mangos/src/game/BattleGround/BattleGroundHandler.cpp

592 lines
22 KiB
C++

/**
* 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 <http://getmangos.eu>
*
* 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<uint8>(); // unk1
recv_data.read_skip<uint8>(); // BattleGroundTypeId-1 ?
recv_data.read_skip<uint16>(); // 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;
}