/
BattleGroundAV.cpp
826 lines (752 loc) · 35.3 KB
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BattleGroundAV.cpp
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/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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 "BattleGroundMgr.h"
#include "Creature.h"
#include "GameObject.h"
#include "Language.h"
#include "WorldPacket.h"
BattleGroundAV::BattleGroundAV()
{
m_StartMessageIds[BG_STARTING_EVENT_FIRST] = 0;
m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_AV_START_ONE_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_AV_START_HALF_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_AV_HAS_BEGUN;
}
BattleGroundAV::~BattleGroundAV()
{
}
void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
BattleGround::HandleKillPlayer(player, killer);
UpdateScore(GetTeamIndexByTeamId(player->GetTeam()), -1);
}
void BattleGroundAV::HandleKillUnit(Creature *creature, Player *killer)
{
sLog.outDebug("BattleGroundAV: HandleKillUnit %i", creature->GetEntry());
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint8 event1 = (sBattleGroundMgr.GetCreatureEventIndex(creature->GetDBTableGUIDLow())).event1;
if (event1 == BG_EVENT_NONE)
return;
switch(event1)
{
case BG_AV_BOSS_A:
CastSpellOnTeam(BG_AV_BOSS_KILL_QUEST_SPELL, HORDE); // this is a spell which finishes a quest where a player has to kill the boss
RewardReputationToTeam(BG_AV_FACTION_H, m_RepBoss, HORDE);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_BOSS), HORDE);
SendYellToAll(LANG_BG_AV_A_GENERAL_DEAD, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0));
EndBattleGround(HORDE);
break;
case BG_AV_BOSS_H:
CastSpellOnTeam(BG_AV_BOSS_KILL_QUEST_SPELL, ALLIANCE); // this is a spell which finishes a quest where a player has to kill the boss
RewardReputationToTeam(BG_AV_FACTION_A, m_RepBoss, ALLIANCE);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_BOSS), ALLIANCE);
SendYellToAll(LANG_BG_AV_H_GENERAL_DEAD, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0));
EndBattleGround(ALLIANCE);
break;
case BG_AV_CAPTAIN_A:
if (IsActiveEvent(BG_AV_NodeEventCaptainDead_A, 0))
return;
RewardReputationToTeam(BG_AV_FACTION_H, m_RepCaptain, HORDE);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_CAPTAIN), HORDE);
UpdateScore(BG_TEAM_ALLIANCE, (-1) * BG_AV_RES_CAPTAIN);
// spawn destroyed aura
SpawnEvent(BG_AV_NodeEventCaptainDead_A, 0, true);
break;
case BG_AV_CAPTAIN_H:
if (IsActiveEvent(BG_AV_NodeEventCaptainDead_H, 0))
return;
RewardReputationToTeam(BG_AV_FACTION_A, m_RepCaptain, ALLIANCE);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_CAPTAIN), ALLIANCE);
UpdateScore(BG_TEAM_HORDE, (-1) * BG_AV_RES_CAPTAIN);
// spawn destroyed aura
SpawnEvent(BG_AV_NodeEventCaptainDead_H, 0, true);
break;
case BG_AV_MINE_BOSSES_NORTH:
ChangeMineOwner(BG_AV_NORTH_MINE, GetTeamIndexByTeamId(killer->GetTeam()));
break;
case BG_AV_MINE_BOSSES_SOUTH:
ChangeMineOwner(BG_AV_SOUTH_MINE, GetTeamIndexByTeamId(killer->GetTeam()));
break;
}
}
void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint8 team = GetTeamIndexByTeamId(player->GetTeam());
uint32 reputation = 0; // reputation for the whole team (other reputation must be done in db)
// TODO add events (including quest not available anymore, next quest availabe, go/npc de/spawning)
sLog.outError("BattleGroundAV: Quest %i completed", questid);
switch(questid)
{
case BG_AV_QUEST_A_SCRAPS1:
case BG_AV_QUEST_A_SCRAPS2:
case BG_AV_QUEST_H_SCRAPS1:
case BG_AV_QUEST_H_SCRAPS2:
m_Team_QuestStatus[team][0] += 20;
reputation = 1;
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("BattleGroundAV: 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 == team && m_Nodes[i].State == POINT_CONTROLLED)
PopulateNode(i);
}
break;
case BG_AV_QUEST_A_COMMANDER1:
case BG_AV_QUEST_H_COMMANDER1:
m_Team_QuestStatus[team][1]++;
reputation = 1;
if (m_Team_QuestStatus[team][1] == 120)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_COMMANDER2:
case BG_AV_QUEST_H_COMMANDER2:
m_Team_QuestStatus[team][2]++;
reputation = 2;
if (m_Team_QuestStatus[team][2] == 60)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_COMMANDER3:
case BG_AV_QUEST_H_COMMANDER3:
m_Team_QuestStatus[team][3]++;
reputation = 5;
RewardReputationToTeam(team, 1, player->GetTeam());
if (m_Team_QuestStatus[team][1] == 30)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_BOSS1:
case BG_AV_QUEST_H_BOSS1:
m_Team_QuestStatus[team][4] += 4; // there are 2 quests where you can turn in 5 or 1 item.. ( + 4 cause +1 will be done some lines below)
reputation = 4;
case BG_AV_QUEST_A_BOSS2:
case BG_AV_QUEST_H_BOSS2:
m_Team_QuestStatus[team][4]++;
reputation += 1;
if (m_Team_QuestStatus[team][4] >= 200)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_NEAR_MINE:
case BG_AV_QUEST_H_NEAR_MINE:
m_Team_QuestStatus[team][5]++;
reputation = 2;
if (m_Team_QuestStatus[team][5] == 28)
{
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[team][6] == 7)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
}
break;
case BG_AV_QUEST_A_OTHER_MINE:
case BG_AV_QUEST_H_OTHER_MINE:
m_Team_QuestStatus[team][6]++;
reputation = 3;
if (m_Team_QuestStatus[team][6] == 7)
{
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[team][5] == 20)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
}
break;
case BG_AV_QUEST_A_RIDER_HIDE:
case BG_AV_QUEST_H_RIDER_HIDE:
m_Team_QuestStatus[team][7]++;
reputation = 1;
if (m_Team_QuestStatus[team][7] == 25)
{
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[team][8] == 25)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
}
break;
case BG_AV_QUEST_A_RIDER_TAME:
case BG_AV_QUEST_H_RIDER_TAME:
m_Team_QuestStatus[team][8]++;
reputation = 1;
if (m_Team_QuestStatus[team][8] == 25)
{
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[team][7] == 25)
sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
}
break;
default:
sLog.outDebug("BattleGroundAV: Quest %i completed but is not interesting for us", questid);
return;
break;
}
if (reputation)
RewardReputationToTeam((player->GetTeam() == ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, reputation, player->GetTeam());
}
void BattleGroundAV::UpdateScore(BattleGroundTeamId team, int32 points )
{
// note: to remove reinforcements points must be negative, for adding reinforcements points must be positive
assert( team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE);
m_TeamScores[team] += points; // m_TeamScores is int32 - so no problems here
if (points < 0)
{
if (m_TeamScores[team] < 1)
{
m_TeamScores[team] = 0;
// other team will win:
EndBattleGround((team == BG_TEAM_ALLIANCE)? HORDE : ALLIANCE);
}
else if (!m_IsInformedNearLose[team] && m_TeamScores[team] < BG_AV_SCORE_NEAR_LOSE)
{
SendMessageToAll((team == BG_TEAM_HORDE) ? LANG_BG_AV_H_NEAR_LOSE : LANG_BG_AV_A_NEAR_LOSE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
PlaySoundToAll(BG_AV_SOUND_NEAR_LOSE);
m_IsInformedNearLose[team] = true;
}
}
// must be called here, else it could display a negative value
UpdateWorldState(((team == BG_TEAM_HORDE) ? BG_AV_Horde_Score : BG_AV_Alliance_Score), m_TeamScores[team]);
}
void BattleGroundAV::Update(uint32 diff)
{
BattleGround::Update(diff);
if (GetStatus() != STATUS_IN_PROGRESS)
return;
// add points from mine owning, and look if the neutral team can reclaim the mine
for(uint8 mine = 0; mine < BG_AV_MAX_MINES; mine++)
{
if (m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE)
{
m_Mine_Timer[mine] -=diff;
if (m_Mine_Timer[mine] <= 0)
{
UpdateScore(BattleGroundTeamId(m_Mine_Owner[mine]), 1);
m_Mine_Timer[mine] = BG_AV_MINE_TICK_TIMER;
}
if (m_Mine_Reclaim_Timer[mine] > diff)
m_Mine_Reclaim_Timer[mine] -= diff;
else
ChangeMineOwner(mine, BG_AV_NEUTRAL_TEAM);
}
}
// 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)
{
if (m_Nodes[i].Timer > diff)
m_Nodes[i].Timer -= diff;
else
EventPlayerDestroyedPoint(i);
}
}
}
void BattleGroundAV::StartingEventCloseDoors()
{
sLog.outDebug("BattleGroundAV: entering state STATUS_WAIT_JOIN ...");
}
void BattleGroundAV::StartingEventOpenDoors()
{
UpdateWorldState(BG_AV_SHOW_H_SCORE, 1);
UpdateWorldState(BG_AV_SHOW_A_SCORE, 1);
OpenDoorEvent(BG_EVENT_DOOR);
}
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;
}
void BattleGroundAV::EndBattleGround(uint32 winner)
{
// calculate bonuskills for both teams:
uint32 tower_survived[BG_TEAMS_COUNT] = {0, 0};
uint32 graves_owned[BG_TEAMS_COUNT] = {0, 0};
uint32 mines_owned[BG_TEAMS_COUNT] = {0, 0};
// towers all not destroyed:
for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i)
if (m_Nodes[i].State == POINT_CONTROLLED)
if (m_Nodes[i].TotalOwner == BG_TEAM_ALLIANCE)
++tower_survived[BG_TEAM_ALLIANCE];
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
if (m_Nodes[i].State == POINT_CONTROLLED)
if (m_Nodes[i].TotalOwner == BG_TEAM_HORDE)
++tower_survived[BG_TEAM_HORDE];
// graves all controlled
for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
if (m_Nodes[i].State == POINT_CONTROLLED)
++graves_owned[m_Nodes[i].Owner];
for (uint32 i = 0; i < BG_AV_MAX_MINES; ++i)
if (m_Mine_Owner[i] != BG_AV_NEUTRAL_TEAM)
++mines_owned[m_Mine_Owner[i]];
// now we have the values give the honor/reputation to the teams:
uint32 team[BG_TEAMS_COUNT] = { ALLIANCE, HORDE };
uint32 faction[BG_TEAMS_COUNT] = { BG_AV_FACTION_A, BG_AV_FACTION_H };
for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
{
if (tower_survived[i])
{
RewardReputationToTeam(faction[i], tower_survived[i] * m_RepSurviveTower, team[i]);
RewardHonorToTeam(GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), team[i]);
}
sLog.outDebug("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER);
if (graves_owned[i])
RewardReputationToTeam(faction[i], graves_owned[i] * m_RepOwnedGrave, team[i]);
if (mines_owned[i])
RewardReputationToTeam(faction[i], mines_owned[i] * m_RepOwnedMine, team[i]);
// captain survived?:
if (!IsActiveEvent(BG_AV_NodeEventCaptainDead_A + GetTeamIndexByTeamId(team[i]), 0))
{
RewardReputationToTeam(faction[i], m_RepSurviveCaptain, team[i]);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_SURVIVING_CAPTAIN), team[i]);
}
}
// both teams:
if (m_HonorMapComplete)
{
RewardHonorToTeam(m_HonorMapComplete, ALLIANCE);
RewardHonorToTeam(m_HonorMapComplete, HORDE);
}
BattleGround::EndBattleGround(winner);
}
void BattleGroundAV::RemovePlayer(Player* /*plr*/,uint64 /*guid*/)
{
}
void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger)
{
// this is wrong way to implement these things. On official it done by gameobject spell cast.
switch(Trigger)
{
case 95:
case 2608:
if (Source->GetTeam() != ALLIANCE)
Source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_ALLIANCE_USE);
else
Source->LeaveBattleground();
break;
case 2606:
if (Source->GetTeam() != HORDE)
Source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_HORDE_USE);
else
Source->LeaveBattleground();
break;
case 3326:
case 3327:
case 3328:
case 3329:
case 3330:
case 3331:
//Source->Unmount();
break;
default:
sLog.outDebug("BattleGroundAV: WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
// Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
break;
}
}
void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value)
{
BattleGroundScoreMap::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_SECONDARY_OBJECTIVES:
((BattleGroundAVScore*)itr->second)->SecondaryObjectives += value;
break;
default:
BattleGround::UpdatePlayerScore(Source, type, value);
break;
}
}
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
sLog.outDebug("BattleGroundAV: player destroyed point node %i", node);
// despawn banner
DestroyNode(node);
PopulateNode(node);
UpdateNodeWorldState(node);
uint32 owner = m_Nodes[node].Owner;
if (IsTower(node))
{
uint8 tmp = node - BG_AV_NODES_DUNBALDAR_SOUTH;
// despawn marshal (one of those guys protecting the boss)
SpawnEvent(BG_AV_MARSHAL_A_SOUTH + tmp, 0, false);
UpdateScore(BattleGroundTeamId(owner^0x1), (-1) * BG_AV_RES_TOWER);
RewardReputationToTeam((owner == BG_TEAM_ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, m_RepTowerDestruction, owner);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), owner);
SendYell2ToAll(LANG_BG_AV_TOWER_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE);
}
}
void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team)
{
m_Mine_Timer[mine] = BG_AV_MINE_TICK_TIMER;
// TODO implement quest 7122
// mine=0 northmine, mine=1 southmine
// TODO changing the owner should result in setting respawntime to infinite for current creatures (they should fight the new ones), spawning new mine owners creatures and changing the chest - objects so that the current owning team can use them
assert(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
if (m_Mine_Owner[mine] == int8(team))
return;
if (team != BG_TEAM_ALLIANCE && team != BG_TEAM_HORDE)
team = BG_AV_NEUTRAL_TEAM;
m_Mine_PrevOwner[mine] = m_Mine_Owner[mine];
m_Mine_Owner[mine] = team;
SendMineWorldStates(mine);
SpawnEvent(BG_AV_MINE_EVENT + mine, team, true);
SpawnEvent(BG_AV_MINE_BOSSES + mine, team, true);
if (team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE)
{
PlaySoundToAll((team == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_GOOD : BG_AV_SOUND_HORDE_GOOD);
m_Mine_Reclaim_Timer[mine] = BG_AV_MINE_RECLAIM_TIMER;
SendYell2ToAll(LANG_BG_AV_MINE_TAKEN , LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
(team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE,
(mine == BG_AV_NORTH_MINE) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH);
}
}
bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId, uint32 team)
{
if (GOId == BG_AV_OBJECTID_MINE_N)
return (m_Mine_Owner[BG_AV_NORTH_MINE] == GetTeamIndexByTeamId(team));
if (GOId == BG_AV_OBJECTID_MINE_S)
return (m_Mine_Owner[BG_AV_SOUTH_MINE] == GetTeamIndexByTeamId(team));
return true; // cause it's no mine'object it is ok if this is true
}
/// will spawn and despawn creatures around a node
/// more a wrapper around spawnevent cause graveyards are special
void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
{
uint32 team = m_Nodes[node].Owner;
if (IsGrave(node) && team != BG_AV_NEUTRAL_TEAM)
{
uint32 graveDefenderType;
if (m_Team_QuestStatus[team][0] < 500 )
graveDefenderType = 0;
else if (m_Team_QuestStatus[team][0] < 1000 )
graveDefenderType = 1;
else if (m_Team_QuestStatus[team][0] < 1500 )
graveDefenderType = 2;
else
graveDefenderType = 3;
if (m_Nodes[node].State == POINT_CONTROLLED) // we can spawn the current owner event
SpawnEvent(BG_AV_NODES_MAX + node, team * BG_AV_MAX_GRAVETYPES + graveDefenderType, true);
else // we despawn the event from the prevowner
SpawnEvent(BG_AV_NODES_MAX + node, m_Nodes[node].PrevOwner * BG_AV_MAX_GRAVETYPES + graveDefenderType, false);
}
SpawnEvent(node, (team * BG_AV_MAX_STATES) + m_Nodes[node].State, true);
}
/// called when using a banner
void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
sLog.outDebug("BattleGroundAV: using gameobject %i", target_obj->GetEntry());
uint8 event = (sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetDBTableGUIDLow())).event1;
if (event >= BG_AV_NODES_MAX) // not a node
return;
BG_AV_Nodes node = BG_AV_Nodes(event);
switch ((sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetDBTableGUIDLow())).event2 % BG_AV_MAX_STATES)
{
case POINT_CONTROLLED:
EventPlayerAssaultsPoint(source, node);
break;
case POINT_ASSAULTED:
EventPlayerDefendsPoint(source, node);
break;
default:
break;
}
}
void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
{
assert(GetStatus() == STATUS_IN_PROGRESS);
uint32 team = GetTeamIndexByTeamId(player->GetTeam());
if (m_Nodes[node].Owner == team || m_Nodes[node].State != POINT_ASSAULTED)
return;
if( m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM ) // initial snowfall capture
{
// until snowfall doesn't belong to anyone it is better handled in assault - code (best would be to have a special function
// for neutral nodes.. but doing this just for snowfall will be a bit to much i think
assert(node == BG_AV_NODES_SNOWFALL_GRAVE); // currently the only neutral grave
EventPlayerAssaultsPoint(player, node);
return;
}
sLog.outDebug("BattleGroundAV: player defends node: %i", node);
if (m_Nodes[node].PrevOwner != team)
{
sLog.outError("BattleGroundAV: player defends point which doesn't belong to his team %i", node);
return;
}
DefendNode(node, team); // set the right variables for nodeinfo
PopulateNode(node); // spawn node-creatures (defender for example)
UpdateNodeWorldState(node); // send new mapicon to the player
if (IsTower(node))
{
SendYell2ToAll( LANG_BG_AV_TOWER_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_TOWERS_DEFENDED, 1);
PlaySoundToAll(BG_AV_SOUND_BOTH_TOWER_DEFEND);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_GRAVEYARDS_DEFENDED, 1);
// update the statistic for the defending player
PlaySoundToAll((team == BG_TEAM_ALLIANCE)?BG_AV_SOUND_ALLIANCE_GOOD:BG_AV_SOUND_HORDE_GOOD);
}
}
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
{
// TODO implement quest 7101, 7081
uint32 team = GetTeamIndexByTeamId(player->GetTeam());
sLog.outDebug("BattleGroundAV: player assaults node %i", node);
if (m_Nodes[node].Owner == team || team == m_Nodes[node].TotalOwner)
return;
AssaultNode(node, team); // update nodeinfo variables
UpdateNodeWorldState(node); // send mapicon
PopulateNode(node);
if (IsTower(node))
{
SendYell2ToAll(LANG_BG_AV_TOWER_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_TOWERS_ASSAULTED, 1);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
// update the statistic for the assaulting player
UpdatePlayerScore(player, SCORE_GRAVEYARDS_ASSAULTED, 1);
}
PlaySoundToAll((team == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS);
}
void BattleGroundAV::FillInitialWorldStates(WorldPacket& data)
{
bool stateok;
for (uint32 i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
{
for (uint8 j = 0; j < BG_AV_MAX_STATES; j++)
{
stateok = (m_Nodes[i].State == j);
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_TEAM_ALLIANCE)]) << uint32((m_Nodes[i].Owner == BG_TEAM_ALLIANCE && stateok) ? 1 : 0);
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_TEAM_HORDE)]) << uint32((m_Nodes[i].Owner == BG_TEAM_HORDE && stateok) ? 1 : 0);
}
}
if( m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == BG_AV_NEUTRAL_TEAM ) // cause neutral teams aren't handled generic
data << uint32(AV_SNOWFALL_N) << uint32(1);
data << uint32(BG_AV_Alliance_Score) << uint32(m_TeamScores[BG_TEAM_ALLIANCE]);
data << uint32(BG_AV_Horde_Score) << uint32(m_TeamScores[BG_TEAM_HORDE]);
if( GetStatus() == STATUS_IN_PROGRESS ) // only if game is running the teamscores are displayed
{
data << uint32(BG_AV_SHOW_A_SCORE) << uint32(1);
data << uint32(BG_AV_SHOW_H_SCORE) << uint32(1);
}
else
{
data << uint32(BG_AV_SHOW_A_SCORE) << uint32(0);
data << uint32(BG_AV_SHOW_H_SCORE) << uint32(0);
}
SendMineWorldStates(BG_AV_NORTH_MINE);
SendMineWorldStates(BG_AV_SOUTH_MINE);
}
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 == BG_AV_NEUTRAL_TEAM ) // currently only snowfall is supported as neutral 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 == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
assert(m_Mine_PrevOwner[mine] == BG_TEAM_ALLIANCE || m_Mine_PrevOwner[mine] == BG_TEAM_HORDE || m_Mine_PrevOwner[mine] == BG_AV_NEUTRAL_TEAM);
assert(m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE || m_Mine_Owner[mine] == BG_AV_NEUTRAL_TEAM);
UpdateWorldState(BG_AV_MineWorldStates[mine][m_Mine_Owner[mine]], 1);
if (m_Mine_Owner[mine] != m_Mine_PrevOwner[mine])
UpdateWorldState(BG_AV_MineWorldStates[mine][m_Mine_PrevOwner[mine]], 0);
}
WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player *plr)
{
float x = plr->GetPositionX();
float y = plr->GetPositionY();
uint32 team = GetTeamIndexByTeamId(plr->GetTeam());
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_CONTROLLED)
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 in the starting-cave
if (!good_entry)
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[team + 7] );
return good_entry;
}
uint32 BattleGroundAV::GetNodeName(BG_AV_Nodes node)
{
switch (node)
{
case BG_AV_NODES_FIRSTAID_STATION: return LANG_BG_AV_NODE_GRAVE_STORM_AID;
case BG_AV_NODES_DUNBALDAR_SOUTH: return LANG_BG_AV_NODE_TOWER_DUN_S;
case BG_AV_NODES_DUNBALDAR_NORTH: return LANG_BG_AV_NODE_TOWER_DUN_N;
case BG_AV_NODES_STORMPIKE_GRAVE: return LANG_BG_AV_NODE_GRAVE_STORMPIKE;
case BG_AV_NODES_ICEWING_BUNKER: return LANG_BG_AV_NODE_TOWER_ICEWING;
case BG_AV_NODES_STONEHEART_GRAVE: return LANG_BG_AV_NODE_GRAVE_STONE;
case BG_AV_NODES_STONEHEART_BUNKER: return LANG_BG_AV_NODE_TOWER_STONE;
case BG_AV_NODES_SNOWFALL_GRAVE: return LANG_BG_AV_NODE_GRAVE_SNOW;
case BG_AV_NODES_ICEBLOOD_TOWER: return LANG_BG_AV_NODE_TOWER_ICE;
case BG_AV_NODES_ICEBLOOD_GRAVE: return LANG_BG_AV_NODE_GRAVE_ICE;
case BG_AV_NODES_TOWER_POINT: return LANG_BG_AV_NODE_TOWER_POINT;
case BG_AV_NODES_FROSTWOLF_GRAVE: return LANG_BG_AV_NODE_GRAVE_FROST;
case BG_AV_NODES_FROSTWOLF_ETOWER: return LANG_BG_AV_NODE_TOWER_FROST_E;
case BG_AV_NODES_FROSTWOLF_WTOWER: return LANG_BG_AV_NODE_TOWER_FROST_W;
case BG_AV_NODES_FROSTWOLF_HUT: return LANG_BG_AV_NODE_GRAVE_FROST_HUT;
default: return 0; break;
}
}
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint32 team)
{
assert(team < 3); // alliance:0, horde:1, neutral:2
assert(m_Nodes[node].TotalOwner != team);
assert(m_Nodes[node].Owner != team);
// only assault an assaulted node if no totalowner exists:
assert(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM);
// the timer gets another time, if the previous owner was 0 == Neutral
m_Nodes[node].Timer = (m_Nodes[node].PrevOwner != BG_AV_NEUTRAL_TEAM) ? 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 = POINT_CONTROLLED;
m_Nodes[node].Timer = 0;
}
void BattleGroundAV::InitNode(BG_AV_Nodes node, uint32 team, bool tower)
{
assert(team < 3); // alliance:0, horde:1, neutral:2
m_Nodes[node].TotalOwner = team;
m_Nodes[node].Owner = team;
m_Nodes[node].PrevOwner = team;
m_Nodes[node].State = POINT_CONTROLLED;
m_Nodes[node].PrevState = m_Nodes[node].State;
m_Nodes[node].State = POINT_CONTROLLED;
m_Nodes[node].Timer = 0;
m_Nodes[node].Tower = tower;
m_ActiveEvents[node] = team * BG_AV_MAX_STATES + m_Nodes[node].State;
if (IsGrave(node)) // grave-creatures are special cause of a quest
m_ActiveEvents[node + BG_AV_NODES_MAX] = team * BG_AV_MAX_GRAVETYPES;
}
void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint32 team)
{
assert(team < 3); // alliance:0, horde:1, neutral:2
assert(m_Nodes[node].TotalOwner == team);
assert(m_Nodes[node].Owner != team);
assert(m_Nodes[node].State != POINT_CONTROLLED);
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_CONTROLLED;
m_Nodes[node].Timer = 0;
}
void BattleGroundAV::Reset()
{
BattleGround::Reset();
// set the reputation and honor variables:
bool isBGWeekend = sBattleGroundMgr.IsBGWeekend(GetTypeID());
m_HonorMapComplete = (isBGWeekend) ? BG_AV_KILL_MAP_COMPLETE_HOLIDAY : BG_AV_KILL_MAP_COMPLETE;
m_RepTowerDestruction = (isBGWeekend) ? BG_AV_REP_TOWER_HOLIDAY : BG_AV_REP_TOWER;
m_RepCaptain = (isBGWeekend) ? BG_AV_REP_CAPTAIN_HOLIDAY : BG_AV_REP_CAPTAIN;
m_RepBoss = (isBGWeekend) ? BG_AV_REP_BOSS_HOLIDAY : BG_AV_REP_BOSS;
m_RepOwnedGrave = (isBGWeekend) ? BG_AV_REP_OWNED_GRAVE_HOLIDAY : BG_AV_REP_OWNED_GRAVE;
m_RepSurviveCaptain = (isBGWeekend) ? BG_AV_REP_SURVIVING_CAPTAIN_HOLIDAY : BG_AV_REP_SURVIVING_CAPTAIN;
m_RepSurviveTower = (isBGWeekend) ? BG_AV_REP_SURVIVING_TOWER_HOLIDAY : BG_AV_REP_SURVIVING_TOWER;
m_RepOwnedMine = (isBGWeekend) ? BG_AV_REP_OWNED_MINE_HOLIDAY : BG_AV_REP_OWNED_MINE;
for(uint8 i = 0; i < BG_TEAMS_COUNT; i++)
{
for(uint8 j = 0; j < 9; j++) // 9 quests getting tracked
m_Team_QuestStatus[i][j] = 0;
m_TeamScores[i] = BG_AV_SCORE_INITIAL_POINTS;
m_IsInformedNearLose[i] = false;
m_ActiveEvents[BG_AV_NodeEventCaptainDead_A + i] = BG_EVENT_NONE;
}
for(uint8 i = 0; i < BG_AV_MAX_MINES; i++)
{
m_Mine_Owner[i] = BG_AV_NEUTRAL_TEAM;
m_Mine_PrevOwner[i] = m_Mine_Owner[i];
m_ActiveEvents[BG_AV_MINE_BOSSES+ i] = BG_AV_NEUTRAL_TEAM;
m_ActiveEvents[BG_AV_MINE_EVENT + i] = BG_AV_NEUTRAL_TEAM;
m_Mine_Timer[i] = BG_AV_MINE_TICK_TIMER;
}
m_ActiveEvents[BG_AV_CAPTAIN_A] = 0;
m_ActiveEvents[BG_AV_CAPTAIN_H] = 0;
m_ActiveEvents[BG_AV_HERALD] = 0;
m_ActiveEvents[BG_AV_BOSS_A] = 0;
m_ActiveEvents[BG_AV_BOSS_H] = 0;
for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) // towers
m_ActiveEvents[BG_AV_MARSHAL_A_SOUTH + i - BG_AV_NODES_DUNBALDAR_SOUTH] = 0;
for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_STONEHEART_GRAVE; ++i) // alliance graves
InitNode(i, BG_TEAM_ALLIANCE, false);
for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i) // alliance towers
InitNode(i, BG_TEAM_ALLIANCE, true);
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_GRAVE; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i) // horde graves
InitNode(i, BG_TEAM_HORDE, false);
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) // horde towers
InitNode(i, BG_TEAM_HORDE, true);
InitNode(BG_AV_NODES_SNOWFALL_GRAVE, BG_AV_NEUTRAL_TEAM, false); // give snowfall neutral owner
}