void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node) { DEBUG_LOG("BattleGroundAV: player destroyed point node %i", node); MANGOS_ASSERT(m_Nodes[node].Owner != BG_AV_TEAM_NEUTRAL) BattleGroundTeamIndex ownerTeamIdx = BattleGroundTeamIndex(m_Nodes[node].Owner); Team ownerTeam = ownerTeamIdx == BG_TEAM_ALLIANCE ? ALLIANCE : HORDE; // despawn banner DestroyNode(node); PopulateNode(node); UpdateNodeWorldState(node); 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(GetOtherTeamIndex(ownerTeamIdx), (-1) * BG_AV_RES_TOWER); RewardReputationToTeam((ownerTeam == ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, m_RepTowerDestruction, ownerTeam); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), ownerTeam); SendYell2ToAll(LANG_BG_AV_TOWER_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), (ownerTeam == ALLIANCE) ? LANG_BG_ALLY : LANG_BG_HORDE); } else { SendYell2ToAll(LANG_BG_AV_GRAVE_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), (ownerTeam == ALLIANCE) ? LANG_BG_ALLY : LANG_BG_HORDE); } }
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node) { // TODO implement quest 7101, 7081 BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam()); DEBUG_LOG("BattleGroundAV: player assaults node %i", node); if (m_Nodes[node].Owner == BattleGroundAVTeamIndex(teamIdx) || BattleGroundAVTeamIndex(teamIdx) == m_Nodes[node].TotalOwner) return; AssaultNode(node, teamIdx); // 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), ( teamIdx == 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), ( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE); // update the statistic for the assaulting player UpdatePlayerScore(player, SCORE_GRAVEYARDS_ASSAULTED, 1); } PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS); }
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node) { DEBUG_LOG("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(BATTLEGROUND_AV, m_RepTowerDestruction, owner); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), owner); RewardXpToTeam(0, 0.91, 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::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node) { MANGOS_ASSERT(GetStatus() == STATUS_IN_PROGRESS); TeamIndex teamIdx = GetTeamIndex(player->GetTeam()); if (m_Nodes[node].Owner == TeamIndex(teamIdx) || m_Nodes[node].State != POINT_ASSAULTED) return; if (m_Nodes[node].TotalOwner == TEAM_INDEX_NEUTRAL) // 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 MANGOS_ASSERT(node == BG_AV_NODES_SNOWFALL_GRAVE); // currently the only neutral grave EventPlayerAssaultsPoint(player, node); return; } DEBUG_LOG("BattleGroundAV: player defends node: %i", node); if (m_Nodes[node].PrevOwner != TeamIndex(teamIdx)) { sLog.outError("BattleGroundAV: player defends point which doesn't belong to his team %i", node); return; } DefendNode(node, teamIdx); // 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), (teamIdx == TEAM_INDEX_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), (teamIdx == TEAM_INDEX_ALLIANCE) ? LANG_BG_ALLY : LANG_BG_HORDE); UpdatePlayerScore(player, SCORE_GRAVEYARDS_DEFENDED, 1); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, 1, 65); // update the statistic for the defending player PlaySoundToAll((teamIdx == TEAM_INDEX_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_GOOD : BG_AV_SOUND_HORDE_GOOD); } }
void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player) { if (GetStatus() != STATUS_IN_PROGRESS) return; BattleGroundAVTeamIndex teamIdx = GetAVTeamIndexByTeamId(player->GetTeam()); MANGOS_ASSERT(teamIdx != BG_AV_TEAM_NEUTRAL); 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[teamIdx][0] += 20; reputation = 1; if (m_Team_QuestStatus[teamIdx][0] == 500 || m_Team_QuestStatus[teamIdx][0] == 1000 || m_Team_QuestStatus[teamIdx][0] == 1500) //25,50,75 turn ins { DEBUG_LOG("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 == teamIdx && m_Nodes[i].State == POINT_CONTROLLED) PopulateNode(i); } break; case BG_AV_QUEST_A_COMMANDER1: case BG_AV_QUEST_H_COMMANDER1: m_Team_QuestStatus[teamIdx][1]++; reputation = 1; if (m_Team_QuestStatus[teamIdx][1] == 120) DEBUG_LOG("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[teamIdx][2]++; reputation = 2; if (m_Team_QuestStatus[teamIdx][2] == 60) DEBUG_LOG("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[teamIdx][3]++; reputation = 5; if (m_Team_QuestStatus[teamIdx][1] == 30) DEBUG_LOG("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[teamIdx][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[teamIdx][4]++; reputation += 1; if (m_Team_QuestStatus[teamIdx][4] >= 200) DEBUG_LOG("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[teamIdx][5]++; reputation = 2; if (m_Team_QuestStatus[teamIdx][5] == 28) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][6] == 7) DEBUG_LOG("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[teamIdx][6]++; reputation = 3; if (m_Team_QuestStatus[teamIdx][6] == 7) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][5] == 20) DEBUG_LOG("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[teamIdx][7]++; reputation = 1; if (m_Team_QuestStatus[teamIdx][7] == 25) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][8] == 25) DEBUG_LOG("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[teamIdx][8]++; reputation = 1; if (m_Team_QuestStatus[teamIdx][8] == 25) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][7] == 25) DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid); } break; default: DEBUG_LOG("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 wxGenericDirCtrl::ExpandDir(wxTreeItemId parentId) { // ExpandDir() will not actually expand the tree node, just populate it PopulateNode(parentId); }
void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player) { if (GetStatus() != STATUS_IN_PROGRESS) return; BattleGroundAVTeamIndex teamIdx = GetAVTeamIndexByTeamId(player->GetTeam()); MANGOS_ASSERT(teamIdx != BG_AV_TEAM_NEUTRAL); 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: //ToDo: We have to handle the supply crates! m_Team_QuestStatus[teamIdx][0] += 20; reputation = 1; if( m_Team_QuestStatus[teamIdx][0] == 500 || m_Team_QuestStatus[teamIdx][0] == 1500 || m_Team_QuestStatus[teamIdx][0] == 3000) { //get team smith Creature* Smith = 0; if (teamIdx == BG_TEAM_ALLIANCE) Smith = player->GetMap()->GetCreature(GetSingleCreatureGuid(BG_AV_Smith_A, 0)); else if (teamIdx == BG_TEAM_HORDE) Smith = player->GetMap()->GetCreature(GetSingleCreatureGuid(BG_AV_Smith_H, 0)); //here we call the scriptevzero alterac valley.cpp to handle the smith gossip if (Smith) Smith->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); DEBUG_LOG("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 == teamIdx && m_Nodes[i].State == POINT_CONTROLLED) PopulateNode(i); } break; case BG_AV_QUEST_A_COMMANDER1: case BG_AV_QUEST_H_COMMANDER1: m_Team_QuestStatus[teamIdx][1]++; reputation = 1; if (m_Team_QuestStatus[teamIdx][1] == 120) DEBUG_LOG("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[teamIdx][2]++; reputation = 2; if (m_Team_QuestStatus[teamIdx][2] == 60) DEBUG_LOG("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[teamIdx][3]++; reputation = 5; if (m_Team_QuestStatus[teamIdx][1] == 30) DEBUG_LOG("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[teamIdx][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[teamIdx][4]++; reputation += 1; //Zero: this feature isn't completly finished and stable if (m_Team_QuestStatus[teamIdx][4] >= 200) { //get team smith Creature* summonMaster = 0; if (teamIdx == BG_TEAM_ALLIANCE) summonMaster = player->GetMap()->GetCreature(GetSingleCreatureGuid(BG_AV_BOSS_SUMMON_MASTER_A, 0)); else if (teamIdx == BG_TEAM_HORDE) summonMaster = player->GetMap()->GetCreature(GetSingleCreatureGuid(BG_AV_BOSS_SUMMON_MASTER_H, 0)); if (summonMaster) summonMaster->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_OUTDOORPVP); } break; case BG_AV_QUEST_A_NEAR_MINE: case BG_AV_QUEST_H_NEAR_MINE: m_Team_QuestStatus[teamIdx][5]++; reputation = 2; if (m_Team_QuestStatus[teamIdx][5] == 28) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][6] == 7) DEBUG_LOG("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[teamIdx][6]++; reputation = 3; if (m_Team_QuestStatus[teamIdx][6] == 7) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][5] == 20) DEBUG_LOG("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[teamIdx][7]++; reputation = 1; if (m_Team_QuestStatus[teamIdx][7] == 25) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][8] == 25) DEBUG_LOG("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[teamIdx][8]++; reputation = 1; if (m_Team_QuestStatus[teamIdx][8] == 25) { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[teamIdx][7] == 25) DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid); } break; default: DEBUG_LOG("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()); }