/* this event has many possibilities when it is executed: 1. player is in battleground (he clicked enter on invitation window) 2. player left battleground queue and he isn't there any more 3. player left battleground queue and he joined it again and IsInvitedToBGInstanceGUID = 0 4. player left queue and he joined again and he has been invited to same battleground again -> we should not remove him from queue yet 5. player is invited to bg and he didn't choose what to do and timer expired - only in this condition we should call queue::RemovePlayer we must remove player in the 5. case even if battleground object doesn't exist! */ bool BGQueueRemoveEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { Player* player = ObjectAccessor::FindPlayer(m_PlayerGuid); if (!player) // player logged off (we should do nothing, he is correctly removed from queue in another procedure) return true; Battleground* bg = sBattlegroundMgr->GetBattleground(m_BgInstanceGUID, m_BgTypeId); //battleground can be deleted already when we are removing queue info //bg pointer can be NULL! so use it carefully! uint32 queueSlot = player->GetBattlegroundQueueIndex(m_BgQueueTypeId); if (queueSlot < PLAYER_MAX_BATTLEGROUND_QUEUES) // player is in queue, or in Battleground { // check if player is in queue for this BG and if we are removing his invite event BattlegroundQueue &bgQueue = sBattlegroundMgr->GetBattlegroundQueue(m_BgQueueTypeId); if (bgQueue.IsPlayerInvited(m_PlayerGuid, m_BgInstanceGUID, m_RemoveTime)) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: removing player %u from bg queue for instance %u because of not pressing enter battle in time.", player->GetGUIDLow(), m_BgInstanceGUID); player->RemoveBattlegroundQueueId(m_BgQueueTypeId); bgQueue.RemovePlayer(m_PlayerGuid, true); //update queues if battleground isn't ended if (bg && bg->isBattleground() && bg->GetStatus() != STATUS_WAIT_LEAVE) sBattlegroundMgr->ScheduleQueueUpdate(0, 0, m_BgQueueTypeId, m_BgTypeId, bg->GetBracketId()); WorldPacket data; sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_NONE, 0, 0, 0, 0); player->GetSession()->SendPacket(&data); } } //event will be deleted return true; }
static bool HandleSpectateResetCommand(ChatHandler* handler, const char *args) { Player* player = handler->GetSession()->GetPlayer(); if (!player) { handler->PSendSysMessage("Cant find player."); handler->SetSentErrorMessage(true); return false; } if (!player->IsSpectator()) { handler->PSendSysMessage("You are not a spectator!"); handler->SetSentErrorMessage(true); return false; } Battleground *bGround = player->GetBattleground(); if (!bGround) return false; if (bGround->GetStatus() != STATUS_IN_PROGRESS) return true; for (Battleground::BattlegroundPlayerMap::const_iterator itr = bGround->GetPlayers().begin(); itr != bGround->GetPlayers().end(); ++itr) if (Player* tmpPlayer = ObjectAccessor::FindPlayer(itr->first)) { if (tmpPlayer->IsSpectator()) continue; uint32 tmpID = bGround->GetPlayerTeam(tmpPlayer->GetGUID()); /* // generate addon massage std::string pName = tmpPlayer->GetName(); std::string tName = ""; if (Player *target = tmpPlayer->GetSelectedPlayer()) tName = target->GetName(); SpectatorAddonMsg msg; // Travis msg.SetPlayer(pName); if (tName != "") msg.SetTarget(tName); msg.SetStatus(tmpPlayer->IsAlive()); msg.SetClass(tmpPlayer->getClass()); msg.SetCurrentHP(tmpPlayer->GetHealth()); msg.SetMaxHP(tmpPlayer->GetMaxHealth()); Powers powerType = tmpPlayer->getPowerType(); msg.SetMaxPower(tmpPlayer->GetMaxPower(powerType)); msg.SetCurrentPower(tmpPlayer->GetPower(powerType)); msg.SetPowerType(powerType); msg.SetTeam(tmpID); msg.SendPacket(player->GetGUID()); */ } return true; }
void WorldSession::HandleBattlegroundStateQuery(WorldPacket& /*recvData*/) { Battleground* bg = _player->GetBattleground(); if(bg) { bg->GetStatus(); } }
void WorldSession::HandlePVPLogDataOpcode(WorldPacket & /*recv_data*/) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd MSG_PVP_LOG_DATA Message"); Battleground *bg = _player->GetBattleground(); if (!bg || (bg->isArena() && bg->GetStatus() != STATUS_IN_PROGRESS)) return; WorldPacket data; sBattlegroundMgr->BuildPvpLogDataPacket(&data, bg); SendPacket(&data); sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_PVP_LOG_DATA Message"); }
/* this method is called when group is inserted, or player / group is removed from BG Queue - there is only one player's status changed, so we don't use while (true) cycles to invite whole queue it must be called after fully adding the members of a group to ensure group joining should be called from Battleground::RemovePlayer function in some cases */ void BattlegroundQueue::BattlegroundQueueUpdate(uint32 /*diff*/, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating) { //if no players in queue - do nothing if (m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_ALLIANCE].empty() && m_QueuedGroups[bracket_id][BG_QUEUE_NORMAL_HORDE].empty()) return; // battleground with free slot for player should be always in the beggining of the queue // maybe it would be better to create bgfreeslotqueue for each bracket_id BGFreeSlotQueueContainer& bgQueues = sBattlegroundMgr->GetBGFreeSlotQueueStore(bgTypeId); for (BGFreeSlotQueueContainer::iterator itr = bgQueues.begin(); itr != bgQueues.end();) { Battleground* bg = *itr; ++itr; // DO NOT allow queue manager to invite new player to rated games if (!bg->isRated() && bg->GetTypeID() == bgTypeId && bg->GetBracketId() == bracket_id && bg->GetStatus() > STATUS_WAIT_QUEUE && bg->GetStatus() < STATUS_WAIT_LEAVE) { // clear selection pools m_SelectionPools[TEAM_ALLIANCE].Init(); m_SelectionPools[TEAM_HORDE].Init(); // call a function that does the job for us FillPlayersToBG(bg, bracket_id); // now everything is set, invite players for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->Team); for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_HORDE].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_HORDE].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg, (*citr)->Team); if (!bg->HasFreeSlots()) bg->RemoveFromBGFreeSlotQueue(); } } // finished iterating through the bgs with free slots, maybe we need to create a new bg Battleground* bg_template = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg_template) { sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg template not found for %u", bgTypeId); return; } PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketById(bg_template->GetMapId(), bracket_id); if (!bracketEntry) { sLog->outError(LOG_FILTER_BATTLEGROUND, "Battleground: Update: bg bracket entry not found for map %u bracket id %u", bg_template->GetMapId(), bracket_id); return; } // get the min. players per team, properly for larger arenas as well. (must have full teams for arena matches!) uint32 MinPlayersPerTeam = bg_template->GetMinPlayersPerTeam(); uint32 MaxPlayersPerTeam = bg_template->GetMaxPlayersPerTeam(); if (bg_template->isArena()) { MaxPlayersPerTeam = arenaType; MinPlayersPerTeam = sBattlegroundMgr->isArenaTesting() ? 1 : arenaType; } else if (sBattlegroundMgr->isTesting()) MinPlayersPerTeam = 1; m_SelectionPools[TEAM_ALLIANCE].Init(); m_SelectionPools[TEAM_HORDE].Init(); if (bg_template->isBattleground()) { if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)) { // create new battleground Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, 0, false); if (!bg2) { sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } // invite those selection pools for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); bg2->StartBattleground(); //clear structures m_SelectionPools[TEAM_ALLIANCE].Init(); m_SelectionPools[TEAM_HORDE].Init(); } } // now check if there are in queues enough players to start new game of (normal battleground, or non-rated arena) if (!isRated) { // if there are enough players in pools, start new battleground or non rated arena if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam))) { // we successfully created a pool Battleground* bg2 = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, false); if (!bg2) { sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update - Cannot create battleground: %u", bgTypeId); return; } // invite those selection pools for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) for (GroupsQueueType::const_iterator citr = m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.begin(); citr != m_SelectionPools[TEAM_ALLIANCE + i].SelectedGroups.end(); ++citr) InviteGroupToBG((*citr), bg2, (*citr)->Team); // start bg bg2->StartBattleground(); } } else if (bg_template->isArena()) { // found out the minimum and maximum ratings the newly added team should battle against // arenaRating is the rating of the latest joined team, or 0 // 0 is on (automatic update call) and we must set it to team's with longest wait time if (!arenaRating) { GroupQueueInfo* front1 = NULL; GroupQueueInfo* front2 = NULL; if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].empty()) { front1 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].front(); arenaRating = front1->ArenaMatchmakerRating; } if (!m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].empty()) { front2 = m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].front(); arenaRating = front2->ArenaMatchmakerRating; } if (front1 && front2) { if (front1->JoinTime < front2->JoinTime) arenaRating = front1->ArenaMatchmakerRating; } else if (!front1 && !front2) return; //queues are empty } //set rating range uint32 arenaMinRating = (arenaRating <= sBattlegroundMgr->GetMaxRatingDifference()) ? 0 : arenaRating - sBattlegroundMgr->GetMaxRatingDifference(); uint32 arenaMaxRating = arenaRating + sBattlegroundMgr->GetMaxRatingDifference(); // if max rating difference is set and the time past since server startup is greater than the rating discard time // (after what time the ratings aren't taken into account when making teams) then // the discard time is current_time - time_to_discard, teams that joined after that, will have their ratings taken into account // else leave the discard time on 0, this way all ratings will be discarded uint32 discardTime = getMSTime() - sBattlegroundMgr->GetRatingDiscardTimer(); // we need to find 2 teams which will play next game GroupsQueueType::iterator itr_teams[BG_TEAMS_COUNT]; uint8 found = 0; uint8 team = 0; for (uint8 i = BG_QUEUE_PREMADE_ALLIANCE; i < BG_QUEUE_NORMAL_ALLIANCE; i++) { // take the group that joined first GroupsQueueType::iterator itr2 = m_QueuedGroups[bracket_id][i].begin(); for (; itr2 != m_QueuedGroups[bracket_id][i].end(); ++itr2) { // if group match conditions, then add it to pool if (!(*itr2)->IsInvitedToBGInstanceGUID && (((*itr2)->ArenaMatchmakerRating >= arenaMinRating && (*itr2)->ArenaMatchmakerRating <= arenaMaxRating) || (*itr2)->JoinTime < discardTime)) { itr_teams[found++] = itr2; team = i; break; } } } if (!found) return; if (found == 1) { for (GroupsQueueType::iterator itr3 = itr_teams[0]; itr3 != m_QueuedGroups[bracket_id][team].end(); ++itr3) { if (!(*itr3)->IsInvitedToBGInstanceGUID && (((*itr3)->ArenaMatchmakerRating >= arenaMinRating && (*itr3)->ArenaMatchmakerRating <= arenaMaxRating) || (*itr3)->JoinTime < discardTime) && (*itr_teams[0])->ArenaTeamId != (*itr3)->ArenaTeamId) { itr_teams[found++] = itr3; break; } } } //if we have 2 teams, then start new arena and invite players! if (found == 2) { GroupQueueInfo* aTeam = *itr_teams[TEAM_ALLIANCE]; GroupQueueInfo* hTeam = *itr_teams[TEAM_HORDE]; Battleground* arena = sBattlegroundMgr->CreateNewBattleground(bgTypeId, bracketEntry, arenaType, true); if (!arena) { sLog->outError(LOG_FILTER_BATTLEGROUND, "BattlegroundQueue::Update couldn't create arena instance for rated arena match!"); return; } aTeam->OpponentsTeamRating = hTeam->ArenaTeamRating; hTeam->OpponentsTeamRating = aTeam->ArenaTeamRating; aTeam->OpponentsMatchmakerRating = hTeam->ArenaMatchmakerRating; hTeam->OpponentsMatchmakerRating = aTeam->ArenaMatchmakerRating; sLog->outDebug(LOG_FILTER_BATTLEGROUND, "setting oposite teamrating for team %u to %u", aTeam->ArenaTeamId, aTeam->OpponentsTeamRating); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "setting oposite teamrating for team %u to %u", hTeam->ArenaTeamId, hTeam->OpponentsTeamRating); // now we must move team if we changed its faction to another faction queue, because then we will spam log by errors in Queue::RemovePlayer if (aTeam->Team != ALLIANCE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].push_front(aTeam); m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].erase(itr_teams[TEAM_ALLIANCE]); } if (hTeam->Team != HORDE) { m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_HORDE].push_front(hTeam); m_QueuedGroups[bracket_id][BG_QUEUE_PREMADE_ALLIANCE].erase(itr_teams[TEAM_HORDE]); } arena->SetArenaMatchmakerRating(ALLIANCE, aTeam->ArenaMatchmakerRating); arena->SetArenaMatchmakerRating( HORDE, hTeam->ArenaMatchmakerRating); InviteGroupToBG(aTeam, arena, ALLIANCE); InviteGroupToBG(hTeam, arena, HORDE); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Starting rated arena match!"); arena->StartBattleground(); } } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) { uint8 type; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recvData >> type >> unk2 >> bgTypeId_ >> unk >> action; if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Invalid BgType!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } if (!_player->InBattlegroundQueue()) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player not in queue!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } //get GroupQueueInfo from BattlegroundQueue BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, type); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); //we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattlegroundQueue::RemovePlayer() function GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player not in queue (No player Group Info)!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Player is not invited to any bg!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); return; } Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId); if (!bg) { if (action) { TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u. Cant find BG with id %u!", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action, ginfo.IsInvitedToBGInstanceGUID); return; } bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) { TC_LOG_ERROR("network", "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } } TC_LOG_DEBUG("bg.battleground", "CMSG_BATTLEFIELD_PORT %s ArenaType: %u, Unk: %u, BgType: %u, Action: %u.", GetPlayerInfo().c_str(), type, unk2, bgTypeId_, action); // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1 && ginfo.ArenaType == 0) { //if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue if (!_player->CanJoinToBattleground(bg)) { //send bg command result to show nice message WorldPacket data2; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data2, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; TC_LOG_DEBUG("bg.battleground", "Player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName().c_str(), _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()) { TC_LOG_ERROR("network", "Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!", _player->GetName().c_str(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID()); action = 0; } } uint32 queueSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); WorldPacket data; if (action) { // check Freeze debuff if (_player->HasAura(9454)) return; if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId)) return; // cheating? if (!_player->InBattleground()) _player->SetBattlegroundEntryPoint(); // resurrect the player if (!_player->IsAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->IsInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->CleanupAfterTaxiFlight(); } sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime(), bg->GetArenaType(), ginfo.Team); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetGUID(), 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->GetGUID(), false, true); // set the destination instance id _player->SetBattlegroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.Team); // bg->HandleBeforeTeleportToBattleground(_player); sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player, team); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); } else // leave queue { if (bg->isArena() && bg->GetStatus() > STATUS_WAIT_QUEUE) return; // if player leaves rated arena match before match start, it is counted as he played but he lost if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID) { ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ginfo.Team); if (at) { TC_LOG_DEBUG("bg.battleground", "UPDATING memberLost's personal arena rating for %s by opponents rating: %u, because he has left queue!", _player->GetGUID().ToString().c_str(), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsMatchmakerRating); at->SaveToDB(); } } _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, 0, 0); bgQueue.RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!ginfo.ArenaType) sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); SendPacket(&data); TC_LOG_DEBUG("bg.battleground", "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName().c_str(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); } }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message"); uint32 time; uint32 queueSlot; // guessed uint32 unk; // type id from dbc uint8 action; // enter battle 0x1, leave queue 0x0 ObjectGuid guid; recvData >> unk; recvData >> queueSlot; recvData >> time; guid[0] = recvData.ReadBit(); guid[5] = recvData.ReadBit(); guid[3] = recvData.ReadBit(); guid[2] = recvData.ReadBit(); guid[4] = recvData.ReadBit(); guid[1] = recvData.ReadBit(); action = recvData.ReadBit(); guid[6] = recvData.ReadBit(); guid[7] = recvData.ReadBit(); recvData.FlushBits(); uint8 byteOrder[8] = {0, 3, 4, 7, 1, 5, 6, 2}; recvData.ReadBytesSeq(guid, byteOrder); if (!_player->InBattlegroundQueue()) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (Name: %s, GUID: %u), he is not in bg_queue.", _player->GetName(), _player->GetGUIDLow()); return; } if (queueSlot > PLAYER_MAX_BATTLEGROUND_QUEUES) { sLog->OutPandashan("HandleBattleFieldPortOpcode queueSlot %u", queueSlot); return; } BattlegroundQueueTypeId bgQueueTypeId = _player->GetBattlegroundQueueTypeId(queueSlot); if (bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BattlegroundHandler: invalid queueSlot (%u) received.", queueSlot); return; } if (bgQueueTypeId > MAX_BATTLEGROUND_QUEUE_TYPES) { sLog->OutPandashan("HandleBattleFieldPortOpcode bgQueueTypeId %u", bgQueueTypeId); return; } 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->GetGUID(), &ginfo)) { sLog->outError(LOG_FILTER_NETWORKIO, "BattlegroundHandler: itrplayerstatus not found."); return; } // if action == 1, then instanceId is required if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) { sLog->outError(LOG_FILTER_NETWORKIO, "BattlegroundHandler: instance not found."); return; } BattlegroundTypeId bgTypeId = BattlegroundMgr::BGTemplateId(bgQueueTypeId); // BGTemplateId returns BATTLEGROUND_AA when it is arena queue. // Do instance id search as there is no AA bg instances. Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID, bgTypeId == BATTLEGROUND_AA ? BATTLEGROUND_TYPE_NONE : 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(LOG_FILTER_NETWORKIO, "BattlegroundHandler: bg_template not found for type id %u.", bgTypeId); return; } // get real bg type bgTypeId = bg->GetTypeID(); // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; //some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it if (action == 1 && ginfo.ArenaType == 0) { //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; sBattlegroundMgr->BuildStatusFailedPacket(&data2, bg, _player, 0, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data2); action = 0; sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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(LOG_FILTER_NETWORKIO, "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; } } WorldPacket data; switch (action) { case 1: // port to battleground if (!_player->IsInvitedForBattlegroundQueueType(bgQueueTypeId)) return; // cheating? if (!_player->InBattleground()) _player->SetBattlegroundEntryPoint(); // resurrect the player if (!_player->isAlive()) { _player->ResurrectPlayer(1.0f); _player->SpawnCorpseBones(); } // stop taxi flight at port if (_player->isInFlight()) { _player->GetMotionMaster()->MovementExpired(); _player->CleanupAfterTaxiFlight(); } sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_IN_PROGRESS, _player->GetBattlegroundQueueJoinTime(bgTypeId), bg->GetElapsedTime(), bg->GetArenaType()); _player->GetSession()->SendPacket(&data); // remove battleground queue status from BGmgr bgQueue.RemovePlayer(_player->GetGUID(), 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->GetGUID(), false, true); // set the destination instance id _player->SetBattlegroundId(bg->GetInstanceID(), bgTypeId); // set the destination team _player->SetBGTeam(ginfo.Team); // bg->HandleBeforeTeleportToBattleground(_player); sBattlegroundMgr->SendToBattleground(_player, ginfo.IsInvitedToBGInstanceGUID, bgTypeId); // add only in HandleMoveWorldPortAck() // bg->AddPlayer(_player, team); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "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 if (bg->isArena() && bg->GetStatus() > STATUS_WAIT_QUEUE) return; // if player leaves rated arena match before match start, it is counted as he played but he lost if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID) { ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(ginfo.Team); if (at) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "UPDATING memberLost's personal arena rating for %u by opponents rating: %u, because he has left queue!", GUID_LOPART(_player->GetGUID()), ginfo.OpponentsTeamRating); at->MemberLost(_player, ginfo.OpponentsMatchmakerRating); at->SaveToDB(); } } sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, _player, queueSlot, STATUS_NONE, _player->GetBattlegroundQueueJoinTime(bgTypeId), 0, 0); SendPacket(&data); _player->RemoveBattlegroundQueueId(bgQueueTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs bgQueue.RemovePlayer(_player->GetGUID(), true); // player left queue, we should update it - do not update Arena Queue if (!ginfo.ArenaType) sBattlegroundMgr->ScheduleQueueUpdate(ginfo.ArenaMatchmakerRating, ginfo.ArenaType, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) left queue for bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetTypeID(), bgQueueTypeId); break; default: sLog->outError(LOG_FILTER_NETWORKIO, "Battleground port: unknown action %u", action); break; } }
bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { player->PlayerTalkClass->ClearMenus(); if (!ArenaWatcherEnable && (!ArenaWatcherOnlyGM || player->IsGameMaster())) return true; if (action <= GOSSIP_OFFSET) { bool bracketExists = false; uint8 playerCount = action - GOSSIP_ACTION_INFO_DEF; for (uint8 bgTypeId = 0; bgTypeId < MAX_BATTLEGROUND_TYPE_ID; ++bgTypeId) { if (!BattlegroundMgr::IsArenaType(BattlegroundTypeId(bgTypeId))) continue; BattlegroundData* arenas = sBattlegroundMgr->GetAllBattlegroundsWithTypeId(BattlegroundTypeId(bgTypeId)); if (!arenas || arenas->m_Battlegrounds.empty()) continue; for (BattlegroundContainer::const_iterator itr = arenas->m_Battlegrounds.begin(); itr != arenas->m_Battlegrounds.end(); ++itr) { Map* map = itr->second->FindBgMap(); if (!map) continue; if (!(itr->second->GetStatus() & 2)) { continue; } if (itr->second->GetArenaType() != playerCount) continue; if (ArenaWatcherOnlyRated && !itr->second->isRated()) continue; if (itr->second->isRated()) { ArenaTeam* teamOne = sArenaTeamMgr->GetArenaTeamById(itr->second->GetArenaTeamIdByIndex(0)); ArenaTeam* teamTwo = sArenaTeamMgr->GetArenaTeamById(itr->second->GetArenaTeamIdByIndex(1)); if (teamOne && teamTwo) { char gossipTextFormat[100]; snprintf(gossipTextFormat, 100, "%s : %s (%u) vs. %s (%u)", map->GetMapName(), teamOne->GetName().c_str(), teamOne->GetRating(), teamTwo->GetName().c_str(), teamTwo->GetRating()); player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, gossipTextFormat, GOSSIP_SENDER_MAIN + bgTypeId, itr->first + GOSSIP_OFFSET); } } else { char gossipTextFormat[100]; snprintf(gossipTextFormat, 100, "[%u] %s : %u vs. %u", itr->first, map->GetMapName(), playerCount, playerCount); player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, gossipTextFormat, GOSSIP_SENDER_MAIN + bgTypeId, itr->first + GOSSIP_OFFSET); } bracketExists = true; } } if (bracketExists) player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID()); else { sCreatureTextMgr->SendChat(creature, SAY_NOT_FOUND_BRACKET, player->GetGUID()); player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); } } else { uint32 arenaId = action - GOSSIP_OFFSET; uint32 bgTypeId = sender - GOSSIP_SENDER_MAIN; BattlegroundData* arenas = sBattlegroundMgr->GetAllBattlegroundsWithTypeId(BattlegroundTypeId(bgTypeId)); if (!arenas || arenas->m_Battlegrounds.empty()) return false; if (arenas->m_Battlegrounds[arenaId]) { Battleground* bg = arenas->m_Battlegrounds[arenaId]; if (bg->GetStatus() == STATUS_NONE) { sCreatureTextMgr->SendChat(creature, SAY_ARENA_NOT_IN_PROGRESS, player->GetGUID()); player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); return false; } float x = 0.0f, y = 0.0f, z = 0.0f; switch (bg->GetMapId()) { case 617: x = 1299.046f; y = 784.825f; z = 9.338f; break; case 618: x = 763.5f; y = -284; z = 28.276f; break; case 572: x = 1285.810547f; y = 1667.896851f; z = 39.957642f; break; case 562: x = 6238.930176f; y = 262.963470f; z = 0.889519f; break; case 559: x = 4055.504395f; y = 2919.660645f; z = 13.611241f; break; default: player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); return false; } player->SetBattlegroundId(bg->GetInstanceID(), bg->GetTypeID()); player->SetBattlegroundEntryPoint(); ArenaWatcherStart(player); player->TeleportTo(bg->GetMapId(), x, y, z, player->GetOrientation()); ArenaWatcherAfterTeleport(player); } } return true; }
/* - return the right instance for the object, based on its InstanceId - create the instance if it's not created already - the player is not actually added to the instance (only in InstanceMap::Add) */ Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player) { if (GetId() != mapId || !player) return NULL; Map* map = NULL; if (IsBattlegroundOrArena()) { // instantiate or find existing bg map for player // the instance id is set in battlegroundid uint32 newInstanceId = player->GetBattlegroundId(); if (!newInstanceId) return NULL; map = sMapMgr->FindMap(mapId, newInstanceId); if (!map) { Battleground* bg = player->GetBattleground(true); if (bg && bg->GetStatus() < STATUS_WAIT_LEAVE) map = CreateBattleground(newInstanceId, bg); else { player->TeleportToEntryPoint(); return NULL; } } } else { Difficulty realdiff = player->GetDifficulty(IsRaid()); uint32 destInstId = sInstanceSaveMgr->PlayerGetDestinationInstanceId(player, GetId(), realdiff); if (destInstId) { InstanceSave* pSave = sInstanceSaveMgr->GetInstanceSave(destInstId); ASSERT(pSave); // pussywizard: must exist map = FindInstanceMap(destInstId); if (!map) map = CreateInstance(destInstId, pSave, realdiff); else if ((mapId == 631 || mapId == 724) && !map->HavePlayers() && map->GetDifficulty() != realdiff) { if (player->isBeingLoaded()) // pussywizard: crashfix (assert(passengers.empty) fail in ~transport), could be added to a transport during loading from db return NULL; if (!map->AllTransportsEmpty()) map->AllTransportsRemovePassengers(); // pussywizard: gameobjects / summons (assert(passengers.empty) fail in ~transport) for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i) if (i->first == destInstId) { DestroyInstance(i); map = CreateInstance(destInstId, pSave, realdiff); break; } } } else { uint32 newInstanceId = sMapMgr->GenerateInstanceId(); ASSERT(!FindInstanceMap(newInstanceId)); // pussywizard: instance with new id can't exist Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid()); map = CreateInstance(newInstanceId, NULL, diff); } } return map; }
bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { player->PlayerTalkClass->ClearMenus(); uint8 mode = ARENA_TYPE_2v2; if (action == (GOSSIP_ACTION_INFO_DEF + 3)) // 3v3 mode = ARENA_TYPE_3v3; if (action == (GOSSIP_ACTION_INFO_DEF + 5)) // 5v5 mode = ARENA_TYPE_5v5; if (action <= GOSSIP_OFFSET) { BattlegroundSet arenasSet = sBattlegroundMgr->GetAllBattlegroundsWithTypeId(BATTLEGROUND_AA); // Check for matches of chosen type bool bracketMatchs = false; for (BattlegroundSet::const_iterator itr = arenasSet.begin(); itr != arenasSet.end(); ++itr) { if (Battleground* bg = itr->second) { if (bg->GetArenaType() == mode) { bracketMatchs = true; break; } } } if (!bracketMatchs) { std::stringstream errMsg; errMsg << "Sorry " << player->GetName() << ", There are no current matches of the type you selected."; creature->MonsterWhisper(errMsg.str().c_str(), player->GetGUID()); player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); } else { // team 1 and 2! for (BattlegroundSet::const_iterator itr = arenasSet.begin(); itr != arenasSet.end(); ++itr) { if (Battleground* bg = itr->second) { ArenaTeam* teamOne = sArenaTeamMgr->GetArenaTeamById(bg->GetArenaTeamIdByIndex(0)); ArenaTeam* teamTwo = sArenaTeamMgr->GetArenaTeamById(bg->GetArenaTeamIdByIndex(1)); if (teamOne && teamTwo) { std::stringstream gossipItem; gossipItem << teamOne->GetName() << " ("; gossipItem << teamOne->GetRating() << ") VS "; gossipItem << teamTwo->GetName() << " ("; gossipItem << teamTwo->GetRating() << ")"; player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, gossipItem.str(), GOSSIP_SENDER_MAIN + 1, itr->first + GOSSIP_OFFSET); } } } player->PlayerTalkClass->SendGossipMenu(player->GetGossipTextId(creature), creature->GetGUID()); } } else { uint32 arenaId = action - GOSSIP_OFFSET; // Don't really bother about WPE injection here, we are allowing pretty much any arena selection BattlegroundSet arenasSet = sBattlegroundMgr->GetAllBattlegroundsWithTypeId(BATTLEGROUND_AA); if (arenasSet[arenaId] != NULL) { Battleground* arenaChosen = arenasSet[arenaId]; // spectator crap if (arenaChosen->GetStatus() != STATUS_NONE && arenaChosen->GetStatus() != STATUS_IN_PROGRESS) { std::stringstream errMsg; errMsg << "Sorry " << player->GetName() << ", the chosen arena has ended"; creature->MonsterWhisper(errMsg.str().c_str(), player->GetGUID()); player->PlayerTalkClass->ClearMenus(); player->CLOSE_GOSSIP_MENU(); return false; } // OK. In the case of a selected arena, we teleport in the center of the arena. player->SetBattlegroundId(arenaChosen->GetInstanceID(), arenaChosen->GetTypeID()); player->SetBattlegroundEntryPoint(); float x, y, z; switch (arenaChosen->GetMapId()) { case 617: x = 1299.046f; y = 784.825f; z = 9.338f; break; // Dalaran Sewers case 618: x = 763.5f; y = -284; z = 28.276f; break; // Ring of Valor case 572: x = 1285.810547f; y = 1667.896851f; z = 39.957642f; break; // Ruins of Lordearon case 562: x = 6238.930176f; y = 262.963470f; z = 0.889519f; break; // Blade's Edge Arena case 559: x = 4055.504395f; y = 2919.660645f; z = 13.611241f; break; // Nagrand Arena } player->SetGMVisible(false); // Make the player invisible. TODO: Use a custom spell in `spell_dbc` player->TeleportTo(arenaChosen->GetMapId(), x, y, z, player->GetOrientation()); } } return true; }
void WorldSession::HandleBattlefieldStatusOpcode(WorldPacket& /*recv_data*/) { // empty opcode sLog.outDebug("WORLD: Battleground status"); WorldPacket data; // @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 if (_player->InBattleground()) { Battleground* bg = _player->GetBattleground(); if (bg) { uint32 bgQueueTypeId = sBattlegroundMgr.BGQueueTypeId(bg->GetTypeID(), bg->GetArenaType()); uint32 queueSlot = _player->GetBattlegroundQueueIndex(bgQueueTypeId); if ((bg->GetStatus() <= STATUS_IN_PROGRESS)) { sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime()); SendPacket(&data); } for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattlegroundQueueId(i); // battlegroundqueueid stores the type id, not the instance id, so this is definitely wrong uint8 arenatype = sBattlegroundMgr.BGArenaType(queue_id); uint8 isRated = 0; if (i == queueSlot || !queue_id) // we need to get the instance ids continue; BattlegroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); if (itrPlayerStatus == sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].end()) continue; if (itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } Battleground* bg2 = sBattlegroundMgr.GetBattlegroundTemplate(sBattlegroundMgr.BGTemplateId(queue_id)); // try this if (bg2) { //in this call is small bug, this call should be filled by player's waiting time in queue //this call nulls all timers for client : sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, bg2, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); } } } } else { // we should update all queues? .. i'm not sure if this code is correct for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { uint32 queue_id = _player->GetBattlegroundQueueId(i); if (!queue_id) continue; uint32 bgTypeId = sBattlegroundMgr.BGTemplateId(queue_id); uint8 arenatype = sBattlegroundMgr.BGArenaType(queue_id); uint8 isRated = 0; Battleground* bg = sBattlegroundMgr.GetBattlegroundTemplate(bgTypeId); BattlegroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].find(_player->GetGUID()); if (itrPlayerStatus == sBattlegroundMgr.m_BattlegroundQueues[queue_id].m_QueuedPlayers[_player->GetBattlegroundQueueIdFromLevel()].end()) continue; if (itrPlayerStatus->second.GroupInfo) { arenatype = itrPlayerStatus->second.GroupInfo->ArenaType; isRated = itrPlayerStatus->second.GroupInfo->IsRated; } if (bg && queue_id) { sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, bg, _player->GetTeam(), i, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); } } } /* else // not sure if it needed... { for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { sBattlegroundMgr.BuildBattlegroundStatusPacket(&data, NULL, _player->GetTeam(),i , STATUS_NONE, 0, 0); SendPacket(&data); } }*/ }
void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) { uint8 arenaType; // arenatype if arena uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1 uint32 bgTypeId_; // type id from dbc uint16 unk; // 0x1F90 constant? uint8 action; // enter battle 0x1, leave queue 0x0 recvData >> arenaType >> unk2 >> bgTypeId_ >> unk >> action; // bgTypeId not valid if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) return; // player not in any queue, so can't really answer if (!_player->InBattlegroundQueue()) return; // get BattlegroundQueue for received BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenaType); BattlegroundQueue& bgQueue = sBattlegroundMgr->GetBattlegroundQueue(bgQueueTypeId); // get group info from queue GroupQueueInfo ginfo; if (!bgQueue.GetPlayerGroupInfoData(_player->GetGUID(), &ginfo)) return; // to accept, player must be invited to particular battleground id if (!ginfo.IsInvitedToBGInstanceGUID && action == 1) return; Battleground* bg = sBattlegroundMgr->GetBattleground(ginfo.IsInvitedToBGInstanceGUID); // use template if leaving queue (instance might not be created yet) if (!bg && action == 0) bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; // 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); action = 0; } 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; } }