetPlayer()->isUsingLfg()) // using lfg system
|
||||
err = ERR_LFG_CANT_USE_BATTLEGROUND;
|
||||
|
||||
if (err <= 0)
|
||||
{
|
||||
WorldPacket data;
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
|
||||
SendPacket(&data);
|
||||
return;
|
||||
}
|
||||
|
||||
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
|
||||
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bracketEntry, false, false, 0, 0, 0);
|
||||
uint32 avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
|
||||
|
||||
uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId);
|
||||
|
||||
WorldPacket data;
|
||||
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL);
|
||||
SendPacket(&data);
|
||||
}
|
||||
// check if group can queue:
|
||||
else
|
||||
{
|
||||
Group* grp = _player->GetGroup();
|
||||
// no group or not a leader
|
||||
if (!grp || grp->GetLeaderGUID() != _player->GetGUID())
|
||||
return;
|
||||
|
||||
// pussywizard: for party members - remove queues for which leader is not queued to!
|
||||
std::set<uint32> leaderQueueTypeIds;
|
||||
for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
|
||||
leaderQueueTypeIds.insert((uint32)_player->GetBattlegroundQueueTypeId(i));
|
||||
for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
|
||||
if (Player* member = itr->GetSource())
|
||||
for (uint32 i=0; i<PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
|
||||
if (BattlegroundQueueTypeId mqtid = member->GetBattlegroundQueueTypeId(i))
|
||||
if (leaderQueueTypeIds.count((uint32)mqtid) == 0)
|
||||
{
|
||||
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(mqtid);
|
||||
|
||||
if (bgQueue.IsPlayerInvitedToRatedArena(member->GetGUID()))
|
||||
{
|
||||
WorldPacket data;
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_JOIN_FAILED);
|
||||
SendPacket(&data);
|
||||
return;
|
||||
}
|
||||
|
||||
bgQueue.RemovePlayer(member->GetGUID(), false, i);
|
||||
member->RemoveBattlegroundQueueId(mqtid);
|
||||
}
|
||||
|
||||
|
||||
uint32 ateamId = 0;
|
||||
uint32 arenaRating = 0;
|
||||
uint32 matchmakerRating = 0;
|
||||
|
||||
// additional checks for rated arenas
|
||||
if (isRated)
|
||||
{
|
||||
// pussywizard: for rated matches check if season is in progress!
|
||||
if (!sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS))
|
||||
return;
|
||||
|
||||
ateamId = _player->GetArenaTeamId(arenaslot);
|
||||
|
||||
// check team existence
|
||||
ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ateamId);
|
||||
if (!at)
|
||||
{
|
||||
SendNotInArenaTeamPacket(arenatype);
|
||||
return;
|
||||
}
|
||||
|
||||
// get team rating for queueing
|
||||
arenaRating = at->GetRating();
|
||||
matchmakerRating = at->GetAverageMMR(grp);
|
||||
if (arenaRating <= 0)
|
||||
arenaRating = 1;
|
||||
}
|
||||
|
||||
err = grp->CanJoinBattlegroundQueue(bgt, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot);
|
||||
|
||||
uint32 avgWaitTime = 0;
|
||||
if (err > 0)
|
||||
{
|
||||
BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId);
|
||||
GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bracketEntry, isRated, false, arenaRating, matchmakerRating, ateamId);
|
||||
avgWaitTime = bgQueue.GetAverageQueueWaitTime(ginfo);
|
||||
}
|
||||
|
||||
WorldPacket data;
|
||||
for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
|
||||
{
|
||||
Player* member = itr->GetSource();
|
||||
if (!member)
|
||||
continue;
|
||||
|
||||
if (err <= 0)
|
||||
{
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
|
||||
member->GetSession()->SendPacket(&data);
|
||||
continue;
|
||||
}
|
||||
|
||||
uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId);
|
||||
|
||||
// send status packet
|
||||
sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bgt, queueSlot, STATUS_WAIT_QUEUE, avgWaitTime, 0, arenatype, TEAM_NEUTRAL, isRated);
|
||||
member->GetSession()->SendPacket(&data);
|
||||
|
||||
sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err);
|
||||
member->GetSession()->SendPacket(&data);
|
||||
}
|
||||
|
||||
// pussywizard: schedule update for rated arena
|
||||
if (ateamId)
|
||||
sBattlegroundMgr->ScheduleArenaQueueUpdate(ateamId, bgQueueTypeId, bracketEntry->GetBracketId());
|
||||
}
|
||||
}
|
||||
|
||||
void WorldSession::HandleReportPvPAFK(WorldPacket & recvData)
|
||||
{
|
||||
uint64 playerGuid;
|
||||
recvData >> playerGuid;
|
||||
Player* reportedPlayer = ObjectAccessor::FindPlayer(playerGuid);
|
||||
|
||||
if (!reportedPlayer)
|
||||
{
|
||||
;//sLog->outDebug(LOG_FILTER_BATTLEGROUND, "WorldSession::HandleReportPvPAFK: player not found");
|
||||
return;
|
||||
}
|
||||
|
||||
;//sLog->outDebug(LOG_FILTER_BATTLEGROUND, "WorldSession::HandleReportPvPAFK: %s reported %s", _player->GetName().c_str(), reportedPlayer->GetName().c_str());
|
||||
|
||||
reportedPlayer->ReportedAfkBy(_player);
|
||||
}
|
||||
Reference in New Issue
Block a user