/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2016 MaNGOS project * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Common.h" #include "WorldPacket.h" #include "Opcodes.h" #include "Log.h" #include "Player.h" #include "ObjectMgr.h" #include "WorldSession.h" #include "Object.h" #include "Chat.h" #include "BattleGroundMgr.h" #include "BattleGroundWS.h" #include "BattleGround.h" #include "Language.h" #include "ScriptMgr.h" #include "World.h" void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket& recv_data) { ObjectGuid guid; recv_data >> guid; DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEMASTER_HELLO from %s", guid.GetString().c_str()); Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid); if (!pCreature) { return; } if (!pCreature->IsBattleMaster()) // it's not battlemaster { return; } // Stop the npc if moving pCreature->StopMoving(); BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pCreature->GetEntry()); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { return; } if (!_player->GetBGAccessByLevel(bgTypeId)) { // temp, must be gossip message... SendNotification(LANG_YOUR_BG_LEVEL_REQ_ERROR); return; } SendBattlegGroundList(guid, bgTypeId); } void WorldSession::SendBattlegGroundList(ObjectGuid guid, BattleGroundTypeId bgTypeId) { WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, guid, _player, bgTypeId); SendPacket(&data); } void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket& recv_data) { ObjectGuid guid; uint32 instanceId; uint32 mapId; uint8 joinAsGroup; bool isPremade = false; Group* grp; recv_data >> guid; // battlemaster guid recv_data >> mapId; recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId, _player->GetGUIDLow()); return; } DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEMASTER_JOIN from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); // ignore if player is already in BG if (_player->InBattleGround()) { return; } Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) { return; } if (!unit->IsBattleMaster()) // it's not battlemaster { return; } // get bg instance or bg template if instance not found BattleGround* bg = NULL; if (instanceId) { bg = sBattleGroundMgr.GetBattleGroundThroughClientInstance(instanceId, bgTypeId); } if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId); // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data); return; } // check if already in queue if (_player->GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is already in this queue { return; } // check if has free queue slots if (!_player->HasFreeBattleGroundQueueId()) { return; } } else { grp = _player->GetGroup(); // no group found, error if (!grp) { return; } uint32 err = grp->CanJoinBattleGroundQueue(bgTypeId, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam()); isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) && (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundJoinError(err); return; } } // if we're here, then the conditions to join a bg are met. We can proceed in joining. // _player->GetGroup() was already checked, grp is already initialized BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (joinAsGroup) { DEBUG_LOG("Battleground: the following players are joining as group:"); GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, isPremade); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) { continue; } // this should never happen uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: group end"); } else { GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, isPremade); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); } void WorldSession::HandleBattleGroundPlayerPositionsOpcode(WorldPacket & /*recv_data*/) { // empty opcode DEBUG_LOG("WORLD: Received opcode MSG_BATTLEGROUND_PLAYER_POSITIONS"); BattleGround* bg = _player->GetBattleGround(); if (!bg) // can't be received if player not in battleground { return; } switch (bg->GetTypeID()) { case BATTLEGROUND_WS: { uint32 flagCarrierCount = 0; Player* flagCarrierAlliance = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagCarrierGuid()); if (flagCarrierAlliance) { ++flagCarrierCount; } Player* flagCarrierHorde = sObjectMgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagCarrierGuid()); if (flagCarrierHorde) { ++flagCarrierCount; } WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4 + 16 * flagCarrierCount); data << uint32(0); data << uint32(flagCarrierCount); if (flagCarrierAlliance) { data << flagCarrierAlliance->GetObjectGuid(); data << float(flagCarrierAlliance->GetPositionX()); data << float(flagCarrierAlliance->GetPositionY()); } if (flagCarrierHorde) { data << flagCarrierHorde->GetObjectGuid(); data << float(flagCarrierHorde->GetPositionX()); data << float(flagCarrierHorde->GetPositionY()); } SendPacket(&data); break; } case BATTLEGROUND_AB: case BATTLEGROUND_AV: { // for other BG types - send default WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, 4 + 4); data << uint32(0); data << uint32(0); SendPacket(&data); break; } default: // maybe it is sent also in arena - do nothing break; } } void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recv_data*/) { DEBUG_LOG("WORLD: Received opcode MSG_PVP_LOG_DATA"); BattleGround* bg = _player->GetBattleGround(); if (!bg) { return; } WorldPacket data; sBattleGroundMgr.BuildPvpLogDataPacket(&data, bg); SendPacket(&data); DEBUG_LOG("WORLD: Sent MSG_PVP_LOG_DATA Message"); } void WorldSession::HandleBattlefieldListOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_LIST"); uint32 mapId; recv_data >> mapId; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("Battleground: invalid bgtype received."); return; } WorldPacket data; sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetObjectGuid(), _player, BattleGroundTypeId(bgTypeId)); SendPacket(&data); } void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_PORT"); uint8 action; // enter battle 0x1, leave queue 0x0 uint32 mapId; recv_data >> mapId >> action; BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("BattlegroundHandler: invalid bg map (%u) received.", mapId); return; } if (!_player->InBattleGroundQueue()) { sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow()); return; } // get GroupQueueInfo from BattleGroundQueue BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId); BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; // we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo)) { sLog.outError("BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog.outError("BattlegroundHandler: instance not found."); return; } BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // bg template might and must be used in case of leaving queue, when instance is not created yet if (!bg && action == 0) { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); } if (!bg) { sLog.outError("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } // some checks if player isn't cheating - it is not exactly cheating, but we can not allow it if (action == 1) { // if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue if (!_player->CanJoinToBattleground()) { // send bg command result to show nice message WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data2 << uint32(0xFFFFFFFE); _player->GetSession()->SendPacket(&data2); action = 0; DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow()); } // if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue if (_player->getLevel() > bg->GetMaxLevel()) { sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId); WorldPacket data; switch (action) { case 1: // port to battleground if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId)) { return; } // cheating? // resurrect the player if (!_player->IsAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->IsTaxiFlying()) { _player->GetMotionMaster()->MovementExpired(); _player->m_taxi.ClearTaxiDestinations(); } sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetObjectGuid(), false); // this is still needed here if battleground "jumping" shouldn't add deserter debuff // also this is required to prevent stuck at old battleground after SetBattleGroundId set to new if (BattleGround* currentBg = _player->GetBattleGround()) { currentBg->RemovePlayerAtLeave(_player->GetObjectGuid(), false, true); } // set the destination instance id _player->SetBattleGroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.GroupTeam); // bg->HandleBeforeTeleportToBattleGround(_player); sBattleGroundMgr.SendToBattleGround(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player,team); DEBUG_LOG("Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; case 0: // leave queue _player->RemoveBattleGroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0); bgQueue.RemovePlayer(_player->GetObjectGuid(), true); // player left queue, we should update it sBattleGroundMgr.ScheduleQueueUpdate(bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); SendPacket(&data); DEBUG_LOG("Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog.outError("Battleground port: unknown action %u", action); break; } } void WorldSession::HandleLeaveBattlefieldOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received opcode CMSG_LEAVE_BATTLEFIELD"); recv_data.read_skip(); // unk1 recv_data.read_skip(); // BattleGroundTypeId-1 ? recv_data.read_skip(); // unk2 0 // if(bgTypeId >= MAX_BATTLEGROUND_TYPES) // cheating? but not important in this case // return; // 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 & /*recv_data*/) { // empty opcode DEBUG_LOG("WORLD: Battleground status"); WorldPacket data; // we must update all queues here BattleGround* bg = NULL; for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i); if (!bgQueueTypeId) { continue; } BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId); if (bgTypeId == _player->GetBattleGroundTypeId()) { bg = _player->GetBattleGround(); // i can not check any variable from player class because player class doesn't know if player is in 2v2 / 3v3 or 5v5 arena // so i must use bg pointer to get that information if (bg) { // this line is checked, i only don't know if GetStartTime is changing itself after bg end! // send status in BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_IN_PROGRESS, bg->GetEndTime(), bg->GetStartTime()); SendPacket(&data); continue; } } // we are sending update to player about queue - he can be invited there! // get GroupQueueInfo for queue status BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo)) { continue; } if (ginfo.IsInvitedToBGInstanceGUID) { bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) { continue; } uint32 remainingTime = WorldTimer::getMSTimeDiff(WorldTimer::getMSTime(), ginfo.RemoveInviteTime); // send status invited to BattleGround sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_JOIN, remainingTime, 0); SendPacket(&data); } else { bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) { continue; } uint32 avgTime = bgQueue.GetAverageQueueWaitTime(&ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); // send status in BattleGround Queue sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, i, STATUS_WAIT_QUEUE, avgTime, WorldTimer::getMSTimeDiff(ginfo.JoinTime, WorldTimer::getMSTime())); SendPacket(&data); } } } void WorldSession::HandleAreaSpiritHealerQueryOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_AREA_SPIRIT_HEALER_QUERY"); BattleGround* bg = _player->GetBattleGround(); if (!bg) { return; } ObjectGuid guid; recv_data >> guid; Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) { return; } if (!unit->IsSpiritService()) // it's not spirit service { return; } unit->SendAreaSpiritHealerQueryOpcode(GetPlayer()); } void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE"); BattleGround* bg = _player->GetBattleGround(); if (!bg) { return; } ObjectGuid guid; recv_data >> guid; Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) { return; } if (!unit->IsSpiritService()) // it's not spirit service { return; } sScriptMgr.OnGossipHello(GetPlayer(), unit); } void WorldSession::SendBattleGroundJoinError(uint8 err) { WorldPacket data; int32 msg; switch (err) { case BG_JOIN_ERR_OFFLINE_MEMBER: msg = LANG_BG_GROUP_OFFLINE_MEMBER; break; case BG_JOIN_ERR_GROUP_TOO_MANY: msg = LANG_BG_GROUP_TOO_LARGE; break; case BG_JOIN_ERR_MIXED_FACTION: msg = LANG_BG_GROUP_MIXED_FACTION; break; case BG_JOIN_ERR_MIXED_LEVELS: msg = LANG_BG_GROUP_MIXED_LEVELS; break; case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: msg = LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE; break; case BG_JOIN_ERR_GROUP_DESERTER: msg = LANG_BG_GROUP_MEMBER_DESERTER; break; case BG_JOIN_ERR_ALL_QUEUES_USED: msg = LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS; break; case BG_JOIN_ERR_GROUP_NOT_ENOUGH: // case BG_JOIN_ERR_MIXED_ARENATEAM: default: return; break; } ChatHandler::BuildChatPacket(data, CHAT_MSG_BG_SYSTEM_NEUTRAL, GetMangosString(msg), LANG_UNIVERSAL); SendPacket(&data); return; }