Example #1
0
// create a new battleground that will really be used to play
BattleGround * BattleGroundMgr::CreateNewBattleGround(uint32 bgTypeId)
{
    BattleGround *bg = NULL;

    // get the template BG
    BattleGround *bg_template = GetBattleGroundTemplate(bgTypeId);

    if(!bg_template)
    {
        sLog.outError("BattleGround: CreateNewBattleGround - bg template not found for %u", bgTypeId);
        return 0;
    }

    // create a copy of the BG template
    switch(bgTypeId)
    {
        case BATTLEGROUND_AV:
            bg = new BattleGroundAV(*(BattleGroundAV*)bg_template);
            break;
        case BATTLEGROUND_WS:
            bg = new BattleGroundWS(*(BattleGroundWS*)bg_template);
            break;
        case BATTLEGROUND_AB:
            bg = new BattleGroundAB(*(BattleGroundAB*)bg_template);
            break;
        default:
            //bg = new BattleGround;
            return 0;
            break;             // placeholder for non implemented BG
    }

    // generate a new instance id
    bg->SetInstanceID(MapManager::Instance().GenerateInstanceId()); // set instance id

    // reset the new bg (set status to status_wait_queue from status_none)
    bg->Reset();

    /*   will be setup in BG::Update() when the first player is ported in
    if(!(bg->SetupBattleGround()))
    {
        sLog.outError("BattleGround: CreateNewBattleGround: SetupBattleGround failed for bg %u", bgTypeId);
        delete bg;
        return 0;
    }
    */

    // add BG to free slot queue
    bg->AddToBGFreeSlotQueue();

    // add bg to update list
    AddBattleGround(bg->GetInstanceID(), bg);

    return bg;
}
Example #2
0
// used to create the BG templates
uint32 BattleGroundMgr::CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO)
{
    // Create the BG
    BattleGround *bg = NULL;

    switch(bgTypeId)
    {
        case BATTLEGROUND_AV: 
            bg = new BattleGroundAV; 
            bg->SetName("Alterac Valley");
            bg->SetMapId(30);
        break;
        case BATTLEGROUND_WS: 
            bg = new BattleGroundWS;
            bg->SetName("Warsong Gulch");
            bg->SetMapId(489);
        break;
        case BATTLEGROUND_AB: 
            bg = new BattleGroundAB;
            bg->SetName("Arathi Basin");
            bg->SetMapId(529);
        break;

        default:bg = new BattleGround;   break;             // placeholder for non implemented BG
    }

    bg->Reset();

    bg->SetTypeID(bgTypeId);
    bg->SetInstanceID(0);                               // template bg, instance id is 0
    bg->SetMinPlayersPerTeam(MinPlayersPerTeam);
    bg->SetMaxPlayersPerTeam(MaxPlayersPerTeam);
    bg->SetMinPlayers(MinPlayersPerTeam*2);
    bg->SetMaxPlayers(MaxPlayersPerTeam*2);
    bg->SetTeamStartLoc(ALLIANCE, Team1StartLocX, Team1StartLocY, Team1StartLocZ, Team1StartLocO);
    bg->SetTeamStartLoc(HORDE,    Team2StartLocX, Team2StartLocY, Team2StartLocZ, Team2StartLocO);
    bg->SetLevelRange(LevelMin, LevelMax);

    //add BattleGround instance to FreeSlotQueue (.back() will return the template!)
    if (bgTypeId < MAX_BATTLEGROUND_TYPES ) // anti-crash
        bg->AddToBGFreeSlotQueue();

    // do NOT add to update list, since this is a template battleground!

    // return some not-null value, bgTypeId is good enough for me
    return bgTypeId;
}