Example #1
0
void OutdoorPvPTF::UpdateTimerWorldState()
{
    // Calculate time
    uint32 minutesLeft = m_zoneLockTimer / 60000;
    uint32 hoursLeft = minutesLeft / 60;
    minutesLeft -= hoursLeft * 60;
    uint32 firstDigit = minutesLeft / 10;

    SendUpdateWorldState(WORLD_STATE_TF_TIME_MIN_FIRST_DIGIT, firstDigit);
    SendUpdateWorldState(WORLD_STATE_TF_TIME_MIN_SECOND_DIGIT, minutesLeft - firstDigit * 10);
    SendUpdateWorldState(WORLD_STATE_TF_TIME_HOURS, hoursLeft);
}
Example #2
0
void OPvPCapturePoint::SendChangePhase()
{
    if (!m_capturePoint)
        return;

    // send this too, sometimes the slider disappears, dunno why :(
    SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1);
    // send these updates to only the ones in this objective
    SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32)ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
    // send this too, sometimes it resets :S
    SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct);
}
Example #3
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);
}
Example #4
0
void WorldPvPNA::UpdateWorldState(uint8 uiValue)
{
    SendUpdateWorldState(m_uiControllerWorldState, uiValue);
    SendUpdateWorldState(m_uiControllerMapState, uiValue);

    // Update guards only for positive states
    if (uiValue)
    {
        SendUpdateWorldState(WORLD_STATE_NA_GUARDS_MAX, MAX_NA_GUARDS);
        SendUpdateWorldState(WORLD_STATE_NA_GUARDS_LEFT, m_uiGuardsLeft);
    }

    UpdateWyvernsWorldState(uiValue);
}
Example #5
0
void BfCapturePoint::SendChangePhase()
{
    if (!m_capturePointGUID)
        return;

    if (GameObject* capturePoint = m_Bf->GetGameObject(m_capturePointGUID))
    {
        // send this too, sometimes the slider disappears, dunno why :(
        SendUpdateWorldState(capturePoint->GetGOInfo()->controlZone.worldState1, 1);
        // send these updates to only the ones in this objective
        SendUpdateWorldState(capturePoint->GetGOInfo()->controlZone.worldstate2, (uint32)std::ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
        // send this too, sometimes it resets :S
        SendUpdateWorldState(capturePoint->GetGOInfo()->controlZone.worldstate3, m_neutralValuePct);
    }
}
bool OutdoorPvPHP::Update(uint32 diff) {
	bool changed = OutdoorPvP::Update(diff);
	if (changed) {
		if (m_AllianceTowersControlled == 3)
			TeamApplyBuff(TEAM_ALLIANCE, AllianceBuff, HordeBuff);
		else if (m_HordeTowersControlled == 3)
			TeamApplyBuff(TEAM_HORDE, HordeBuff, AllianceBuff);
		else {
			TeamCastSpell(TEAM_ALLIANCE, -AllianceBuff);
			TeamCastSpell(TEAM_HORDE, -HordeBuff);
		}
		SendUpdateWorldState(HP_UI_TOWER_COUNT_A, m_AllianceTowersControlled);
		SendUpdateWorldState(HP_UI_TOWER_COUNT_H, m_HordeTowersControlled);
	}
	return changed;
}
bool OutdoorPvPHP::Update(uint32 diff)
{
    bool changed = false;
    if(changed = OutdoorPvP::Update(diff))
    {
        if(m_AllianceTowersControlled == 3)
            BuffTeam(ALLIANCE);
        else if(m_HordeTowersControlled == 3)
            BuffTeam(HORDE);
        else
            BuffTeam(NULL);
        SendUpdateWorldState(HP_UI_TOWER_COUNT_A, m_AllianceTowersControlled);
        SendUpdateWorldState(HP_UI_TOWER_COUNT_H, m_HordeTowersControlled);
    }
    return changed;
}
Example #8
0
void WorldPvPNA::OnCreatureDeath(Creature* pCreature)
{
    if (pCreature->GetEntry() != NPC_HORDE_HALAANI_GUARD && pCreature->GetEntry() != NPC_ALLIANCE_HANAANI_GUARD)
        return;

    --m_uiGuardsLeft;
    SendUpdateWorldState(WORLD_STATE_NA_GUARDS_LEFT,  m_uiGuardsLeft);

    if (m_uiGuardsLeft == 0)
    {
        // make capturable
        LockCapturePoint(GO_HALAA_BANNER, false);
        SendUpdateWorldState(m_uiControllerMapState, 0);
        m_uiControllerMapState = m_uiZoneController == ALLIANCE ? WORLD_STATE_NA_HALAA_NEU_A : WORLD_STATE_NA_HALAA_NEU_H;
        SendUpdateWorldState(m_uiControllerMapState, 1);
    }
}
Example #9
0
bool OutdoorPvPEP::Update(uint32 diff) {
	if (OutdoorPvP::Update(diff)) {
		m_AllianceTowersControlled = 0;
		m_HordeTowersControlled = 0;
		for (int i = 0; i < EP_TOWER_NUM; ++i) {
			if (EP_Controls[i] == ALLIANCE)
				++m_AllianceTowersControlled;
			else if (EP_Controls[i] == HORDE)
				++m_HordeTowersControlled;
			SendUpdateWorldState(EP_UI_TOWER_COUNT_A,
					m_AllianceTowersControlled);
			SendUpdateWorldState(EP_UI_TOWER_COUNT_H, m_HordeTowersControlled);
			BuffTeams();
		}
		return true;
	}
	return false;
}
Example #10
0
void WorldPvPNA::OnCreatureRespawn(Creature* pCreature)
{
    if (pCreature->GetEntry() != NPC_HORDE_HALAANI_GUARD && pCreature->GetEntry() != NPC_ALLIANCE_HANAANI_GUARD)
        return;

    ++m_uiGuardsLeft;
    SendUpdateWorldState(WORLD_STATE_NA_GUARDS_LEFT,  m_uiGuardsLeft);

    if (m_uiGuardsLeft > 0)
        LockCapturePoint(GO_HALAA_BANNER, true);

    if (m_uiGuardsLeft == MAX_NA_GUARDS)
    {
        SendUpdateWorldState(m_uiControllerMapState, 0);
        m_uiControllerMapState = m_uiZoneController == ALLIANCE ? WORLD_STATE_NA_HALAA_ALLIANCE : WORLD_STATE_NA_HALAA_HORDE;
        SendUpdateWorldState(m_uiControllerMapState, 1);
    }
}
Example #11
0
void OPvPWintergrasp::UpdateClockDigit(uint32 &timer, uint32 digit, uint32 mod)
{
    uint32 value = timer%mod;
    timer /= mod;
    if (m_clock[digit] != value)
    {
        m_clock[digit] = value;
        SendUpdateWorldState(ClockWorldState[digit], value);
    }
}
Example #12
0
// Handle scout activation, when both beacons are captured
void OutdoorPvPZM::UpdateScoutState(Team team, bool spawned)
{
    if (team == ALLIANCE)
    {
        SendUpdateWorldState(m_scoutWorldStateAlliance, WORLD_STATE_REMOVE);
        m_scoutWorldStateAlliance = spawned ? WORLD_STATE_ZM_FLAG_READY_ALLIANCE : WORLD_STATE_ZM_FLAG_NOT_READY_ALLIANCE;
        SendUpdateWorldState(m_scoutWorldStateAlliance, WORLD_STATE_ADD);

        if (spawned)
            sWorld.SendDefenseMessage(ZONE_ID_ZANGARMARSH, LANG_OPVP_ZM_SPAWN_FIELD_SCOUT_A);
    }
    else
    {
        SendUpdateWorldState(m_scoutWorldStateHorde, WORLD_STATE_REMOVE);
        m_scoutWorldStateHorde = spawned ? WORLD_STATE_ZM_FLAG_READY_HORDE : WORLD_STATE_ZM_FLAG_NOT_READY_HORDE;
        SendUpdateWorldState(m_scoutWorldStateHorde, WORLD_STATE_ADD);

        if (spawned)
            sWorld.SendDefenseMessage(ZONE_ID_ZANGARMARSH, LANG_OPVP_ZM_SPAWN_FIELD_SCOUT_H);
    }
}
Example #13
0
void TolBaradCapturePoint::ChangeTeam(TeamId /*oldTeam*/)
{
    // Find out index
    uint8 iBase = TB_BASE_COUNT;
    for (uint8 i = 0; i < TB_BASE_COUNT; i++)
        if (GetCapturePointEntry() == TBCapturePoints[i].entryFlagPole[m_Bf->GetDefenderTeam()])
            iBase = i;

    if (iBase == TB_BASE_COUNT)
        return;

    // Turn off previous world state icon
    switch (m_OldState)
    {
        case BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE:
        case BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE:
            SendUpdateWorldState(TBCapturePoints[iBase].wsControlled[GetTeamId()], uint32(0));
            break;
        case BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
        case BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
            SendUpdateWorldState(TBCapturePoints[iBase].wsCapturing[TEAM_ALLIANCE], uint32(0));
            break;
        case BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
        case BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
            SendUpdateWorldState(TBCapturePoints[iBase].wsCapturing[TEAM_HORDE], uint32(0));
            break;
        default:
            break;
    }

    // Turn on new world state icon and send warning
    switch (m_State)
    {
        case BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE:
        case BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE:
            m_Bf->SendWarning(TBCapturePoints[iBase].textGained[GetTeamId()]);
            SendUpdateWorldState(TBCapturePoints[iBase].wsControlled[GetTeamId()], uint32(1));
            GetCapturePointGo()->SetGoArtKit(GetTeamId() == TEAM_ALLIANCE ? TB_GO_ARTKIT_FLAG_ALLIANCE : TB_GO_ARTKIT_FLAG_HORDE);
            break;
        case BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
            m_Bf->SendWarning(TBCapturePoints[iBase].textLost[TEAM_HORDE]);
            //no break here!
        case BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
            SendUpdateWorldState(TBCapturePoints[iBase].wsCapturing[TEAM_ALLIANCE], uint32(1));
            GetCapturePointGo()->SetGoArtKit(TB_GO_ARTKIT_FLAG_NONE);
            break;
        case BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
            m_Bf->SendWarning(TBCapturePoints[iBase].textLost[TEAM_ALLIANCE]);
            //no break here!
        case BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
            SendUpdateWorldState(TBCapturePoints[iBase].wsCapturing[TEAM_HORDE], uint32(1));
            GetCapturePointGo()->SetGoArtKit(TB_GO_ARTKIT_FLAG_NONE);
            break;
        default:
            break;
    }

    // Update counter
    m_Bf->ProcessEvent(NULL, EVENT_COUNT_CAPTURED_BASE);
}
Example #14
0
// Handle the zone reset when the timer expires
void OutdoorPvPTF::UnlockZone()
{
    // remove buffs
    BuffTeam(m_zoneOwner, SPELL_AUCHINDOUN_BLESSING, true);

    m_zoneOwner = TEAM_NONE;

    // reset world states and towers
    SendUpdateWorldState(m_zoneWorldState, WORLD_STATE_REMOVE);
    m_zoneWorldState = WORLD_STATE_TF_TOWERS_CONTROLLED;
    SendUpdateWorldState(m_zoneWorldState, WORLD_STATE_ADD);

    // reset tower states
    m_towerWorldState[0] = WORLD_STATE_TF_WEST_TOWER_NEUTRAL;
    m_towerWorldState[1] = WORLD_STATE_TF_NORTH_TOWER_NEUTRAL;
    m_towerWorldState[2] = WORLD_STATE_TF_EAST_TOWER_NEUTRAL;
    m_towerWorldState[3] = WORLD_STATE_TF_SOUTH_EAST_TOWER_NEUTRAL;
    m_towerWorldState[4] = WORLD_STATE_TF_SOUTH_TOWER_NEUTRAL;
    for (uint8 i = 0; i < MAX_TF_TOWERS; ++i)
        SendUpdateWorldState(m_towerWorldState[i], WORLD_STATE_ADD);

    // update tower count
    m_towersAlliance = 0;
    m_towersHorde = 0;
    SendUpdateWorldState(WORLD_STATE_TF_TOWER_COUNT_A, m_towersAlliance);
    SendUpdateWorldState(WORLD_STATE_TF_TOWER_COUNT_H, m_towersHorde);

    for (GuidZoneMap::iterator itr = m_zonePlayers.begin(); itr != m_zonePlayers.end(); ++itr)
    {
        // Find player who is in main zone (Terokkar Forest) to get correct map reference
        if (!itr->second)
            continue;

        if (Player* player = sObjectMgr.GetPlayer(itr->first))
        {
            ResetTowers(player);
            break;
        }
    }
}
Example #15
0
bool OutdoorPvPEP::Update(uint32 diff)
{
    bool changed = false;
    if (changed = OutdoorPvP::Update(diff))
    {
        for (uint8 i = 0; i < OutdoorPvPEPTeamsBuffNum; ++i)
        {
            TeamCastSpell(TEAM_ALLIANCE, -EP_AllianceBuffs[i]);
            TeamCastSpell(TEAM_HORDE, -EP_HordeBuffs[i]);
        }

        uint32 AllianceBuff = m_AllianceTowersControlled > 0 ? EP_AllianceBuffs[m_AllianceTowersControlled-1] : 0;
        uint32 HordeBuff = m_HordeTowersControlled > 0 ? EP_HordeBuffs[m_HordeTowersControlled-1] : 0;
        if (m_AllianceTowersControlled > 0)
            TeamApplyBuff(TEAM_ALLIANCE, AllianceBuff, HordeBuff);
        if (m_HordeTowersControlled > 0)
            TeamApplyBuff(TEAM_HORDE, HordeBuff, AllianceBuff);

        SendUpdateWorldState(EP_UI_TOWER_COUNT_A, m_AllianceTowersControlled);
        SendUpdateWorldState(EP_UI_TOWER_COUNT_H, m_HordeTowersControlled);
    }
    return changed;
}
Example #16
0
void OPvPWintergrasp::ModifyWorkshopCount(TeamId team, bool add)
{
    if (team == TEAM_NEUTRAL)
        return;

    if (add)
        ++m_workshopCount[team];
    else if (m_workshopCount[team])
        --m_workshopCount[team];
    else
        sLog.outError("OPvPWintergrasp::ModifyWorkshopCount: negative workshop count!");

    SendUpdateWorldState(MaxVehNumWorldState[team], m_workshopCount[team] * MAX_VEHICLE_PER_WORKSHOP);
}
Example #17
0
// Handle the zone lock when the timer is activated
void OutdoorPvPTF::LockZone(GameObject* go, uint32 towerId, Team team, uint32 newWorldState)
{
    SendUpdateWorldState(m_zoneWorldState, WORLD_STATE_REMOVE);
    m_zoneWorldState = team == ALLIANCE ? WORLD_STATE_TF_LOCKED_ALLIANCE : WORLD_STATE_TF_LOCKED_HORDE;
    SendUpdateWorldState(m_zoneWorldState, WORLD_STATE_ADD);

    m_zoneLockTimer = TIMER_TF_LOCK_TIME;
    UpdateTimerWorldState();

    m_zoneOwner = team;
    BuffTeam(team, SPELL_AUCHINDOUN_BLESSING);

    // lock the towers
    LockTowers(go);

    sWorld.SendDefenseMessage(ZONE_ID_TEROKKAR_FOREST, team == ALLIANCE ? LANG_OPVP_TF_CAPTURE_ALL_TOWERS_A : LANG_OPVP_TF_CAPTURE_ALL_TOWERS_H);

    // remove tower states when zone has been captured and locked
    for (uint8 i = 0; i < MAX_TF_TOWERS; ++i)
        SendUpdateWorldState(m_towerWorldState[i], WORLD_STATE_REMOVE);

    m_towerWorldState[towerId] = newWorldState;
}
Example #18
0
void OutdoorPvPNA::HandleCreatureCreate(Creature* creature)
{
    switch (creature->GetEntry())
    {
        case NPC_RESEARCHER_KARTOS:
        case NPC_QUARTERMASTER_DAVIAN:
        case NPC_MERCHANT_ALDRAAN:
        case NPC_VENDOR_CENDRII:
        case NPC_AMMUNITIONER_BANRO:
        case NPC_RESEARCHER_AMERELDINE:
        case NPC_QUARTERMASTER_NORELIQE:
        case NPC_MERCHANT_COREIEL:
        case NPC_VENDOR_EMBELAR:
        case NPC_AMMUNITIONER_TASALDAN:
            m_teamVendors.push_back(creature->GetObjectGuid());
            break;
        case NPC_HORDE_HALAANI_GUARD:
        case NPC_ALLIANCE_HANAANI_GUARD:
            // prevent updating guard counter on owner take over
            if (m_guardsLeft == MAX_NA_GUARDS)
                return;

            if (m_guardsLeft == 0)
            {
                LockHalaa(creature);

                // update world state
                SendUpdateWorldState(m_zoneMapState, WORLD_STATE_REMOVE);
                m_zoneMapState = m_zoneOwner == ALLIANCE ? WORLD_STATE_NA_HALAA_ALLIANCE : WORLD_STATE_NA_HALAA_HORDE;
                SendUpdateWorldState(m_zoneMapState, WORLD_STATE_ADD);
            }

            ++m_guardsLeft;
            SendUpdateWorldState(WORLD_STATE_NA_GUARDS_LEFT, m_guardsLeft);
            break;
    }
}
Example #19
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);
}
Example #20
0
void BattlefieldTB::OnStartGrouping()
{
    UpdateNPCsAndGameObjects();

    SendUpdateWorldState(TB_WS_STATE_PREPARATIONS, uint32(1));

    // Teleport players out of questing area
    for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
        for (ObjectGuid const& guid : m_players[team])
            if (Player* player = ObjectAccessor::FindPlayer(guid))
                if (player->GetAreaId() == TBQuestAreas[m_iCellblockRandom].entry)
                    player->CastSpell(player, TBQuestAreas[m_iCellblockRandom].teleportSpell, true);

    // Should we also teleport players out of Baradin Hold underground area?
};
Example #21
0
void BattlefieldTB::CapturePoint(uint32 team)
{
    if (team == BATTLEFIELD_TB_TEAM_NEUTRAL)
        return;

    if (team == GetDefenderTeam())
        m_Data32[BATTLEFIELD_TB_DATA_CAPTURED]--;
    else
        m_Data32[BATTLEFIELD_TB_DATA_CAPTURED]++;

    if (m_Data32[BATTLEFIELD_TB_DATA_CAPTURED] < 0)
        m_Data32[BATTLEFIELD_TB_DATA_CAPTURED] = 0;

    SendUpdateWorldState(WS_TB_COUNTER_BUILDINGS, m_Data32[BATTLEFIELD_TB_DATA_CAPTURED]);
}
Example #22
0
void OutdoorPvPNA::HandleCreatureDeath(Creature* creature)
{
    if (creature->GetEntry() != NPC_HORDE_HALAANI_GUARD && creature->GetEntry() != NPC_ALLIANCE_HANAANI_GUARD)
        return;

    // get the location of the dead guard for future respawn
    float x, y, z, o;
    creature->GetRespawnCoord(x, y, z, &o);
    HalaaSoldiersSpawns location = {x, y, z, o};
    m_deadSoldiers.push(location);

    // set the respawn timer after the last guard died - 5 min for the first time, or 1 hour if the city is under siege
    if (!m_soldiersRespawnTimer)
        m_soldiersRespawnTimer = m_isUnderSiege ? HOUR * IN_MILLISECONDS : 5 * MINUTE * IN_MILLISECONDS;

    // decrease the counter
    --m_guardsLeft;
    SendUpdateWorldState(WORLD_STATE_NA_GUARDS_LEFT, m_guardsLeft);

    if (m_guardsLeft == 0)
    {
        // set the zone under siege and increase the respawn timer
        m_isUnderSiege = true;
        m_soldiersRespawnTimer = HOUR * IN_MILLISECONDS;

        // make capturable
        UnlockHalaa(creature);

        // update world state
        SendUpdateWorldState(m_zoneMapState, WORLD_STATE_REMOVE);
        m_zoneMapState = m_zoneOwner == ALLIANCE ? WORLD_STATE_NA_HALAA_NEUTRAL_A : WORLD_STATE_NA_HALAA_NEUTRAL_H;
        SendUpdateWorldState(m_zoneMapState, WORLD_STATE_ADD);

        sWorld.SendDefenseMessage(ZONE_ID_NAGRAND, LANG_OPVP_NA_DEFENSELESS);
    }
}
Example #23
0
void OutdoorPvPTF::ProcessCaptureEvent(GameObject* pGo, uint32 uiTowerId, Team team, uint32 uiNewWorldState)
{
    if (team != TEAM_NONE)
    {
        if (team == ALLIANCE)
        {
            SetBannerVisual(pGo, CAPTURE_ARTKIT_ALLIANCE, CAPTURE_ANIM_ALLIANCE);
            ++m_uiTowersAlliance;
        }
        else
        {
            SetBannerVisual(pGo, CAPTURE_ARTKIT_HORDE, CAPTURE_ANIM_HORDE);
            ++m_uiTowersHorde;
        }

        // if all towers are captured then process event
        if (m_uiTowersAlliance == MAX_TF_TOWERS || m_uiTowersHorde == MAX_TF_TOWERS)
        {
            SendUpdateWorldState(m_uiZoneWorldState, WORLD_STATE_REMOVE);
            m_uiZoneWorldState = team == ALLIANCE ? WORLD_STATE_TF_LOCKED_ALLIANCE : WORLD_STATE_TF_LOCKED_HORDE;
            SendUpdateWorldState(m_uiZoneWorldState, WORLD_STATE_ADD);

            m_uiZoneLockTimer = TIMER_TF_LOCK_TIME;
            UpdateTimerWorldState();

            m_zoneOwner = team;
            BuffTeam(team, SPELL_AUCHINDOUN_BLESSING);

            // lock the towers
            LockTowers(pGo);
        }
    }
    else
    {
        SetBannerVisual(pGo, CAPTURE_ARTKIT_NEUTRAL, CAPTURE_ANIM_NEUTRAL);

        if (m_capturePointOwner[uiTowerId] == ALLIANCE)
            --m_uiTowersAlliance;
        else
            --m_uiTowersHorde;
    }

    // update tower state
    SendUpdateWorldState(m_uiTowerWorldState[uiTowerId], WORLD_STATE_REMOVE);
    m_uiTowerWorldState[uiTowerId] = uiNewWorldState;
    SendUpdateWorldState(m_uiTowerWorldState[uiTowerId], WORLD_STATE_ADD);

    // update tower count
    SendUpdateWorldState(WORLD_STATE_TF_TOWER_COUNT_A, m_uiTowersAlliance);
    SendUpdateWorldState(WORLD_STATE_TF_TOWER_COUNT_H, m_uiTowersHorde);

    // update capture point owner
    m_capturePointOwner[uiTowerId] = team;

}
Example #24
0
void WorldPvPEP::ProcessCaptureEvent(uint32 uiCaptureType, uint32 uiTeam, uint32 uiTower)
{
    switch(uiTower)
    {
        case TOWER_ID_CROWNGUARD:
             // remove old tower state
            SendUpdateWorldState(m_uiCrownguardWorldState, 0);
            // update data
            SetData(TYPE_CROWNGUARD_STATE, uiCaptureType);
            SetData(TYPE_CROWNGUARD_CONTROLLER, uiTeam);
            // send new tower state
            SendUpdateWorldState(m_uiCrownguardWorldState, 1);
            break;
        case TOWER_ID_EASTWALL:
            // remove old tower state
            SendUpdateWorldState(m_uiEastwallWorldState, 0);
            // update data
            SetData(TYPE_EASTWALL_STATE, uiCaptureType);
            SetData(TYPE_EASTWALL_CONTROLLER, uiTeam);
            // send new tower state
            SendUpdateWorldState(m_uiEastwallWorldState, 1);
            break;
        case TOWER_ID_NORTHPASS:
            // remove old tower state
            SendUpdateWorldState(m_uiNorthpassWorldState, 0);
            // update data
            SetData(TYPE_NORTHPASS_STATE, uiCaptureType);
            SetData(TYPE_NORTHPASS_CONTROLLER, uiTeam);
            // send new tower state
            SendUpdateWorldState(m_uiNorthpassWorldState, 1);
            break;
        case TOWER_ID_PLAGUEWOOD:
            // remove old tower state
            SendUpdateWorldState(m_uiPlaguewoodWorldState, 0);
            // update data
            SetData(TYPE_PLAGUEWOOD_STATE, uiCaptureType);
            SetData(TYPE_PLAGUEWOOD_CONTROLLER, uiTeam);
            // send new tower state
            SendUpdateWorldState(m_uiPlaguewoodWorldState, 1);
            break;
    }
}
Example #25
0
void OutdoorPvPNA::ProcessCaptureEvent(GameObject* go, Team team)
{
    BuffTeam(m_zoneOwner, SPELL_STRENGTH_HALAANI, true);

    // update capture point owner
    m_zoneOwner = team;

    LockHalaa(go);
    m_guardsLeft = MAX_NA_GUARDS;

    m_isUnderSiege = false;
    m_soldiersRespawnTimer = 0;

    UpdateWorldState(WORLD_STATE_REMOVE);
    DespawnVendors(go);
    sObjectMgr.SetGraveYardLinkTeam(GRAVEYARD_ID_HALAA, GRAVEYARD_ZONE_ID_HALAA, m_zoneOwner);

    if (m_zoneOwner == ALLIANCE)
    {
        m_zoneWorldState = WORLD_STATE_NA_GUARDS_ALLIANCE;
        m_zoneMapState = WORLD_STATE_NA_HALAA_ALLIANCE;
    }
    else
    {
        m_zoneWorldState = WORLD_STATE_NA_GUARDS_HORDE;
        m_zoneMapState = WORLD_STATE_NA_HALAA_HORDE;
    }

    HandleFactionObjects(go);
    UpdateWorldState(WORLD_STATE_ADD);

    SendUpdateWorldState(WORLD_STATE_NA_GUARDS_LEFT, m_guardsLeft);

    BuffTeam(m_zoneOwner, SPELL_STRENGTH_HALAANI);
    sWorld.SendDefenseMessage(ZONE_ID_NAGRAND, m_zoneOwner == ALLIANCE ? LANG_OPVP_NA_CAPTURE_A : LANG_OPVP_NA_CAPTURE_H);
}
Example #26
0
void OutdoorPvPNA::UpdateWyvernsWorldState(uint32 value)
{
    for (uint8 i = 0; i < MAX_NA_ROOSTS; ++i)
        SendUpdateWorldState(m_roostWorldState[i], value);
}
Example #27
0
// Handle case when player returns a silithyst
bool OutdoorPvPSI::HandleAreaTrigger(Player* player, uint32 triggerId)
{
    if (player->isGameMaster() || player->isDead())
        return false;

    switch (triggerId)
    {
        case AREATRIGGER_SILITHUS_ALLIANCE:
            if (player->GetTeam() != ALLIANCE || !player->HasAura(SPELL_SILITHYST))
                return false;

            // update counter
            ++ m_resourcesAlliance;
            SendUpdateWorldState(WORLD_STATE_SI_GATHERED_A, m_resourcesAlliance);

            // handle the case when the faction has reached maximum resources allowed
            if (m_resourcesAlliance == MAX_SILITHYST)
            {
                // NOTE: On retail it would not reset until server restart but we do not support weekly restart :)
                m_zoneOwner = ALLIANCE;
                m_resourcesAlliance = 0;
                m_resourcesHorde = 0;

                // also update the horde counter if resources were reset
                SendUpdateWorldState(WORLD_STATE_SI_GATHERED_H, m_resourcesHorde);

                // apply buff to owner team
                BuffTeam(ALLIANCE, SPELL_CENARION_FAVOR);

                // Send defense message
                sWorld.SendDefenseMessage(ZONE_ID_SILITHUS, LANG_OPVP_SI_CAPTURE_A);
            }

            // give quest credit if necessary
            if (player->GetQuestStatus(QUEST_SCOURING_DESERT_ALLIANCE) == QUEST_STATUS_INCOMPLETE)
                player->KilledMonsterCredit(NPC_SILITHUS_DUST_QUEST_ALLIANCE);
            break;
        case AREATRIGGER_SILITHUS_HORDE:
            if (player->GetTeam() != HORDE || !player->HasAura(SPELL_SILITHYST))
                return false;

            // update counter
            ++ m_resourcesHorde;
            SendUpdateWorldState(WORLD_STATE_SI_GATHERED_H, m_resourcesHorde);

            // handle the case when the faction has reached maximum resources allowed
            if (m_resourcesHorde == MAX_SILITHYST)
            {
                // NOTE: On retail it would not reset until server restart but we do not support weekly restart :)
                m_zoneOwner = HORDE;
                m_resourcesAlliance = 0;
                m_resourcesHorde = 0;

                // also update the alliance counter if resources were reset
                SendUpdateWorldState(WORLD_STATE_SI_GATHERED_A, m_resourcesAlliance);

                // apply buff to owner team
                BuffTeam(HORDE, SPELL_CENARION_FAVOR);

                // Send defense message
                sWorld.SendDefenseMessage(ZONE_ID_SILITHUS, LANG_OPVP_SI_CAPTURE_H);
            }

            // give quest credit if necessary
            if (player->GetQuestStatus(QUEST_SCOURING_DESERT_HORDE) == QUEST_STATUS_INCOMPLETE)
                player->KilledMonsterCredit(NPC_SILITHUS_DUST_QUEST_HORDE);
            break;
        default:
            return false;
    }

    // remove silithyst aura
    player->RemoveAurasDueToSpell(SPELL_SILITHYST);

    // reward the player
    player->CastSpell(player, SPELL_TRACES_OF_SILITHYST, true);
    player->RewardHonor(NULL, 1, HONOR_REWARD_SILITHYST);
    player->GetReputationMgr().ModifyReputation(sFactionStore.LookupEntry(FACTION_CENARION_CIRCLE), REPUTATION_REWARD_SILITHYST);

    return true;
}
Example #28
0
bool OutdoorPvPTF::Update(uint32 diff)
{
    bool changed = OutdoorPvP::Update(diff);

    if (changed)
    {
        if (m_AllianceTowersControlled == TF_TOWER_NUM)
        {
            TeamApplyBuff(TEAM_ALLIANCE, TF_CAPTURE_BUFF);
            m_IsLocked = true;
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_NEUTRAL, uint32(0));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_HORDE, uint32(0));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_ALLIANCE, uint32(1));
            SendUpdateWorldState(TF_UI_TOWERS_CONTROLLED_DISPLAY, uint32(0));
        }
        else if (m_HordeTowersControlled == TF_TOWER_NUM)
        {
            TeamApplyBuff(TEAM_HORDE, TF_CAPTURE_BUFF);
            m_IsLocked = true;
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_NEUTRAL, uint32(0));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_HORDE, uint32(1));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_ALLIANCE, uint32(0));
            SendUpdateWorldState(TF_UI_TOWERS_CONTROLLED_DISPLAY, uint32(0));
        }
        else
        {
            TeamCastSpell(TEAM_ALLIANCE, -TF_CAPTURE_BUFF);
            TeamCastSpell(TEAM_HORDE, -TF_CAPTURE_BUFF);
        }
        SendUpdateWorldState(TF_UI_TOWER_COUNT_A, m_AllianceTowersControlled);
        SendUpdateWorldState(TF_UI_TOWER_COUNT_H, m_HordeTowersControlled);
    }
    if (m_IsLocked)
    {
        // lock timer is down, release lock
        if (m_LockTimer < diff)
        {
            m_LockTimer = TF_LOCK_TIME;
            m_LockTimerUpdate = 0;
            m_IsLocked = false;
            SendUpdateWorldState(TF_UI_TOWERS_CONTROLLED_DISPLAY, uint32(1));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_NEUTRAL, uint32(0));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_HORDE, uint32(0));
            SendUpdateWorldState(TF_UI_LOCKED_DISPLAY_ALLIANCE, uint32(0));
        }
        else
        {
            // worldstateui update timer is down, update ui with new time data
            if (m_LockTimerUpdate < diff)
            {
                m_LockTimerUpdate = TF_LOCK_TIME_UPDATE;
                uint32 minutes_left = m_LockTimer / 60000;
                hours_left = minutes_left / 60;
                minutes_left -= hours_left * 60;
                second_digit = minutes_left % 10;
                first_digit = minutes_left / 10;

                SendUpdateWorldState(TF_UI_LOCKED_TIME_MINUTES_FIRST_DIGIT, first_digit);
                SendUpdateWorldState(TF_UI_LOCKED_TIME_MINUTES_SECOND_DIGIT, second_digit);
                SendUpdateWorldState(TF_UI_LOCKED_TIME_HOURS, hours_left);
            } else m_LockTimerUpdate -= diff;
            m_LockTimer -= diff;
        }
    }
    return changed;
}
Example #29
0
void WorldPvPNA::UpdateWyvernsWorldState(uint8 uiValue)
{
    for (uint8 i = 0; i < MAX_NA_ROOSTS; ++i)
        SendUpdateWorldState(m_uiRoostWorldState[i], uiValue);
}
Example #30
0
bool WorldPvPZM::HandleObjectUse(Player* pPlayer, GameObject* pGo)
{
    if (!pPlayer->HasAura(pPlayer->GetTeam() == ALLIANCE ? SPELL_BATTLE_STANDARD_ALY : SPELL_BATTLE_STANDARD_HORDE))
        return false;

    switch (pGo->GetEntry())
    {
        case GO_ZANGA_BANNER_CENTER_ALY:
            // clicked only by the horde
            if (pPlayer->GetTeam() == ALLIANCE)
                return false;

            // change banners
            SendUpdateWorldState(m_uiGraveyardWorldState, 0);
            DoHandleBanners(m_TowerBannerCenterAlyGUID, false);
            DoHandleBanners(m_TowerBannerCenterHordeGUID, true);
            DoSetBeaconArtkit(m_BeamCenterBlueGUID, false);
            sWorld.SendZoneText(ZONE_ID_ZANGARMARSH, sObjectMgr.GetMangosStringForDBCLocale(LANG_OPVP_ZM_LOOSE_GY_A));

            // remove buff and graveyard from ally
            DoProcessTeamBuff(ALLIANCE, SPELL_TWIN_SPIRE_BLESSING, true);
            DoSetGraveyard(ALLIANCE, true);

            // add the buff and the graveyard to horde
            m_uiGraveyardWorldState = WORLD_STATE_GRAVEYARD_HORDE;
            SendUpdateWorldState(m_uiGraveyardWorldState, 1);
            DoProcessTeamBuff(HORDE, SPELL_TWIN_SPIRE_BLESSING);
            DoSetGraveyard(HORDE);

            // reset scout and remove player aura
            DoResetScouts(HORDE);
            m_uiGraveyardController = HORDE;
            pPlayer->RemoveAurasDueToSpell(SPELL_BATTLE_STANDARD_HORDE);
            DoSetBeaconArtkit(m_BeamCenterRedGUID, true);
            sWorld.SendZoneText(ZONE_ID_ZANGARMARSH, sObjectMgr.GetMangosStringForDBCLocale(LANG_OPVP_ZM_CAPTURE_GY_H));

            return true;
        case GO_ZANGA_BANNER_CENTER_HORDE:
            // clicked only by the alliance
            if (pPlayer->GetTeam() == HORDE)
                return false;

            // change banners
            SendUpdateWorldState(m_uiGraveyardWorldState, 0);
            DoHandleBanners(m_TowerBannerCenterHordeGUID, false);
            DoHandleBanners(m_TowerBannerCenterAlyGUID, true);
            DoSetBeaconArtkit(m_BeamCenterRedGUID, false);
            sWorld.SendZoneText(ZONE_ID_ZANGARMARSH, sObjectMgr.GetMangosStringForDBCLocale(LANG_OPVP_ZM_LOOSE_GY_H));

            // remove buff and graveyard from ally
            DoProcessTeamBuff(HORDE, SPELL_TWIN_SPIRE_BLESSING, true);
            DoSetGraveyard(HORDE, true);

            // add the buff and the graveyard to horde
            m_uiGraveyardWorldState = WORLD_STATE_GRAVEYARD_ALY;
            SendUpdateWorldState(m_uiGraveyardWorldState, 1);
            DoProcessTeamBuff(ALLIANCE, SPELL_TWIN_SPIRE_BLESSING);
            DoSetGraveyard(ALLIANCE);

            // reset scout and remove player aura
            DoResetScouts(ALLIANCE);
            m_uiGraveyardController = ALLIANCE;
            pPlayer->RemoveAurasDueToSpell(SPELL_BATTLE_STANDARD_ALY);
            DoSetBeaconArtkit(m_BeamCenterBlueGUID, true);
            sWorld.SendZoneText(ZONE_ID_ZANGARMARSH, sObjectMgr.GetMangosStringForDBCLocale(LANG_OPVP_ZM_CAPTURE_GY_A));

            return true;
        case GO_ZANGA_BANNER_CENTER_NEUTRAL:

            // remove old world state
            SendUpdateWorldState(m_uiGraveyardWorldState, 0);

            if (pPlayer->GetTeam() == ALLIANCE)
            {
                // change banners
                DoHandleBanners(m_TowerBannerCenterNeutralGUID, false);
                DoHandleBanners(m_TowerBannerCenterAlyGUID, true);

                // add the buff and the graveyard to horde
                m_uiGraveyardWorldState= WORLD_STATE_GRAVEYARD_ALY;
                DoProcessTeamBuff(ALLIANCE, SPELL_TWIN_SPIRE_BLESSING);
                DoSetGraveyard(ALLIANCE);

                // reset scout and remove player aura
                DoResetScouts(ALLIANCE);
                m_uiGraveyardController = ALLIANCE;
                pPlayer->RemoveAurasDueToSpell(SPELL_BATTLE_STANDARD_ALY);
                DoSetBeaconArtkit(m_BeamCenterBlueGUID, true);
                sWorld.SendZoneText(ZONE_ID_ZANGARMARSH, sObjectMgr.GetMangosStringForDBCLocale(LANG_OPVP_ZM_CAPTURE_GY_H));
            }
            else if (pPlayer->GetTeam() == HORDE)
            {
                // change banners
                DoHandleBanners(m_TowerBannerCenterNeutralGUID, false);
                DoHandleBanners(m_TowerBannerCenterHordeGUID, true);

                // add the buff and the graveyard to horde
                m_uiGraveyardWorldState = WORLD_STATE_GRAVEYARD_HORDE;
                DoProcessTeamBuff(HORDE, SPELL_TWIN_SPIRE_BLESSING);
                DoSetGraveyard(HORDE);

                // reset scout and remove player aura
                DoResetScouts(HORDE);
                m_uiGraveyardController = HORDE;
                pPlayer->RemoveAurasDueToSpell(SPELL_BATTLE_STANDARD_HORDE);
                DoSetBeaconArtkit(m_BeamCenterRedGUID, true);
                sWorld.SendZoneText(ZONE_ID_ZANGARMARSH, sObjectMgr.GetMangosStringForDBCLocale(LANG_OPVP_ZM_CAPTURE_GY_H));
            }

            // add new world state
            SendUpdateWorldState(m_uiGraveyardWorldState, 1);

            return true;
    }

    return false;
}