void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+4+4+1); uint64 guid; uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid); // ignore if we already in BG or BG queue if(_player->InBattleGround()) return; // check Deserter debuff if( !_player->CanJoinToBattleground() ) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); return; } // check existence BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); if(!bg) return; if(joinAsGroup && _player->GetGroup()) { Group *grp = _player->GetGroup(); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; if( !member->CanJoinToBattleground() ) { WorldPacket data(SMSG_GROUP_JOINED_BATTLEGROUND, 4); data << (uint32) 0xFFFFFFFE; _player->GetSession()->SendPacket(&data); continue; } if (member->GetBattleGroundQueueIndex(bgTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue continue; WorldPacket data; uint32 queueSlot = member->AddBattleGroundQueueId(bgTypeId); // add to queue if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) { // fill data packet //member->GetSession()->SendPacket(data); continue; } // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(member, bgTypeId); } } else { if (_player->GetBattleGroundQueueIndex(bgTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; uint32 queueSlot = _player->AddBattleGroundQueueId(bgTypeId); if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) { WorldPacket data; // fill data packet //SendPacket(data); return; } // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgTypeId].AddPlayer(_player, bgTypeId); } }
//Teleport group to given game_tele.entry static bool HandleTeleGroupCommand(ChatHandler* handler, const char* args) { if (!*args) return false; Player* target = handler->getSelectedPlayer(); if (!target) { handler->SendSysMessage(LANG_NO_CHAR_SELECTED); handler->SetSentErrorMessage(true); return false; } // check online security if (handler->HasLowerSecurity(target, 0)) return false; // id, or string, or [name] Shift-click form |color|Htele:id|h[name]|h|r GameTele const* tele = handler->extractGameTeleFromLink((char*)args); if (!tele) { handler->SendSysMessage(LANG_COMMAND_TELE_NOTFOUND); handler->SetSentErrorMessage(true); return false; } MapEntry const* map = sMapStore.LookupEntry(tele->mapId); if (!map || map->IsBattlegroundOrArena()) { handler->SendSysMessage(LANG_CANNOT_TELE_TO_BG); handler->SetSentErrorMessage(true); return false; } std::string nameLink = handler->GetNameLink(target); Group* group = target->GetGroup(); if (!group) { handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str()); handler->SetSentErrorMessage(true); return false; } for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->getSource(); if (!player || !player->GetSession()) continue; // check online security if (handler->HasLowerSecurity(player, 0)) return false; std::string plNameLink = handler->GetNameLink(player); if (player->IsBeingTeleported()) { handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str()); continue; } handler->PSendSysMessage(LANG_TELEPORTING_TO, plNameLink.c_str(), "", tele->name.c_str()); if (handler->needReportToTarget(player)) (ChatHandler(player)).PSendSysMessage(LANG_TELEPORTED_TO_BY, nameLink.c_str()); // stop flight if need if (player->isInFlight()) { player->GetMotionMaster()->MovementExpired(); player->CleanupAfterTaxiFlight(); } // save only in non-flight case else player->SaveRecallPosition(); player->TeleportTo(tele->mapId, tele->position_x, tele->position_y, tele->position_z, tele->orientation); } return true; }
void WorldSession::HandleBattlemasterJoinOpcode(WorldPacket & recv_data) { uint64 guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp = NULL; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog->outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u", bgTypeId_, _player->GetGUIDLow()); return; } if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, bgTypeId_, NULL)) { ChatHandler(this).PSendSysMessage(LANG_BG_DISABLED); return; } BattlegroundTypeId bgTypeId = BattlegroundTypeId(bgTypeId_); sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, 0); BattlegroundQueueTypeId bgQueueTypeIdRandom = BattlegroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0); // ignore if player is already in BG if (_player->InBattleground()) 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); if (!bg) return; // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { if (GetPlayer()->isUsingLfg()) { // player is using dungeon finder or raid finder WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_LFG_CANT_USE_BATTLEGROUND); GetPlayer()->GetSession()->SendPacket(&data); return; } // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattlegroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { //player is already in random queue WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if (_player->InBattlegroundQueue() && bgTypeId == BATTLEGROUND_RB) { //player is already in queue, can't start random queue WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG); _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()) { WorldPacket data; sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); BattlegroundQueue& bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; GroupQueueInfo * ginfo = NULL; uint32 avgTime = 0; if (err > 0) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, 0, false, isPremade, 0, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if (!member) continue; // this should never happen WorldPacket data; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->ArenaType); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: group end"); } sBattlegroundMgr->ScheduleQueueUpdate(0, 0, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandlePushQuestToParty(WorldPacket& recvPacket) { uint32 questId; recvPacket >> questId; DEBUG_LOG("WORLD: Received CMSG_PUSHQUESTTOPARTY quest = %u", questId); if (Quest const *pQuest = sObjectMgr.GetQuestTemplate(questId)) { if (Group* pGroup = _player->GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *pPlayer = itr->getSource(); if (!pPlayer || pPlayer == _player) // skip self continue; _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_SHARING_QUEST); if (!pPlayer->SatisfyQuestStatus(pQuest, false)) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_HAVE_QUEST); continue; } if (pPlayer->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_FINISH_QUEST); continue; } if (!pPlayer->CanTakeQuest(pQuest, false)) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_CANT_TAKE_QUEST); continue; } if (!pPlayer->SatisfyQuestLog(false)) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_LOG_FULL); continue; } if (pPlayer->GetDividerGuid()) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_BUSY); continue; } pPlayer->SetDividerGuid(_player->GetObjectGuid()); if (pPlayer->GetPlayerbotAI()) pPlayer->GetPlayerbotAI()->AcceptQuest( pQuest, _player ); else { pPlayer->PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, _player->GetObjectGuid(), true); pPlayer->SetDividerGuid(_player->GetObjectGuid()); } } } } }
void WorldSession::HandleBattleGroundJoinOpcode(WorldPacket& recv_data) { uint64 guid; uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (bgTypeId >= MAX_BATTLEGROUND_TYPES) { sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow()); return; } sLog.outDebug("WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from (GUID: %u TypeId:%u)", GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid))); // can do this, since it's battleground, not arena uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0); // 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.GetBattleGround(instanceId); if (!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // check queueing 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(), false, 0); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(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 if (joinAsGroup /* && _player->GetGroup()*/) { sLog.outDebug("Battleground: the following players are joining as group:"); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); 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) if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) member->SetBattleGroundEntryPoint(member->GetMapId(), member->GetPositionX(), member->GetPositionY(), member->GetPositionZ(), member->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); } else { // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) _player->SetBattleGroundEntryPoint(_player->GetMapId(), _player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { ObjectGuid guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE); // 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(), false, 0); isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) && (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(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, ARENA_TYPE_NONE, false, isPremade, 0); 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); // send status packet (in queue) WorldPacket data; sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); 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, ARENA_TYPE_NONE, false, isPremade, 0); 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, ginfo->arenaType); 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(0, ARENA_TYPE_NONE, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); }
void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket& recvData) { uint64 guid; uint32 questId; uint32 unk1; recvData >> guid >> questId >> unk1; sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_QUESTGIVER_ACCEPT_QUEST npc = %u, quest = %u, unk1 = %u", uint32(GUID_LOPART(guid)), questId, unk1); Object* object = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM|TYPEMASK_PLAYER); // no or incorrect quest giver if (!object || (object->GetTypeId() != TYPEID_PLAYER && !object->hasQuest(questId)) || (object->GetTypeId() == TYPEID_PLAYER && object != _player && !object->ToPlayer()->CanShareQuest(questId))) { _player->PlayerTalkClass->SendCloseGossip(); _player->SetDivider(0); return; } // some kind of WPE protection if (!_player->CanInteractWithQuestGiver(object)) return; if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId)) { // prevent cheating if (!GetPlayer()->CanTakeQuest(quest, true)) { _player->PlayerTalkClass->SendCloseGossip(); _player->SetDivider(0); return; } if (_player->GetDivider() != 0) { Player* player = ObjectAccessor::FindPlayer(_player->GetDivider()); if (player) { player->SendPushToPartyResponse(_player, QUEST_PARTY_MSG_ACCEPT_QUEST); _player->SetDivider(0); } } if (_player->CanAddQuest(quest, true)) { _player->AddQuest(quest, object); if (quest->HasFlag(QUEST_FLAGS_PARTY_ACCEPT)) { if (Group* group = _player->GetGroup()) { for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* player = itr->getSource(); if (!player || player == _player) // not self continue; if (player->CanTakeQuest(quest, true)) { player->SetDivider(_player->GetGUID()); //need confirmation that any gossip window will close player->PlayerTalkClass->SendCloseGossip(); _player->SendQuestConfirmAccept(quest, player); } } } } if (_player->CanCompleteQuest(questId)) _player->CompleteQuest(questId); switch (object->GetTypeId()) { case TYPEID_UNIT: sScriptMgr->OnQuestAccept(_player, (object->ToCreature()), quest); (object->ToCreature())->AI()->sQuestAccept(_player, quest); break; case TYPEID_ITEM: case TYPEID_CONTAINER: { sScriptMgr->OnQuestAccept(_player, ((Item*)object), quest); // destroy not required for quest finish quest starting item bool destroyItem = true; for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if ((quest->RequiredItemId[i] == ((Item*)object)->GetEntry()) && (((Item*)object)->GetTemplate()->MaxCount > 0)) { destroyItem = false; break; } } if (destroyItem) _player->DestroyItem(((Item*)object)->GetBagSlot(), ((Item*)object)->GetSlot(), true); break; } case TYPEID_GAMEOBJECT: sScriptMgr->OnQuestAccept(_player, ((GameObject*)object), quest); (object->ToGameObject())->AI()->QuestAccept(_player, quest); break; default: break; } _player->PlayerTalkClass->SendCloseGossip(); if (quest->GetSrcSpell() > 0) _player->CastSpell(_player, quest->GetSrcSpell(), true); return; } } _player->PlayerTalkClass->SendCloseGossip(); }
void UpdateAI(const uint32 uiDiff) { if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; if (!m_bIsEnraged && m_creature->GetHealthPercent() < 25.0f) { if (!m_creature->IsNonMeleeSpellCasted(false)) { m_bIsEnraged = true; DoScriptText(SAY_ENRAGE, m_creature); DoCastSpellIfCan(m_creature, SPELL_ENRAGE); } } if (uiCrystalChainTimer < uiDiff) { if (!m_creature->IsNonMeleeSpellCasted(false)) { if (m_bIsRegularMode) { if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1)) { if (Player* pPlayer = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself()) DoCastSpellIfCan(pPlayer, SPELL_CRYSTAL_CHAINS); uiCrystalChainTimer = 30000; } } else { if (Unit* pSource = m_creature->getVictim()) { uiCrystalChainTimer = 15000; Player* pPlayer = pSource->GetCharmerOrOwnerPlayerOrPlayerItself(); if (!pPlayer) return; if (Group* pGroup = pPlayer->GetGroup()) { for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next()) { if (Player* pMember = pRef->getSource()) { if (pMember->isAlive() && pMember->IsWithinDistInMap(m_creature, 50.0f)) m_creature->CastSpell(pMember, SPELL_CRYSTAL_CHAINS, true); } } } else m_creature->CastSpell(pPlayer, SPELL_CRYSTAL_CHAINS, false); } } } } else uiCrystalChainTimer -= uiDiff; if (uiTailSweepTimer < uiDiff) { if (DoCastSpellIfCan(m_creature, SPELL_TAIL_SWEEP) == CAST_OK) uiTailSweepTimer = urand(2500, 7500); } else uiCrystalChainTimer -= uiDiff; if (uiCrystalfireBreathTimer < uiDiff) { if (DoCastSpellIfCan(m_creature, m_bIsRegularMode ? SPELL_CRYSTALFIRE_BREATH : SPELL_CRYSTALFIRE_BREATH_H) == CAST_OK) uiCrystalfireBreathTimer = urand(15000, 20000); } else uiCrystalfireBreathTimer -= uiDiff; if (!m_bIsRegularMode) { if (uiCrystallizeTimer < uiDiff) { if (DoCastSpellIfCan(m_creature, SPELL_CRYSTALLIZE) == CAST_OK) { uiCrystallizeTimer = urand(15000, 25000); DoScriptText(SAY_CRYSTAL_NOVA, m_creature); } } else uiCrystallizeTimer -= uiDiff; } DoMeleeAttackIfReady(); }
// add group or player (grp == NULL) to bg queue with the given leader and bg specifications GroupQueueInfo* BattlegroundQueue::AddGroup(Player* leader, Group* grp, BattlegroundTypeId BgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 MatchmakerRating, uint32 arenateamid) { BattlegroundBracketId bracketId = bracketEntry->GetBracketId(); // create new ginfo GroupQueueInfo* ginfo = new GroupQueueInfo; ginfo->BgTypeId = BgTypeId; ginfo->ArenaType = ArenaType; ginfo->ArenaTeamId = arenateamid; ginfo->IsRated = isRated; ginfo->IsInvitedToBGInstanceGUID = 0; ginfo->JoinTime = getMSTime(); ginfo->RemoveInviteTime = 0; ginfo->Team = leader->GetBGTeam(); ginfo->ArenaTeamRating = ArenaRating; ginfo->ArenaMatchmakerRating = MatchmakerRating; ginfo->OpponentsTeamRating = 0; ginfo->OpponentsMatchmakerRating = 0; ginfo->Players.clear(); //compute index (if group is premade or joined a rated match) to queues uint32 index = 0; if (!isRated && !isPremade) index += BG_TEAMS_COUNT; if (ginfo->Team == HORDE) index++; sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Adding Group to BattlegroundQueue bgTypeId : %u, bracket_id : %u, index : %u", BgTypeId, bracketId, index); uint32 lastOnlineTime = getMSTime(); //announce world (this don't need mutex) if (isRated && sWorld->getBoolConfig(CONFIG_ARENA_QUEUE_ANNOUNCER_ENABLE)) { ArenaTeam* Team = sArenaTeamMgr->GetArenaTeamById(arenateamid); if (Team) sWorld->SendWorldText(LANG_ARENA_QUEUE_ANNOUNCE_WORLD_JOIN, Team->GetName().c_str(), ginfo->ArenaType, ginfo->ArenaType, ginfo->ArenaTeamRating); } //add players from group to ginfo if (grp) { for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; // this should never happen PlayerQueueInfo& pl_info = m_QueuedPlayers[member->GetGUID()]; pl_info.LastOnlineTime = lastOnlineTime; pl_info.GroupInfo = ginfo; // add the pinfo to ginfo's list ginfo->Players[member->GetGUID()] = &pl_info; } } else { PlayerQueueInfo& pl_info = m_QueuedPlayers[leader->GetGUID()]; pl_info.LastOnlineTime = lastOnlineTime; pl_info.GroupInfo = ginfo; ginfo->Players[leader->GetGUID()] = &pl_info; } //add GroupInfo to m_QueuedGroups { //ACE_Guard<ACE_Recursive_Thread_Mutex> guard(m_Lock); m_QueuedGroups[bracketId][index].push_back(ginfo); //announce to world, this code needs mutex if (!isRated && !isPremade && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_ENABLE)) { if (Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(ginfo->BgTypeId)) { char const* bgName = bg->GetName(); uint32 MinPlayers = bg->GetMinPlayersPerTeam(); uint32 qHorde = 0; uint32 qAlliance = 0; uint32 q_min_level = bracketEntry->minLevel; uint32 q_max_level = bracketEntry->maxLevel; GroupsQueueType::const_iterator itr; for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_ALLIANCE].end(); ++itr) if (!(*itr)->IsInvitedToBGInstanceGUID) qAlliance += (*itr)->Players.size(); for (itr = m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].begin(); itr != m_QueuedGroups[bracketId][BG_QUEUE_NORMAL_HORDE].end(); ++itr) if (!(*itr)->IsInvitedToBGInstanceGUID) qHorde += (*itr)->Players.size(); // Show queue status to player only (when joining queue) if (sWorld->getBoolConfig(CONFIG_BATTLEGROUND_QUEUE_ANNOUNCER_PLAYERONLY)) { ChatHandler(leader->GetSession()).PSendSysMessage(LANG_BG_QUEUE_ANNOUNCE_SELF, bgName, q_min_level, q_max_level, qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0); } // System message else { sWorld->SendWorldText(LANG_BG_QUEUE_ANNOUNCE_WORLD, bgName, q_min_level, q_max_level, qAlliance, (MinPlayers > qAlliance) ? MinPlayers - qAlliance : (uint32)0, qHorde, (MinPlayers > qHorde) ? MinPlayers - qHorde : (uint32)0); } } } //release mutex } return ginfo; }
void FollowerAI::UpdateAI(const uint32 uiDiff) { if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !m_creature->getVictim()) { if (m_uiUpdateFollowTimer < uiDiff) { if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT)) { debug_log("SD2: FollowerAI is set completed, despawns."); m_creature->ForcedDespawn(); return; } bool bIsMaxRangeExceeded = true; if (Player* pPlayer = GetLeaderForFollower()) { if (HasFollowState(STATE_FOLLOW_RETURNING)) { debug_log("SD2: FollowerAI is returning to leader."); RemoveFollowState(STATE_FOLLOW_RETURNING); m_creature->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); return; } if (Group* pGroup = pPlayer->GetGroup()) { for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next()) { Player* pMember = pRef->getSource(); if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE)) { bIsMaxRangeExceeded = false; break; } } } else { if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE)) bIsMaxRangeExceeded = false; } } if (bIsMaxRangeExceeded) { debug_log("SD2: FollowerAI failed because player/group was to far away or not found"); m_creature->ForcedDespawn(); return; } m_uiUpdateFollowTimer = 1000; } else m_uiUpdateFollowTimer -= uiDiff; } UpdateFollowerAI(uiDiff); }
void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) { ObjectGuid guid; uint32 bgTypeId_; uint32 instanceId; uint8 joinAsGroup; bool isPremade = false; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId_; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if (!sBattlemasterListStore.LookupEntry(bgTypeId_)) { sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow()); return; } BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_); DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str()); // can do this, since it's battleground, not arena BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ARENA_TYPE_NONE); BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, ARENA_TYPE_NONE); // ignore if player is already in BG if (_player->InBattleGround()) 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; } // expected bracket entry PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; // check queue conditions if (!joinAsGroup) { // check Deserter debuff if (!_player->CanJoinToBattleground()) { WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS); _player->GetSession()->SendPacket(&data); return; } if (_player->GetBattleGroundQueueIndex(bgQueueTypeIdRandom) < PLAYER_MAX_BATTLEGROUND_QUEUES) { //player is already in random queue WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_RANDOM_BG); _player->GetSession()->SendPacket(&data); return; } if(_player->InBattleGroundQueue() && bgTypeId == BATTLEGROUND_RB) { //player is already in queue, can't start random queue WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_IN_NON_RANDOM_BG); _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()) { WorldPacket data; sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, ERR_BATTLEGROUND_TOO_MANY_QUEUES); _player->GetSession()->SendPacket(&data); return; } } else { grp = _player->GetGroup(); // no group found, error if (!grp) return; if (grp->GetLeaderGuid() != _player->GetObjectGuid()) return; bool have_bots = false; for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; // this should never happen if (member->GetPlayerbotAI()) { ChatHandler(_player).PSendSysMessage("|cffff0000You cannot get in battleground queue as premade because you have bots in your group. Adding you in queue as single player."); have_bots = true; joinAsGroup = false; break; } } if (!have_bots) { err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); isPremade = sWorld.getConfig(CONFIG_UINT32_BATTLEGROUND_PREMADE_GROUP_WAIT_FOR_MATCH) && (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); } } // 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) { GroupQueueInfo* ginfo = NULL; uint32 avgTime = 0; if(err > 0) { DEBUG_LOG("Battleground: the following players are joining as group:"); ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, ARENA_TYPE_NONE, false, isPremade, 0); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; // this should never happen WorldPacket data; if(err <= 0) { sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); 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, bracketEntry, ARENA_TYPE_NONE, false, isPremade, 0); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, ginfo->arenaType); 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(0, ARENA_TYPE_NONE, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); ObjectGuid guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; // -- Disable rated arena matches from 1:00AM to 9:00AM time_t curTime = time(NULL); tm localTm = *localtime(&curTime); if (isRated && localTm.tm_hour > 1 && localTm.tm_hour < 9) return; // -- end "Disable rated arena matches..." uint8 arenatype = 0; uint32 arenaRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } // check existence BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),_player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err; Group * grp = NULL; // check queue conditions if (!asGroup) { // you can't join in this way by client if (isRated) 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; if (grp->GetLeaderGuid() != _player->GetObjectGuid()) return; // may be Group::CanJoinBattleGroundQueue should be moved to player class... err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice) ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queue arenaRating = at->GetRating(); // the arena team id must match for everyone in the group // get the personal ratings for queue uint32 avg_pers_rating = 0; for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); // calc avg personal rating avg_pers_rating += member->GetArenaPersonalRating(arenaslot); } if (arenatype) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (asGroup) { uint32 avgTime; if(err > 0) { DEBUG_LOG("Battleground: arena join as group start"); if (isRated) DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; WorldPacket data; if(err <= 0) { sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: arena join as group end"); } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::HandleMessagechatOpcode( WorldPacket & recv_data ) { uint32 type; uint32 lang; recv_data >> type; recv_data >> lang; if(type >= MAX_CHAT_MSG_TYPE) { sLog.outError("CHAT: Wrong message type received: %u", type); return; } DEBUG_LOG("CHAT: packet received. type %u, lang %u", type, lang ); // prevent talking at unknown language (cheating) LanguageDesc const* langDesc = GetLanguageDescByID(lang); if(!langDesc) { SendNotification(LANG_UNKNOWN_LANGUAGE); return; } if(langDesc->skill_id != 0 && !_player->HasSkill(langDesc->skill_id)) { // also check SPELL_AURA_COMPREHEND_LANGUAGE (client offers option to speak in that language) Unit::AuraList const& langAuras = _player->GetAurasByType(SPELL_AURA_COMPREHEND_LANGUAGE); bool foundAura = false; for(Unit::AuraList::const_iterator i = langAuras.begin(); i != langAuras.end(); ++i) { if((*i)->GetModifier()->m_miscvalue == int32(lang)) { foundAura = true; break; } } if(!foundAura) { SendNotification(LANG_NOT_LEARNED_LANGUAGE); return; } } if(lang == LANG_ADDON) { // Disabled addon channel? if(!sWorld.getConfig(CONFIG_BOOL_ADDON_CHANNEL)) return; } // LANG_ADDON should not be changed nor be affected by flood control else { // send in universal language if player in .gmon mode (ignore spell effects) if (_player->isGameMaster()) lang = LANG_UNIVERSAL; else { // send in universal language in two side iteration allowed mode if (sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT)) lang = LANG_UNIVERSAL; else { switch(type) { case CHAT_MSG_PARTY: case CHAT_MSG_RAID: case CHAT_MSG_RAID_LEADER: case CHAT_MSG_RAID_WARNING: // allow two side chat at group channel if two side group allowed if(sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GROUP)) lang = LANG_UNIVERSAL; break; case CHAT_MSG_GUILD: case CHAT_MSG_OFFICER: // allow two side chat at guild channel if two side guild allowed if(sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GUILD)) lang = LANG_UNIVERSAL; break; } } // but overwrite it by SPELL_AURA_MOD_LANGUAGE auras (only single case used) Unit::AuraList const& ModLangAuras = _player->GetAurasByType(SPELL_AURA_MOD_LANGUAGE); if(!ModLangAuras.empty()) lang = ModLangAuras.front()->GetModifier()->m_miscvalue; } if (type != CHAT_MSG_AFK && type != CHAT_MSG_DND) { if (!_player->CanSpeak()) { std::string timeStr = secsToTimeString(m_muteTime - time(NULL)); SendNotification(GetMangosString(LANG_WAIT_BEFORE_SPEAKING), timeStr.c_str()); return; } GetPlayer()->UpdateSpeakTime(); } } switch(type) { case CHAT_MSG_SAY: case CHAT_MSG_EMOTE: case CHAT_MSG_YELL: { std::string msg; recv_data >> msg; if(msg.empty()) break; if (ChatHandler(this).ParseCommands(msg.c_str())) break; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; if(type == CHAT_MSG_SAY) { sChatLog.ChatMsg(GetPlayer(), msg, type); GetPlayer()->Say(msg, lang); } else if(type == CHAT_MSG_EMOTE) { sChatLog.ChatMsg(GetPlayer(), msg, type); GetPlayer()->TextEmote(msg); } else if(type == CHAT_MSG_YELL) { sChatLog.ChatMsg(GetPlayer(), msg, type); GetPlayer()->Yell(msg, lang); } } break; case CHAT_MSG_WHISPER: { std::string to, msg; recv_data >> to; recv_data >> msg; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.WhisperMsg(GetPlayer(), to, msg); if(!normalizePlayerName(to)) { SendPlayerNotFoundNotice(to); break; } Player *player = sObjectMgr.GetPlayer(to.c_str()); uint32 tSecurity = GetSecurity(); uint32 pSecurity = player ? player->GetSession()->GetSecurity() : SEC_PLAYER; if (!player || (tSecurity == SEC_PLAYER && pSecurity > SEC_PLAYER && !player->isAcceptWhispers())) { SendPlayerNotFoundNotice(to); return; } if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT) && tSecurity == SEC_PLAYER && pSecurity == SEC_PLAYER ) { if (GetPlayer()->GetTeam() != player->GetTeam()) { SendWrongFactionNotice(); return; } } // Playerbot mod: handle whispered command to bot if (player->GetPlayerbotAI()) { player->GetPlayerbotAI()->HandleCommand(msg, *GetPlayer()); GetPlayer()->m_speakTime = 0; GetPlayer()->m_speakCount = 0; } else GetPlayer()->Whisper(msg, lang, player->GetGUID()); } break; case CHAT_MSG_PARTY: case CHAT_MSG_PARTY_LEADER: { std::string msg; recv_data >> msg; if(msg.empty()) break; if (ChatHandler(this).ParseCommands(msg.c_str())) break; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.PartyMsg(GetPlayer(), msg); // if player is in battleground, he cannot say to battleground members by /p Group *group = GetPlayer()->GetOriginalGroup(); if(!group) { group = _player->GetGroup(); if(!group || group->isBGGroup()) return; } if ((type == CHAT_MSG_PARTY_LEADER) && !group->IsLeader(_player->GetObjectGuid())) return; // Playerbot mod: broadcast message to bot members for(GroupReference* itr = group->GetFirstMember(); itr != NULL; itr=itr->next()) { Player* player = itr->getSource(); if (player && player->GetPlayerbotAI()) { player->GetPlayerbotAI()->HandleCommand(msg, *GetPlayer()); GetPlayer()->m_speakTime = 0; GetPlayer()->m_speakCount = 0; } } // END Playerbot mod WorldPacket data; ChatHandler::FillMessageData(&data, this, type, lang, NULL, 0, msg.c_str(), NULL); group->BroadcastPacket(&data, false, group->GetMemberGroup(GetPlayer()->GetObjectGuid())); } break; case CHAT_MSG_GUILD: { std::string msg; recv_data >> msg; if(msg.empty()) break; if (ChatHandler(this).ParseCommands(msg.c_str())) break; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.GuildMsg(GetPlayer(), msg, false); if (GetPlayer()->GetGuildId()) if (Guild *guild = sObjectMgr.GetGuildById(GetPlayer()->GetGuildId())) guild->BroadcastToGuild(this, msg, lang == LANG_ADDON ? LANG_ADDON : LANG_UNIVERSAL); } break; case CHAT_MSG_OFFICER: { std::string msg; recv_data >> msg; if(msg.empty()) break; if (ChatHandler(this).ParseCommands(msg.c_str())) break; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.GuildMsg(GetPlayer(), msg, true); if (GetPlayer()->GetGuildId()) if (Guild *guild = sObjectMgr.GetGuildById(GetPlayer()->GetGuildId())) guild->BroadcastToOfficers(this, msg, lang == LANG_ADDON ? LANG_ADDON : LANG_UNIVERSAL); } break; case CHAT_MSG_RAID: { std::string msg; recv_data >> msg; if(msg.empty()) break; if (ChatHandler(this).ParseCommands(msg.c_str())) break; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.RaidMsg(GetPlayer(), msg, type); // if player is in battleground, he cannot say to battleground members by /ra Group *group = GetPlayer()->GetOriginalGroup(); if(!group) { group = GetPlayer()->GetGroup(); if(!group || group->isBGGroup() || !group->isRaidGroup()) return; } WorldPacket data; ChatHandler::FillMessageData(&data, this, CHAT_MSG_RAID, lang, "", 0, msg.c_str(), NULL); group->BroadcastPacket(&data, false); } break; case CHAT_MSG_RAID_LEADER: { std::string msg; recv_data >> msg; if(msg.empty()) break; if (ChatHandler(this).ParseCommands(msg.c_str())) break; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.RaidMsg(GetPlayer(), msg, type); // if player is in battleground, he cannot say to battleground members by /ra Group *group = GetPlayer()->GetOriginalGroup(); if (!group) { group = GetPlayer()->GetGroup(); if (!group || group->isBGGroup() || !group->isRaidGroup() || !group->IsLeader(_player->GetObjectGuid())) return; } WorldPacket data; ChatHandler::FillMessageData(&data, this, CHAT_MSG_RAID_LEADER, lang, "", 0, msg.c_str(), NULL); group->BroadcastPacket(&data, false); } break; case CHAT_MSG_RAID_WARNING: { std::string msg; recv_data >> msg; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.RaidMsg(GetPlayer(), msg, type); Group *group = GetPlayer()->GetGroup(); if (!group || !group->isRaidGroup() || !(group->IsLeader(GetPlayer()->GetObjectGuid()) || group->IsAssistant(GetPlayer()->GetObjectGuid()))) return; WorldPacket data; //in battleground, raid warning is sent only to players in battleground - code is ok ChatHandler::FillMessageData(&data, this, CHAT_MSG_RAID_WARNING, lang, "", 0, msg.c_str(), NULL); group->BroadcastPacket(&data, false); } break; case CHAT_MSG_BATTLEGROUND: { std::string msg; recv_data >> msg; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.BattleGroundMsg(GetPlayer(), msg, type); // battleground raid is always in Player->GetGroup(), never in GetOriginalGroup() Group *group = GetPlayer()->GetGroup(); if(!group || !group->isBGGroup()) return; WorldPacket data; ChatHandler::FillMessageData(&data, this, CHAT_MSG_BATTLEGROUND, lang, "", 0, msg.c_str(), NULL); group->BroadcastPacket(&data, false); } break; case CHAT_MSG_BATTLEGROUND_LEADER: { std::string msg; recv_data >> msg; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.BattleGroundMsg(GetPlayer(), msg, type); // battleground raid is always in Player->GetGroup(), never in GetOriginalGroup() Group *group = GetPlayer()->GetGroup(); if (!group || !group->isBGGroup() || !group->IsLeader(GetPlayer()->GetObjectGuid())) return; WorldPacket data; ChatHandler::FillMessageData(&data, this, CHAT_MSG_BATTLEGROUND_LEADER, lang, "", 0, msg.c_str(), NULL); group->BroadcastPacket(&data, false); } break; case CHAT_MSG_CHANNEL: { std::string channel, msg; recv_data >> channel; recv_data >> msg; if (!processChatmessageFurtherAfterSecurityChecks(msg, lang)) return; if(msg.empty()) break; sChatLog.ChannelMsg(GetPlayer(), channel, msg); if(ChannelMgr* cMgr = channelMgr(_player->GetTeam())) if(Channel *chn = cMgr->GetChannel(channel, _player)) chn->Say(_player->GetGUID(), msg.c_str(), lang); } break; case CHAT_MSG_AFK: { std::string msg; recv_data >> msg; if (!_player->isInCombat()) { if (!msg.empty() || !_player->isAFK()) { if (msg.empty()) _player->afkMsg = GetMangosString(LANG_PLAYER_AFK_DEFAULT); else _player->afkMsg = msg; } if (msg.empty() || !_player->isAFK()) { _player->ToggleAFK(); if (_player->isAFK() && _player->isDND()) _player->ToggleDND(); } } } break; case CHAT_MSG_DND: { std::string msg; recv_data >> msg; if (!msg.empty() || !_player->isDND()) { if (msg.empty()) _player->dndMsg = GetMangosString(LANG_PLAYER_DND_DEFAULT); else _player->dndMsg = msg; } if (msg.empty() || !_player->isDND()) { _player->ToggleDND(); if (_player->isDND() && _player->isAFK()) _player->ToggleAFK(); } } break; default: sLog.outError("CHAT: unknown message type %u, lang: %u", type, lang); break; } }
void WorldSession::HandleQuestPushToParty(WorldPacket& recvPacket) { uint32 questId; recvPacket >> questId; sLog.outDebug("WORLD: Received CMSG_PUSHQUESTTOPARTY quest = %u", questId); if (Quest const *pQuest = objmgr.GetQuestTemplate(questId)) { if (Group* pGroup = _player->GetGroup()) { for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pPlayer = itr->getSource(); if (!pPlayer || pPlayer == _player) // skip self continue; _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_SHARING_QUEST); // 2.4.3: can only share quests within 10 yards if (_player->GetDistance(pPlayer) > 10) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_TOO_FAR); continue; } //player already has quest if (!pPlayer->SatisfyQuestStatus(pQuest, false)) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_HAVE_QUEST); continue; } //player already completed quest if (pPlayer->GetQuestStatus(questId) == QUEST_STATUS_COMPLETE) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_FINISH_QUEST); continue; } //player is ineligible for the quest if (!pPlayer->CanTakeQuest(pQuest, false)) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_CANT_TAKE_QUEST); continue; } //player has full quest log if (!pPlayer->SatisfyQuestLog(false)) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_LOG_FULL); continue; } if (pPlayer->GetDivider() != 0) { _player->SendPushToPartyResponse(pPlayer, QUEST_PARTY_MSG_BUSY); continue; } pPlayer->PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, _player->GetGUID(), true); pPlayer->SetDivider(_player->GetGUID()); } } } }
void WorldSession::SendLfgRoleCheckUpdate() { if (!sWorld.getConfig(CONFIG_BOOL_LFG_ENABLE)) { DEBUG_LOG("SendLfgRoleCheckUpdate %u failed - Dungeon finder disabled", GetPlayer()->GetObjectGuid().GetCounter()); return; } Group* pGroup = GetPlayer()->GetGroup(); if (!pGroup) return; LFGDungeonSet const* dungeons = pGroup->GetLFGGroupState()->GetDungeons(); if (!dungeons) return; DEBUG_LOG("SMSG_LFG_ROLE_CHECK_UPDATE %u, dugeons size " SIZEFMTD, GetPlayer()->GetObjectGuid().GetCounter(), dungeons->size()); WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + dungeons->size() * 4 + 1 + pGroup->GetMembersCount() * (8 + 1 + 4 + 1)); data << uint32(pGroup->GetLFGGroupState()->GetRoleCheckState()); // Check result data << uint8(pGroup->GetLFGGroupState()->GetRoleCheckState() == LFG_ROLECHECK_INITIALITING); data << uint8(dungeons->size()); // Number of dungeons if (dungeons->size()) { for (LFGDungeonSet::const_iterator itr = dungeons->begin(); itr != dungeons->end(); ++itr) { data << uint32(*itr ? (*itr)->Entry() : 0); // Dungeon Entry } } data << uint8(pGroup->GetMembersCount()); // Players in group if (pGroup->GetMembersCount()) { // Leader info MUST be sent 1st :S ObjectGuid leaderguid = pGroup->GetLeaderGuid(); Player* pLeader = sObjectMgr.GetPlayer(leaderguid); LFGRoleMask roles = LFG_ROLE_MASK_NONE; uint8 leaderLevel = 1; if (pLeader) { roles = pLeader->GetLFGPlayerState()->GetRoles(); leaderLevel = pLeader->getLevel(); } data << leaderguid; // Guid data << uint8(roles != LFG_ROLE_MASK_NONE); // Ready data << uint32(roles); // Roles data << uint8(leaderLevel); // Level for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { if (Player* pGroupMember = itr->getSource()) { ObjectGuid guid = pGroupMember->GetObjectGuid(); // Leader data handle first if (guid == leaderguid) continue; roles = pGroupMember->GetLFGPlayerState()->GetRoles(); data << guid; // Guid data << uint8(roles != LFG_ROLE_MASK_NONE); // Ready data << uint32(roles); // Roles data << uint8(pGroupMember->getLevel()); // Level } } } SendPacket(&data); }
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recvData*/) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); uint64 guid = player->GetLootGUID(); if (!guid) return; Loot* loot = NULL; bool shareMoney = true; switch (GUID_HIPART(guid)) { case HIGHGUID_GAMEOBJECT: { GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid); // do not check distance for GO if player is the owner of it (ex. fishing bobber) if (go && ((go->GetOwnerGUID() == player->GetGUID() || go->IsWithinDistInMap(player, INTERACTION_DISTANCE)))) loot = &go->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = ObjectAccessor::GetCorpse(*player, guid); if (bones && bones->IsWithinDistInMap(player, INTERACTION_DISTANCE)) { loot = &bones->loot; shareMoney = false; } break; } case HIGHGUID_ITEM: { if (Item* item = player->GetItemByGuid(guid)) { loot = &item->loot; shareMoney = false; } break; } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* creature = player->GetMap()->GetCreature(guid); bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed); if (lootAllowed && creature->IsWithinDistInMap(player, INTERACTION_DISTANCE)) { loot = &creature->loot; if (creature->isAlive()) shareMoney = false; } break; } default: return; // unlootable type } if (loot) { loot->NotifyMoneyRemoved(); if (shareMoney && player->GetGroup()) //item, pickpocket and players can be looted only single player { Group* group = player->GetGroup(); std::vector<Player*> playersNear; for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* member = itr->getSource(); if (!member) continue; if (player->IsWithinDistInMap(member, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false)) playersNear.push_back(member); } uint32 goldPerPlayer = uint32((loot->gold) / (playersNear.size())); for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney(goldPerPlayer); (*i)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, goldPerPlayer); if (Guild* guild = sGuildMgr->GetGuildById((*i)->GetGuildId())) if (uint32 guildGold = CalculatePctN(goldPerPlayer, (*i)->GetTotalAuraModifier(SPELL_AURA_DEPOSIT_BONUS_MONEY_IN_GUILD_BANK_ON_LOOT))) guild->HandleMemberDepositMoney(this, guildGold, true); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1); data << uint32(goldPerPlayer); data << uint8(playersNear.size() <= 1); // Controls the text displayed in chat. 0 is "Your share is..." and 1 is "You loot..." (*i)->GetSession()->SendPacket(&data); } } else { player->ModifyMoney(loot->gold); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, loot->gold); if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId())) if (uint32 guildGold = CalculatePctN(loot->gold, player->GetTotalAuraModifier(SPELL_AURA_DEPOSIT_BONUS_MONEY_IN_GUILD_BANK_ON_LOOT))) guild->HandleMemberDepositMoney(this, guildGold, true); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1); data << uint32(loot->gold); data << uint8(1); // "You loot..." SendPacket(&data); } loot->gold = 0; } }
void WorldSession::HandleBattlemasterJoinArena( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); ObjectGuid guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; ArenaType arenatype; uint32 arenaRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } // check existance BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } BattleGroundTypeId bgTypeId = bg->GetTypeID(); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype); BattleGroundBracketId bgBracketId = _player->GetBattleGroundBracketIdFromLevel(bgTypeId); Group * grp = NULL; // check queue conditions if (!asGroup) { // you can't join in this way by client if (isRated) 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, arenatype, arenatype, (bool)isRated, arenaslot); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice) ArenaTeam * at = sObjectMgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queue arenaRating = at->GetRating(); // the arena team id must match for everyone in the group // get the personal ratings for queue uint32 avg_pers_rating = 0; for(Group::member_citerator citr = grp->GetMemberSlots().begin(); citr != grp->GetMemberSlots().end(); ++citr) { ArenaTeamMember const* at_member = at->GetMember(citr->guid); if (!at_member) // group member joining to arena must be in leader arena team return; // calc avg personal rating avg_pers_rating += at_member->personal_rating; } avg_pers_rating /= grp->GetMembersCount(); // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } BattleGroundQueue &bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId]; if (asGroup) { DEBUG_LOG("Battleground: arena join as group start"); if (isRated) DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId); 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; 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, arenatype); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } DEBUG_LOG("Battleground: arena join as group end"); //announce to world ... removed } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bgBracketId, arenatype, isRated, false, arenaRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); 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, arenatype); SendPacket(&data); DEBUG_LOG("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } sBattleGroundMgr.ScheduleQueueUpdate(arenaRating, arenatype, bgQueueTypeId, bgTypeId, _player->GetBattleGroundBracketIdFromLevel(bgTypeId)); }
void SetData(uint32 type, uint32 data) { Player *player = GetPlayerInMap(); if (!player) { debug_log("TSCR: Instance Stratholme: SetData (Type: %u Data %u) cannot find any player.", type, data); return; } switch(type) { case TYPE_BARON_RUN: switch(data) { case IN_PROGRESS: if (Encounter[0] == IN_PROGRESS || Encounter[0] == FAIL) break; BaronRun_Timer = 2700000; debug_log("TSCR: Instance Stratholme: Baron run in progress."); break; case FAIL: //may add code to remove aura from players, but in theory the time should be up already and removed. break; case DONE: BaronRun_Timer = 0; break; } Encounter[0] = data; break; case TYPE_BARONESS: Encounter[1] = data; if (data == SPECIAL) UpdateGoState(ziggurat1GUID,0,false); if (data == DONE) StartSlaugtherSquare(); break; case TYPE_NERUB: Encounter[2] = data; if (data == SPECIAL) UpdateGoState(ziggurat2GUID,0,false); if (data == DONE) StartSlaugtherSquare(); break; case TYPE_PALLID: Encounter[3] = data; if (data == SPECIAL) UpdateGoState(ziggurat3GUID,0,false); if (data == DONE) StartSlaugtherSquare(); break; case TYPE_RAMSTEIN: if (data == IN_PROGRESS) { if (Encounter[4] != IN_PROGRESS) UpdateGoState(portGauntletGUID,1,false); uint32 count = abomnationGUID.size(); for(std::set<uint64>::iterator i = abomnationGUID.begin(); i != abomnationGUID.end(); ++i) { if (Unit* abom = Unit::GetUnit(*player, *i)) { if (!abom->isAlive()) --count; } } if (!count) { //a bit itchy, it should close the door after 10 secs, but it doesn't. skipping it for now. //UpdateGoState(ziggurat4GUID,0,true); player->SummonCreature(C_RAMSTEIN,4032.84,-3390.24,119.73,4.71,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,1800000); debug_log("TSCR: Instance Stratholme: Ramstein spawned."); } else debug_log("TSCR: Instance Stratholme: %u Abomnation left to kill.",count); } if (data == SPECIAL) { SlaugtherSquare_Timer = 300000; HandleGameObject(portGauntletGUID, true); debug_log("TSCR: Instance Stratholme: Slaugther event will continue in 5 minutes."); } if (data == DONE) { SlaugtherSquare_Timer = 10000; debug_log("TSCR: Instance Stratholme: Skeletons died, slaughter event will continue"); } if (data == FAIL) { HandleGameObject(portGauntletGUID, true); data = SPECIAL; } Encounter[4] = data; break; case TYPE_BARON: if (data == IN_PROGRESS) { if (GetData(TYPE_BARON_RUN) == IN_PROGRESS) { if (Unit *t = Unit::GetUnit(*player, ysidaTriggerGUID)) t->SummonCreature(C_YSIDA,t->GetPositionX(),t->GetPositionY(),t->GetPositionZ(),t->GetOrientation(),TEMPSUMMON_TIMED_DESPAWN,1800000); if (Group *pGroup = player->GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupie = itr->getSource(); if (!pGroupie) continue; if (pGroupie->HasAura(SPELL_BARON_ULTIMATUM,0)) pGroupie->RemoveAurasDueToSpell(SPELL_BARON_ULTIMATUM); if (pGroupie->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE) { pGroupie->CastCreatureOrGO(C_YSIDA, ysidaGUID,0); pGroupie->AreaExploredOrEventHappens(QUEST_DEAD_MAN_PLEA); } } } else if (player->HasAura(SPELL_BARON_ULTIMATUM,0)) player->RemoveAurasDueToSpell(SPELL_BARON_ULTIMATUM); if (Unit *temp = Unit::GetUnit(*player,GetData64(DATA_BARON))) { player->CastCreatureOrGO(C_YSIDA, ysidaGUID,0); player->AreaExploredOrEventHappens(QUEST_DEAD_MAN_PLEA); } SetData(TYPE_BARON_RUN,DONE); } } if (data == DONE) { HandleGameObject(portGauntletGUID, true); } if (Encounter[5] != DONE) Encounter[5] = data; break; case TYPE_SH_AELMAR: IsSilverHandDead[0] = (data) ? true : false; break; case TYPE_SH_CATHELA: IsSilverHandDead[1] = (data) ? true : false; break; case TYPE_SH_GREGOR: IsSilverHandDead[2] = (data) ? true : false; break; case TYPE_SH_NEMAS: IsSilverHandDead[3] = (data) ? true : false; break; case TYPE_SH_VICAR: IsSilverHandDead[4] = (data) ? true : false; break; case TYPE_GAUNTLET_MOB: if (data != 1) break; if (GetData(TYPE_NERUB) != DONE && std::none_of(acolyte2GUID.begin(),acolyte2GUID.end(),[this](uint64 guid)-> bool {Creature *c = GetCreature(guid) ; return c ? c->isAlive():false;})) { Creature *c = GetCreature(CrystalsGUID[1]); if(c && c->isAlive()) c->Kill(c,false); SetData(TYPE_NERUB,DONE); } if (GetData(TYPE_BARONESS) != DONE && std::none_of(acolyte1GUID.begin(),acolyte1GUID.end(),[this](uint64 guid)-> bool {Creature *c = GetCreature(guid) ; return c ? c->isAlive():false;})) { Creature *c = GetCreature(CrystalsGUID[0]); if(c && c->isAlive()) c->Kill(c,false); SetData(TYPE_BARONESS,DONE); } if (GetData(TYPE_PALLID) != DONE && std::none_of(acolyte3GUID.begin(),acolyte3GUID.end(),[this](uint64 guid)-> bool {Creature *c = GetCreature(guid) ; return c ? c->isAlive():false;})) { Creature *c = GetCreature(CrystalsGUID[2]); if(c && c->isAlive()) c->Kill(c,false); SetData(TYPE_PALLID,DONE); } } }
//Summon group of player bool ChatHandler::HandleGroupSummonCommand(const char* args) { Player* target; if (!extractPlayerTarget((char*)args, &target)) return false; // check online security if (HasLowerSecurity(target, 0)) return false; Group *grp = target->GetGroup(); std::string nameLink = GetNameLink(target); if (!grp) { PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str()); SetSentErrorMessage(true); return false; } Map* gmMap = m_session->GetPlayer()->GetMap(); bool to_instance = gmMap->Instanceable(); // we are in instance, and can summon only player in our group with us as lead if (to_instance && ( !m_session->GetPlayer()->GetGroup() || (grp->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()) || (m_session->GetPlayer()->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()))) // the last check is a bit excessive, but let it be, just in case { SendSysMessage(LANG_CANNOT_SUMMON_TO_INST); SetSentErrorMessage(true); return false; } for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *pl = itr->getSource(); if (!pl || pl == m_session->GetPlayer() || !pl->GetSession()) continue; // check online security if (HasLowerSecurity(pl, 0)) return false; std::string plNameLink = GetNameLink(pl); if (pl->IsBeingTeleported() == true) { PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str()); SetSentErrorMessage(true); return false; } if (to_instance) { Map* plMap = pl->GetMap(); if (plMap->Instanceable() && plMap->GetInstanceId() != gmMap->GetInstanceId()) { // cannot summon from instance to instance PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str()); SetSentErrorMessage(true); return false; } } PSendSysMessage(LANG_SUMMONING, plNameLink.c_str(), ""); if (needReportToTarget(pl)) ChatHandler(pl).PSendSysMessage(LANG_SUMMONED_BY, GetNameLink().c_str()); // stop flight if need if (pl->isInFlight()) { pl->GetMotionMaster()->MovementExpired(); pl->CleanupAfterTaxiFlight(); } // save only in non-flight case else pl->SaveRecallPosition(); // before GM float x, y, z; m_session->GetPlayer()->GetClosePoint(x, y, z, pl->GetObjectSize()); pl->TeleportTo(m_session->GetPlayer()->GetMapId(), x, y, z, pl->GetOrientation()); } return true; }
void WorldSession::HandleQuestgiverAcceptQuestOpcode( WorldPacket & recv_data ) { uint64 guid; uint32 quest; uint32 unk1; recv_data >> guid >> quest >> unk1; if(!GetPlayer()->isAlive()) return; sLog.outDebug( "WORLD: Received CMSG_QUESTGIVER_ACCEPT_QUEST npc = %u, quest = %u, unk1 = %u", uint32(GUID_LOPART(guid)), quest, unk1 ); Object* pObject = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM|TYPEMASK_PLAYER); // no or incorrect quest giver if(!pObject || (pObject->GetTypeId() != TYPEID_PLAYER && !pObject->hasQuest(quest)) || (pObject->GetTypeId() == TYPEID_PLAYER && !((Player*)pObject)->CanShareQuest(quest)) ) { _player->PlayerTalkClass->CloseGossip(); _player->SetDivider( 0 ); return; } Quest const* qInfo = objmgr.GetQuestTemplate(quest); if ( qInfo ) { // prevent cheating if(!GetPlayer()->CanTakeQuest(qInfo,true) ) { _player->PlayerTalkClass->CloseGossip(); _player->SetDivider( 0 ); return; } if( _player->GetDivider() != 0 ) { Player *pPlayer = ObjectAccessor::FindPlayer( _player->GetDivider() ); if( pPlayer ) { pPlayer->SendPushToPartyResponse( _player, QUEST_PARTY_MSG_ACCEPT_QUEST ); _player->SetDivider( 0 ); } } if( _player->CanAddQuest( qInfo, true ) ) { _player->AddQuest( qInfo, pObject ); if (qInfo->HasFlag(QUEST_FLAGS_PARTY_ACCEPT)) { if (Group* pGroup = _player->GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pPlayer = itr->getSource(); if (!pPlayer || pPlayer == _player) // not self continue; if (pPlayer->CanTakeQuest(qInfo, true)) { pPlayer->SetDivider(_player->GetGUID()); //need confirmation that any gossip window will close pPlayer->PlayerTalkClass->CloseGossip(); _player->SendQuestConfirmAccept(qInfo, pPlayer); } } } } if ( _player->CanCompleteQuest( quest ) ) _player->CompleteQuest( quest ); switch(pObject->GetTypeId()) { case TYPEID_UNIT: Script->QuestAccept(_player, ((Creature*)pObject), qInfo ); break; case TYPEID_ITEM: case TYPEID_CONTAINER: { Script->ItemQuestAccept(_player, ((Item*)pObject), qInfo ); // destroy not required for quest finish quest starting item bool destroyItem = true; for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { if ((qInfo->ReqItemId[i] == ((Item*)pObject)->GetEntry()) && (((Item*)pObject)->GetProto()->MaxCount > 0)) { destroyItem = false; break; } } if(destroyItem) _player->DestroyItem(((Item*)pObject)->GetBagSlot(), ((Item*)pObject)->GetSlot(), true); break; } case TYPEID_GAMEOBJECT: Script->GOQuestAccept(_player, ((GameObject*)pObject), qInfo ); break; } _player->PlayerTalkClass->CloseGossip(); if( qInfo->GetSrcSpell() > 0 ) _player->CastSpell( _player, qInfo->GetSrcSpell(), true); return; } } _player->PlayerTalkClass->CloseGossip(); }
void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket & recv_data) { ObjectGuid guid; uint32 quest; uint32 unk1; recv_data >> guid >> quest >> unk1; if (!CanInteractWithQuestGiver(guid, "CMSG_QUESTGIVER_ACCEPT_QUEST")) return; DEBUG_LOG("WORLD: Received CMSG_QUESTGIVER_ACCEPT_QUEST - for %s to %s, quest = %u, unk1 = %u", _player->GetGuidStr().c_str(), guid.GetString().c_str(), quest, unk1 ); Object* pObject = _player->GetObjectByTypeMask(guid, TYPEMASK_CREATURE_GAMEOBJECT_PLAYER_OR_ITEM); // no or incorrect quest giver (player himself is questgiver for SPELL_EFFECT_QUEST_OFFER) if (!pObject || (pObject->GetTypeId() != TYPEID_PLAYER && !pObject->HasQuest(quest)) || (pObject->GetTypeId() == TYPEID_PLAYER && pObject != _player && !((Player*)pObject)->CanShareQuest(quest)) ) { _player->PlayerTalkClass->CloseGossip(); _player->ClearDividerGuid(); return; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest); if ( qInfo ) { // prevent cheating if(!GetPlayer()->CanTakeQuest(qInfo,true) ) { _player->PlayerTalkClass->CloseGossip(); _player->ClearDividerGuid(); return; } if (Player *pPlayer = ObjectAccessor::FindPlayer(_player->GetDividerGuid())) { pPlayer->SendPushToPartyResponse(_player, QUEST_PARTY_MSG_ACCEPT_QUEST); _player->ClearDividerGuid(); } if( _player->CanAddQuest( qInfo, true ) ) { _player->AddQuest( qInfo, pObject ); // pObject (if it item) can be destroyed at call if (qInfo->HasQuestFlag(QUEST_FLAGS_PARTY_ACCEPT)) { if (Group* pGroup = _player->GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pPlayer = itr->getSource(); if (!pPlayer || pPlayer == _player) // not self continue; if (pPlayer->CanTakeQuest(qInfo, true)) { pPlayer->SetDividerGuid(_player->GetObjectGuid()); //need confirmation that any gossip window will close pPlayer->PlayerTalkClass->CloseGossip(); _player->SendQuestConfirmAccept(qInfo, pPlayer); } } } } if ( _player->CanCompleteQuest( quest ) ) _player->CompleteQuest( quest ); _player->GetAchievementMgr().StartTimedAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, quest); _player->PlayerTalkClass->CloseGossip(); if( qInfo->GetSrcSpell() > 0 ) _player->CastSpell( _player, qInfo->GetSrcSpell(), true); return; } } _player->PlayerTalkClass->CloseGossip(); }
void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+1+1+1); sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); recv_data.hexlike(); // ignore if we already in BG or BG queue if(_player->InBattleGround()) return; uint64 guid; // arena Battlemaster guid uint8 type; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp; recv_data >> guid >> type >> asGroup >> isRated; Creature *unit = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; switch(type) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type); return; } //check existance BattleGround* bg = NULL; if( !(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA)) ) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } uint8 bgTypeId = bg->GetTypeID(); uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype); // check queueing conditions if(!asGroup) { // 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, arenatype, arenatype, (bool)isRated, type); switch(err) { // TODO: add error-based feedback to players in all cases case BG_JOIN_ERR_GROUP_TOO_MANY: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_GROUP_TOO_LARGE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_NOT_ENOUGH: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_NOT_ENOUGH_PLAYERS), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_ARENATEAM: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_ARENA_YOUR_TEAM_ONLY), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_OFFLINE_MEMBER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_FACTION: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_LEVELS: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_LEVELS), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_DESERTER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_DESERTER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_ALL_QUEUES_USED: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL); SendPacket(&data); } return; break; // all ok, can join case BG_JOIN_ERR_OK: break; // not the above? shouldn't happen, don't let join default: return; break; }; } uint32 ateamId = 0; if(isRated) { ateamId = _player->GetArenaTeamId(type); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam * at = objmgr.GetArenaTeamById(ateamId); if(!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); // the arenateam id must match for everyone in the group // get the personal ratings for queueing uint32 avg_pers_rating = 0; for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); // calc avg personal rating avg_pers_rating += member->GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (type*6) + 5); } if( arenatype ) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating if(avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } if(asGroup) { GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId); sLog.outDebug("Battleground: arena join as group start"); if(isRated) sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(type),_player->GetName(),arenaRating,arenatype); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: arena join as group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); } else { uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }
void WorldSession::HandleBattleGroundArenaJoin(WorldPacket& recv_data) { sLog.outDebug("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); //recv_data.hexlike(); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp; recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleGround()) return; Creature *unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if (!unit->isBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena slot %u at HandleBattleGroundArenaJoin()", arenaslot); return; } //check existance BattleGround* bg = NULL; if (!(bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA))) { sLog.outError("Battleground: template bg (all arenas) not found"); return; } uint8 bgTypeId = bg->GetTypeID(); uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, arenatype); // check queueing conditions if (!asGroup) { // 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, arenatype, arenatype, (bool)isRated, arenaslot); if (err != BG_JOIN_ERR_OK) { SendBattleGroundOrArenaJoinError(err); return; } } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam * at = objmgr.GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); // the arenateam id must match for everyone in the group // get the personal ratings for queueing uint32 avg_pers_rating = 0; for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); // calc avg personal rating avg_pers_rating += member->GetArenaPersonalRating(arenaslot); } if (arenatype) avg_pers_rating /= arenatype; // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating if (avg_pers_rating + 150 < arenaRating) arenaRating = avg_pers_rating; } if (asGroup) { GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating, ateamId); sLog.outDebug("Battleground: arena join as group start"); if (isRated) sLog.outDebug("Battleground: arena team id %u, leader %s queued with rating %u for type %u",_player->GetArenaTeamId(arenaslot),_player->GetName(),arenaRating,arenatype); for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if (!member) continue; uint32 queueSlot = member->AddBattleGroundQueueId(bgQueueTypeId);// add to queue // store entry point coords (same as leader entry point) if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) member->SetBattleGroundEntryPoint(_player->GetMapId(), _player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: arena join as group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); } else { uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords if (!sWorld.getConfig(CONFIG_BATTLEGROUND_WRATH_LEAVE_MODE)) _player->SetBattleGroundEntryPoint(_player->GetMapId(), _player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0, arenatype, isRated); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, arenatype, isRated, arenaRating); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel(), arenatype, isRated, arenaRating); sLog.outDebug("Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }
void WorldSession::HandleBattleGroundJoinOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+4+4+1); uint64 guid; uint32 bgTypeId; uint32 instanceId; uint8 joinAsGroup; Group * grp; recv_data >> guid; // battlemaster guid recv_data >> bgTypeId; // battleground type id (DBC id) recv_data >> instanceId; // instance id, 0 if First Available selected recv_data >> joinAsGroup; // join as group if(bgTypeId >= MAX_BATTLEGROUND_TYPES) { sLog.outError("Battleground: invalid bgtype received. possible cheater? player guid %u",_player->GetGUIDLow()); return; } sLog.outDebug( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from: " I64FMT, guid); // can do this, since it's battleground, not arena uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(bgTypeId, 0); // ignore if we already in BG or BG queue if(_player->InBattleGround()) return; Creature *unit = ObjectAccessor::GetCreature(*_player, guid); if(!unit) return; if(!unit->isBattleMaster()) // it's not battlemaster return; // get bg instance or bg template if instance not found BattleGround * bg = 0; if(instanceId) BattleGround *bg = sBattleGroundMgr.GetBattleGround(instanceId); if(!bg && !(bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId))) { sLog.outError("Battleground: no available bg / template found"); return; } // check queueing 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(), false, 0); switch(err) { // TODO: add error-based feedback to players in all cases case BG_JOIN_ERR_GROUP_TOO_MANY: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_TOO_LARGE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_OFFLINE_MEMBER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_OFFLINE_MEMBER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_FACTION: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_FACTION), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_MIXED_LEVELS: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MIXED_LEVELS), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_MEMBER_ALREADY_IN_QUEUE: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_ALREADY_IN_QUEUE), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_GROUP_DESERTER: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_DESERTER), NULL); SendPacket(&data); } return; break; case BG_JOIN_ERR_ALL_QUEUES_USED: { WorldPacket data; ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, NULL, 0, GetTrinityString(LANG_BG_GROUP_MEMBER_NO_FREE_QUEUE_SLOTS), NULL); SendPacket(&data); } return; break; // all ok, can join case BG_JOIN_ERR_OK: break; // these aren't possible outcomes in bgs case BG_JOIN_ERR_GROUP_NOT_ENOUGH: case BG_JOIN_ERR_MIXED_ARENATEAM: return; break; // not the above? shouldn't happen, don't let join default: return; break; }; } // 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 if(joinAsGroup /* && _player->GetGroup()*/) { sLog.outDebug("Battleground: the following players are joining as group:"); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); 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->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, bgTypeId); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(member, ginfo); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,member->GetGUIDLow(), member->GetName()); } sLog.outDebug("Battleground: group end"); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); } else { // already checked if queueSlot is valid, now just get it uint32 queueSlot = _player->AddBattleGroundQueueId(bgQueueTypeId); // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); GroupQueueInfo * ginfo = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddGroup(_player, bgTypeId, 0, false, 0); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].AddPlayer(_player, ginfo); sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].Update(bgTypeId, _player->GetBattleGroundQueueIdFromLevel()); sLog.outDebug("Battleground: player joined queue for bg queue type %u bg type %u: GUID %u, NAME %s",bgQueueTypeId,bgTypeId,_player->GetGUIDLow(), _player->GetName()); } }
void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/) { sLog.outDebug("WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); uint64 guid = player->GetLootGUID(); if (!guid) return; Loot *pLoot = NULL; switch(GUID_HIPART(guid)) { case HIGHGUID_GAMEOBJECT: { GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) if (pGameObject && ((pGameObject->GetOwnerGUID() == _player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))) pLoot = &pGameObject->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = ObjectAccessor::GetCorpse(*GetPlayer(), guid); if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) pLoot = &bones->loot; break; } case HIGHGUID_ITEM: { if (Item *item = GetPlayer()->GetItemByGuid(guid)) pLoot = &item->loot; break; } case HIGHGUID_UNIT: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed); if (ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) pLoot = &pCreature->loot ; break; } default: return; // unlootable type } if (pLoot) { if (!IS_ITEM_GUID(guid) && player->GetGroup()) //item can be looted only single player { Group* group = player->GetGroup(); std::vector<Player*> playersNear; for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* playerGroup = itr->getSource(); if (!playerGroup) continue; if (player->GetDistance2d(playerGroup) < sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE)) playersNear.push_back(playerGroup); } uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size())); for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney(money_per_player); //Offset surely incorrect, but works WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4); data << uint32(money_per_player); (*i)->GetSession()->SendPacket(&data); } } else player->ModifyMoney(pLoot->gold); pLoot->gold = 0; pLoot->NotifyMoneyRemoved(); } }
void WorldSession::SendLfgUpdateProposal(uint32 proposalId, const LfgProposal* pProp) { if (!pProp) return; uint64 guid = GetPlayer()->GetGUID(); LfgProposalPlayerMap::const_iterator itPlayer = pProp->players.find(guid); if (itPlayer == pProp->players.end()) // Player MUST be in the proposal return; LfgProposalPlayer* ppPlayer = itPlayer->second; uint32 pLowGroupGuid = ppPlayer->groupLowGuid; uint32 dLowGuid = pProp->groupLowGuid; uint32 dungeonId = pProp->dungeonId; bool isSameDungeon = false; bool isContinue = false; Group* grp = dLowGuid ? sGroupMgr->GetGroupByGUID(dLowGuid) : NULL; uint32 completedEncounters = 0; if (grp) { uint64 gguid = grp->GetGUID(); isContinue = grp->isLFGGroup() && sLFGMgr->GetState(gguid) != LFG_STATE_FINISHED_DUNGEON; isSameDungeon = GetPlayer()->GetGroup() == grp && isContinue; } sLog->outDebug(LOG_FILTER_NETWORKIO, "SMSG_LFG_PROPOSAL_UPDATE [" UI64FMTD "] state: %u", GetPlayer()->GetGUID(), pProp->state); WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + pProp->players.size() * (4 + 1 + 1 + 1 + 1 +1)); if (!isContinue) // Only show proposal dungeon if it's continue { LfgDungeonSet playerDungeons = sLFGMgr->GetSelectedDungeons(guid); if (playerDungeons.size() == 1) dungeonId = (*playerDungeons.begin()); } if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId)) { dungeonId = dungeon->Entry(); // Select a player inside to be get completed encounters from if (grp) { for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* groupMember = itr->getSource(); if (groupMember && groupMember->GetMapId() == uint32(dungeon->map)) { if (InstanceScript* instance = groupMember->GetInstanceScript()) completedEncounters = instance->GetCompletedEncounterMask(); break; } } } } data << uint32(dungeonId); // Dungeon data << uint8(pProp->state); // Result state data << uint32(proposalId); // Internal Proposal ID data << uint32(completedEncounters); // Bosses killed data << uint8(isSameDungeon); // Silent (show client window) data << uint8(pProp->players.size()); // Group size for (itPlayer = pProp->players.begin(); itPlayer != pProp->players.end(); ++itPlayer) { ppPlayer = itPlayer->second; data << uint32(ppPlayer->role); // Role data << uint8(itPlayer->first == guid); // Self player if (!ppPlayer->groupLowGuid) // Player not it a group { data << uint8(0); // Not in dungeon data << uint8(0); // Not same group } else { data << uint8(ppPlayer->groupLowGuid == dLowGuid); // In dungeon (silent) data << uint8(ppPlayer->groupLowGuid == pLowGroupGuid); // Same Group than player } data << uint8(ppPlayer->accept != LFG_ANSWER_PENDING); // Answered data << uint8(ppPlayer->accept == LFG_ANSWER_AGREE); // Accepted } SendPacket(&data); }
void WorldSession::HandleBattlemasterJoinArena(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BATTLEMASTER_JOIN_ARENA"); uint64 guid; // arena Battlemaster guid uint8 arenaslot; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated Group * grp = NULL; recv_data >> guid >> arenaslot >> asGroup >> isRated; // ignore if we already in BG or BG queue if (_player->InBattleground()) return; Creature* unit = GetPlayer()->GetMap()->GetCreature(guid); if (!unit) return; if (!unit->isBattleMaster()) // it's not battle master return; uint8 arenatype = 0; uint32 arenaRating = 0; uint32 matchmakerRating = 0; switch(arenaslot) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog->outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot); return; } //check existance Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(BATTLEGROUND_AA); if (!bg) { sLog->outError("Battleground: template bg (all arenas) not found"); return; } if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_BATTLEGROUND, BATTLEGROUND_AA, NULL)) { ChatHandler(this).PSendSysMessage(LANG_ARENA_DISABLED); return; } BattlegroundTypeId bgTypeId = bg->GetTypeID(); BattlegroundQueueTypeId bgQueueTypeId = BattlegroundMgr::BGQueueTypeId(bgTypeId, arenatype); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel()); if (!bracketEntry) return; GroupJoinBattlegroundResult err = ERR_GROUP_JOIN_BATTLEGROUND_FAIL; if (!asGroup) { // 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; if (grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattlegroundQueue(bg, bgQueueTypeId, arenatype, arenatype, (bool)isRated, arenaslot); } uint32 ateamId = 0; if (isRated) { ateamId = _player->GetArenaTeamId(arenaslot); // check real arenateam existence only here (if it was moved to group->CanJoin .. () then we would ahve to get it twice) ArenaTeam * at = sArenaTeamMgr->GetArenaTeamById(ateamId); if (!at) { _player->GetSession()->SendNotInArenaTeamPacket(arenatype); return; } // get the team rating for queueing arenaRating = at->GetRating(); matchmakerRating = at->GetAverageMMR(grp); // the arenateam id must match for everyone in the group if (arenaRating <= 0) arenaRating = 1; } BattlegroundQueue &bgQueue = sBattlegroundMgr->m_BattlegroundQueues[bgQueueTypeId]; if (asGroup) { uint32 avgTime = 0; if (err > 0) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: arena join as group start"); if (isRated) { sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: arena team id %u, leader %s queued with matchmaker rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName(), matchmakerRating, arenatype); bg->SetRated(true); } else bg->SetRated(false); GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); } for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if (!member) continue; WorldPacket data; if (err <= 0) { sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); continue; } // add to queue uint32 queueSlot = member->AddBattlegroundQueueId(bgQueueTypeId); // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); member->GetSession()->SendPacket(&data); sBattlegroundMgr->BuildGroupJoinedBattlegroundPacket(&data, err); member->GetSession()->SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for arena as group bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, member->GetGUIDLow(), member->GetName()); } } else { GroupQueueInfo * ginfo = bgQueue.AddGroup(_player, NULL, bgTypeId, bracketEntry, arenatype, isRated, false, arenaRating, matchmakerRating, ateamId); uint32 avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId()); uint32 queueSlot = _player->AddBattlegroundQueueId(bgQueueTypeId); WorldPacket data; // send status packet (in queue) sBattlegroundMgr->BuildBattlegroundStatusPacket(&data, bg, queueSlot, STATUS_WAIT_QUEUE, avgTime, 0, arenatype); SendPacket(&data); sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player joined queue for arena, skirmish, bg queue type %u bg type %u: GUID %u, NAME %s", bgQueueTypeId, bgTypeId, _player->GetGUIDLow(), _player->GetName()); } sBattlegroundMgr->ScheduleQueueUpdate(matchmakerRating, arenatype, bgQueueTypeId, bgTypeId, bracketEntry->GetBracketId()); }
void WorldSession::SendLfgUpdateProposal(LFGProposal* pProposal) { if (!sWorld.getConfig(CONFIG_BOOL_LFG_ENABLE)) { DEBUG_LOG("SendLfgUpdateProposal %u failed - Dungeon finder disabled", GetPlayer()->GetObjectGuid().GetCounter()); return; } if (!pProposal) return; LFGDungeonEntry const* dungeon = pProposal->GetDungeon(); if (!dungeon) { DEBUG_LOG("SMSG_LFG_PROPOSAL_UPDATE: no dungeon in proposal %u, returning.", pProposal->m_uiID); return; } ObjectGuid guid = GetPlayer()->GetObjectGuid(); bool isSameDungeon = false; bool isSameGroup = false; uint32 completedEncounters = 0; LFGRolesMap rolesMap; if (Group* group = pProposal->GetGroup()) { for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupMember = itr->getSource(); if (pGroupMember && pGroupMember->IsInWorld()) { rolesMap.insert(std::make_pair(pGroupMember->GetObjectGuid(), pGroupMember->GetLFGPlayerState()->GetRoles())); if (InstancePlayerBind* bind = pGroupMember->GetBoundInstance(dungeon->map, Difficulty(dungeon->difficulty))) { if (DungeonPersistentState* state = bind->state) completedEncounters |= state->GetCompletedEncountersMask(); } } } // isContinue = group->isLFGGroup() && sLFGMgr->GetState(gguid) != LFG_STATE_FINISHED_DUNGEON; isSameDungeon = dungeon->map == GetPlayer()->GetMapId(); isSameGroup = GetPlayer()->GetGroup() == group; } GuidSet const proposalGuids = pProposal->GetMembers(); if (!proposalGuids.empty()) { for (GuidSet::const_iterator itr = proposalGuids.begin(); itr != proposalGuids.end(); ++itr) { Player* player = sObjectMgr.GetPlayer(*itr); if (player && player->IsInWorld()) rolesMap.insert(std::make_pair(player->GetObjectGuid(), player->GetLFGPlayerState()->GetRoles())); } } uint32 size = rolesMap.size(); DEBUG_LOG("SMSG_LFG_PROPOSAL_UPDATE proposal %u, player %u, state: %u", pProposal->m_uiID, GetPlayer()->GetObjectGuid().GetCounter(), pProposal->GetState()); WorldPacket data(SMSG_LFG_PROPOSAL_UPDATE, 4 + 1 + 4 + 4 + 1 + 1 + size * (4 + 1 + 1 + 1 + 1 +1)); data << uint32(dungeon->Entry()); // Dungeon data << uint8(pProposal->GetState()); // Result state data << uint32(pProposal->m_uiID); // Internal Proposal ID data << uint32(completedEncounters); // Bosses killed data << uint8(isSameDungeon); // Silent (show client window) data << uint8(size); // Group size for (LFGRolesMap::const_iterator itr = rolesMap.begin(); itr != rolesMap.end(); ++itr) { Player* pPlayer = sObjectMgr.GetPlayer(itr->first); if (!pPlayer) continue; isSameDungeon = dungeon->map == pPlayer->GetMapId(); isSameGroup = pPlayer->GetGroup() == pProposal->GetGroup(); data << uint32(itr->second); // Role data << uint8(pPlayer->GetObjectGuid() == guid); // Self player data << uint8(isSameDungeon); // Not in dungeon data << uint8(isSameGroup); // Not same group data << uint8(pPlayer->GetLFGPlayerState()->GetAnswer() != LFG_ANSWER_PENDING); // Answered data << uint8(pPlayer->GetLFGPlayerState()->GetAnswer() == LFG_ANSWER_AGREE); // Accepted } SendPacket(&data); }
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/) { DEBUG_LOG("WORLD: CMSG_LOOT_MONEY"); Player* player = GetPlayer(); ObjectGuid guid = player->GetLootGuid(); if (!guid) return; Loot* pLoot = NULL; Item* pItem = NULL; switch (guid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE))) pLoot = &pGameObject->loot; break; } case HIGHGUID_CORPSE: // remove insignia ONLY in BG { Corpse* bones = _player->GetMap()->GetCorpse(guid); if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) pLoot = &bones->loot; break; } case HIGHGUID_ITEM: { pItem = GetPlayer()->GetItemByGuid(guid); if (!pItem || !pItem->HasGeneratedLoot()) return; pLoot = &pItem->loot; break; } case HIGHGUID_UNIT: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed); if (ok_loot && pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) pLoot = &pCreature->loot ; break; } default: return; // unlootable type } if (pLoot) { pLoot->NotifyMoneyRemoved(); if (!guid.IsItem() && player->GetGroup()) // item can be looted only single player { Group* group = player->GetGroup(); std::vector<Player*> playersNear; for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* playerGroup = itr->getSource(); if (!playerGroup) continue; if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false)) playersNear.push_back(playerGroup); } uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size())); for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i) { (*i)->ModifyMoney(money_per_player); WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4); data << uint32(money_per_player); (*i)->GetSession()->SendPacket(&data); } } else player->ModifyMoney(pLoot->gold); pLoot->gold = 0; if (pItem) pItem->SetLootState(ITEM_LOOT_CHANGED); } }
void WorldSession::HandleBattleGroundArenaJoin( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data, 8+1+1+1); sLog.outDebug("WORLD: CMSG_ARENAMASTER_JOIN"); recv_data.hexlike(); uint64 guid; // arena Battlemaster guid uint8 type; // 2v2, 3v3 or 5v5 uint8 asGroup; // asGroup uint8 isRated; // isRated recv_data >> guid >> type >> asGroup >> isRated; uint8 arenatype = 0; switch(type) { case 0: arenatype = ARENA_TYPE_2v2; break; case 1: arenatype = ARENA_TYPE_3v3; break; case 2: arenatype = ARENA_TYPE_5v5; break; default: sLog.outError("Unknown arena type %u at HandleBattleGroundArenaJoin()", type); break; } // ignore if we already in BG or BG queue if(_player->InBattleGround() || _player->InBattleGroundQueue()) return; // check existence BattleGround *bg = sBattleGroundMgr.GetBattleGround(BATTLEGROUND_AA); if(!bg) return; if(asGroup && _player->GetGroup()) { Group *grp = _player->GetGroup(); for(GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *member = itr->getSource(); if(!member) continue; /*if (!member->CanJoinToBattleground()) //player has deserter aura .. do nothing */ if (member->GetBattleGroundQueueIndex(BATTLEGROUND_AA) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue continue; uint32 queueSlot = member->AddBattleGroundQueueId(BATTLEGROUND_AA);// add to queue if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) { WorldPacket data; //fill data //member->GetSession()->SendPacket(data); continue; } // store entry point coords (same as leader entry point) member->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, member->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); member->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildGroupJoinedBattlegroundPacket(&data, BATTLEGROUND_AA); member->GetSession()->SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(member, BATTLEGROUND_AA); } } else { /*if (!member->CanJoinToBattleground()) //player has deserter aura .. do nothing */ if (_player->GetBattleGroundQueueIndex(BATTLEGROUND_AA) < PLAYER_MAX_BATTLEGROUND_QUEUES) //player is already in this queue return; uint32 queueSlot = _player->AddBattleGroundQueueId(BATTLEGROUND_AA); if (queueSlot == PLAYER_MAX_BATTLEGROUND_QUEUES) { WorldPacket data; //fill data (player is in 3 queues already) //SendPacket(data); return; } // store entry point coords _player->SetBattleGroundEntryPoint(_player->GetMapId(),_player->GetPositionX(),_player->GetPositionY(),_player->GetPositionZ(),_player->GetOrientation()); WorldPacket data; // send status packet (in queue) sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, _player->GetTeam(), queueSlot, STATUS_WAIT_QUEUE, 0, 0); SendPacket(&data); sBattleGroundMgr.m_BattleGroundQueues[BATTLEGROUND_AA].AddPlayer(_player, BATTLEGROUND_AA); } }