예제 #1
0
void BattleGroundMgr::AddPlayerToBattleGround(Player *pl, uint32 bgId)
{
    sLog.outDetail("BATTLEGROUND: Added %s to BattleGround.", pl->GetName());
    BattleGround *bg = GetBattleGround(bgId);
    bg->AddPlayer(pl);

}
예제 #2
0
void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
{
    CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);

    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");

    uint8 unk1;
    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

    recv_data >> unk1 >> unk2 >> bgTypeId >> unk >> action;

    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
    if(bg)
    {
        if(_player->InBattleGroundQueue())
        {
            uint32 queueSlot = 0;
            WorldPacket data;
            switch(action)
            {
                case 1:                                     // port to battleground
                    _player->RemoveFromGroup();
                    queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_IN_PROGRESS, 0, bg->GetStartTime());
                    _player->GetSession()->SendPacket(&data);
                    // remove battleground queue status from BGmgr
                    sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), false);
                    // check if player is not deserter
                    if( !_player->CanJoinToBattleground() )
                    {
                        WorldPacket data2;
                        data2.Initialize(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
                        data2 << (uint32) 0xFFFFFFFE;
                        SendPacket(&data2);
                        return;
                    }
                    _player->SetBattleGroundId(bg->GetTypeID());
                    sBattleGroundMgr.SendToBattleGround(_player, bgTypeId);
                    bg->AddPlayer(_player);
                    break;
                case 0:                                     // leave queue
                    queueSlot = _player->GetBattleGroundQueueIndex(bgTypeId);
                    _player->RemoveBattleGroundQueueId(bgTypeId); // must be called this way, because if you move this call to queue->removeplayer, it causes bugs
                    sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_NONE, 0, 0);
                    sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].RemovePlayer(_player->GetGUID(), true);
                    SendPacket(&data);
                    break;
                default:
                    sLog.outError("Battleground port: unknown action %u", action);
                    break;
            }
        }
    }
}
예제 #3
0
void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8);

    uint64 guid;
    recv_data >> guid;                                      // >> MapID >> Instance;
    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid);

    // ignore if we already in BG
    if(GetPlayer()->InBattleGround())
        return;

    // TODO: select bg ID base at bg map_id or use map id as bg ID
    uint8 bgID = 1;

    // check existance
    BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgID);
    if(!bg)
        return;

    // We're in BG.
    GetPlayer()->SetBattleGroundId(bgID);

    //sBattleGroundMgr.SendBattleGroundStatusPacket(GetPlayer(), sBattleGroundMgr.GetBattleGround(1)->GetMapId(), sBattleGroundMgr.GetBattleGround(1)->GetID(),3);

    GetPlayer()->SetBattleGroundEntryPointMap(GetPlayer()->GetMapId());
    GetPlayer()->SetBattleGroundEntryPointO(GetPlayer()->GetOrientation());
    GetPlayer()->SetBattleGroundEntryPointX(GetPlayer()->GetPositionX());
    GetPlayer()->SetBattleGroundEntryPointY(GetPlayer()->GetPositionY());
    GetPlayer()->SetBattleGroundEntryPointZ(GetPlayer()->GetPositionZ());

    sBattleGroundMgr.SendToBattleGround(GetPlayer(),bgID);

    //sBattleGroundMgr.SendBattleGroundStatusPacket(GetPlayer(), sBattleGroundMgr.GetBattleGround(1)->GetMapId(), sBattleGroundMgr.GetBattleGround(1)->GetID(), 0x03, 0x001D2A00);

    sBattleGroundMgr.SendBattleGroundStatusPacket(GetPlayer(), sBattleGroundMgr.GetBattleGround(1)->GetMapId(), sBattleGroundMgr.GetBattleGround(bgID)->GetID(), 0x03, 0x00);

    // Adding Player to BattleGround id = 0
    sLog.outDetail("BATTLEGROUND: Added %s to BattleGround.", GetPlayer()->GetName());
    bg->AddPlayer(GetPlayer());

    // Bur: Not sure if we would have to send a position/score update.. maybe the client requests this automatically we'll have to see
}
예제 #4
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
    {
        sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player got's teleported far to a not valid location. (map:%u, x:%f, y:%f, z:%f) We log him out and don't save him..", loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
        // stop teleportation else we would try this again in the beginning of WorldSession::LogoutPlayer...
        GetPlayer()->SetSemaphoreTeleportFar(false);
        // player don't gets saved - so his coords will stay at the point where
        // he was last saved
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    // relocate the player to the teleport destination
    GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer()));
    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        //if player wasn't added to map, reset his map pointer!
        GetPlayer()->ResetMap();

        DEBUG_LOG("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
        // teleport the player home
        GetPlayer()->TeleportToHomebind();
        return;
    }
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Reset(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
        }
    }

    if(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveMgr.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state prepare
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            bg->AddPlayer(_player);
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                // get the team this way, because arenas might 'override' the teams.
                uint32 team = bg->GetPlayerTeam(_player->GetGUID());
                if(!team)
                    team = _player->GetTeam();
                if(!bg->GetBgRaid(team))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(team, group);
                    group->Create(_player->GetGUIDLow(), _player->GetName());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
예제 #5
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid,loc.x,loc.y,loc.z,loc.o))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleport(false);

    // relocate the player to the teleport destination
    GetPlayer()->SetMapId(loc.mapid);
    GetPlayer()->Relocate(loc.x, loc.y, loc.z, loc.o);

    // since the MapId is set before the GetInstance call, the InstanceId must be set to 0
    // to let GetInstance() determine the proper InstanceId based on the player's binds
    GetPlayer()->SetInstanceId(0);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outDebug("WORLD: teleport of player %s (%d) to location %d,%f,%f,%f,%f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.x, loc.y, loc.z, loc.o);
        // teleport the player home
        GetPlayer()->SetDontMove(false);
        if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
        {
            // the player must always be able to teleport home
            sLog.outError("WORLD: failed to teleport player %s (%d) to homebind location %d,%f,%f,%f,%f!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
            assert(false);
        }
        return;
    }
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            GetPlayer()->SetDontMove(false);
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    if(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state prepare
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            bg->AddPlayer(_player);
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                // get the team this way, because arenas might 'override' the teams.
                uint32 team = bg->GetPlayerTeam(_player->GetGUID());
                if(!team)
                    team = _player->GetTeam();
                if(!bg->GetBgRaid(team))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(team, group);
                    group->Create(_player->GetGUIDLow(), _player->GetName());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if(GetPlayer()->m_temporaryUnsummonedPetNumber)
    {
        Pet* NewPet = new Pet;
        if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
            delete NewPet;

        GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
    }

    GetPlayer()->SetDontMove(false);
}