/* * 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 "Object.h" #include "Player.h" #include "BattleGround.h" #include "BattleGroundRL.h" #include "Creature.h" #include "ObjectMgr.h" #include "MapManager.h" #include "Language.h" BattleGroundRL::BattleGroundRL() { m_BgObjects.resize(BG_RL_OBJECT_MAX); } BattleGroundRL::~BattleGroundRL() { } void BattleGroundRL::Update(time_t diff) { BattleGround::Update(diff); if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize()) { ModifyStartDelayTime(diff); if (!(m_Events & 0x01)) { m_Events |= 0x01; // setup here, only when at least one player has ported to the map if(!SetupBattleGround()) { EndNow(); return; } for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++) SpawnBGObject(i, RESPAWN_IMMEDIATELY); SetStartDelayTime(START_DELAY1); SendMessageToAll(LANG_ARENA_ONE_MINUTE); } // After 30 seconds, warning is signalled else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x04)) { m_Events |= 0x04; SendMessageToAll(LANG_ARENA_THIRTY_SECONDS); } // After 15 seconds, warning is signalled else if (GetStartDelayTime() <= START_DELAY3 && !(m_Events & 0x08)) { m_Events |= 0x08; SendMessageToAll(LANG_ARENA_FIFTEEN_SECONDS); } // delay expired (1 minute) else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10)) { m_Events |= 0x10; for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++) DoorOpen(i); for(uint32 i = BG_RL_OBJECT_BUFF_1; i <= BG_RL_OBJECT_BUFF_2; i++) SpawnBGObject(i, 60); SendMessageToAll(LANG_ARENA_BEGUN); SetStatus(STATUS_IN_PROGRESS); SetStartDelayTime(0); for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if(Player *plr = objmgr.GetPlayer(itr->first)) plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION); if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) EndBattleGround(HORDE); else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE)) EndBattleGround(ALLIANCE); } } /*if(GetStatus() == STATUS_IN_PROGRESS) { // update something }*/ } void BattleGroundRL::AddPlayer(Player *plr) { BattleGround::AddPlayer(plr); //create score and add it to map, default values are set in constructor BattleGroundRLScore* sc = new BattleGroundRLScore; m_PlayerScores[plr->GetGUID()] = sc; UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); } void BattleGroundRL::RemovePlayer(Player* /*plr*/, uint64 /*guid*/) { if(GetStatus() == STATUS_WAIT_LEAVE) return; UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE)) EndBattleGround(HORDE); else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE)) EndBattleGround(ALLIANCE); } void BattleGroundRL::HandleKillPlayer(Player *player, Player *killer) { if(GetStatus() != STATUS_IN_PROGRESS) return; if(!killer) { sLog.outError("Killer player not found"); return; } BattleGround::HandleKillPlayer(player,killer); UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); if(!GetAlivePlayersCountByTeam(ALLIANCE)) { // all opponents killed EndBattleGround(HORDE); } else if(!GetAlivePlayersCountByTeam(HORDE)) { // all opponents killed EndBattleGround(ALLIANCE); } } bool BattleGroundRL::HandlePlayerUnderMap(Player *player) { player->TeleportTo(GetMapId(),1285.810547,1667.896851,39.957642,player->GetOrientation(),false); return true; } void BattleGroundRL::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; //uint64 buff_guid = 0; switch(Trigger) { case 4696: // buff trigger? case 4697: // buff trigger? break; default: sLog.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger); Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger); break; } //if(buff_guid) // HandleTriggerBuff(buff_guid,Source); } void BattleGroundRL::FillInitialWorldStates(WorldPacket &data) { data << uint32(0xbb8) << uint32(GetAlivePlayersCountByTeam(ALLIANCE)); // 7 data << uint32(0xbb9) << uint32(GetAlivePlayersCountByTeam(HORDE)); // 8 data << uint32(0xbba) << uint32(1); // 9 } void BattleGroundRL::ResetBGSubclass() { } bool BattleGroundRL::SetupBattleGround() { // gates if( !AddObject(BG_RL_OBJECT_DOOR_1, BG_RL_OBJECT_TYPE_DOOR_1, 1293.561, 1601.938, 31.60557, -1.457349, 0, 0, -0.6658813, 0.7460576, RESPAWN_IMMEDIATELY) || !AddObject(BG_RL_OBJECT_DOOR_2, BG_RL_OBJECT_TYPE_DOOR_2, 1278.648, 1730.557, 31.60557, 1.684245, 0, 0, 0.7460582, 0.6658807, RESPAWN_IMMEDIATELY) // buffs || !AddObject(BG_RL_OBJECT_BUFF_1, BG_RL_OBJECT_TYPE_BUFF_1, 1328.719971, 1632.719971, 36.730400, -1.448624, 0, 0, 0.6626201, -0.7489557, 120) || !AddObject(BG_RL_OBJECT_BUFF_2, BG_RL_OBJECT_TYPE_BUFF_2, 1243.300049, 1699.170044, 34.872601, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120)) { sLog.outErrorDb("BatteGroundRL: Failed to spawn some object!"); return false; } return true; } /* Packet S->C, id 600, SMSG_INIT_WORLD_STATES (706), len 86 0000: 3C 02 00 00 80 0F 00 00 00 00 00 00 09 00 BA 0B | <............... 0010: 00 00 01 00 00 00 B9 0B 00 00 02 00 00 00 B8 0B | ................ 0020: 00 00 00 00 00 00 D8 08 00 00 00 00 00 00 D7 08 | ................ 0030: 00 00 00 00 00 00 D6 08 00 00 00 00 00 00 D5 08 | ................ 0040: 00 00 00 00 00 00 D3 08 00 00 00 00 00 00 D4 08 | ................ 0050: 00 00 00 00 00 00 | ...... */