[7161] Implemented configurable option to allow/disallow achievements gain for GMs.
[getmangos.git] / src / game / BattleGroundHandler.cpp
blob0158cd36ba2fe74834a59deff611c3d19fe1ec13
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "WorldPacket.h"
21 #include "Opcodes.h"
22 #include "Log.h"
23 #include "Player.h"
24 #include "ObjectMgr.h"
25 #include "WorldSession.h"
26 #include "MapManager.h"
27 #include "ObjectAccessor.h"
28 #include "Object.h"
29 #include "Chat.h"
30 #include "BattleGroundMgr.h"
31 #include "BattleGroundWS.h"
32 #include "BattleGround.h"
33 #include "ArenaTeam.h"
34 #include "Language.h"
36 void WorldSession::HandleBattleGroundHelloOpcode( WorldPacket & recv_data )
38 CHECK_PACKET_SIZE(recv_data, 8);
40 uint64 guid;
41 recv_data >> guid;
42 sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_HELLO Message from: " I64FMT, guid);
44 Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
45 if(!unit)
46 return;
48 if(!unit->isBattleMaster()) // it's not battlemaster
49 return;
51 // Stop the npc if moving
52 unit->StopMoving();
54 uint32 bgTypeId = objmgr.GetBattleMasterBG(unit->GetEntry());
56 if(!_player->GetBGAccessByLevel(bgTypeId))
58 // temp, must be gossip message...
59 SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR);
60 return;
63 SendBattlegGroundList(guid, bgTypeId);
66 void WorldSession::SendBattlegGroundList( uint64 guid, uint32 bgTypeId )
68 WorldPacket data;
69 sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId);
70 SendPacket( &data );
73 void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
75 CHECK_PACKET_SIZE(recv_data, 8+4+4+1);
77 uint64 guid;
78 uint32 bgTypeId;
79 uint32 instanceId;
80 uint8 joinAsGroup;
81 Group * grp;
83 recv_data >> guid; // battlemaster guid
84 recv_data >> bgTypeId; // battleground type id (DBC id)
85 recv_data >> instanceId; // instance id, 0 if First Available selected
86 recv_data >> joinAsGroup; // join as group
88 if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
90 sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow());
91 return;
94 sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);
96 // can do this, since it's battleground, not arena
97 uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);
99 // ignore if player is already in BG
100 if(_player->InBattleGround())
101 return;
103 Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
104 if(!unit)
105 return;
107 if(!unit->isBattleMaster()) // it's not battlemaster
108 return;
110 // get bg instance or bg template if instance not found
111 BattleGround * bg = 0;
112 if(instanceId)
113 BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
115 if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId)))
117 sLog.outError("Battleground: no available bg / template found");
118 return;
121 // check queueing conditions
122 if(!joinAsGroup)
124 // check Deserter debuff
125 if( !_player->CanJoinToBattleground() )
127 WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
128 data << (uint32) 0xFFFFFFFE;
129 _player->GetSession()->SendPacket(&data);
130 return;
132 // check if already in queue
133 if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
134 //player is already in this queue
135 return;
136 // check if has free queue slots
137 if(!_player->HasFreeBattleGroundQueueId())
138 return;
140 else
142 grp = _player->GetGroup();
143 // no group found, error
144 if(!grp)
145 return;
146 uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0);
147 if (err != BG_JOIN_ERR_OK)
149 SendBattleGroundOrArenaJoinError(err);
150 return;
153 // if we're here, then the conditions to join a bg are met. We can proceed in joining.
155 // _player->GetGroup() was already checked, grp is already initialized
156 if(joinAsGroup /* && _player->GetGroup()*/)
158 sLog.outDebug("Battleground: the following players are joining as group:");
159 GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
160 for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
162 Player *member = itr->getSource();
163 if(!member) continue; // this should never happen
165 uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue
167 // store entry point coords (same as leader entry point)
168 member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
170 WorldPacket data;
171 // send status packet (in queue)
172 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
173 member->GetSession()->SendPacket(&data);
174 sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
175 member->GetSession()->SendPacket(&data);
176 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
177 sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
179 sLog.outDebug("Battleground: group end");
180 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
181 if(!ginfo->IsInvitedToBGInstanceGUID)
182 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
184 else
186 // already checked if queueSlot is valid, now just get it
187 uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
188 // store entry point coords
189 _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
191 WorldPacket data;
192 // send status packet (in queue)
193 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0);
194 SendPacket(&data);
196 GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0);
197 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
198 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel());
199 if(!ginfo->IsInvitedToBGInstanceGUID)
200 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
201 sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
205 void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv_data*/ )
207 // empty opcode
208 sLog.outDebug("WORLD: Recvd MSG_BATTLEGROUND_PLAYER_POSITIONS Message");
210 BattleGround *bg = _player->GetBattleGround();
211 if(!bg) // can't be received if player not in battleground
212 return;
214 if(bg->GetTypeID() == BATTLEGROUND_WS)
216 uint32 count1 = 0;
217 uint32 count2 = 0;
219 Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
220 if(ap) ++count2;
222 Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
223 if(hp) ++count2;
225 WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2));
226 data << count1; // alliance flag holders count
227 /*for(uint8 i = 0; i < count1; i++)
229 data << uint64(0); // guid
230 data << (float)0; // x
231 data << (float)0; // y
233 data << count2; // horde flag holders count
234 if(ap)
236 data << (uint64)ap->GetGUID();
237 data << (float)ap->GetPositionX();
238 data << (float)ap->GetPositionY();
240 if(hp)
242 data << (uint64)hp->GetGUID();
243 data << (float)hp->GetPositionX();
244 data << (float)hp->GetPositionY();
247 SendPacket(&data);
251 void WorldSession::HandleBattleGroundPVPlogdataOpcode( WorldPacket & /*recv_data*/ )
253 sLog.outDebug( "WORLD: Recvd MSG_PVP_LOG_DATA Message");
255 BattleGround *bg = _player->GetBattleGround();
256 if(!bg)
257 return;
259 WorldPacket data;
260 sBattleGroundMgr.BuildPvpLogDataPacket(&data, bg);
261 SendPacket(&data);
263 sLog.outDebug( "WORLD: Sent MSG_PVP_LOG_DATA Message");
266 void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data )
268 CHECK_PACKET_SIZE(recv_data, 4);
270 sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");
272 uint32 bgTypeId;
273 recv_data >> bgTypeId; // id from DBC
275 if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
277 sLog.outError("Battleground: invalid bgtype received.");
278 return;
281 BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);
283 if(!bl)
284 return;
286 WorldPacket data;
287 sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, bgTypeId);
288 SendPacket( &data );
291 void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
293 CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);
295 sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
297 uint8 type; // arenatype if arena
298 uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
299 uint32 instanceId;
300 uint32 bgTypeId; // type id from dbc
301 uint16 unk; // 0x1F90 constant?
302 uint8 action; // enter battle 0x1, leave queue 0x0
304 recv_data >> type >> unk2 >> bgTypeId >> unk >> action;
306 if(bgTypeId >= MAX_BATTLEGROUND_TYPES)
308 sLog.outError("Battleground: invalid bgtype received.");
309 // update battleground slots for the player to fix his UI and sent data.
310 // this is a HACK, I don't know why the client starts sending invalid packets in the first place.
311 // it usually happens with extremely high latency (if debugging / stepping in the code for example)
312 if(_player->InBattleGroundQueue())
314 // update all queues, send invitation info if player is invited, queue info if queued
315 for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
317 uint32 queue_id = _player->GetBattleGroundQueueId(i);
318 if(!queue_id)
319 continue;
320 BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
321 // if the player is not in queue, contine
322 if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
323 continue;
325 // no group information, this should never happen
326 if(!itrPlayerStatus->second.GroupInfo)
327 continue;
329 BattleGround * bg = NULL;
331 // get possibly needed data from groupinfo
332 bgTypeId = itrPlayerStatus->second.GroupInfo->BgTypeId;
333 uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
334 uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
335 uint8 status = 0;
338 if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
340 // not invited to bg, get template
341 bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
342 status = STATUS_WAIT_QUEUE;
344 else
346 // get the bg we're invited to
347 BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
348 status = STATUS_WAIT_JOIN;
351 // if bg not found, then continue
352 if(!bg)
353 continue;
355 // don't invite if already in the instance
356 if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
357 continue;
359 // re - invite player with proper data
360 WorldPacket data;
361 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
362 SendPacket(&data);
365 return;
368 uint32 bgQueueTypeId = 0;
369 // get the bg what we were invited to
370 BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus;
371 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId,type);
372 itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
374 if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
376 sLog.outError("Battleground: itrplayerstatus not found.");
377 return;
379 instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
381 // if action == 1, then instanceId is _required_
382 if(!instanceId && action == 1)
384 sLog.outError("Battleground: instance not found.");
385 return;
388 BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId);
390 // bg template might and must be used in case of leaving queue, when instance is not created yet
391 if(!bg && action == 0)
392 bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
394 if(!bg)
396 sLog.outError("Battleground: bg not found.");
397 return;
400 bgTypeId = bg->GetTypeID();
402 if(_player->InBattleGroundQueue())
404 uint32 queueSlot = 0;
405 uint32 team = 0;
406 uint32 arenatype = 0;
407 uint32 israted = 0;
408 uint32 rating = 0;
409 uint32 opponentsRating = 0;
410 // get the team info from the queue
411 BattleGroundQueue::QueuedPlayersMap::iterator pitr = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
412 if(pitr !=sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end()
413 && pitr->second.GroupInfo )
415 team = pitr->second.GroupInfo->Team;
416 arenatype = pitr->second.GroupInfo->ArenaType;
417 israted = pitr->second.GroupInfo->IsRated;
418 rating = pitr->second.GroupInfo->ArenaTeamRating;
419 opponentsRating = pitr->second.GroupInfo->OpponentsTeamRating;
421 else
423 sLog.outError("Battleground: Invalid player queue info!");
424 return;
426 WorldPacket data;
427 switch(action)
429 case 1: // port to battleground
430 if(!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
431 return; // cheating?
432 // resurrect the player
433 if(!_player->isAlive())
435 _player->ResurrectPlayer(1.0f);
436 _player->SpawnCorpseBones();
438 // stop taxi flight at port
439 if(_player->isInFlight())
441 _player->GetMotionMaster()->MovementExpired();
442 _player->m_taxi.ClearTaxiDestinations();
444 _player->RemoveFromGroup();
445 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
446 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
447 _player->GetSession()->SendPacket(&data);
448 // remove battleground queue status from BGmgr
449 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), false);
450 // this is still needed here if battleground "jumping" shouldn't add deserter debuff
451 // also this required to prevent stuck at old battleground after SetBattleGroundId set to new
452 if( BattleGround *currentBg = _player->GetBattleGround() )
453 currentBg->RemovePlayerAtLeave(_player->GetGUID(), false, true);
455 // set the destination instance id
456 _player->SetBattleGroundId(bg->GetInstanceID());
457 // set the destination team
458 _player->SetBGTeam(team);
459 // bg->HandleBeforeTeleportToBattleGround(_player);
460 sBattleGroundMgr.SendToBattleGround(_player, instanceId);
461 // add only in HandleMoveWorldPortAck()
462 // bg->AddPlayer(_player,team);
463 sLog.outDebug("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetInstanceID(),bg->GetTypeID(),bgQueueTypeId);
464 break;
465 case 0: // leave queue
466 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
468 if player leaves rated arena match before match start, it is counted as he played but he lost
470 if (israted)
472 ArenaTeam * at = objmgr.GetArenaTeamById(team);
473 if (at)
475 sLog.outDebug("UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), opponentsRating);
476 at->MemberLost(_player, opponentsRating);
477 at->SaveToDB();
480 _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
481 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
482 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].RemovePlayer(_player->GetGUID(), true);
483 // player left queue, we should update it, maybe now his group fits in
484 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId,_player->GetBattleGroundQueueIdFromLevel(),arenatype,israted,rating);
485 SendPacket(&data);
486 sLog.outDebug("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.",_player->GetName(),_player->GetGUIDLow(),bg->GetTypeID(),bgQueueTypeId);
487 break;
488 default:
489 sLog.outError("Battleground port: unknown action %u", action);
490 break;
495 void WorldSession::HandleBattleGroundLeaveOpcode( WorldPacket & /*recv_data*/ )
497 //CHECK_PACKET_SIZE(recv_data, 1+1+4+2);
499 sLog.outDebug( "WORLD: Recvd CMSG_LEAVE_BATTLEFIELD Message");
501 //uint8 unk1, unk2;
502 //uint32 bgTypeId; // id from DBC
503 //uint16 unk3;
505 //recv_data >> unk1 >> unk2 >> bgTypeId >> unk3; - no used currently
507 //if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? but not important in this case
508 // return;
510 // not allow leave battleground in combat
511 if(_player->isInCombat())
512 if(BattleGround* bg = _player->GetBattleGround())
513 if(bg->GetStatus() != STATUS_WAIT_LEAVE)
514 return;
516 _player->LeaveBattleground();
519 void WorldSession::HandleBattlefieldStatusOpcode( WorldPacket & /*recv_data*/ )
521 // empty opcode
522 sLog.outDebug( "WORLD: Battleground status" );
524 WorldPacket data;
526 // TODO: we must put player back to battleground in case disconnect (< 5 minutes offline time) or teleport player on login(!) from battleground map to entry point
527 if(_player->InBattleGround())
529 BattleGround *bg = _player->GetBattleGround();
530 if(bg)
532 uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType());
533 uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
534 if((bg->GetStatus() <= STATUS_IN_PROGRESS))
536 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
537 SendPacket(&data);
539 for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
541 uint32 queue_id = _player->GetBattleGroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong
542 uint8 arenatype = BattleGroundMgr::BGArenaType(queue_id);
543 uint8 isRated = 0;
544 if (i == queueSlot || !queue_id) // we need to get the instance ids
545 continue;
546 BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
547 if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
548 continue;
549 if(itrPlayerStatus->second.GroupInfo)
551 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
552 isRated = itrPlayerStatus->second.GroupInfo->IsRated;
554 BattleGround *bg2 = sBattleGroundMgr.GetBattleGroundTemplate(BattleGroundMgr::BGTemplateId(queue_id)); // try this
555 if(bg2)
557 //in this call is small bug, this call should be filled by player's waiting time in queue
558 //this call nulls all timers for client :
559 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0,arenatype,isRated);
560 SendPacket(&data);
565 else
567 // we should update all queues? .. i'm not sure if this code is correct
568 for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
570 uint32 queue_id = _player->GetBattleGroundQueueId(i);
571 if(!queue_id)
572 continue;
573 uint32 bgTypeId = BattleGroundMgr::BGTemplateId(queue_id);
574 uint8 arenatype = BattleGroundMgr::BGArenaType(queue_id);
575 uint8 isRated = 0;
576 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
577 BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].find(_player->GetGUID());
578 if(itrPlayerStatus == sBattleGroundMgr.m_BattleGroundQueues[queue_id].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel()].end())
579 continue;
580 if(itrPlayerStatus->second.GroupInfo)
582 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
583 isRated = itrPlayerStatus->second.GroupInfo->IsRated;
585 if(bg && queue_id)
587 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
588 SendPacket(&data);
592 /* else // not sure if it needed...
594 for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
596 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0);
597 SendPacket(&data);
602 void WorldSession::HandleAreaSpiritHealerQueryOpcode( WorldPacket & recv_data )
604 sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY");
606 CHECK_PACKET_SIZE(recv_data, 8);
608 BattleGround *bg = _player->GetBattleGround();
609 if(!bg)
610 return;
612 uint64 guid;
613 recv_data >> guid;
615 Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
616 if(!unit)
617 return;
619 if(!unit->isSpiritService()) // it's not spirit service
620 return;
622 sBattleGroundMgr.SendAreaSpiritHealerQueryOpcode(_player, bg, guid);
625 void WorldSession::HandleAreaSpiritHealerQueueOpcode( WorldPacket & recv_data )
627 sLog.outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
629 CHECK_PACKET_SIZE(recv_data, 8);
631 BattleGround *bg = _player->GetBattleGround();
632 if(!bg)
633 return;
635 uint64 guid;
636 recv_data >> guid;
638 Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
639 if(!unit)
640 return;
642 if(!unit->isSpiritService()) // it's not spirit service
643 return;
645 bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
648 void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data )
650 CHECK_PACKET_SIZE(recv_data, 8+1+1+1);
652 sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
653 recv_data.hexlike();
655 // ignore if we already in BG or BG queue
656 if(_player->InBattleGround())
657 return;
659 uint64 guid; // arena Battlemaster guid
660 uint8 type; // 2v2, 3v3 or 5v5
661 uint8 asGroup; // asGroup
662 uint8 isRated; // isRated
663 Group * grp;
665 recv_data >> guid >> type >> asGroup >> isRated;
667 Creature *unit = ObjectAccessor::GetCreature(*_player, guid);
668 if(!unit)
669 return;
671 if(!unit->isBattleMaster()) // it's not battle master
672 return;
674 uint8 arenatype = 0;
675 uint32 arenaRating = 0;
677 switch(type)
679 case 0:
680 arenatype = ARENA_TYPE_2v2;
681 break;
682 case 1:
683 arenatype = ARENA_TYPE_3v3;
684 break;
685 case 2:
686 arenatype = ARENA_TYPE_5v5;
687 break;
688 default:
689 sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type);
690 return;
693 //check existance
694 BattleGround* bg = NULL;
695 if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) )
697 sLog.outError("Battleground: template bg (all arenas) not found");
698 return;
701 uint8 bgTypeId = bg->GetTypeID();
702 uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
704 // check queueing conditions
705 if(!asGroup)
707 // check if already in queue
708 if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES)
709 //player is already in this queue
710 return;
711 // check if has free queue slots
712 if(!_player->HasFreeBattleGroundQueueId())
713 return;
715 else
717 grp = _player->GetGroup();
718 // no group found, error
719 if(!grp)
720 return;
721 uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, arenatype, arenatype, (bool)isRated, type);
722 if (err != BG_JOIN_ERR_OK)
724 SendBattleGroundOrArenaJoinError(err);
725 return;
729 uint32 ateamId = 0;
731 if(isRated)
733 ateamId = _player->GetArenaTeamId(type);
734 // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice)
735 ArenaTeam * at = objmgr.GetArenaTeamById(ateamId);
736 if(!at)
738 _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
739 return;
741 // get the team rating for queueing
742 arenaRating = at->GetRating();
743 // the arenateam id must match for everyone in the group
744 // get the personal ratings for queueing
745 uint32 avg_pers_rating = 0;
746 for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
748 Player *member = itr->getSource();
750 // calc avg personal rating
751 avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5);
754 if( arenatype )
755 avg_pers_rating /= arenatype;
757 // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating
758 if(avg_pers_rating + 150 < arenaRating)
759 arenaRating = avg_pers_rating;
762 if(asGroup)
764 GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId);
765 sLog.outDebug("Battleground: arena join as group start");
766 if(isRated)
767 sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype);
768 for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
770 Player *member = itr->getSource();
771 if(!member) continue;
773 uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue
775 // store entry point coords (same as leader entry point)
776 member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
778 WorldPacket data;
779 // send status packet (in queue)
780 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
781 member->GetSession()->SendPacket(&data);
782 sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId);
783 member->GetSession()->SendPacket(&data);
784 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo);
785 sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName());
787 sLog.outDebug("Battleground: arena join as group end");
788 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
789 if(isRated)
790 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AnnounceWorld(ginfo, _player->GetGUID(), true);
792 else
794 uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId);
796 // store entry point coords
797 _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation());
799 WorldPacket data;
800 // send status packet (in queue)
801 sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated);
802 SendPacket(&data);
803 GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating);
804 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo);
805 sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating);
806 sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName());
810 void WorldSession::HandleBattleGroundReportAFK( WorldPacket & recv_data )
812 CHECK_PACKET_SIZE(recv_data, 8);
814 uint64 playerGuid;
815 recv_data >> playerGuid;
816 Player *reportedPlayer = objmgr.GetPlayer(playerGuid);
818 if(!reportedPlayer)
820 sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: player not found");
821 return;
824 sLog.outDebug("WorldSession::HandleBattleGroundReportAFK: %s reported %s", _player->GetName(), reportedPlayer->GetName());
826 reportedPlayer->ReportedAfkBy(_player);
829 void WorldSession::SendBattleGroundOrArenaJoinError(uint8 err)
831 WorldPacket data;
832 int32 msg;
833 switch (err)
835 case BG_JOIN_ERR_OFFLINE_MEMBER:
836 msg = LANG_BG_GROUP_OFFLINE_MEMBER;
837 break;
838 case BG_JOIN_ERR_GROUP_TOO_MANY:
839 msg = LANG_BG_GROUP_TOO_LARGE;
840 break;
841 case BG_JOIN_ERR_MIXED_FACTION:
842 msg = LANG_BG_GROUP_MIXED_FACTION;
843 break;
844 case BG_JOIN_ERR_MIXED_LEVELS:
845 msg = LANG_BG_GROUP_MIXED_LEVELS;
846 break;
847 case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE:
848 msg = LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE;
849 break;
850 case BG_JOIN_ERR_GROUP_DESERTER:
851 msg = LANG_BG_GROUP_MEMBER_DESERTER;
852 break;
853 case BG_JOIN_ERR_ALL_QUEUES_USED:
854 msg = LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS;
855 break;
856 case BG_JOIN_ERR_GROUP_NOT_ENOUGH:
857 case BG_JOIN_ERR_MIXED_ARENATEAM:
858 default:
859 return;
860 break;
862 ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetMangosString(msg), NULL);
863 SendPacket(&data);
864 return;