/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Player.h"
#include "BattleGround.h"
#include "BattleGroundAV.h"
#include "Creature.h"
#include "Chat.h"
#include "Object.h"
#include "ObjectMgr.h"
#include "ObjectAccessor.h"
#include "MapManager.h"
#include "Language.h"
#include "SpellAuras.h"
#include "Formulas.h"
BattleGroundAV::BattleGroundAV()
{
m_BgObjects.resize(BG_AV_OBJECT_MAX);
m_BgCreatures.resize(AV_CPLACE_MAX+AV_STATICCPLACE_MAX);
}
BattleGroundAV::~BattleGroundAV()
{
}
const uint16 BattleGroundAV::GetBonusHonor(uint8 kills) //TODO: move this function to Battleground.cpp (needs to find a way to get m_MaxLevel)
{
return Trinity::Honor::hk_honor_at_level(m_MaxLevel, kills);
}
void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer)
{
if(GetStatus() != STATUS_IN_PROGRESS)
return;
BattleGround::HandleKillPlayer(player, killer);
UpdateScore(player->GetTeam(),-1);
}
void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
{
sLog.outDebug("bg_av HandleKillUnit %i",unit->GetEntry());
if(GetStatus() != STATUS_IN_PROGRESS)
return;
uint32 entry = unit->GetEntry();
if(entry == BG_AV_CreatureInfo[AV_NPC_A_BOSS][0])
{
CastSpellOnTeam(23658,HORDE); //this is a spell which finishes a quest where a player has to kill the boss
RewardReputationToTeam(729,BG_AV_REP_BOSS,HORDE);
RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_BOSS),HORDE);
EndBattleGround(HORDE);
}
else if ( entry == BG_AV_CreatureInfo[AV_NPC_H_BOSS][0] )
{
CastSpellOnTeam(23658,ALLIANCE); //this is a spell which finishes a quest where a player has to kill the boss
RewardReputationToTeam(730,BG_AV_REP_BOSS,ALLIANCE);
RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_BOSS),ALLIANCE);
EndBattleGround(ALLIANCE);
}
else if(entry == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0])
{
if(!m_CaptainAlive[0])
{
sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\"");
return;
}
m_CaptainAlive[0]=false;
RewardReputationToTeam(729,BG_AV_REP_CAPTAIN,HORDE);
RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_CAPTAIN),HORDE);
UpdateScore(ALLIANCE,(-1)*BG_AV_RES_CAPTAIN);
//spawn destroyed aura
for(uint8 i=0; i<=9; i++)
SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+i,RESPAWN_IMMEDIATELY);
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
if(creature)
YellToAll(creature,GetTrinityString(LANG_BG_AV_A_CAPTAIN_DEAD),LANG_UNIVERSAL);
}
else if ( entry == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0] )
{
if(!m_CaptainAlive[1])
{
sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\"");
return;
}
m_CaptainAlive[1]=false;
RewardReputationToTeam(730,BG_AV_REP_CAPTAIN,ALLIANCE);
RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_CAPTAIN),ALLIANCE);
UpdateScore(HORDE,(-1)*BG_AV_RES_CAPTAIN);
//spawn destroyed aura
for(uint8 i=0; i<=9; i++)
SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_HORDE+i,RESPAWN_IMMEDIATELY);
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
if(creature)
YellToAll(creature,GetTrinityString(LANG_BG_AV_H_CAPTAIN_DEAD),LANG_UNIVERSAL);
}
else if ( entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_N_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_A_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_H_4][0])
ChangeMineOwner(AV_NORTH_MINE,killer->GetTeam());
else if ( entry == BG_AV_CreatureInfo[AV_NPC_S_MINE_N_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_S_MINE_A_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_S_MINE_H_4][0])
ChangeMineOwner(AV_SOUTH_MINE,killer->GetTeam());
}
void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;//maybe we should log this, cause this must be a cheater or a big bug
uint8 team = GetTeamIndexByTeamId(player->GetTeam());
//TODO add reputation, events (including quest not available anymore, next quest availabe, go/npc de/spawning)and maybe honor
sLog.outError("BG_AV Quest %i completed",questid);
switch(questid)
{
case AV_QUEST_A_SCRAPS1:
case AV_QUEST_A_SCRAPS2:
case AV_QUEST_H_SCRAPS1:
case AV_QUEST_H_SCRAPS2:
m_Team_QuestStatus[team][0]+=20;
if(m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500) //25,50,75 turn ins
{
sLog.outDebug("BG_AV Quest %i completed starting with unit upgrading..",questid);
for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
if (m_Nodes[i].Owner == player->GetTeam() && m_Nodes[i].State == POINT_CONTROLED)
{
DePopulateNode(i);
PopulateNode(i);
//maybe this is bad, because it will instantly respawn all creatures on every grave..
}
}
break;
case AV_QUEST_A_COMMANDER1:
case AV_QUEST_H_COMMANDER1:
m_Team_QuestStatus[team][1]++;
RewardReputationToTeam(team,1,player->GetTeam());
if(m_Team_QuestStatus[team][1] == 30)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_COMMANDER2:
case AV_QUEST_H_COMMANDER2:
m_Team_QuestStatus[team][2]++;
RewardReputationToTeam(team,1,player->GetTeam());
if(m_Team_QuestStatus[team][2] == 60)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_COMMANDER3:
case AV_QUEST_H_COMMANDER3:
m_Team_QuestStatus[team][3]++;
RewardReputationToTeam(team,1,player->GetTeam());
if(m_Team_QuestStatus[team][1] == 120)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_BOSS1:
case AV_QUEST_H_BOSS1:
m_Team_QuestStatus[team][4] += 9; //you can turn in 10 or 1 item..
case AV_QUEST_A_BOSS2:
case AV_QUEST_H_BOSS2:
m_Team_QuestStatus[team][4]++;
if(m_Team_QuestStatus[team][4] >= 200)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_NEAR_MINE:
case AV_QUEST_H_NEAR_MINE:
m_Team_QuestStatus[team][5]++;
if(m_Team_QuestStatus[team][5] == 28)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
if(m_Team_QuestStatus[team][6] == 7)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid);
}
break;
case AV_QUEST_A_OTHER_MINE:
case AV_QUEST_H_OTHER_MINE:
m_Team_QuestStatus[team][6]++;
if(m_Team_QuestStatus[team][6] == 7)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
if(m_Team_QuestStatus[team][5] == 20)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid);
}
break;
case AV_QUEST_A_RIDER_HIDE:
case AV_QUEST_H_RIDER_HIDE:
m_Team_QuestStatus[team][7]++;
if(m_Team_QuestStatus[team][7] == 25)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
if(m_Team_QuestStatus[team][8] == 25)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid);
}
break;
case AV_QUEST_A_RIDER_TAME:
case AV_QUEST_H_RIDER_TAME:
m_Team_QuestStatus[team][8]++;
if(m_Team_QuestStatus[team][8] == 25)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
if(m_Team_QuestStatus[team][7] == 25)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid);
}
break;
default:
sLog.outDebug("BG_AV Quest %i completed but is not interesting at all",questid);
return; //was no interesting quest at all
break;
}
}
void BattleGroundAV::UpdateScore(uint16 team, int16 points )
{ //note: to remove reinforcementpoints points must be negative, for adding reinforcements points must be positive
assert( team == ALLIANCE || team == HORDE);
uint8 teamindex = GetTeamIndexByTeamId(team); //0=ally 1=horde
m_Team_Scores[teamindex] += points;
UpdateWorldState(((teamindex==BG_TEAM_HORDE)?AV_Horde_Score:AV_Alliance_Score), m_Team_Scores[teamindex]);
if( points < 0)
{
if( m_Team_Scores[teamindex] < 1)
{
m_Team_Scores[teamindex]=0;
EndBattleGround(((teamindex==BG_TEAM_HORDE)?ALLIANCE:HORDE));
}
else if(!m_IsInformedNearVictory[teamindex] && m_Team_Scores[teamindex] < SEND_MSG_NEAR_LOSE)
{
SendMessageToAll(GetTrinityString((teamindex==BG_TEAM_HORDE)?LANG_BG_AV_H_NEAR_LOSE:LANG_BG_AV_A_NEAR_LOSE));
PlaySoundToAll(AV_SOUND_NEAR_VICTORY);
m_IsInformedNearVictory[teamindex] = true;
}
}
}
Creature* BattleGroundAV::AddAVCreature(uint16 cinfoid, uint16 type )
{
uint32 level;
bool isStatic=false;
Creature* creature = NULL;
assert(type <= AV_CPLACE_MAX + AV_STATICCPLACE_MAX);
if(type>=AV_CPLACE_MAX) //static
{
type-=AV_CPLACE_MAX;
cinfoid=int(BG_AV_StaticCreaturePos[type][4]);
creature = AddCreature(BG_AV_StaticCreatureInfo[cinfoid][0],(type+AV_CPLACE_MAX),BG_AV_StaticCreatureInfo[cinfoid][1],BG_AV_StaticCreaturePos[type][0],BG_AV_StaticCreaturePos[type][1],BG_AV_StaticCreaturePos[type][2],BG_AV_StaticCreaturePos[type][3]);
level = ( BG_AV_StaticCreatureInfo[cinfoid][2] == BG_AV_StaticCreatureInfo[cinfoid][3] ) ? BG_AV_StaticCreatureInfo[cinfoid][2] : urand(BG_AV_StaticCreatureInfo[cinfoid][2],BG_AV_StaticCreatureInfo[cinfoid][3]);
isStatic=true;
}
else
{
creature = AddCreature(BG_AV_CreatureInfo[cinfoid][0],type,BG_AV_CreatureInfo[cinfoid][1],BG_AV_CreaturePos[type][0],BG_AV_CreaturePos[type][1],BG_AV_CreaturePos[type][2],BG_AV_CreaturePos[type][3]);
level = ( BG_AV_CreatureInfo[cinfoid][2] == BG_AV_CreatureInfo[cinfoid][3] ) ? BG_AV_CreatureInfo[cinfoid][2] : urand(BG_AV_CreatureInfo[cinfoid][2],BG_AV_CreatureInfo[cinfoid][3]);
}
if(!creature)
return NULL;
if(creature->GetEntry() == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0] || creature->GetEntry() == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0])
creature->SetRespawnDelay(RESPAWN_ONE_DAY); // TODO: look if this can be done by database + also add this for the wingcommanders
if((isStatic && cinfoid>=10 && cinfoid<=14) || (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) ||
(cinfoid>=AV_NPC_H_GRAVEDEFENSE0 && cinfoid<=AV_NPC_H_GRAVEDEFENSE3))))
{
if(!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3)
|| (cinfoid>=AV_NPC_H_GRAVEDEFENSE0 && cinfoid<=AV_NPC_H_GRAVEDEFENSE3)))
{
CreatureData &data = objmgr.NewOrExistCreatureData(creature->GetDBTableGUIDLow());
data.spawndist = 5;
}
//else spawndist will be 15, so creatures move maximum=10
creature->SetDefaultMovementType(RANDOM_MOTION_TYPE);
creature->GetMotionMaster()->Initialize();
creature->setDeathState(JUST_DIED);
creature->Respawn();
//TODO: find a way to add a motionmaster without killing the creature (i
//just copied this code from a gm-command
}
if(level != 0)
level += m_MaxLevel-60; //maybe we can do this more generic for custom level-range.. actually it's blizzlike
creature->SetLevel(level);
return creature;
}
void BattleGroundAV::Update(time_t diff)
{
BattleGround::Update(diff);
if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
{
ModifyStartDelayTime(diff);
if (!(m_Events & 0x01))
{
m_Events |= 0x01;
#ifdef ARENA_PATCH
if(!SetupBattleGround())
{
EndNow();
return;
}
#endif
uint16 i;
sLog.outDebug("Alterac Valley: entering state STATUS_WAIT_JOIN ...");
// Initial Nodes
for(i = 0; i < BG_AV_OBJECT_MAX; i++)
SpawnBGObject(i, RESPAWN_ONE_DAY);
for(i = BG_AV_OBJECT_FLAG_A_FIRSTAID_STATION; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_GRAVE ; i++){
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+3*i,RESPAWN_IMMEDIATELY);
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
}
for(i = BG_AV_OBJECT_FLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER ; i++)
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
for(i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ; i++){
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
if(i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
SpawnBGObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+3*GetNodeThroughObject(i),RESPAWN_IMMEDIATELY);
}
for(i = BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_TFLAG_A_STONEHEART_BUNKER; i+=2)
{
SpawnBGObject(i, RESPAWN_IMMEDIATELY); //flag
SpawnBGObject(i+16, RESPAWN_IMMEDIATELY); //aura
}
for(i = BG_AV_OBJECT_TFLAG_H_ICEBLOOD_TOWER; i <= BG_AV_OBJECT_TFLAG_H_FROSTWOLF_WTOWER; i+=2)
{
SpawnBGObject(i, RESPAWN_IMMEDIATELY); //flag
SpawnBGObject(i+16, RESPAWN_IMMEDIATELY); //aura
}
//snowfall and the doors
for(i = BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE; i <= BG_AV_OBJECT_DOOR_A; i++)
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AV_OBJECT_AURA_N_SNOWFALL_GRAVE,RESPAWN_IMMEDIATELY);
//creatures
sLog.outDebug("BG_AV start poputlating nodes");
for(BG_AV_Nodes i= BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i )
{
if(m_Nodes[i].Owner)
PopulateNode(i);
}
//all creatures which don't get despawned through the script are static
sLog.outDebug("BG_AV: start spawning static creatures");
for(i=0; i < AV_STATICCPLACE_MAX; i++ )
AddAVCreature(0,i+AV_CPLACE_MAX);
//mainspiritguides:
sLog.outDebug("BG_AV: start spawning spiritguides creatures");
AddSpiritGuide(7, BG_AV_CreaturePos[7][0], BG_AV_CreaturePos[7][1], BG_AV_CreaturePos[7][2], BG_AV_CreaturePos[7][3], ALLIANCE);
AddSpiritGuide(8, BG_AV_CreaturePos[8][0], BG_AV_CreaturePos[8][1], BG_AV_CreaturePos[8][2], BG_AV_CreaturePos[8][3], HORDE);
//spawn the marshals (those who get deleted, if a tower gets destroyed)
sLog.outDebug("BG_AV: start spawning marshal creatures");
for(i=AV_NPC_A_MARSHAL_SOUTH; i<= AV_NPC_H_MARSHAL_WTOWER; i++)
AddAVCreature(i,AV_CPLACE_A_MARSHAL_SOUTH+(i-AV_NPC_A_MARSHAL_SOUTH));
AddAVCreature(AV_NPC_HERALD,AV_CPLACE_HERALD);
DoorClose(BG_AV_OBJECT_DOOR_A);
DoorClose(BG_AV_OBJECT_DOOR_H);
SetStartDelayTime(START_DELAY0);
}
// After 1 minute, warning is signalled
else if (GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
{
m_Events |= 0x04;
SendMessageToAll(GetTrinityString(LANG_BG_AV_ONEMINTOSTART));
}
// After 1,5 minute, warning is signalled
else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
{
m_Events |= 0x08;
SendMessageToAll(GetTrinityString(LANG_BG_AV_HALFMINTOSTART));
}
// After 2 minutes, gates OPEN ! x)
else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10))
{
UpdateWorldState(AV_SHOW_H_SCORE, 1);
UpdateWorldState(AV_SHOW_A_SCORE, 1);
m_Events |= 0x10;
SendMessageToAll(GetTrinityString(LANG_BG_AV_STARTED));
PlaySoundToAll(SOUND_BG_START);
SetStatus(STATUS_IN_PROGRESS);
sLog.outDebug("BG_AV: start spawning mine stuff");
for(uint16 i= BG_AV_OBJECT_MINE_SUPPLY_N_MIN; i<=BG_AV_OBJECT_MINE_SUPPLY_N_MAX;i++)
SpawnBGObject(i,RESPAWN_IMMEDIATELY);
for(uint16 i= BG_AV_OBJECT_MINE_SUPPLY_S_MIN; i<=BG_AV_OBJECT_MINE_SUPPLY_S_MAX;i++)
SpawnBGObject(i,RESPAWN_IMMEDIATELY);
for(uint8 mine = AV_NORTH_MINE; mine <= AV_SOUTH_MINE; mine++) //mine population
ChangeMineOwner(mine, AV_NEUTRAL_TEAM,true);
DoorOpen(BG_AV_OBJECT_DOOR_H);
DoorOpen(BG_AV_OBJECT_DOOR_A);
for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if(Player* plr = objmgr.GetPlayer(itr->first))
plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
}
}
else if(GetStatus() == STATUS_IN_PROGRESS)
{
for(uint8 i=0; i<=1;i++)//0=alliance, 1=horde
{
if(!m_CaptainAlive[i])
continue;
if(m_CaptainBuffTimer[i] > diff)
m_CaptainBuffTimer[i] -= diff;
else
{
if(i==0)
{
CastSpellOnTeam(AV_BUFF_A_CAPTAIN,ALLIANCE);
Creature* creature = GetBGCreature(AV_CPLACE_MAX + 61);
if(creature)
YellToAll(creature,LANG_BG_AV_A_CAPTAIN_BUFF,LANG_COMMON);
}
else
{
CastSpellOnTeam(AV_BUFF_H_CAPTAIN,HORDE);
Creature* creature = GetBGCreature(AV_CPLACE_MAX + 59); //TODO: make the captains a dynamic creature
if(creature)
YellToAll(creature,LANG_BG_AV_H_CAPTAIN_BUFF,LANG_ORCISH);
}
m_CaptainBuffTimer[i] = 120000 + urand(0,4)* 60000; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times
}
}
//add points from mine owning, and look if he neutral team wanrts to reclaim the mine
m_Mine_Timer -=diff;
for(uint8 mine=0; mine <2; mine++)
{
if(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE)
{
if( m_Mine_Timer <= 0)
UpdateScore(m_Mine_Owner[mine],1);
if(m_Mine_Reclaim_Timer[mine] > diff)
m_Mine_Reclaim_Timer[mine] -= diff;
else{ //we don't need to set this timer to 0 cause this codepart wont get called when this thing is 0
ChangeMineOwner(mine,AV_NEUTRAL_TEAM);
}
}
}
if( m_Mine_Timer <= 0)
m_Mine_Timer=AV_MINE_TICK_TIMER; //this is at the end, cause we need to update both mines
//looks for all timers of the nodes and destroy the building (for graveyards the building wont get destroyed, it goes just to the other team
for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
if(m_Nodes[i].State == POINT_ASSAULTED) //maybe remove this
{
if(m_Nodes[i].Timer > diff)
m_Nodes[i].Timer -= diff;
else
EventPlayerDestroyedPoint( i);
}
}
}
void BattleGroundAV::AddPlayer(Player *plr)
{
BattleGround::AddPlayer(plr);
//create score and add it to map, default values are set in constructor
BattleGroundAVScore* sc = new BattleGroundAVScore;
m_PlayerScores[plr->GetGUID()] = sc;
if(m_MaxLevel==0)
m_MaxLevel=(plr->getLevel()%10 == 0)? plr->getLevel() : (plr->getLevel()-(plr->getLevel()%10))+10; //TODO: just look at the code \^_^/ --but queue-info should provide this information..
}
void BattleGroundAV::EndBattleGround(uint32 winner)
{
//calculate bonuskills for both teams:
//first towers:
uint8 kills[2]={0,0}; //0=ally 1=horde
uint8 rep[2]={0,0}; //0=ally 1=horde
for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
{
if(m_Nodes[i].State == POINT_CONTROLED)
{
if(m_Nodes[i].Owner == ALLIANCE)
{
rep[0] += BG_AV_REP_SURVIVING_TOWER;
kills[0] += BG_AV_KILL_SURVIVING_TOWER;
}
else
{
rep[0] += BG_AV_KILL_SURVIVING_TOWER;
kills[1] += BG_AV_KILL_SURVIVING_TOWER;
}
}
}
for(int i=0; i<=1; i++) //0=ally 1=horde
{
if(m_CaptainAlive[i])
{
kills[i] += BG_AV_KILL_SURVIVING_CAPTAIN;
rep[i] += BG_AV_REP_SURVIVING_CAPTAIN;
}
if(rep[i] != 0)
RewardReputationToTeam((i == 0)?730:729,rep[i],(i == 0)?ALLIANCE:HORDE);
if(kills[i] != 0)
RewardHonorToTeam(GetBonusHonor(kills[i]),(i == 0)?ALLIANCE:HORDE);
}
//TODO add enterevademode for all attacking creatures
BattleGround::EndBattleGround(winner);
}
void BattleGroundAV::RemovePlayer(Player* plr,uint64 /*guid*/)
{
if(!plr)
{
sLog.outError("bg_AV no player at remove");
return;
}
//TODO search more buffs
plr->RemoveAurasDueToSpell(AV_BUFF_ARMOR);
plr->RemoveAurasDueToSpell(AV_BUFF_A_CAPTAIN);
plr->RemoveAurasDueToSpell(AV_BUFF_H_CAPTAIN);
}
void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger)
{
// this is wrong way to implement these things. On official it done by gameobject spell cast.
if(GetStatus() != STATUS_IN_PROGRESS)
return;
uint32 SpellId = 0;
switch(Trigger)
{
case 95:
case 2608:
if(Source->GetTeam() != ALLIANCE)
Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
else
Source->LeaveBattleground();
break;
case 2606:
if(Source->GetTeam() != HORDE)
Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
else
Source->LeaveBattleground();
break;
case 3326:
case 3327:
case 3328:
case 3329:
case 3330:
case 3331:
//Source->Unmount();
break;
default:
sLog.outDebug("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
// Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
break;
}
if(SpellId)
Source->CastSpell(Source, SpellId, true);
}
void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value)
{
std::map::iterator itr = m_PlayerScores.find(Source->GetGUID());
if(itr == m_PlayerScores.end()) // player not found...
return;
switch(type)
{
case SCORE_GRAVEYARDS_ASSAULTED:
((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted += value;
break;
case SCORE_GRAVEYARDS_DEFENDED:
((BattleGroundAVScore*)itr->second)->GraveyardsDefended += value;
break;
case SCORE_TOWERS_ASSAULTED:
((BattleGroundAVScore*)itr->second)->TowersAssaulted += value;
break;
case SCORE_TOWERS_DEFENDED:
((BattleGroundAVScore*)itr->second)->TowersDefended += value;
break;
case SCORE_MINES_CAPTURED:
((BattleGroundAVScore*)itr->second)->MinesCaptured += value;
break;
case SCORE_LEADERS_KILLED:
((BattleGroundAVScore*)itr->second)->LeadersKilled += value;
break;
case SCORE_SECONDARY_OBJECTIVES:
((BattleGroundAVScore*)itr->second)->SecondaryObjectives += value;
break;
default:
BattleGround::UpdatePlayerScore(Source,type,value);
break;
}
}
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
uint32 object = GetObjectThroughNode(node);
sLog.outDebug("bg_av: player destroyed point node %i object %i",node,object);
//despawn banner
SpawnBGObject(object, RESPAWN_ONE_DAY);
DestroyNode(node);
UpdateNodeWorldState(node);
uint32 owner = m_Nodes[node].Owner;
if( IsTower(node) )
{
uint8 tmp = node-BG_AV_NODES_DUNBALDAR_SOUTH;
//despawn marshal
if(m_BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp])
DelCreature(AV_CPLACE_A_MARSHAL_SOUTH + tmp);
else
sLog.outError("BG_AV: playerdestroyedpoint: marshal %i doesn't exist",AV_CPLACE_A_MARSHAL_SOUTH + tmp);
//spawn destroyed aura
for(uint8 i=0; i<=9; i++)
SpawnBGObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH + i + (tmp * 10),RESPAWN_IMMEDIATELY);
UpdateScore((owner == ALLIANCE) ? HORDE : ALLIANCE, (-1)*BG_AV_RES_TOWER);
RewardReputationToTeam((owner == ALLIANCE)?730:729,BG_AV_REP_TOWER,owner);
RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_TOWER),owner);
SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+GetTeamIndexByTeamId(owner)+(2*tmp),RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+GetTeamIndexByTeamId(owner)+(2*tmp),RESPAWN_ONE_DAY);
}
else
{
if( owner == ALLIANCE )
SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object+11, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_IMMEDIATELY);
PopulateNode(node);
if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
{
for(uint8 i = 0; i < 4; i++)
{
SpawnBGObject(((owner==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_PA : BG_AV_OBJECT_SNOW_EYECANDY_PH)+i,RESPAWN_ONE_DAY);
SpawnBGObject(((owner==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_A : BG_AV_OBJECT_SNOW_EYECANDY_H )+i,RESPAWN_IMMEDIATELY);
}
}
}
//send a nice message to all :)
char buf[256];
if(IsTower(node))
sprintf(buf, GetTrinityString(LANG_BG_AV_TOWER_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE) );
else
sprintf(buf, GetTrinityString(LANG_BG_AV_GRAVE_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) :GetTrinityString(LANG_BG_AV_HORDE) );
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
if(creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
}
void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
{ //mine=0 northmine mine=1 southmin
//changing the owner results in setting respawntim to infinite for current creatures, spawning new mine owners creatures and changing the chest-objects so that the current owning team can use them
assert(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
if(team != ALLIANCE && team != HORDE)
team = AV_NEUTRAL_TEAM;
else
PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD);
if(m_Mine_Owner[mine] == team && !initial)
return;
m_Mine_PrevOwner[mine] = m_Mine_Owner[mine];
m_Mine_Owner[mine] = team;
if(!initial)
{
sLog.outDebug("bg_av depopulating mine %i (0=north,1=south)",mine);
if(mine==AV_SOUTH_MINE)
for(uint16 i=AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++)
if( m_BgCreatures[i] )
DelCreature(i); //TODO just set the respawntime to 999999
for(uint16 i=((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MIN:AV_CPLACE_MINE_S_1_MIN); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_3:AV_CPLACE_MINE_S_3); i++)
if( m_BgCreatures[i] )
DelCreature(i); //TODO here also
}
SendMineWorldStates(mine);
sLog.outDebug("bg_av populating mine %i (0=north,1=south)",mine);
uint16 miner;
//also neutral team exists.. after a big time, the neutral team tries to conquer the mine
if(mine==AV_NORTH_MINE)
{
if(team == ALLIANCE)
miner = AV_NPC_N_MINE_A_1;
else if (team == HORDE)
miner = AV_NPC_N_MINE_H_1;
else
miner = AV_NPC_N_MINE_N_1;
}
else
{
uint16 cinfo;
if(team == ALLIANCE)
miner = AV_NPC_S_MINE_A_1;
else if (team == HORDE)
miner = AV_NPC_S_MINE_H_1;
else
miner = AV_NPC_S_MINE_N_1;
//vermin
sLog.outDebug("spawning vermin");
if(team == ALLIANCE)
cinfo = AV_NPC_S_MINE_A_3;
else if (team == HORDE)
cinfo = AV_NPC_S_MINE_H_3;
else
cinfo = AV_NPC_S_MINE_N_S;
for(uint16 i=AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++)
AddAVCreature(cinfo,i);
}
for(uint16 i=( (mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MIN:AV_CPLACE_MINE_S_1_MIN ); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MAX:AV_CPLACE_MINE_S_1_MAX); i++)
AddAVCreature(miner,i);
//the next chooses randomly between 2 cretures
for(uint16 i=((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_2_MIN:AV_CPLACE_MINE_S_2_MIN); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_2_MAX:AV_CPLACE_MINE_S_2_MAX); i++)
AddAVCreature(miner+(urand(1,2)),i);
AddAVCreature(miner+3,(mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_3:AV_CPLACE_MINE_S_3);
//because the gameobjects in this mine have changed, update all surrounding players:
// for(uint16 i = ((mine==AV_NORTH_MINE)?BG_AV_OBJECT_MINE_SUPPLY_N_MIN:BG_AV_OBJECT_MINE_SUPPLY_N_MIN); i <= ((mine==AV_NORTH_MINE)?BG_AV_OBJECT_MINE_SUPPLY_N_MAX:BG_AV_OBJECT_MINE_SUPPLY_N_MAX); i++)
// {
//TODO: add gameobject-update code
// }
if(team == ALLIANCE || team == HORDE)
{
m_Mine_Reclaim_Timer[mine]=AV_MINE_RECLAIM_TIMER;
char buf[256];
sprintf(buf, GetTrinityString(LANG_BG_AV_MINE_TAKEN), GetTrinityString(( mine == AV_NORTH_MINE ) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH), ( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE));
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
if(creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
}
else
{
if(mine==AV_SOUTH_MINE) //i think this gets called all the time
{
Creature* creature = GetBGCreature(AV_CPLACE_MINE_S_3);
YellToAll(creature,LANG_BG_AV_S_MINE_BOSS_CLAIMS,LANG_UNIVERSAL);
}
}
return;
}
bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId,uint32 team)
{
if(GOId == BG_AV_OBJECTID_MINE_N)
return (m_Mine_Owner[AV_NORTH_MINE]==team);
if(GOId == BG_AV_OBJECTID_MINE_S)
return (m_Mine_Owner[AV_SOUTH_MINE]==team);
return true; //cause it's no mine'object it is ok if this is true
}
void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
{
uint32 owner = m_Nodes[node].Owner;
assert(owner);
uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node );
uint32 creatureid;
if(IsTower(node))
creatureid=(owner==ALLIANCE)?AV_NPC_A_TOWERDEFENSE:AV_NPC_H_TOWERDEFENSE;
else
{
uint8 team2 = GetTeamIndexByTeamId(owner);
if (m_Team_QuestStatus[team2][0] < 500 )
creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE0 : AV_NPC_H_GRAVEDEFENSE0;
else if ( m_Team_QuestStatus[team2][0] < 1000 )
creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE1 : AV_NPC_H_GRAVEDEFENSE1;
else if ( m_Team_QuestStatus[team2][0] < 1500 )
creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE2 : AV_NPC_H_GRAVEDEFENSE2;
else
creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE3 : AV_NPC_H_GRAVEDEFENSE3;
//spiritguide
if( m_BgCreatures[node] )
DelCreature(node);
if( !AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], owner))
sLog.outError("AV: couldn't spawn spiritguide at node %i",node);
}
for(uint8 i=0; i<4; i++)
{
Creature* cr = AddAVCreature(creatureid,c_place+i);
}
}
void BattleGroundAV::DePopulateNode(BG_AV_Nodes node)
{
uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node );
for(uint8 i=0; i<4; i++)
if( m_BgCreatures[c_place+i] )
DelCreature(c_place+i);
//spiritguide
if( !IsTower(node) && m_BgCreatures[node] )
DelCreature(node);
}
const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object)
{
sLog.outDebug("bg_AV getnodethroughobject %i",object);
if( object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER )
return BG_AV_Nodes(object);
if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT )
return BG_AV_Nodes(object - 11);
if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_WTOWER )
return BG_AV_Nodes(object - 7);
if( object <= BG_AV_OBJECT_FLAG_C_H_STONEHEART_BUNKER )
return BG_AV_Nodes(object -22);
if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT )
return BG_AV_Nodes(object - 33);
if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER )
return BG_AV_Nodes(object - 29);
if( object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE )
return BG_AV_NODES_SNOWFALL_GRAVE;
sLog.outError("BattleGroundAV: ERROR! GetPlace got a wrong object :(");
assert(false);
return BG_AV_Nodes(0);
}
const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node)
{ //this function is the counterpart to GetNodeThroughObject()
sLog.outDebug("bg_AV GetObjectThroughNode %i",node);
if( m_Nodes[node].Owner == ALLIANCE )
{
if( m_Nodes[node].State == POINT_ASSAULTED )
{
if( node <= BG_AV_NODES_FROSTWOLF_HUT )
return node+11;
if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
return node+7;
}
else if ( m_Nodes[node].State == POINT_CONTROLED )
if( node <= BG_AV_NODES_STONEHEART_BUNKER )
return node;
}
else if ( m_Nodes[node].Owner == HORDE )
{
if( m_Nodes[node].State == POINT_ASSAULTED )
if( node <= BG_AV_NODES_STONEHEART_BUNKER )
return node+22;
else if ( m_Nodes[node].State == POINT_CONTROLED )
{
if( node <= BG_AV_NODES_FROSTWOLF_HUT )
return node+33;
if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
return node+29;
}
}
else if ( m_Nodes[node].Owner == AV_NEUTRAL_TEAM )
return BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE;
sLog.outError("BattleGroundAV: Error! GetPlaceNode couldn't resolve node %i",node);
assert(false);
return 0;
}
//called when using banner
void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj)
{
if(GetStatus() != STATUS_IN_PROGRESS)
return;
int32 object = GetObjectType(target_obj->GetGUID());
sLog.outDebug("BG_AV using gameobject %i with type %i",target_obj->GetEntry(),object);
if(object < 0)
return;
switch(target_obj->GetEntry())
{
case BG_AV_OBJECTID_BANNER_A:
case BG_AV_OBJECTID_BANNER_A_B:
case BG_AV_OBJECTID_BANNER_H:
case BG_AV_OBJECTID_BANNER_H_B:
case BG_AV_OBJECTID_BANNER_SNOWFALL_N:
EventPlayerAssaultsPoint(source, object);
break;
case BG_AV_OBJECTID_BANNER_CONT_A:
case BG_AV_OBJECTID_BANNER_CONT_A_B:
case BG_AV_OBJECTID_BANNER_CONT_H:
case BG_AV_OBJECTID_BANNER_CONT_H_B:
EventPlayerDefendsPoint(source, object);
break;
default:
break;
}
}
void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
{
assert(GetStatus() == STATUS_IN_PROGRESS);
BG_AV_Nodes node = GetNodeThroughObject(object);
uint32 owner = m_Nodes[node].Owner; //maybe should name it prevowner
uint32 team = player->GetTeam();
if(owner == player->GetTeam() || m_Nodes[node].State != POINT_ASSAULTED)
return;
if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM)
{ //until snowfall doesn't belong to anyone it is better handled in assault-code
assert(node == BG_AV_NODES_SNOWFALL_GRAVE); //currently the only neutral grave
EventPlayerAssaultsPoint(player,object);
return;
}
sLog.outDebug("player defends point object: %i node: %i",object,node);
if(m_Nodes[node].PrevOwner != team)
{
sLog.outError("BG_AV: player defends point which doesn't belong to his team %i",node);
return;
}
//spawn new go :)
if(m_Nodes[node].Owner == ALLIANCE)
SpawnBGObject(object+22, RESPAWN_IMMEDIATELY); //spawn horde banner
else
SpawnBGObject(object-22, RESPAWN_IMMEDIATELY); //spawn alliance banner
if(!IsTower(node))
{
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(team)+3*node,RESPAWN_IMMEDIATELY);
}
// despawn old go
SpawnBGObject(object, RESPAWN_ONE_DAY);
DefendNode(node,team);
PopulateNode(node);
UpdateNodeWorldState(node);
if(IsTower(node))
{
//spawn big flag+aura on top of tower
SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
}
else if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
{
for(uint8 i = 0; i < 4; i++)
{
SpawnBGObject(((owner==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_PA : BG_AV_OBJECT_SNOW_EYECANDY_PH)+i,RESPAWN_ONE_DAY);
SpawnBGObject(((team==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_A : BG_AV_OBJECT_SNOW_EYECANDY_H)+i,RESPAWN_IMMEDIATELY);
}
}
//send a nice message to all :)
char buf[256];
sprintf(buf, GetTrinityString(( IsTower(node) ) ? LANG_BG_AV_TOWER_DEFENDED : LANG_BG_AV_GRAVE_DEFENDED), GetNodeName(node),( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE));
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
if(creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
//update the statistic for the defending player
UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_DEFENDED : SCORE_GRAVEYARDS_DEFENDED, 1);
if(IsTower(node))
PlaySoundToAll(AV_SOUND_BOTH_TOWER_DEFEND);
else
PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD);
}
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
{
assert(GetStatus() == STATUS_IN_PROGRESS);
BG_AV_Nodes node = GetNodeThroughObject(object);
uint32 owner = m_Nodes[node].Owner; //maybe name it prevowner
uint32 team = player->GetTeam();
sLog.outDebug("bg_av: player assaults point object %i node %i",object,node);
if(owner == team || team == m_Nodes[node].TotalOwner)
return; //surely a gm used this object
if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall is a bit special in capping + it gets eyecandy stuff
{
if(object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping
{
assert(owner == AV_NEUTRAL_TEAM && m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM);
if( team == ALLIANCE )
SpawnBGObject(BG_AV_OBJECT_FLAG_C_A_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(BG_AV_OBJECT_FLAG_C_H_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_IMMEDIATELY); //neutral aura spawn
}
else if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy
{
assert(m_Nodes[node].State != POINT_CONTROLED);
if(team == ALLIANCE)
SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object+11, RESPAWN_IMMEDIATELY);
}
//eyecandy
uint32 spawn,despawn;
if(team == ALLIANCE)
{
despawn = ( m_Nodes[node].State == POINT_ASSAULTED )?BG_AV_OBJECT_SNOW_EYECANDY_PH : BG_AV_OBJECT_SNOW_EYECANDY_H;
spawn = BG_AV_OBJECT_SNOW_EYECANDY_PA;
}
else
{
despawn = ( m_Nodes[node].State == POINT_ASSAULTED )?BG_AV_OBJECT_SNOW_EYECANDY_PA : BG_AV_OBJECT_SNOW_EYECANDY_A;
spawn = BG_AV_OBJECT_SNOW_EYECANDY_PH;
}
for(uint8 i = 0; i < 4; i++)
{
SpawnBGObject(despawn+i,RESPAWN_ONE_DAY);
SpawnBGObject(spawn+i,RESPAWN_IMMEDIATELY);
}
}
//if snowfall gots capped it can be handled like all other graveyards
if( m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM)
{
assert(m_Nodes[node].Owner != AV_NEUTRAL_TEAM);
if(team == ALLIANCE)
SpawnBGObject(object-22, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object+22, RESPAWN_IMMEDIATELY);
if(IsTower(node))
{ //spawning/despawning of bigflag+aura
SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
}
else
{
//spawning/despawning of aura
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_IMMEDIATELY); //neutral aura spawn
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_ONE_DAY); //teeamaura despawn
// Those who are waiting to resurrect at this object are taken to the closest own object's graveyard
std::vector ghost_list = m_ReviveQueue[m_BgCreatures[node]];
if( !ghost_list.empty() )
{
Player *plr;
WorldSafeLocsEntry const *ClosestGrave = NULL;
for (std::vector::iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
{
plr = objmgr.GetPlayer(*ghost_list.begin());
if( !plr )
continue;
if(!ClosestGrave)
ClosestGrave = GetClosestGraveYard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), team);
else
plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
}
m_ReviveQueue[m_BgCreatures[node]].clear();
}
}
DePopulateNode(node);
}
SpawnBGObject(object, RESPAWN_ONE_DAY); //delete old banner
AssaultNode(node,team);
UpdateNodeWorldState(node);
//send a nice message to all :)
char buf[256];
sprintf(buf, ( IsTower(node) ) ? GetTrinityString(LANG_BG_AV_TOWER_ASSAULTED) : GetTrinityString(LANG_BG_AV_GRAVE_ASSAULTED), GetNodeName(node), ( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE ));
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
if(creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
//update the statistic for the assaulting player
UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_ASSAULTED : SCORE_GRAVEYARDS_ASSAULTED, 1);
PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_ASSAULTS:AV_SOUND_HORDE_ASSAULTS);
}
void BattleGroundAV::FillInitialWorldStates(WorldPacket& data)
{
bool stateok;
//graveyards
for (uint8 i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; i++)
{
for (uint8 j =1; j <= 3; j+=2)
{//j=1=assaulted j=3=controled
stateok = (m_Nodes[i].State == j);
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,ALLIANCE)]) << uint32((m_Nodes[i].Owner == ALLIANCE && stateok)?1:0);
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,HORDE)]) << uint32((m_Nodes[i].Owner == HORDE && stateok)?1:0);
}
}
//towers
for (uint8 i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_MAX; i++)
for (uint8 j =1; j <= 3; j+=2)
{//j=1=assaulted j=3=controled //i dont have j=2=destroyed cause destroyed is the same like enemy-team controll
stateok = (m_Nodes[i].State == j || (m_Nodes[i].State == POINT_DESTROYED && j==3));
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,ALLIANCE)]) << uint32((m_Nodes[i].Owner == ALLIANCE && stateok)?1:0);
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,HORDE)]) << uint32((m_Nodes[i].Owner == HORDE && stateok)?1:0);
}
if(m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == AV_NEUTRAL_TEAM) //cause neutral teams aren't handled generic
data << uint32(AV_SNOWFALL_N) << uint32(1);
data << uint32(AV_Alliance_Score) << uint32(m_Team_Scores[0]);
data << uint32(AV_Horde_Score) << uint32(m_Team_Scores[1]);
if(GetStatus() == STATUS_IN_PROGRESS){ //only if game started the teamscores are displayed
data << uint32(AV_SHOW_A_SCORE) << uint32(1);
data << uint32(AV_SHOW_H_SCORE) << uint32(1);
}
else
{
data << uint32(AV_SHOW_A_SCORE) << uint32(0);
data << uint32(AV_SHOW_H_SCORE) << uint32(0);
}
SendMineWorldStates(AV_NORTH_MINE);
SendMineWorldStates(AV_SOUTH_MINE);
}
const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this is used for node worldstates and returns values which fit good into the worldstatesarray
{
//neutral stuff cant get handled (currently its only snowfall)
assert(team != AV_NEUTRAL_TEAM);
//a_c a_a h_c h_a the positions in worldstate-array
if(team == ALLIANCE)
{
if(state==POINT_CONTROLED || state==POINT_DESTROYED)
return 0;
if(state==POINT_ASSAULTED)
return 1;
}
if(team == HORDE)
{
if(state==POINT_DESTROYED || state==POINT_CONTROLED)
return 2;
if(state==POINT_ASSAULTED)
return 3;
}
sLog.outError("BG_AV: should update a strange worldstate state:%i team:%i",state,team);
return 5; //this will crash the game, but i want to know if something is wrong here
}
void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
{
UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].State,m_Nodes[node].Owner)],1);
if(m_Nodes[node].PrevOwner == AV_NEUTRAL_TEAM) //currently only snowfall is supported as neutral node (i don't want to make an extra row (neutral states) in worldstatesarray just for one node
UpdateWorldState(AV_SNOWFALL_N,0);
else
UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].PrevState,m_Nodes[node].PrevOwner)],0);
}
void BattleGroundAV::SendMineWorldStates(uint32 mine)
{
assert(mine == AV_NORTH_MINE || mine==AV_SOUTH_MINE);
// currently i'm sure, that this works (:
// assert(m_Mine_PrevOwner[mine] == ALLIANCE || m_Mine_PrevOwner[mine] == HORDE || m_Mine_PrevOwner[mine] == AV_NEUTRAL_TEAM);
// assert(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE || m_Mine_Owner[mine] == AV_NEUTRAL_TEAM);
uint8 owner,prevowner,mine2; //those variables are needed to access the right worldstate in the BG_AV_MineWorldStates array
mine2 = (mine==AV_NORTH_MINE)?0:1;
if(m_Mine_PrevOwner[mine] == ALLIANCE)
prevowner = 0;
else if(m_Mine_PrevOwner[mine] == HORDE)
prevowner = 2;
else
prevowner = 1;
if(m_Mine_Owner[mine] == ALLIANCE)
owner = 0;
else if(m_Mine_Owner[mine] == HORDE)
owner = 2;
else
owner = 1;
UpdateWorldState(BG_AV_MineWorldStates[mine2][owner],1);
if( prevowner != owner)
UpdateWorldState(BG_AV_MineWorldStates[mine2][prevowner],0);
}
WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(float x, float y, float z, uint32 team)
{
WorldSafeLocsEntry const* good_entry = NULL;
if( GetStatus() == STATUS_IN_PROGRESS)
{
// Is there any occupied node for this team?
float mindist = 9999999.0f;
for (uint8 i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
{
if (m_Nodes[i].Owner != team || m_Nodes[i].State != POINT_CONTROLED)
continue;
WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[i] );
if( !entry )
continue;
float dist = (entry->x - x)*(entry->x - x)+(entry->y - y)*(entry->y - y);
if( mindist > dist )
{
mindist = dist;
good_entry = entry;
}
}
}
// If not, place ghost on starting location
if( !good_entry )
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[GetTeamIndexByTeamId(team)+7] );
return good_entry;
}
bool BattleGroundAV::SetupBattleGround()
{
// Create starting objects
if(
// alliance gates
!AddObject(BG_AV_OBJECT_DOOR_A, BG_AV_OBJECTID_GATE_A, BG_AV_DoorPositons[0][0],BG_AV_DoorPositons[0][1],BG_AV_DoorPositons[0][2],BG_AV_DoorPositons[0][3],0,0,sin(BG_AV_DoorPositons[0][3]/2),cos(BG_AV_DoorPositons[0][3]/2),RESPAWN_IMMEDIATELY)
// horde gates
|| !AddObject(BG_AV_OBJECT_DOOR_H, BG_AV_OBJECTID_GATE_H, BG_AV_DoorPositons[1][0],BG_AV_DoorPositons[1][1],BG_AV_DoorPositons[1][2],BG_AV_DoorPositons[1][3],0,0,sin(BG_AV_DoorPositons[1][3]/2),cos(BG_AV_DoorPositons[1][3]/2),RESPAWN_IMMEDIATELY))
{
sLog.outErrorDb("BatteGroundAV: Failed to spawn some object BattleGround not created!1");
return false;
}
//spawn node-objects
for (uint8 i = BG_AV_NODES_FIRSTAID_STATION ; i < BG_AV_NODES_MAX; ++i)
{
if( i <= BG_AV_NODES_FROSTWOLF_HUT )
{
if( !AddObject(i,BG_AV_OBJECTID_BANNER_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+11,BG_AV_OBJECTID_BANNER_CONT_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+33,BG_AV_OBJECTID_BANNER_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
//aura
|| !AddObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+i*3,BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+i*3,BG_AV_OBJECTID_AURA_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+i*3,BG_AV_OBJECTID_AURA_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!2");
return false;
}
}
else //towers
{
if( i <= BG_AV_NODES_STONEHEART_BUNKER ) //alliance towers
{
if( !AddObject(i,BG_AV_OBJECTID_BANNER_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_A,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_A,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_PH,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!3");
return false;
}
}
else //horde towers
{
if( !AddObject(i+7,BG_AV_OBJECTID_BANNER_CONT_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+29,BG_AV_OBJECTID_BANNER_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_H,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_PA,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_H,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!4");
return false;
}
}
for(uint8 j=0; j<=9; j++) //burning aura
{
if(!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!5.%i",i);
return false;
}
}
}
}
for(uint8 i=0;i<2;i++) //burning aura for buildings
{
for(uint8 j=0; j<=9; j++)
{
if(j<5)
{
if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_SMOKE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!6.%i",i);
return false;
}
}
else
{
if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!7.%i",i);
return false;
}
}
}
}
for(uint16 i= 0; i<=(BG_AV_OBJECT_MINE_SUPPLY_N_MAX-BG_AV_OBJECT_MINE_SUPPLY_N_MIN);i++)
{
if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.5.%i",i);
return false;
}
}
for(uint16 i= 0 ; i<=(BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN);i++)
{
if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.6.%i",i);
return false;
}
}
if(!AddObject(BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE, BG_AV_OBJECTID_BANNER_SNOWFALL_N ,BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][0],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][1],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][2],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3],0,0,sin(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), cos(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!8");
return false;
}
for(uint8 i = 0; i < 4; i++)
{
if(!AddObject(BG_AV_OBJECT_SNOW_EYECANDY_A+i, BG_AV_OBJECTID_SNOWFALL_CANDY_A ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PA+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PA ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_H+i, BG_AV_OBJECTID_SNOWFALL_CANDY_H ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PH+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PH ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!9.%i",i);
return false;
}
}
return true;
}
const char* BattleGroundAV::GetNodeName(BG_AV_Nodes node)
{
switch (node)
{
case BG_AV_NODES_FIRSTAID_STATION: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_STORM_AID);
case BG_AV_NODES_DUNBALDAR_SOUTH: return GetTrinityString(LANG_BG_AV_NODE_TOWER_DUN_S);
case BG_AV_NODES_DUNBALDAR_NORTH: return GetTrinityString(LANG_BG_AV_NODE_TOWER_DUN_N);
case BG_AV_NODES_STORMPIKE_GRAVE: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_STORMPIKE);
case BG_AV_NODES_ICEWING_BUNKER: return GetTrinityString(LANG_BG_AV_NODE_TOWER_ICEWING);
case BG_AV_NODES_STONEHEART_GRAVE: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_STONE);
case BG_AV_NODES_STONEHEART_BUNKER: return GetTrinityString(LANG_BG_AV_NODE_TOWER_STONE);
case BG_AV_NODES_SNOWFALL_GRAVE: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_SNOW);
case BG_AV_NODES_ICEBLOOD_TOWER: return GetTrinityString(LANG_BG_AV_NODE_TOWER_ICE);
case BG_AV_NODES_ICEBLOOD_GRAVE: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_ICE);
case BG_AV_NODES_TOWER_POINT: return GetTrinityString(LANG_BG_AV_NODE_TOWER_POINT);
case BG_AV_NODES_FROSTWOLF_GRAVE: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_FROST);
case BG_AV_NODES_FROSTWOLF_ETOWER: return GetTrinityString(LANG_BG_AV_NODE_TOWER_FROST_E);
case BG_AV_NODES_FROSTWOLF_WTOWER: return GetTrinityString(LANG_BG_AV_NODE_TOWER_FROST_W);
case BG_AV_NODES_FROSTWOLF_HUT: return GetTrinityString(LANG_BG_AV_NODE_GRAVE_FROST_HUT);
default:
{
sLog.outError("tried to get name for node %u%",node);
return "Unknown";
break;
}
}
}
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint16 team)
{
assert(m_Nodes[node].TotalOwner != team);
assert(m_Nodes[node].Owner != team);
assert(m_Nodes[node].State != POINT_DESTROYED);
assert(m_Nodes[node].State != POINT_ASSAULTED || !m_Nodes[node].TotalOwner ); //only assault an assaulted node if no totalowner exists
//the timer gets another time, if the previous owner was 0==Neutral
m_Nodes[node].Timer = (m_Nodes[node].PrevOwner)? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
m_Nodes[node].Owner = team;
m_Nodes[node].PrevState = m_Nodes[node].State;
m_Nodes[node].State = POINT_ASSAULTED;
}
void BattleGroundAV::DestroyNode(BG_AV_Nodes node)
{
assert(m_Nodes[node].State == POINT_ASSAULTED);
m_Nodes[node].TotalOwner = m_Nodes[node].Owner;
m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
m_Nodes[node].PrevState = m_Nodes[node].State;
m_Nodes[node].State = (m_Nodes[node].Tower)? POINT_DESTROYED : POINT_CONTROLED;
m_Nodes[node].Timer = 0;
}
void BattleGroundAV::InitNode(BG_AV_Nodes node, uint16 team, bool tower)
{
m_Nodes[node].TotalOwner = team;
m_Nodes[node].Owner = team;
m_Nodes[node].PrevOwner = 0;
m_Nodes[node].State = POINT_CONTROLED;
m_Nodes[node].PrevState = m_Nodes[node].State;
m_Nodes[node].State = POINT_CONTROLED;
m_Nodes[node].Timer = 0;
m_Nodes[node].Tower = tower;
}
void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint16 team)
{
assert(m_Nodes[node].TotalOwner == team);
assert(m_Nodes[node].Owner != team);
assert(m_Nodes[node].State != POINT_CONTROLED && m_Nodes[node].State != POINT_DESTROYED);
m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
m_Nodes[node].Owner = team;
m_Nodes[node].PrevState = m_Nodes[node].State;
m_Nodes[node].State = POINT_CONTROLED;
m_Nodes[node].Timer = 0;
}
void BattleGroundAV::ResetBGSubclass()
{
m_MaxLevel=0;
for(uint8 i=0; i<2; i++) //forloop for both teams (it just make 0==alliance and 1==horde also for both mines 0=north 1=south
{
for(uint8 j=0; j<9; j++)
m_Team_QuestStatus[i][j]=0;
m_Team_Scores[i]=BG_AV_SCORE_INITIAL_POINTS;
m_IsInformedNearVictory[i]=false;
m_CaptainAlive[i] = true;
m_CaptainBuffTimer[i] = 120000 + urand(0,4)* 60; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times
m_Mine_Owner[i] = AV_NEUTRAL_TEAM;
m_Mine_PrevOwner[i] = m_Mine_Owner[i];
}
for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_STONEHEART_GRAVE; ++i) //alliance graves
InitNode(i,ALLIANCE,false);
for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i) //alliance towers
InitNode(i,ALLIANCE,true);
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_GRAVE; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i) //horde graves
InitNode(i,HORDE,false);
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) //horde towers
InitNode(i,HORDE,true);
InitNode(BG_AV_NODES_SNOWFALL_GRAVE,AV_NEUTRAL_TEAM,false); //give snowfall neutral owner
m_Mine_Timer=AV_MINE_TICK_TIMER;
for(uint16 i = 0; i < AV_CPLACE_MAX+AV_STATICCPLACE_MAX; i++)
if(m_BgCreatures[i])
DelCreature(i);
}