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::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 OutdoorPvP::TeamApplyBuff(BattleGroundTeamId team, uint32 spellId, uint32 spellId2) { TeamCastSpell(team, spellId); TeamCastSpell(BattleGroundTeamId(BattleGround::GetOtherTeam(team)), spellId2 ? -(int32)spellId2 : -(int32)spellId); }
void BattleGroundAV::Update(uint32 diff) { BattleGround::Update(diff); if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize()) { ModifyStartDelayTime(diff); if (!(m_Events & 0x01)) { m_Events |= 0x01; if(!SetupBattleGround()) { EndNow(); return; } sLog.outDebug("Alterac Valley: entering state STATUS_WAIT_JOIN ..."); SetStartDelayTime(START_DELAY0); } // After 1 minute, warning is signalled else if (GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04)) { m_Events |= 0x04; SendMessageToAll(GetMangosString(LANG_BG_AV_START_ONE_MINUTE)); } // After 1,5 minute, warning is signalled else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08)) { m_Events |= 0x08; SendMessageToAll(GetMangosString(LANG_BG_AV_START_HALF_MINUTE)); } // After 2 minutes, gates OPEN ! x) else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10)) { UpdateWorldState(BG_AV_SHOW_H_SCORE, 1); UpdateWorldState(BG_AV_SHOW_A_SCORE, 1); m_Events |= 0x10; SendMessageToAll(GetMangosString(LANG_BG_AV_HAS_BEGUN)); PlaySoundToAll(SOUND_BG_START); SetStatus(STATUS_IN_PROGRESS); OpenDoorEvent(BG_EVENT_DOOR); for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if(Player* plr = sObjectMgr.GetPlayer(itr->first)) plr->RemoveAurasDueToSpell(SPELL_PREPARATION); } } 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); } } }