Beispiel #1
0
void BattlefieldTB::TowerDestroyed(TBTowerId tbTowerId)
{
    if (!IsWarTime())
        return;

    // Add 5 minute bonus time
    m_Timer += m_BonusTime;

    SendUpdateWorldState(TB_WS_TIME_BATTLE_END, uint32(time(NULL) + (m_Timer / 1000)));

    SendWarning(TBTowers[tbTowerId].textDamaged);

    SetData(BATTLEFIELD_TB_DATA_TOWERS_DESTROYED, GetData(BATTLEFIELD_TB_DATA_TOWERS_DESTROYED) + 1);
    SendUpdateWorldState(uint32(TB_WS_TOWERS_DESTROYED), int32(GetData(BATTLEFIELD_TB_DATA_TOWERS_DESTROYED)));

    SendUpdateWorldState(uint32(TBTowers[tbTowerId].wsDamaged[GetDefenderTeam()]), int32(0));
    SendUpdateWorldState(uint32(TBTowers[tbTowerId].wsDestroyed), int32(1));

    // Attack bonus buff
    for (ObjectGuid const& guid : m_PlayersInWar[GetAttackerTeam()])
        if (Player* player = ObjectAccessor::FindPlayer(guid))
            player->CastCustomSpell(SPELL_TOWER_ATTACK_BONUS, SPELLVALUE_AURA_STACK, GetData(BATTLEFIELD_TB_DATA_TOWERS_DESTROYED), player, TRIGGERED_FULL_MASK);

    // Honor reward
    TeamCastSpell(GetAttackerTeam(), SPELL_REWARD_TOWER_DESTROYED);
}
// Called when a tower is damaged, used for honor reward calcul
void BattlefieldWG::UpdateDamagedTowerCount(TeamId team)
{
    if (team == GetAttackerTeam())
        UpdateData(BATTLEFIELD_WG_DATA_DAMAGED_TOWER_ATT, 1);
    else
        UpdateData(BATTLEFIELD_WG_DATA_DAMAGED_TOWER_DEF, 1);
}
Beispiel #3
0
// Method sending worldsate to player
WorldPacket BattlefieldWG::BuildInitWorldStates()
{
    WorldPacket data(SMSG_INIT_WORLD_STATES, (4 + 4 + 4 + 2 + (BuildingsInZone.size() * 8) + (WorkShopList.size() * 8)));

    data << uint32(_MapId);
    data << uint32(m_ZoneId);
    data << uint32(0);
    data << uint16(4 + 2 + 4 + BuildingsInZone.size() + WorkShopList.size());

    data << uint32(BATTLEFIELD_WG_WORLD_STATE_ATTACKER) << uint32(GetAttackerTeam());
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_DEFENDER) << uint32(GetDefenderTeam());
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_ACTIVE) << uint32(IsWarTime()? 0 : 1);
    data << uint32(3710) << uint32(IsWarTime()? 1 : 0);

    for (uint32 i = 0; i < 2; ++i)
        data << ClockWorldState[i] << uint32(time(NULL) + (m_Timer / 1000));

    data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_H) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_H));
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_H) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_H);
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_A) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_A));
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_A) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_A);

    for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
    {
        data << (*itr)->m_WorldState << (*itr)->m_State;
    }
    for (WorkShop::const_iterator itr = WorkShopList.begin(); itr != WorkShopList.end(); ++itr)
    {
        data << (*itr)->m_WorldState << (*itr)->m_State;
    }
    return data;
}
Beispiel #4
0
void BattlefieldTB::AddBrokenTower(TeamId team)
{
    m_BattleTime += 5 * MINUTE * IN_MILLISECONDS;
    m_Data32[BATTLEFIELD_TB_DATA_CAPTURED]++;

    if (team == GetDefenderTeam())
    {
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetDefenderTeam()].begin(); itr != m_PlayersInWar[GetDefenderTeam()].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer((*itr)))
                player->RemoveAuraFromStack(SPELL_TB_TOL_BARAD_TOWER_BONUS);

        for (GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer((*itr)))
                player->CastSpell(player, SPELL_TB_TOL_BARAD_TOWER_BONUS, true);

        if (m_Data32[BATTLEFIELD_TB_DATA_CAPTURED] == 3)
        {
            if (int32(m_Timer - 600000) < 0)
                m_Timer = 0;
            else
                m_Timer -= 600000;

            SendInitWorldStatesToAll();
        }
    }
}
Beispiel #5
0
void BattlefieldTB::OnBattleEnd(bool endByTimer)
{
    if (!endByTimer) // Attackers win (but now they are defenders already)
        SendWarning(GetDefenderTeam() == TEAM_ALLIANCE ? TB_TEXT_FORTRESS_CAPTURE_ALLIANCE : TB_TEXT_FORTRESS_CAPTURE_HORDE);
    else // Defenders win
        SendWarning(GetDefenderTeam() == TEAM_ALLIANCE ? TB_TEXT_FORTRESS_DEFEND_ALLIANCE : TB_TEXT_FORTRESS_DEFEND_HORDE);

    // UpdateNPCsAndGameObjects() must be called 1 minute after battle ends
    m_updateObjectsTimer = 1 * MINUTE * IN_MILLISECONDS;
    updatedNPCAndObjects = false;

    // Complete quest
    TeamCastSpell(GetDefenderTeam(), GetDefenderTeam() == TEAM_ALLIANCE ? SPELL_VICTORY_ALLIANCE : SPELL_VICTORY_HORDE);

    // Rewards
    TeamCastSpell(GetDefenderTeam(), GetDefenderTeam() == TEAM_ALLIANCE ? SPELL_REWARD_VICTORY_ALLIANCE : SPELL_REWARD_VICTORY_HORDE);
    for (uint32 i = 0; i < GetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT); i++) // Unsure, for each intact tower or only once for having any tower intact?
        TeamCastSpell(GetDefenderTeam(), SPELL_REWARD_TOWER_INTACT);
    TeamCastSpell(GetAttackerTeam(), SPELL_REWARD_DEFEAT);

    for (uint8 team = 0; team < 2; ++team)
    {
        for (ObjectGuid const& guid : m_PlayersInWar[team])
            if (Player* player = ObjectAccessor::FindPlayer(guid))
                RemoveAurasFromPlayer(player);

        m_PlayersInWar[team].clear();
    }

    // Reset time warning vars
    warnedFiveMinutes = false;
    warnedTwoMinutes = false;
    warnedOneMinute = false;
};
Beispiel #6
0
// Method sending worldsate to player
WorldPacket BattlefieldWG::BuildInitWorldStates()
{
    WorldPacket data(SMSG_INIT_WORLD_STATES, (4 + 4 + 4 + 2 + (BuildingsInZone.size() * 8) + (WorkshopsList.size() * 8)));

    data << uint32(m_MapId);
    data << uint32(m_ZoneId);
    data << uint32(0);
    data << uint16(4 + 2 + 4 + BuildingsInZone.size() + WorkshopsList.size());

    data << uint32(BATTLEFIELD_WG_WORLD_STATE_ATTACKER) << uint32(GetAttackerTeam());
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_DEFENDER) << uint32(GetDefenderTeam());
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_ACTIVE) << uint32(IsWarTime()? 0 : 1); // Note: cleanup these two, their names look awkward
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE) << uint32(IsWarTime()? 1 : 0);

    for (uint32 i = 0; i < 2; ++i)
        data << ClockWorldState[i] << uint32(time(NULL) + (m_Timer / 1000));

    data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_H) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_H));
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_H) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_H);
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_A) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_A));
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_A) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_A);

    for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        data << (*itr)->m_WorldState << (*itr)->m_State;

    for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
        if (*itr)
            data << WorkshopsData[(*itr)->workshopId].worldstate << (*itr)->state;

    return data;
}
// Method sending worldsate to player
WorldPacket BattlefieldTB::BuildInitWorldStates()
{
    WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(BuildingsInZone.size()*8)+(WorkShopList.size()*8)));

    data << uint32(_MapId);
    data << uint32(m_ZoneId);
    data << uint32(0);
    data << uint16(4+2+4+BuildingsInZone.size()+WorkShopList.size());

    data << uint32(5385) << uint32(IsWarTime() ? 0 : GetAttackerTeam()); // Alliance Controlled
    data << uint32(5384) << uint32(IsWarTime() ? 0 : GetDefenderTeam()); // Horde Controlled
    // data << uint32(5547) << uint32(IsWarTime() ? GetAttackerTeam() : 0); // Horde is Attacking
    // data << uint32(5546) << uint32(IsWarTime() ? GetAttackerTeam() : 0); // Alliance is Attacking
    data << uint32(5349) << uint32(IsWarTime() ? BATTLEFIELD_TB_DATA_CAPTURED_FORT_ATT : 0); // Captured count
    data << uint32(5346) << uint32(IsWarTime() ? 1 : 0); // Time remaining
    data << uint32(5387) << uint32(IsWarTime() ? 0 : 1); // Next Battle

    for (uint32 i = 0; i < 2; ++i)
        data << TBClockWorldState[i] << uint32(time(NULL)+(m_Timer / 1000));

    for (TBGameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
    {
        data << (*itr)->m_WorldState << (*itr)->m_State;
    }
    for (TBWorkShop::const_iterator itr = WorkShopList.begin(); itr != WorkShopList.end(); ++itr)
    {
        data << (*itr)->m_WorldState << (*itr)->m_State;
    }
    return data;
}
void BattlefieldTB::AddBrokenTower(TeamId team)
{
    m_BattleTime += 5*60*1000; // Increase battle time by 5 mins.
    m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF]++;
    // Destroy an attack tower
    if (team == GetDefenderTeam())
    {
        // Remove buff stack
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetDefenderTeam()].begin(); itr != m_PlayersInWar[GetDefenderTeam()].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer((*itr)))
                player->RemoveAuraFromStack(SPELL_TOWER_BONUS);

        // Add buff stack
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer((*itr)))
            {
                player->CastSpell(player, SPELL_TOWER_BONUS, true);
                //DoCompleteOrIncrementAchievement(ACHIEVEMENTS_TB_TOWER_DESTROY, player); TODO
            }

        if (m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF] == 3)
        {
            if (int32(m_Timer-600000)<0)
                m_Timer = 0;
            else
                m_Timer -= 600000;

            SendInitWorldStatesToAll();
        }
    }
}
void BattlefieldWG::OnPlayerJoinWar(Player* player)
{
    RemoveAurasFromPlayer(player);

    player->CastSpell(player, SPELL_RECRUIT, true);

    if (player->GetZoneId() != m_ZoneId)
    {
        if (player->GetTeamId() == GetDefenderTeam())
            player->TeleportTo(571, 5345, 2842, 410, 3.14f);
        else
        {
            if (player->GetTeamId() == TEAM_HORDE)
                player->TeleportTo(571, 5025.857422f, 3674.628906f, 362.737122f, 4.135169f);
            else
                player->TeleportTo(571, 5101.284f, 2186.564f, 373.549f, 3.812f);
        }
    }

    UpdateTenacity();

    if (player->GetTeamId() == GetAttackerTeam())
    {
        if (GetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT) < 3)
            player->SetAuraStack(SPELL_TOWER_CONTROL, player, 3 - GetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT));
    }
    else
    {
        if (GetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT) > 0)
           player->SetAuraStack(SPELL_TOWER_CONTROL, player, GetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT));
    }
    SendInitWorldStatesTo(player);
}
Beispiel #10
0
void BattlefieldTB::OnPlayerJoinWar(Player* player)
{
    player->RemoveAurasDueToSpell(SPELL_VETERAN);
    player->RemoveAurasDueToSpell(SPELL_SPIRITUAL_IMMUNITY_TB);
    player->RemoveAurasDueToSpell(SPELL_TOWER_BONUS);

    if (player->GetZoneId() != m_ZoneId)
        if (player->GetTeamId() == GetDefenderTeam())
        {
            player->TeleportTo(732, -1244.58f, 981.233f, 155.426f, 0);
            player->CastSpell(player, SPELL_SLOW_FALL_TB, true);
        }
        else
            player->TeleportTo(732, -827.212646f, 1187.948608f, 112.81f, 3.092834f);

    if (player->GetTeamId() == GetAttackerTeam())
    {
        player->CastSpell(player, SPELL_VETERAN, true);
        if (3-m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF]>0)
            player->SetAuraStack(SPELL_TOWER_BONUS, player, 3-m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF]);
    }
    else
    {
        if (m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF]>0)
            player->SetAuraStack(SPELL_TOWER_BONUS, player, m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF]);
    }
    SendInitWorldStatesTo(player);
}
Beispiel #11
0
void BattlefieldTB::OnDamaged()
{
    for(uint8 team = 0; team < 2; team++)
        for (GuidSet::iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
            if (Player *plr = sObjectMgr->GetPlayerByLowGUID((*itr)))
                if (plr->GetTeam() == GetAttackerTeam())
                    plr->CastSpell(plr, SPELL_TB_TOL_BARAD_TOWER_DAMAGED, true);
}
Beispiel #12
0
void BattlefieldTB::OnBattleStart()
{
    // Rebuild all wall
    /*for (TBGameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        if ((*itr))
            (*itr)->Rebuild();*/

    m_Data32[BATTLEFIELD_TB_DATA_BROKEN_TOWER_DEF] = 0;
    m_Data32[BATTLEFIELD_TB_DATA_CAPTURED_FORT_DEF] = 3;
    m_Data32[BATTLEFIELD_TB_DATA_CAPTURED_FORT_ATT] = 0;

    // Update graveyard (in no war time all graveyard is to deffender, in war time, depend of base)
    for (TBWorkShop::const_iterator itr = WorkShopList.begin(); itr != WorkShopList.end(); ++itr)
    {
        if ((*itr))
            (*itr)->UpdateGraveYardAndWorkshop();
    }

    //Hide keep npc
    for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
        if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
            if (Creature* creature = unit->ToCreature())
                HideNpc(creature);

    for (GuidSet::const_iterator itr = KeepCreature[GetDefenderTeam()].begin(); itr != KeepCreature[GetDefenderTeam()].end(); ++itr)
        if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
            if (Creature* creature = unit->ToCreature())
                HideNpc(creature);

    //Show battle npcs
    for (GuidSet::const_iterator itr = WarCreature[GetDefenderTeam()].begin(); itr != WarCreature[GetDefenderTeam()].end(); ++itr)
        if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
            if (Creature* creature = unit->ToCreature())
                HideNpc(creature);

    //Show battle npcs
    for (GuidSet::const_iterator itr = WarCreature[GetAttackerTeam()].begin(); itr != WarCreature[GetAttackerTeam()].end(); ++itr)
        if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
            if (Creature* creature = unit->ToCreature())
                HideNpc(creature);

    //Warnin message
    SendWarningToAllInZone(BATTLEFIELD_TB_TEXT_START);
}
Beispiel #13
0
void BattlefieldTB::OnPlayerJoinWar(Player* player)
{
    RemoveAurasFromPlayer(player);

    player->SetPvP(true);

    // Bonus damage buff for attackers
    if (player->GetTeamId() == GetAttackerTeam() && GetData(BATTLEFIELD_TB_DATA_TOWERS_DESTROYED) > 0)
        player->CastCustomSpell(SPELL_TOWER_ATTACK_BONUS, SPELLVALUE_AURA_STACK, GetData(BATTLEFIELD_TB_DATA_TOWERS_DESTROYED), player, TRIGGERED_FULL_MASK);
}
Beispiel #14
0
// Called when a tower is broke
void BattlefieldWG::AddBrokenTower(TeamId team)
{
    // Destroy an attack tower
    if (team == GetAttackerTeam())
    {
        // Update counter
        m_Data32[BATTLEFIELD_WG_DATA_DAMAGED_TOWER_ATT]--;
        m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT]++;

        // Remove buff stack
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                player->RemoveAuraFromStack(SPELL_TOWER_CONTROL);

        // Add buff stack
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetDefenderTeam()].begin(); itr != m_PlayersInWar[GetDefenderTeam()].end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
            {
                player->CastSpell(player, SPELL_TOWER_CONTROL, true);
                IncrementQuest(player, WGQuest[player->GetTeamId()][3], true);
                DoCompleteOrIncrementAchievement(ACHIEVEMENTS_WG_TOWER_DESTROY, player);
            }
        // If the threw south tower is destroy
        if (m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT] == 3)
        {
            // Remove 10 minutes to battle time
            if (int32(m_Timer - 600000) < 0)
            {
                m_Timer = 0;
            }
            else
            {
                m_Timer -= 600000;
            }
            SendInitWorldStatesToAll();
        }
    }
    else
    {
        m_Data32[BATTLEFIELD_WG_DATA_DAMAGED_TOWER_DEF]--;
        m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_DEF]++;
    }
}
Beispiel #15
0
// Called when a tower is damaged, used for honor reward calcul
void BattlefieldWG::AddDamagedTower(TeamId team)
{
    if (team == GetAttackerTeam())
    {
        m_Data32[BATTLEFIELD_WG_DATA_DAMAGED_TOWER_ATT]++;
    }
    else
    {
        m_Data32[BATTLEFIELD_WG_DATA_DAMAGED_TOWER_DEF]++;
    }
}
Beispiel #16
0
void BattlefieldWG::BrokenWallOrTower(TeamId team)
{
    if (team == GetDefenderTeam())
    {
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
        {
            if (Player* player = ObjectAccessor::FindPlayer(*itr))
                IncrementQuest(player, WGQuest[player->GetTeamId()][2], true);
        }
    }
}
// Called when a tower is broke
void BattlefieldWG::UpdatedDestroyedTowerCount(TeamId team)
{
    // Destroy an attack tower
    if (team == GetAttackerTeam())
    {
        // Update counter
        UpdateData(BATTLEFIELD_WG_DATA_DAMAGED_TOWER_ATT, -1);
        UpdateData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT, 1);

        // Remove buff stack on attackers
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
            if (Player* player = sObjectAccessor->FindPlayer(*itr))
                player->RemoveAuraFromStack(SPELL_TOWER_CONTROL);

        // Add buff stack to defenders
        for (GuidSet::const_iterator itr = m_PlayersInWar[GetDefenderTeam()].begin(); itr != m_PlayersInWar[GetDefenderTeam()].end(); ++itr)
            if (Player* player = sObjectAccessor->FindPlayer(*itr))
            {
                player->CastSpell(player, SPELL_TOWER_CONTROL, true);
                DoCompleteOrIncrementAchievement(ACHIEVEMENTS_WG_TOWER_DESTROY, player);
            }

        // If all three south towers are destroyed (ie. all attack towers), remove ten minutes from battle time
        if (GetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT) == 3)
        {
            if (int32(m_Timer - 600000) < 0)
                m_Timer = 0;
            else
                m_Timer -= 600000;
            SendInitWorldStatesToAll();
        }
    }
    else
    {
        UpdateData(BATTLEFIELD_WG_DATA_DAMAGED_TOWER_DEF, -1);
        UpdateData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_DEF, 1);
    }
}
Beispiel #18
0
void BattlefieldTB::OnDestroyed()
{
    for (uint8 team = 0; team < 2; team++)
    {
        for (GuidSet::iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
            if (Player *plr = sObjectMgr->GetPlayerByLowGUID((*itr)))
                if (plr->GetTeam() == GetAttackerTeam())
                {
                    plr->CastSpell(plr, SPELL_TB_TOL_BARAD_TOWER_DESTROYED, true);
                    plr->CastSpell(plr, SPELL_TB_TOL_BARAD_TOWER_BONUS, true);
                }
    }
    m_Data32[BATTLEFIELD_TB_DATA_CAPTURED]++;
}
Beispiel #19
0
void BattlefieldTB::TowerDamaged(TBTowerId tbTowerId)
{
    if (!IsWarTime())
        return;

    SendWarning(TBTowers[tbTowerId].textDamaged);

    SetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT, GetData(BATTLEFIELD_TB_DATA_TOWERS_INTACT) - 1);

    SendUpdateWorldState(uint32(TBTowers[tbTowerId].wsIntact[GetDefenderTeam()]), int32(0));
    SendUpdateWorldState(uint32(TBTowers[tbTowerId].wsDamaged[GetDefenderTeam()]), int32(1));

    TeamCastSpell(GetAttackerTeam(), SPELL_REWARD_TOWER_DAMAGED);
}
Beispiel #20
0
bool BattlefieldTB::Update(uint32 diff)
{
    bool m_return = Battlefield::Update(diff);
    if (m_saveTimer <= diff)
    {
        sWorld->setWorldState(5387, m_WarTime);
        if (IsWarTime())
        {
            sWorld->setWorldState(5546, GetAttackerTeam());
            sWorld->setWorldState(5547, GetAttackerTeam());
        }
        else
            sWorld->setWorldState(5384, m_DefenderTeam);
        sWorld->setWorldState(TBClockWorldState[0], m_Timer );
        m_saveTimer = 60 * IN_MILLISECONDS;
    }
    else
        m_saveTimer -= diff;

    for (GuidSet::const_iterator itr = m_PlayersIsSpellImu.begin(); itr != m_PlayersIsSpellImu.end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer((*itr)))
        {
            if (player->HasAura(SPELL_SPIRITUAL_IMMUNITY_TB))
            {
                const WorldSafeLocsEntry* graveyard = GetClosestGraveYard(player);
                if (graveyard)
                {
                    if (player->GetDistance2d(graveyard->x, graveyard->y) > 6.0f)
                    {
                        player->RemoveAurasDueToSpell(SPELL_SPIRITUAL_IMMUNITY_TB);
                        m_PlayersIsSpellImu.erase(player->GetGUID());
                    }
                }
            }
        }
    return m_return;
}
Beispiel #21
0
void BattlefieldTB::UpdateCapturedBaseCount()
{
    uint32 numCapturedBases = 0; // How many bases attacker has captured

    for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
        if (itr->second->GetTeamId() == GetAttackerTeam())
            numCapturedBases += 1;

    SetData(BATTLEFIELD_TB_DATA_BUILDINGS_CAPTURED, numCapturedBases);
    SendUpdateWorldState(TB_WS_BUILDINGS_CAPTURED, uint32(numCapturedBases));

    // Check if attackers won
    if (numCapturedBases == TB_BASE_COUNT)
        EndBattle(false);
}
Beispiel #22
0
void BattlefieldTB::SendInitWorldStatesToAll()
{
    // Save
    sWorld->setWorldState(TB_WS_STATE_BATTLE, uint32(IsWarTime() ? 1 : 0));
    sWorld->setWorldState(TB_WS_ALLIANCE_CONTROLS_SHOW, uint32(!IsWarTime() && GetDefenderTeam() == TEAM_ALLIANCE ? 1 : 0));
    sWorld->setWorldState(TB_WS_HORDE_CONTROLS_SHOW, uint32(!IsWarTime() && GetDefenderTeam() == TEAM_HORDE ? 1 : 0));
    sWorld->setWorldState(TB_WS_ALLIANCE_ATTACKING_SHOW, uint32(IsWarTime() && GetAttackerTeam() == TEAM_ALLIANCE ? 1 : 0));
    sWorld->setWorldState(TB_WS_HORDE_ATTACKING_SHOW, uint32(IsWarTime() && GetAttackerTeam() == TEAM_HORDE ? 1 : 0));
    sWorld->setWorldState(TB_WS_TIME_NEXT_BATTLE, uint32(!IsWarTime() ? m_Timer : 0));
    sWorld->setWorldState(TB_WS_TIME_NEXT_BATTLE_SHOW, uint32(!IsWarTime() ? 1 : 0));

    // Tol Barad
    for (uint8 team = 0; team < BG_TEAMS_COUNT; team++)
        for (ObjectGuid const& guid : m_players[team])
            if (Player* player = ObjectAccessor::FindPlayer(guid))
                SendInitWorldStatesTo(player);

    // Tol Barad Peninsula
    Map::PlayerList const& players = m_Map->GetPlayers();
    for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
        if (Player* player = itr->GetSource()->ToPlayer())
            if (player->GetZoneId() == 5389) // ZONE_TOL_BARAD_PENINSULA
                player->SendInitWorldStates(5389, player->GetAreaId());
}
void Battlefield::EndBattle(bool endByTimer)
{
    if (!m_isActive)
        return;

    m_isActive = false;

    m_StartGrouping = false;

    if (!endByTimer)
        SetDefenderTeam(GetAttackerTeam());

    OnBattleEnd(endByTimer);

    // Reset battlefield timer
    m_Timer = m_NoWarBattleTime;
    SendInitWorldStatesToAll();
}
Beispiel #24
0
void Battlefield::EndBattle(bool endbytimer)
{
    m_WarTime = false;

    m_StartGrouping = false;

    if (!endbytimer)
        SetDefenderTeam(GetAttackerTeam());

    if (GetDefenderTeam() == TEAM_ALLIANCE)
        PlaySoundToAll(BF_ALLIANCE_WINS);                // alliance wins sound
    else
        PlaySoundToAll(BF_HORDE_WINS);                   // horde wins sound

    OnBattleEnd(endbytimer);

    //reset battlefield timer
    m_Timer = m_NoWarBattleTime;
    SendInitWorldStatesToAll();
}
Beispiel #25
0
void BattlefieldWG::OnPlayerJoinWar(Player* player)
{
    player->RemoveAurasDueToSpell(SPELL_RECRUIT);
    player->RemoveAurasDueToSpell(SPELL_CORPORAL);
    player->RemoveAurasDueToSpell(SPELL_LIEUTENANT);
    player->RemoveAurasDueToSpell(SPELL_TOWER_CONTROL);
    player->RemoveAurasDueToSpell(SPELL_SPIRITUAL_IMMUNITY);
    player->RemoveAurasDueToSpell(SPELL_TENACITY);
    player->RemoveAurasDueToSpell(SPELL_ESSENCE_OF_WINTERGRASP);

    player->CastSpell(player, SPELL_RECRUIT, true);

    if (player->GetZoneId() != m_ZoneId)
    {
        if (player->GetTeamId() == GetDefenderTeam())
        {
            player->TeleportTo(571, 5345, 2842, 410, 3.14f);
        }
        else
        {
            if (player->GetTeamId() == TEAM_HORDE)
                player->TeleportTo(571, 5025.857422f, 3674.628906f, 362.737122f, 4.135169f);
            else
                player->TeleportTo(571, 5101.284f, 2186.564f, 373.549f, 3.812f);
        }
    }

    UpdateTenacity();

    if (player->GetTeamId() == GetAttackerTeam())
    {
        if (3 - m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT] > 0)
            player->SetAuraStack(SPELL_TOWER_CONTROL, player, 3 - m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT]);
    }
    else
    {
        if (m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT] > 0)
            player->SetAuraStack(SPELL_TOWER_CONTROL, player, m_Data32[BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT]);
    }
    SendInitWorldStatesTo(player);
}
Beispiel #26
0
void BattlefieldWG::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_ATTACKER, GetAttackerTeam());
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER, GetDefenderTeam());
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, IsWarTime() ? 0 : 1); // Note: cleanup these two, their names look awkward
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE, IsWarTime() ? 1 : 0);

    for (uint32 i = 0; i < 2; ++i)
        builder.AppendState(ClockWorldState[i], uint32(time(NULL) + (m_Timer / 1000)));

    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_H, GetData(BATTLEFIELD_WG_DATA_VEHICLE_H));
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_H, GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_H));
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_A, GetData(BATTLEFIELD_WG_DATA_VEHICLE_A));
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_A, GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_A));

    for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        builder.AppendState((*itr)->m_WorldState, (*itr)->m_State);

    for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
        if (*itr)
            builder.AppendState(WorkshopsData[(*itr)->workshopId].worldstate, (*itr)->state);
}
void BattlefieldWG::FillInitialWorldStates(WorldPacket& data)
{
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_ATTACKER) << uint32(GetAttackerTeam());
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_DEFENDER) << uint32(GetDefenderTeam());
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_ACTIVE) << uint32(IsWarTime() ? 0 : 1); // Note: cleanup these two, their names look awkward
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE) << uint32(IsWarTime() ? 1 : 0);

    for (uint32 i = 0; i < 2; ++i)
        data << ClockWorldState[i] << uint32(time(NULL) + (m_Timer / 1000));

    data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_H) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_H));
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_H) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_H);
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_A) << uint32(GetData(BATTLEFIELD_WG_DATA_VEHICLE_A));
    data << uint32(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_A) << GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_A);

    for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        data << (*itr)->m_WorldState << (*itr)->m_State;

    for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
        if (*itr)
            data << WorkshopsData[(*itr)->workshopId].worldstate << (*itr)->state;
}
void Battlefield::EndBattle(bool endByTimer)
{
    if (!m_isActive)
        return;

    m_isActive = false;

    m_StartGrouping = false;

    if (!endByTimer)
        SetDefenderTeam(GetAttackerTeam());

    if (GetDefenderTeam() == TEAM_ALLIANCE)
        DoPlaySoundToAll(BF_ALLIANCE_WINS);
    else
        DoPlaySoundToAll(BF_HORDE_WINS);

    OnBattleEnd(endByTimer);

    // Reset battlefield timer
    m_Timer = m_NoWarBattleTime;
    SendInitWorldStatesToAll();
}
bool BattlefieldWG::SetupBattlefield()
{
    m_TypeId = BATTLEFIELD_WG;                              // See enum BattlefieldTypes
    m_BattleId = BATTLEFIELD_BATTLEID_WG;
    m_ZoneId = BATTLEFIELD_WG_ZONEID;
    m_MapId = BATTLEFIELD_WG_MAPID;
    m_Map = sMapMgr->FindMap(m_MapId, 0);

    InitStalker(BATTLEFIELD_WG_NPC_STALKER, WintergraspStalkerPos[0], WintergraspStalkerPos[1], WintergraspStalkerPos[2], WintergraspStalkerPos[3]);

    m_MaxPlayer = sWorld->getIntConfig(CONFIG_WINTERGRASP_PLR_MAX);
    m_IsEnabled = sWorld->getBoolConfig(CONFIG_WINTERGRASP_ENABLE);
    m_MinPlayer = sWorld->getIntConfig(CONFIG_WINTERGRASP_PLR_MIN);
    m_MinLevel = sWorld->getIntConfig(CONFIG_WINTERGRASP_PLR_MIN_LVL);
    m_BattleTime = sWorld->getIntConfig(CONFIG_WINTERGRASP_BATTLETIME) * MINUTE * IN_MILLISECONDS;
    m_NoWarBattleTime = sWorld->getIntConfig(CONFIG_WINTERGRASP_NOBATTLETIME) * MINUTE * IN_MILLISECONDS;
    m_RestartAfterCrash = sWorld->getIntConfig(CONFIG_WINTERGRASP_RESTART_AFTER_CRASH) * MINUTE * IN_MILLISECONDS;

    m_TimeForAcceptInvite = 20;
    m_StartGroupingTimer = 15 * MINUTE * IN_MILLISECONDS;
    m_StartGrouping = false;

    m_tenacityStack = 0;

    KickPosition.Relocate(5728.117f, 2714.346f, 697.733f, 0);
    KickPosition.m_mapId = m_MapId;

    RegisterZone(m_ZoneId);

    m_Data32.resize(BATTLEFIELD_WG_DATA_MAX);

    m_saveTimer = 60000;

    // Init GraveYards
    SetGraveyardNumber(BATTLEFIELD_WG_GRAVEYARD_MAX);

    // Load from db
    if ((sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE) == 0) && (sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER) == 0)
            && (sWorld->getWorldState(ClockWorldState[0]) == 0))
    {
        sWorld->setWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, uint64(false));
        sWorld->setWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER, uint64(urand(0, 1)));
        sWorld->setWorldState(ClockWorldState[0], uint64(m_NoWarBattleTime));
    }

    m_isActive = bool(sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE));
    m_DefenderTeam = TeamId(sWorld->getWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER));

    m_Timer = sWorld->getWorldState(ClockWorldState[0]);
    if (m_isActive)
    {
        m_isActive = false;
        m_Timer = m_RestartAfterCrash;
    }

    for (uint8 i = 0; i < BATTLEFIELD_WG_GRAVEYARD_MAX; i++)
    {
        BfGraveyardWG* graveyard = new BfGraveyardWG(this);

        // When between games, the graveyard is controlled by the defending team
        if (WGGraveYard[i].startcontrol == TEAM_NEUTRAL)
            graveyard->Initialize(m_DefenderTeam, WGGraveYard[i].gyid);
        else
            graveyard->Initialize(WGGraveYard[i].startcontrol, WGGraveYard[i].gyid);

        graveyard->SetTextId(WGGraveYard[i].textid);
        m_GraveyardList[i] = graveyard;
    }


    // Spawn workshop creatures and gameobjects
    for (uint8 i = 0; i < WG_MAX_WORKSHOP; i++)
    {
        WGWorkshop* workshop = new WGWorkshop(this, i);
        if (i < BATTLEFIELD_WG_WORKSHOP_KEEP_WEST)
            workshop->GiveControlTo(GetAttackerTeam(), true);
        else
            workshop->GiveControlTo(GetDefenderTeam(), true);

        // Note: Capture point is added once the gameobject is created.
        WorkshopsList.insert(workshop);
    }

    // Spawn NPCs in the defender's keep, both Horde and Alliance
    for (uint8 i = 0; i < WG_MAX_KEEP_NPC; i++)
    {
        // Horde npc
        if (Creature* creature = SpawnCreature(WGKeepNPC[i].entryHorde, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_HORDE))
            KeepCreature[TEAM_HORDE].insert(creature->GetGUID());
        // Alliance npc
        if (Creature* creature = SpawnCreature(WGKeepNPC[i].entryAlliance, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_ALLIANCE))
            KeepCreature[TEAM_ALLIANCE].insert(creature->GetGUID());
    }

    // Hide NPCs from the Attacker's team in the keep
    for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
        if (Creature* creature = GetCreature(*itr))
            HideNpc(creature);

    // Spawn Horde NPCs outside the keep
    for (uint8 i = 0; i < WG_OUTSIDE_ALLIANCE_NPC; i++)
        if (Creature* creature = SpawnCreature(WGOutsideNPC[i].entryHorde, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_HORDE))
            OutsideCreature[TEAM_HORDE].insert(creature->GetGUID());

    // Spawn Alliance NPCs outside the keep
    for (uint8 i = WG_OUTSIDE_ALLIANCE_NPC; i < WG_MAX_OUTSIDE_NPC; i++)
        if (Creature* creature = SpawnCreature(WGOutsideNPC[i].entryAlliance, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_ALLIANCE))
            OutsideCreature[TEAM_ALLIANCE].insert(creature->GetGUID());

    // Hide units outside the keep that are defenders
    for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
        if (Creature* creature = GetCreature(*itr))
            HideNpc(creature);

    // Spawn turrets and hide them per default
    for (uint8 i = 0; i < WG_MAX_TURRET; i++)
    {
        Position towerCannonPos = WGTurret[i].GetPosition();
        if (Creature* creature = SpawnCreature(NPC_WINTERGRASP_TOWER_CANNON, towerCannonPos, TEAM_ALLIANCE))
        {
            CanonList.insert(creature->GetGUID());
            HideNpc(creature);
        }
    }

    // Spawn all gameobjects
    for (uint8 i = 0; i < WG_MAX_OBJ; i++)
    {
        if (GameObject* go = SpawnGameObject(WGGameObjectBuilding[i].entry, WGGameObjectBuilding[i].x, WGGameObjectBuilding[i].y, WGGameObjectBuilding[i].z, WGGameObjectBuilding[i].o))
        {
            BfWGGameObjectBuilding* b = new BfWGGameObjectBuilding(this);
            b->Init(go, WGGameObjectBuilding[i].type, WGGameObjectBuilding[i].WorldState, WGGameObjectBuilding[i].nameId);
            if (!IsEnabled() && go->GetEntry() == GO_WINTERGRASP_VAULT_GATE)
                go->SetDestructibleState(GO_DESTRUCTIBLE_DESTROYED);
            BuildingsInZone.insert(b);
        }
    }

    // Spawning portal defender
    for (uint8 i = 0; i < WG_MAX_TELEPORTER; i++)
    {
        if (GameObject* go = SpawnGameObject(WGPortalDefenderData[i].entry, WGPortalDefenderData[i].x, WGPortalDefenderData[i].y, WGPortalDefenderData[i].z, WGPortalDefenderData[i].o))
        {
            DefenderPortalList.insert(go->GetGUID());
            go->SetFaction(WintergraspFaction[GetDefenderTeam()]);
        }
    }

    UpdateCounterVehicle(true);
    return true;
}
void BattlefieldWG::OnGameObjectCreate(GameObject* go)
{
    uint8 workshopId = 0;

    switch (go->GetEntry())
    {
        case GO_WINTERGRASP_FACTORY_BANNER_NE:
            workshopId = BATTLEFIELD_WG_WORKSHOP_NE;
            break;
        case GO_WINTERGRASP_FACTORY_BANNER_NW:
            workshopId = BATTLEFIELD_WG_WORKSHOP_NW;
            break;
        case GO_WINTERGRASP_FACTORY_BANNER_SE:
            workshopId = BATTLEFIELD_WG_WORKSHOP_SE;
            break;
        case GO_WINTERGRASP_FACTORY_BANNER_SW:
            workshopId = BATTLEFIELD_WG_WORKSHOP_SW;
            break;
        default:
            return;
    }

    for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
    {
        if (WGWorkshop* workshop = (*itr))
        {
            if (workshop->workshopId == workshopId)
            {
                WintergraspCapturePoint* capturePoint = new WintergraspCapturePoint(this, GetAttackerTeam());

                capturePoint->SetCapturePointData(go);
                capturePoint->LinkToWorkshop(workshop);
                AddCapturePoint(capturePoint);
                break;
            }
        }
    }
}