Example #1
0
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
{
    // TODO implement quest 7101, 7081
    TeamIndex teamIdx  = GetTeamIndex(player->GetTeam());
    DEBUG_LOG("BattleGroundAV: player assaults node %i", node);
    if (m_Nodes[node].Owner == TeamIndex(teamIdx) || TeamIndex(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 == TEAM_INDEX_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 == TEAM_INDEX_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
        // update the statistic for the assaulting player
        UpdatePlayerScore(player, SCORE_GRAVEYARDS_ASSAULTED, 1);
    }

    PlaySoundToAll((teamIdx == TEAM_INDEX_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS);
}
Example #2
0
void BattleGroundAV::DefendNode(BG_AV_Nodes node, TeamIndex teamIdx)
{
    MANGOS_ASSERT(m_Nodes[node].TotalOwner == TeamIndex(teamIdx));
    MANGOS_ASSERT(m_Nodes[node].Owner != TeamIndex(teamIdx));
    MANGOS_ASSERT(m_Nodes[node].State != POINT_CONTROLLED);
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].Owner      = TeamIndex(teamIdx);
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_CONTROLLED;
    m_Nodes[node].Timer      = 0;
}
Example #3
0
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, TeamIndex teamIdx)
{
    MANGOS_ASSERT(m_Nodes[node].TotalOwner != TeamIndex(teamIdx));
    MANGOS_ASSERT(m_Nodes[node].Owner != TeamIndex(teamIdx));
    // only assault an assaulted node if no totalowner exists:
    MANGOS_ASSERT(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == TEAM_INDEX_NEUTRAL);
    // the timer gets another time, if the previous owner was 0 == Neutral
    m_Nodes[node].Timer      = (m_Nodes[node].PrevOwner != TEAM_INDEX_NEUTRAL) ? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].Owner      = TeamIndex(teamIdx);
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_ASSAULTED;
}
Example #4
0
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);
    }
}
Example #5
0
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
    DEBUG_LOG("BattleGroundAV: player destroyed point node %i", node);

    MANGOS_ASSERT(m_Nodes[node].Owner != TEAM_INDEX_NEUTRAL)
    TeamIndex ownerTeamIdx = TeamIndex(m_Nodes[node].Owner);
    Team ownerTeam = ownerTeamIdx == TEAM_INDEX_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);
        RewardXpToTeam(0, 0.91f, 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);
    }
}
Example #6
0
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] != TEAM_INDEX_NEUTRAL)
        {
            m_Mine_Timer[mine] -= diff;
            if (m_Mine_Timer[mine] <= 0)
            {
                UpdateScore(TeamIndex(m_Mine_Owner[mine]), WORLD_STATE_ADD);
                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, TEAM_INDEX_NEUTRAL);
        }
    }

    // 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 BattleGroundIC::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            // correct visual of closed gates is at "damaged" flag
            for (int i = BG_IC_GO_T_ALLIANCE_GATE_1; i <= BG_IC_GO_T_HORDE_GATE_3; ++i)
                GetBGObject(i)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);

            for (int i = BG_IC_GO_T_ALLIANCE_WEST; i <= BG_IC_GO_T_HORDE_FRONT; ++i)
                DelObject(i);

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (int node = 0; node < BG_IC_NODES_MAX; ++node)
    {
        // 3 sec delay to spawn new banner instead previous despawned one
        if (m_BannerTimers[node].timer)
        {
            if (m_BannerTimers[node].timer > diff)
                m_BannerTimers[node].timer -= diff;
            else
            {
                m_BannerTimers[node].timer = 0;
                _CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
            }
        }

        // 1-minute to occupy a node from contested state
        if (m_NodeTimers[node])
        {
            if (m_NodeTimers[node] > diff)
                m_NodeTimers[node] -= diff;
            else
            {
                m_NodeTimers[node] = 0;
                // Change from contested to occupied !
                uint8 teamIndex = m_Nodes[node]-1;
                m_prevNodes[node] = m_Nodes[node];
                m_Nodes[node] += 2;
                // create new occupied banner
                _CreateBanner(node, BG_IC_NODE_TYPE_OCCUPIED, teamIndex, true);
                _SendNodeUpdate(node);
                // Message to chatlog
                if (teamIndex == TEAM_INDEX_ALLIANCE)
                {
                    SendMessage2ToAll(LANG_BG_IC_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_ALLY,_GetNodeNameId(node));
                    PlaySoundToAll(BG_IC_SOUND_NODE_CAPTURED_ALLIANCE);
                }
                else
                {
                    SendMessage2ToAll(LANG_BG_IC_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_HORDE,_GetNodeNameId(node));
                    PlaySoundToAll(BG_IC_SOUND_NODE_CAPTURED_HORDE);
                }

                // gunship starting
                if (node == BG_IC_NODE_HANGAR)
                    (teamIndex == TEAM_INDEX_ALLIANCE ? gunshipAlliance : gunshipHorde)->BuildStartMovePacket(GetBgMap());
            }
        }
    }

    // add a point every 45 secs to quarry/refinery owner
    for (uint8 node = BG_IC_NODE_QUARRY; node <= BG_IC_NODE_REFINERY; node++)
    {
        if (m_Nodes[node] >= BG_IC_NODE_TYPE_OCCUPIED)
        {
            if (m_resource_Timer[node] <= diff)
            {
                UpdateScore(TeamIndex(m_Nodes[node] - BG_IC_NODE_TYPE_OCCUPIED) , 1);
                RewardHonorToTeam(GetBonusHonorFromKill(1), (m_Nodes[node] - BG_IC_NODE_TYPE_OCCUPIED == 0 ? ALLIANCE : HORDE));
                m_resource_Timer[node] = BG_IC_RESOURCE_TICK_TIMER;
            }
            else
                m_resource_Timer[node] -= diff;
        }
    }
    HandleBuffs();
}